first commit

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2025-12-31 14:22:45 +01:00
commit c78a860098
73 changed files with 30137 additions and 0 deletions

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import { Memory } from "./Memory.js";
export class Block {
parameters = {};
constructor(name, pipeline) {
this.name = name;
this.pipeline = pipeline;
this.id = -1;
this.passes = [];
this.passMap = new Map();
this.memory = new Memory("block");
}
getPreviousBlock() {
if (this.id === 0) return null;
return this.pipeline.blocks[this.id - 1];
}
addPass( name, passInstance ) {
if (this.passMap.has(name)) {
throw new Error(`Pass '${name}' already exists in block '${this.name}'.`);
}
passInstance.passName = name;
passInstance.indexInBlock = this.passes.length;
passInstance.pipeline = this.pipeline;
passInstance.block = this;
passInstance.device = this.pipeline.device;
if( this.layerIndex !== undefined ) {
passInstance.layerIndex = this.layerIndex;
}
this.passes.push(passInstance);
this.passMap.set(name, passInstance);
return passInstance;
}
getPass(name) {
return this.passMap.get(name);
}
getAllPasses() {
return this.passes;
}
getPreviousPass(passInstance) {
const idx = passInstance.indexInBlock;
if (idx <= 0) return null;
return this.passes[idx - 1];
}
setLayerIndex( layerIndex ) {
this.layerIndex = layerIndex;
for (var i = 0; i < this.passes.length; i++) {
this.passes[i].layerIndex = layerIndex;
}
}
}

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import Vector3 from "./Vector3.js";
import Matrix4 from "./Matrix4.js";
export default class Camera {
eye = new Vector3();
target = new Vector3();
up = new Vector3( 0, 1, 0 );
yaw = 0;
pitch = 0;
fovRadians = Math.PI / 4;
near = 0.1;
far = 3000.0;
distance = 10;
viewMatrix = new Float32Array( 16 );
constructor( eye = [0, 0, 5], target = [0, 0, 0], up = [0, 1, 0] ) {
this.eye = new Vector3( ...eye );
this.target = new Vector3( ...target );
this.up = new Vector3( ...up );
this.distance = Vector3.subtract( this.eye, this.target ).length();
this.viewMatrix = Matrix4.lookAt( this.eye, this.target, this.up );
}
update() {
const x = this.distance * Math.cos( this.pitch ) * Math.sin( this.yaw );
const y = this.distance * Math.sin( this.pitch );
const z = this.distance * Math.cos( this.pitch ) * Math.cos( this.yaw );
this.eye = new Vector3(
x + this.target.x,
y + this.target.y,
z + this.target.z
);
this.viewMatrix = Matrix4.lookAt( this.eye, this.target, this.up );
}
getViewMatrix() {
return this.viewMatrix;
}
rotate( deltaYaw, deltaPitch ) {
this.yaw += deltaYaw;
this.pitch -= deltaPitch;
const maxPitch = Math.PI / 2 - 0.01;
if ( this.pitch > maxPitch ) this.pitch = maxPitch;
if ( this.pitch < -maxPitch ) this.pitch = -maxPitch;
this.update();
}
zoom( delta ) {
this.distance += delta * 1;
if ( this.distance < 0.1 ) this.distance = 0.1;
this.update();
}
setTarget( target ) {
this.target = new Vector3( ...target );
this.update();
}
}

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import { Memory } from "./Memory.js";
import { RenderSystem } from "./RenderSystem.js";
export class Engine {
constructor( device ) {
this.device = device;
this.memory = new Memory( "engine" );
this.pipelines = [];
this.renderSystem = null;
}
addPipeline( p ) {
this.pipelines.push( p );
}
createRenderSystem( canvas ) {
this.renderSystem = new RenderSystem( this.device, canvas );
return this.renderSystem;
}
}

