webgpu-app/index.js

459 lines
12 KiB
JavaScript

import { getPath } from "./common.js";
import { loadGltf } from "./index2.js";
if (!navigator.gpu) {
throw new Error("WebGPU not supported on this browser.");
}
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) {
throw new Error("No WebGPU adapter");
}
const device = await adapter.requestDevice();
const canvas = document.querySelector("canvas");
canvas.width = canvas.clientWidth
canvas.height = canvas.clientHeight
const context = canvas.getContext("webgpu");
const canvasFormat = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device: device,
format: canvasFormat,
});
const encoder = device.createCommandEncoder();
const renderPass = encoder.beginRenderPass({
colorAttachments: [{
view: context.getCurrentTexture().createView(),
loadOp: "clear",
clearValue: { r: 0.9, g: 0.5, b: 0.2, a: 1 },
storeOp: "store",
}]
});
renderPass.end();
const commandBuffer = encoder.finish();
device.queue.submit([commandBuffer]);
const cubeResponse = await fetch("obj/cube.bin");
const cubeObj = await cubeResponse.arrayBuffer();
const cubeView = new DataView(cubeObj);
const indexCount = cubeView.getUint32(0, true);
const indexBufferOffset = cubeView.getUint32(4, true);
const indexBufferSize = cubeView.getUint32(8, true);
const vertexBufferOffset = cubeView.getUint32(12, true);
const vertexBufferSize = cubeView.getUint32(16, true);
//console.log(`indexBufferOffset ${indexBufferOffset} indexBufferSize ${indexBufferSize}`);
//console.log(`vertexBufferOffset ${vertexBufferOffset} vertexBufferSize ${vertexBufferSize}`);
const cubeIndexCount = indexBufferSize / 2;
const cubeVerticesStride = 36;
const indexVertexBuffer = device.createBuffer({
label: "cell vertices",
size: indexBufferSize + vertexBufferSize,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(indexVertexBuffer, 0, cubeObj, indexBufferOffset, indexBufferSize);
device.queue.writeBuffer(indexVertexBuffer, indexBufferSize, cubeObj, vertexBufferOffset, vertexBufferSize);
//////////////////////////////////////////////////////////////////////
// instance buffer
//////////////////////////////////////////////////////////////////////
async function loadVoxModel(path)
{
const voxResponse = await fetch(path);
const vox = await voxResponse.arrayBuffer();
const voxView = new DataView(vox);
const sizeX = voxView.getUint32(0, true);
const sizeY = voxView.getUint32(4, true);
const sizeZ = voxView.getUint32(8, true);
const voxelCount = voxView.getUint32(12, true);
const instanceBuffer = device.createBuffer({
label: `instanceBuffer %{}`,
size: voxelCount * 4,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(instanceBuffer, 0, vox, 16, voxelCount * 4);
const modelConfigurationBuffer = device.createBuffer({
label: "modelConfigurationBuffer",
size: 4 * 4 + 256 * 4 * 4,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const paletteOffset = 16 + voxelCount * 4;
const sizeArray = new Float32Array([sizeX, sizeY, sizeZ, 0]);
device.queue.writeBuffer(modelConfigurationBuffer, 0, sizeArray);
device.queue.writeBuffer(modelConfigurationBuffer, 4 * 4, vox, paletteOffset, 256 * 4 * 4);
return {
instanceBuffer: instanceBuffer,
modelConfigurationBuffer: modelConfigurationBuffer,
voxelCount: voxelCount,
path: path,
}
}
const modelPaths = [
"vox/monu1.bin",
"vox/monu7.bin",
"vox/monu9.bin",
"vox/monu16.bin",
"vox/chr_fox.bin",
"vox/ff3.bin",
"vox/dragon.bin",
];
const models = {}
for (const path of modelPaths) {
models[path] = loadVoxModel(path);
}
for (const path of modelPaths) {
models[path] = await models[path];
}
var currentModel = modelPaths[0];
//////////////////////////////////////////////////////////////////////
// vertex layout
//////////////////////////////////////////////////////////////////////
const vertexBufferLayouts = [
{
arrayStride: cubeVerticesStride,