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import Vector3 from "./Vector3.js";
export default class Matrix4 {
static lookAt( eye, target, up ) {
const zAxis = Vector3.normalize( Vector3.subtract( eye, target ) );
const xAxis = Vector3.normalize( Vector3.cross( up, zAxis ) );
const yAxis = Vector3.cross( zAxis, xAxis );
return new Float32Array([
xAxis.x, yAxis.x, zAxis.x, 0,
xAxis.y, yAxis.y, zAxis.y, 0,
xAxis.z, yAxis.z, zAxis.z, 0,
-Vector3.dot( xAxis, eye ), -Vector3.dot( yAxis, eye ), -Vector3.dot( zAxis, eye ), 1,
]);
}
static getColumn( matrix, index ) {
const i = index * 4;
return new Vector3(
matrix[ i + 0 ],
matrix[ i + 1 ],
matrix[ i + 2 ]
);
}
static createProjectionMatrix( camera, canvas ) {
return Matrix4.perspective(
camera.fovRadians,
canvas.width / canvas.height,
camera.near,
camera.far
);
}
static invert( m ) {
const out = new Float32Array(16);
const m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
const m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
const m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
const m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
const a0 = m00 * m11 - m01 * m10;
const a1 = m00 * m12 - m02 * m10;
const a2 = m00 * m13 - m03 * m10;
const a3 = m01 * m12 - m02 * m11;
const a4 = m01 * m13 - m03 * m11;
const a5 = m02 * m13 - m03 * m12;
const b0 = m20 * m31 - m21 * m30;
const b1 = m20 * m32 - m22 * m30;
const b2 = m20 * m33 - m23 * m30;
const b3 = m21 * m32 - m22 * m31;
const b4 = m21 * m33 - m23 * m31;
const b5 = m22 * m33 - m23 * m32;
const det = a0 * b5 - a1 * b4 + a2 * b3 + a3 * b2 - a4 * b1 + a5 * b0;
if (det === 0) return null;
const invDet = 1 / det;
out[0] = ( m11 * b5 - m12 * b4 + m13 * b3) * invDet;
out[1] = (-m01 * b5 + m02 * b4 - m03 * b3) * invDet;
out[2] = ( m31 * a5 - m32 * a4 + m33 * a3) * invDet;
out[3] = (-m21 * a5 + m22 * a4 - m23 * a3) * invDet;
out[4] = (-m10 * b5 + m12 * b2 - m13 * b1) * invDet;
out[5] = ( m00 * b5 - m02 * b2 + m03 * b1) * invDet;
out[6] = (-m30 * a5 + m32 * a2 - m33 * a1) * invDet;
out[7] = ( m20 * a5 - m22 * a2 + m23 * a1) * invDet;
out[8] = ( m10 * b4 - m11 * b2 + m13 * b0) * invDet;
out[9] = (-m00 * b4 + m01 * b2 - m03 * b0) * invDet;
out[10] = ( m30 * a4 - m31 * a2 + m33 * a0) * invDet;
out[11] = (-m20 * a4 + m21 * a2 - m23 * a0) * invDet;
out[12] = (-m10 * b3 + m11 * b1 - m12 * b0) * invDet;
out[13] = ( m00 * b3 - m01 * b1 + m02 * b0) * invDet;
out[14] = (-m30 * a3 + m31 * a1 - m32 * a0) * invDet;
out[15] = ( m20 * a3 - m21 * a1 + m22 * a0) * invDet;
return out;
}
static perspective( fovRadians, aspect, near, far ) {
const f = 1.0 / Math.tan( fovRadians / 2 );
const nf = 1 / ( near - far );
return new Float32Array([
f / aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (far + near) * nf, -1,
0, 0, (2 * far * near) * nf, 0,
]);
}
static multiply( a, b ) {
const out = new Float32Array(16);
for ( let col = 0; col < 4; col++ ) {
for ( let row = 0; row < 4; row++ ) {
let sum = 0;
for ( let k = 0; k < 4; k++ ) {
// a is column-major: element at col k, row row => a[k*4 + row]
// b is column-major: element at col col, row k => b[col*4 + k]
sum += a[k * 4 + row] * b[col * 4 + k];
}
out[col * 4 + row] = sum;
}
}
return out;
}
}

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export default class Measure {
startTimes = {};
endTimes = {};
writeToPage = false;
element = false;
start ( label ) {
this.startTimes[ label ] = performance.now();
}
end ( label ) {
this.endTimes[ label ] = performance.now();
this.log( label );
}
getElapsed ( label ) {
if ( this.startTimes[ label ] === undefined || this.endTimes[ label ] === undefined ) {
throw new Error( "Start or end time missing for label: " + label );
}
return this.endTimes[ label ] - this.startTimes[ label ];
}
log ( label ) {
const elapsed = this.getElapsed( label );
if( this.writeToPage ) {
var p = document.createElement("p")
p.innerText = label + " took " + elapsed.toFixed(3) + " ms";
this.element.appendChild( p );
}
console.log( label + " took " + elapsed.toFixed(3) + " ms" );
}
}

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export class Memory {
constructor(scopeName = "") {
this.scopeName = scopeName;
this._map = new Map();
}
set(name, value) {
this._map.set(name, value);
this[name] = value; // property access
}
get(name) {
return this._map.get(name);
}
has(name) {
return this._map.has(name);
}
delete(name) {
this._map.delete(name);
delete this[name];
}
}

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export class Mesh {
constructor( ) {
this.shaders = [];
this.instanceCount = 1;
}
addShader( shader, options = { } ) {
this.shaders.push( {
shader,
options
} );
return this;
}
setInstanceCount( count ) {
this.instanceCount = count;
return this;
}
draw( passEncoder ) {
for ( const entry of this.shaders ) {
const shader = entry.shader;
const opts = entry.options || { };
const instances = opts.instances != null ? opts.instances : this.instanceCount;
// When no explicit vertex count is provided, rely on the shader's indexCount
const vertexCount = opts.vertexCount != null ? opts.vertexCount : ( shader.indexCount || 0 );
if ( vertexCount <= 0 ) {
continue;
}
shader.encodeRender( passEncoder, vertexCount, instances );
}
}
}

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export class ModelState {
constructor() {
this.config = null;
// embeddings
this.tokenEmbedding = null;
this.positionEmbedding = null;
// transformer layers
this.layers = []; // each layer: { Wq,Wk,Wv,bq,bk,bv, Wout,bout, Wfc1,bfc1, Wfc2,bfc2 }
// tied output projection
this.Wlogits = null;
}
}

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export class RenderPass {
constructor() {
}
attach(device, block, pipeline) {
this.device = device;
this.block = block;
this.pipeline = pipeline;
}
async create() {
// override — create Shader, load WGSL, create local buffers
}
async bindBuffers() {
// override — wire connections to other passes
}
async execute() {
// override — dispatch shader
}
async test() {
// override — CPU-vs-GPU correctness test
}
setLayerIndex(index) {
this.layerIndex = index;
}
setLayerWeightArray(array) {
this.layerWeightArray = array;
}
}

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import { Memory } from "./Memory.js";
export class RenderPipeline {
constructor(engine) {
this.engine = engine;
this.device = engine.device;
this.blocks = [];
this.memory = new Memory("pipeline");
engine.addPipeline(this);
}
addBlock(block) {
block.id = this.blocks.length;
block.pipeline = this;
this.blocks.push(block);
return block;
}
getBlock(id) {
return this.blocks[id];
}
getBlockByName(name) {
return this.blocks.find(block => block.name === name) || null;
}
getPreviousBlock(block) {
if (block.id === 0) return null;
return this.blocks[block.id - 1];
}
async create() {
for (const block of this.blocks) {
for (const pass of block.getAllPasses()) {
await pass.create();
}
}
}
async bindBuffers() {
for (const block of this.blocks) {
for (const pass of block.getAllPasses()) {
await pass.bindBuffers();
}
}
}
async execute() {
for (const block of this.blocks) {
for (const pass of block.getAllPasses()) {
await pass.execute();
await this.device.queue.onSubmittedWorkDone();
}
}
}
async test() {
for (const block of this.blocks) {
for (const pass of block.getAllPasses()) {
if (typeof pass.test === "function") {
await pass.test();
}
}
}
}
}