attributes: [{
format: "float32x3",
offset: 0,
shaderLocation: 0,
}, {
format: "float32x2",
offset: 12,
shaderLocation: 1,
}, {
format: "float16x4",
offset: 20,
shaderLocation: 2,
}, {
format: "float16x4",
offset: 28,
shaderLocation: 3,
}],
stepMode: "vertex",
},
{
arrayStride: 4,
attributes: [{
format: "uint8x4",
offset: 0,
shaderLocation: 4,
}],
stepMode: "instance",
},
];
const indexWgsl = getPath("index.wgsl");
const computeWgsl = getPath("compute.wgsl");
const cellShaderModule = device.createShaderModule({
label: "cell shader",
code: await indexWgsl,
});
const bindGroupLayouts = [
device.createBindGroupLayout({
label: "bind group layout 0",
entries: [{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
buffer: { type: "uniform" }
}, {
binding: 1,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
buffer: { type: "read-only-storage" }
}, {
binding: 2,
visibility: GPUShaderStage.COMPUTE,
buffer: { type: "storage" }
}]
}),
device.createBindGroupLayout({
label: "bind group layout 1",
entries: [{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
buffer: { type: "uniform" }
}]
}),
];
const pipelineLayout = device.createPipelineLayout({
label: "pipeline layout",
bindGroupLayouts: bindGroupLayouts,
});
const cellPipeline = device.createRenderPipeline({
label: "cell pipeline",
layout: pipelineLayout,
vertex: {
module: cellShaderModule,
entryPoint: "vertexMain",
buffers: vertexBufferLayouts,
},
fragment: {
module: cellShaderModule,
entryPoint: "fragmentMain",
targets: [{
format: canvasFormat,
}]
},
primitive: {
topology: 'triangle-list',
},
depthStencil: {
depthWriteEnabled: true,
depthCompare: 'less',
format: 'depth24plus',
},
});
const computeShaderModule = device.createShaderModule({
label: "compute shader",
code: await computeWgsl,
});
const computePipelineLayout = device.createPipelineLayout({
label: "compute pipeline layout",
bindGroupLayouts: [ bindGroupLayouts[0] ],
});
const computePipeline = device.createComputePipeline({
label: "compute pipeline",
layout: computePipelineLayout,
compute: {
module: computeShaderModule,
entryPoint: "computeMain",
},
});
const gridSize = 32;
const workGroupSize = 16;
//const uniformArray2 = new Float32Array([gridSize, gridSize, 1, 1]);
const memory = new WebAssembly.Memory({ initial: 1 });
const uniformArray = new Float32Array(memory.buffer);
uniformArray[0] = 1;
uniformArray[1] = 0;
uniformArray[2] = 0;
uniformArray[3] = 0;
const uniformArraySize = 4 * 4 + (4 * 4 * 4) * 2;
const rotate = await WebAssembly.instantiateStreaming(fetch("rotate.wasm"), {
env: { memory: memory }
});
const memory2 = new WebAssembly.Memory({ initial: 258 * 2 });
const module = await WebAssembly.instantiateStreaming(fetch("src/module.wasm"), {
env: {
memory: memory2,
log: console.log,
}
});
//document.module = module;
const uniformBuffer = device.createBuffer({
label: "grid uniform",
size: uniformArraySize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(uniformBuffer, 0, uniformArray, 0, uniformArraySize / 4);
const cellStateArray = new Uint32Array(gridSize * gridSize);
const cellStateStorage = [
device.createBuffer({
label: "cell state 0",
size: cellStateArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
}),
device.createBuffer({
label: "cell state 1",
size: cellStateArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
}),
];
for (let i = 0; i < cellStateArray.length; i += 1) {
cellStateArray[i] = Math.random() > 0.6 ? 1 : 0;
}
device.queue.writeBuffer(cellStateStorage[0], 0, cellStateArray);
device.queue.writeBuffer(cellStateStorage[1], 0, cellStateArray);
const bindGroups = [
device.createBindGroup({
label: "cell bind group 0",
layout: bindGroupLayouts[0],
entries: [{
binding: 0,
resource: { buffer: uniformBuffer },
}, {
binding: 1,
resource: { buffer: cellStateStorage[0] },
}, {
binding: 2,