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export class RenderSystem {
constructor( device, canvas ) {
this.device = device;
this.canvas = canvas;
// simple per-system depth texture; recreated on resize by user as needed
this.depthTexture = null;
}
_beginFrame( clearColor = { r: 0.3, g: 0.3, b: 0.3, a: 1 } ) {
const canvas = this.canvas;
const context = canvas.getContext( "webgpu" );
const format = navigator.gpu.getPreferredCanvasFormat();
if ( !this.depthTexture ||
this.depthTexture.width !== canvas.width ||
this.depthTexture.height !== canvas.height ) {
this.depthTexture = this.device.createTexture( {
size: [ canvas.width, canvas.height, 1 ],
sampleCount: 1,
format: "depth24plus",
usage: GPUTextureUsage.RENDER_ATTACHMENT
} );
}
const encoder = this.device.createCommandEncoder();
const view = context.getCurrentTexture().createView();
const depthView = this.depthTexture.createView();
const renderPassDescriptor = {
colorAttachments: [ {
view: view,
loadOp: "clear",
storeOp: "store",
clearValue: clearColor
} ],
depthStencilAttachment: {
view: depthView,
depthLoadOp: "clear",
depthStoreOp: "store",
depthClearValue: 1.0
}
};
const passEncoder = encoder.beginRenderPass( renderPassDescriptor );
return { encoder, passEncoder };
}
_endFrame( frame ) {
frame.passEncoder.end();
this.device.queue.submit( [ frame.encoder.finish() ] );
}
render( scene, clearColor ) {
const frame = this._beginFrame( clearColor );
scene.draw( frame.passEncoder );
this._endFrame( frame );
}
}

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export class Request {
constructor( method, payload = {} ) {
this.method = method; // method name to call on Controller, e.g. "Ping"
this.payload = payload; // any data for the method
}
}

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export class Scene {
constructor( ) {
this.meshes = [];
}
addMesh( mesh ) {
this.meshes.push( mesh );
return this;
}
draw( passEncoder ) {
for ( const mesh of this.meshes ) {
if ( typeof mesh.draw === "function" ) {
mesh.draw( passEncoder );
}
}
}
}

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class shaderDebugger{
setup() {
var shaders = document.shaders;
var select = document.querySelector(".selectDebugShader");
for (var i = 0; i < shaders.length; i++) {
var currentShader = shaders[i];
var option = document.createElement("option");
option.innerText = currentShader.path;
option.id = i;
select.appendChild( option );
}
document.querySelector( "#showBuffers" ).addEventListener( "click", async function() {
var select = document.querySelector(".selectDebugShader");
var selectedIndex = select.selectedIndex;
var selectedShader = document.shaders[ selectedIndex ]
const keysArray = Array.from( selectedShader.buffers );
console.log("\n\n\n\n -------------------- Debugging Shader --------------- \n\n\n\n");
console.log( "Shader Path: ", selectedShader.path );
console.log( selectedShader );
for (var i = 0; i < keysArray.length; i++) {
const bindingInfo = selectedShader.bindings.find( b => b.varName === keysArray[i][0] );
if( bindingInfo ) {
if( bindingInfo.type == "storage" ) {
await selectedShader.debugBuffer( keysArray[i][0] );
}
} else {
console.log("this is a Uniform", keysArray, selectedShader.bindings);
}
}
});
}
}
export default shaderDebugger;

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// ============================================================================
// Tools.js — now loads real GPT-2 vocab.json + merges.txt into fake model
// ============================================================================
export class Tools {
static async generateFakeModel() {
console.log("[Tools] Loading vocab.json + merges.txt…");
// ------------------------------------------------------------
// Load vocabulary
// ------------------------------------------------------------
const vocabResponse =
await fetch("model/vocab.json"); // <-- adjust path
const vocabularyList =
await vocabResponse.json();
// ------------------------------------------------------------
// Load merges
// ------------------------------------------------------------
const mergesResponse =
await fetch("model/merges.txt"); // <-- adjust path
const mergeRuleText =
await mergesResponse.text();
const mergeRuleList =
mergeRuleText
.split("\n")
.filter(line => line.trim().length > 0 && !line.startsWith("#"));
console.log("[Tools] ✓ Loaded",
Object.keys(vocabularyList).length, "vocab tokens,",
mergeRuleList.length, "merge rules."
);
// ------------------------------------------------------------
// Fake GPT-2 weights (hidden size = 8)
// ------------------------------------------------------------
const fakeHiddenSize = 8;
const fakeIntermediateSize = fakeHiddenSize * 4;
const fakeSequenceLength = 4;
const fakeNumberOfLayers = 2;
function createFakeArray(size) {
let arr = new Float32Array(size);
for (let i = 0; i < size; i++) arr[i] = (i % 7) * 0.1;
return arr;
}
// ------------------------------------------------------------
// Build fake model
// ------------------------------------------------------------
let model = {
configuration : {
hiddenSize: fakeHiddenSize,
numberOfTransformerLayers: fakeNumberOfLayers,
numberOfAttentionHeads: 2,
maximumSequenceLength: fakeSequenceLength,
vocabularySize: Object.keys(vocabularyList).length,
maximumPositionCount: 2048
},
// real tokenizer data:
vocabularyList: vocabularyList,
mergeRuleList: mergeRuleList,
// fake embeddings:
tokenEmbeddingTensor:
createFakeArray(Object.keys(vocabularyList).length * fakeHiddenSize),
positionEmbeddingTensor:
createFakeArray(2048 * fakeHiddenSize),
transformerLayerList: [],
layerWeightFlatList: [],
tokenIndexArray: null
};
// ------------------------------------------------------------
// Create fake transformer layers
// ------------------------------------------------------------
for (let layerIndex = 0; layerIndex < fakeNumberOfLayers; layerIndex++) {
let layer = {
firstNormalizationWeightTensor: createFakeArray(fakeHiddenSize),
firstNormalizationBiasTensor: createFakeArray(fakeHiddenSize),
queryWeightTensor: createFakeArray(fakeHiddenSize * fakeHiddenSize),
keyWeightTensor: createFakeArray(fakeHiddenSize * fakeHiddenSize),
valueWeightTensor: createFakeArray(fakeHiddenSize * fakeHiddenSize),
queryBiasTensor: createFakeArray(fakeHiddenSize),
keyBiasTensor: createFakeArray(fakeHiddenSize),
valueBiasTensor: createFakeArray(fakeHiddenSize),
attentionOutputProjectionWeightTensor:
createFakeArray(fakeHiddenSize * fakeHiddenSize),
attentionOutputProjectionBiasTensor:
createFakeArray(fakeHiddenSize),
secondNormalizationWeightTensor:
createFakeArray(fakeHiddenSize),
secondNormalizationBiasTensor:
createFakeArray(fakeHiddenSize),
feedForwardLayerOneWeightTensor:
createFakeArray(fakeHiddenSize * fakeIntermediateSize),
feedForwardLayerOneBiasTensor:
createFakeArray(fakeIntermediateSize),
feedForwardLayerTwoWeightTensor:
createFakeArray(fakeIntermediateSize * fakeHiddenSize),
feedForwardLayerTwoBiasTensor:
createFakeArray(fakeHiddenSize)
};
model.transformerLayerList.push(layer);
}
console.log("[Tools] ✓ Fake model ready.");
return model;
}
/**
* Packs a 1D typed array into a 2D RGBA Float texture.
*
* @param {TypedArray} data - Input values (Float32Array, Uint32Array, etc.)
* @param {number} texWidth - Maximum texture width (e.g., 8192)
* @returns {{texData: Float32Array, width: number, height: number, totalPixels: number}}
*/
static packIntoTextureRGBA(sourceData, texWidth = 8192) {
const totalValues = sourceData.length;
const totalPixels = Math.ceil(totalValues / 4); // 4 channels/pixel
const width = texWidth;
const height = Math.ceil(totalPixels / width);
const data = new Float32Array(width * height * 4);
for (let i = 0; i < totalValues; i++) {
const pixelIndex = Math.floor(i / 4);
const channel = i % 4;
const x = pixelIndex % width;
const y = Math.floor(pixelIndex / width);
data[(y * width + x) * 4 + channel] = sourceData[i];
}
return { data, width, height, totalPixels };
}
/**
* Packs a 2D tensor (rows × cols) into a 2D RGBA float texture.
*
* @param {TypedArray} tensor - 1D row-major data
* @param {number} rows - number of rows
* @param {number} cols - number of columns
* @param {number} texWidth - max texture width (default 8192)
*/
static pack2DTensorIntoTexture( tensor, rows, cols, texWidth = 8192 ) {
const flatLength = rows * cols;
if (tensor.length !== flatLength)
throw new Error("Tensor length does not match rows*cols");
const totalPixels = Math.ceil(flatLength / 4);
const width = texWidth;
const height = Math.ceil(totalPixels / width);
const data = new Float32Array(width * height * 4);
for (let index = 0; index < flatLength; index++) {
const pixelIndex = index >> 2; // /4
const channel = index & 3; // %4
const x = pixelIndex % width;
const y = (pixelIndex / width) | 0;
data[(y * width + x) * 4 + channel] = tensor[index];
}
return { data, width, height, totalPixels };
}
}