resource: { buffer: cellStateStorage[1] },
}],
}),
device.createBindGroup({
label: "cell bind group 1",
layout: bindGroupLayouts[0],
entries: [{
binding: 0,
resource: { buffer: uniformBuffer },
}, {
binding: 1,
resource: { buffer: cellStateStorage[1] },
}, {
binding: 2,
resource: { buffer: cellStateStorage[0] },
}],
})
];
const modelBindGroups = {};
for (const path of modelPaths) {
const bindGroup = device.createBindGroup({
label: "palette bind group",
layout: bindGroupLayouts[1],
entries: [{
binding: 0,
resource: { buffer: models[path].modelConfigurationBuffer },
}]
});
modelBindGroups[path] = bindGroup;
}
let tick = 0;
let which = 0;
function createDepthTexture() {
return device.createTexture({
size: [canvas.width, canvas.height],
format: 'depth24plus',
usage: GPUTextureUsage.RENDER_ATTACHMENT,
});
}
var depthTexture = undefined;
const modelSelect = document.getElementById("model-select");
for (const path of modelPaths) {
const option = document.createElement("option");
option.value = path;
option.innerHTML = path;
modelSelect.appendChild(option);
}
modelSelect.value = currentModel;
const lightingSelect = document.getElementById("lighting-select");
lightingSelect.value = "unlit";
function recreateDepth()
{
if (canvas.clientWidth !== canvas.width || canvas.clientWidth !== canvas.height) {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
if (depthTexture !== undefined) {
depthTexture.destroy();
}
depthTexture = createDepthTexture();
}
}
function render()
{
recreateDepth();
const encoder = device.createCommandEncoder();
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
computePass.setBindGroup(0, bindGroups[which]);
const workgroupCount = Math.ceil((gridSize * gridSize) / workGroupSize);
computePass.dispatchWorkgroups(workgroupCount);
computePass.end();
const aspect = canvas.width / canvas.height;
rotate.instance.exports.rotate(tick * 0.01, aspect, 4 * 4);
tick += 1;
if ((tick % 5) == 0) {
which ^= 1;
}
if (lightingSelect.value === "diffuse") {
uniformArray[0] = 1;
} else {
uniformArray[0] = 0;
}
device.queue.writeBuffer(uniformBuffer, 0, uniformArray, 0, uniformArraySize / 4);
const renderPass = encoder.beginRenderPass({
colorAttachments: [{
view: context.getCurrentTexture().createView(),
loadOp: "clear",
clearValue: { r: 0.2, g: 0.2, b: 0.4, a: 1 },
storeOp: "store",
}],
depthStencilAttachment: {
view: depthTexture.createView(),
depthClearValue: 1.0,
depthLoadOp: 'clear',
depthStoreOp: 'store',
},
});
currentModel = modelSelect.value;
renderPass.setPipeline(cellPipeline);
const vertexOffset = indexBufferSize;
renderPass.setVertexBuffer(0, indexVertexBuffer, vertexOffset, vertexBufferSize);
renderPass.setVertexBuffer(1, models[currentModel].instanceBuffer);
renderPass.setIndexBuffer(indexVertexBuffer, "uint16", 0, indexBufferSize);
renderPass.setBindGroup(0, bindGroups[which]);
renderPass.setBindGroup(1, modelBindGroups[currentModel]);
//renderPass.draw(cubeVerticesCount, gridSize * gridSize);
//renderPass.drawIndexed(cubeIndexCount, gridSize * gridSize);
//renderPass.drawIndexed(cubeIndexCount);
renderPass.drawIndexed(cubeIndexCount, models[currentModel].voxelCount);
renderPass.end();
const commandBuffer = encoder.finish();
device.queue.submit([commandBuffer]);
requestAnimationFrame(render)
}
//requestAnimationFrame(render);
const gltfRenderer = await loadGltf(device, canvasFormat, memory2, module);
function render2()
{
recreateDepth();
const colorView = context.getCurrentTexture().createView();
const aspect = canvas.width / canvas.height;
rotate.instance.exports.rotate(tick * 0.01, aspect, 0);
device.queue.writeBuffer(gltfRenderer.uniformBuffer, 0, uniformArray, 0, gltfRenderer.uniformBufferSize / 4);
gltfRenderer.render(device, colorView, depthTexture);
requestAnimationFrame(render2);
}
requestAnimationFrame(render2);