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export default class Vector3 {
x = 0;
y = 0;
z = 0;
constructor( x = 0, y = 0, z = 0 ) {
this.x = x;
this.y = y;
this.z = z;
}
static subtract( a, b ) {
return new Vector3( a.x - b.x, a.y - b.y, a.z - b.z );
}
length() {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
}
static cross( a, b ) {
return new Vector3(
a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x
);
}
static dot( a, b ) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
static normalize( v ) {
const length = Math.sqrt( v.x * v.x + v.y * v.y + v.z * v.z );
if ( length > 0.00001 ) {
return new Vector3( v.x / length, v.y / length, v.z / length );
} else {
return new Vector3( 0, 0, 0 );
}
}
}

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export class WGSLReflection {
constructor(wgslSource) {
this.src = wgslSource;
this.structs = {};
this.bindings = [];
this.parseStructs();
this.parseBindings();
}
//
// ------------------------------------------------------------
// STRUCT PARSING
// ------------------------------------------------------------
//
parseStructs() {
const structRegex =
/struct\s+(\w+)\s*\{([^}]+)\}/g;
let match;
while ((match = structRegex.exec(this.src))) {
const structName = match[1];
const body = match[2].trim();
const fields = this.parseStructFields(body);
const size = fields.reduce((sum, f) => sum + f.size, 0);
this.structs[structName] = {
name: structName,
fields,
size
};
}
}
parseStructFields(body) {
const lines = body.split("\n");
const fields = [];
for (let line of lines) {
line = line.trim();
if (!line) continue;
const m = line.match(/(\w+)\s*:\s*([^;]+);/);
if (!m) continue;
const fieldName = m[1];
const wgslType = m[2].trim();
const size = this.computeTypeSize(wgslType);
fields.push({ fieldName, wgslType, size });
}
return fields;
}
//
// ------------------------------------------------------------
// BINDING PARSING
// ------------------------------------------------------------
//
parseBindings() {
const varRegex =
/@group\((\d+)\)\s*@binding\((\d+)\)\s*var<([^>]+)>\s+(\w+)\s*:\s*([^;]+);/g;
let match;
while ((match = varRegex.exec(this.src))) {
const group = parseInt(match[1]);
const binding = parseInt(match[2]);
const type = match[3].trim();
const varName = match[4].trim();
const varType = match[5].trim();
const size = this.computeTypeSize(varType);
this.bindings.push({
group,
binding,
type,
varName,
varType,
size
});
}
}
//
// ------------------------------------------------------------
// TYPE SIZE COMPUTATION (Simplified)
// ------------------------------------------------------------
//
computeTypeSize(wgslType) {
// scalar
if (wgslType === "f32" || wgslType === "u32" || wgslType === "i32") {
return 4;
}
// array<f32, N>
const arrMatch = wgslType.match(/array<(\w+),\s*(\d+)>/);
if (arrMatch) {
const elementType = arrMatch[1];
const count = parseInt(arrMatch[2]);
return this.computeTypeSize(elementType) * count;
}
// array<f32> runtime-sized → minimal
const runtimeArr = wgslType.match(/array<(\w+)>/);
if (runtimeArr) {
return 4;
}
// struct
if (this.structs[wgslType]) {
return this.structs[wgslType].size;
}
return 4;
}
//
// ------------------------------------------------------------
// SUMMARY OUTPUT
// ------------------------------------------------------------
//
reflect() {
return {
structs: this.structs,
bindings: this.bindings
};
}
}

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framework/WebGpu.js Normal file
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143
framework/eventManager.js Normal file
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// eventManager.js
export default class EventManager {
isDragging = false;
lastX = 0;
lastY = 0;
camera;
canvas;
setCanvas( canvas ) {
this.canvas = canvas;
//this.registerEventListeners();
//this.handleResize();
}
setup( canvas, camera ) {
this.canvas = canvas;
this.camera = camera;
//this.registerEventListeners();
//this.handleResize();
}
onMouseDown( event ) {
this.mousedown( event );
}
onMouseUp( event ) {
this.mouseup( event );
}
onMouseLeave( event ) {
this.mouseleave( event );
}
onMouseMove( event ) {
this.mousemove( event );
}
onWheel( event ) {
this.wheel( event );
}
registerEventListeners() {
this.canvas.addEventListener( "mousedown", this.onMouseDown.bind(this) );
this.canvas.addEventListener( "mouseup", this.onMouseUp.bind(this) );
this.canvas.addEventListener( "mouseleave", this.onMouseLeave.bind(this) );
this.canvas.addEventListener( "mousemove", this.onMouseMove.bind(this) );
this.canvas.addEventListener( "wheel", this.onWheel.bind(this), { passive: false } );
}
resize( event ) {
this.canvas.width = event.width;
this.canvas.height = event.height;
//this.canvas.width = window.innerWidth;
//this.canvas.height = window.innerHeight;
}
mousedown( event ) {
console.log("mouseDownHandler");
this.isDragging = true;
this.lastX = event.clientX;
this.lastY = event.clientY;
}
mouseup( event ) {
this.isDragging = false;
}
mouseleave( event ) {
this.isDragging = false;
}
mousemove( event ) {
if ( !this.isDragging ) return;
const deltaX = ( event.clientX - this.lastX ) * 0.005;
const deltaY = ( event.clientY - this.lastY ) * 0.005;
this.camera.rotate( deltaX, -deltaY );
this.lastX = event.clientX;
this.lastY = event.clientY;
}
wheel( event ) {
const delta = event.deltaY * 0.01;
this.camera.zoom( delta );
}
}

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// eventManager.js
import sdl from '@kmamal/sdl'
var isNode = true;
if ( typeof window === 'undefined' ) {
//isNode = false;
}
console.log("isNode", isNode);
export default class EventManager {
isDragging = false;
lastX = 0;
lastY = 0;
camera;
canvas;
setCanvas( canvas ) {
this.canvas = canvas;
//this.registerEventListeners();
//this.handleResize();
}
setup( canvas, camera ) {
this.canvas = canvas;
this.camera = camera;
//this.registerEventListeners();
//this.handleResize();
}
registerEventListeners() {
this.canvas.addEventListener( "mousedown", this.onMouseDown.bind(this) );
this.canvas.addEventListener( "mouseup", this.onMouseUp.bind(this) );
this.canvas.addEventListener( "mouseleave", this.onMouseLeave.bind(this) );
this.canvas.addEventListener( "mousemove", this.onMouseMove.bind(this) );
this.canvas.addEventListener( "wheel", this.onWheel.bind(this), { passive: false } );
}
registerEventListenersNode() {
var that = this;
this.canvas.on('mouseMove', function( event ) {
that.mousemove( event )
});
this.canvas.on('mouseButtonDown', function( event ) {
that.mousedown( event )
});
this.canvas.on('mouseButtonUp', function( event ) {
that.mouseup( event )
});
/*
this.canvas.on( "mouseButtonDown", this.onMouseDown.bind(this) );
this.canvas.on( "mouseButtonUp", this.onMouseUp.bind(this) );
//this.canvas.on( "mouseleave", this.onMouseLeave.bind(this) );
this.canvas.on( "mouseMove", this.onMouseMove.bind(this) );
this.canvas.on( "mouseWheel", this.onWheel.bind(this), { passive: false } );
*/
}
resize( event ) {
this.canvas.width = event.width;
this.canvas.height = event.height;
//this.canvas.width = window.innerWidth;
//this.canvas.height = window.innerHeight;
}
mousedown( event ) {
this.isDragging = true;
if( isNode ) {
var mouseX = event.x;
var mouseY = event.y;
} else {
var mouseX = event.clientX;
var mouseY = event.clientY;
}
//console.log("mouseDownHandler", mouseX, mouseY);
if( isNode ) {
this.lastX = mouseX;
this.lastY = mouseY;
} else {
this.lastX = mouseX;
this.lastY = mouseY;
}
}
mouseup( event ) {
this.isDragging = false;
}
mouseleave( event ) {
this.isDragging = false;
}
mousemove( event ) {
if( isNode ) {
var mouseX = event.x;
var mouseY = event.y;
} else {
var mouseX = event.clientX;
var mouseY = event.clientY;
}
if ( !this.isDragging ) return;
const deltaX = ( mouseX - this.lastX ) * 0.005;
const deltaY = ( mouseY - this.lastY ) * 0.005;
//console.log("mousemove", mouseX, mouseY);
this.camera.rotate( deltaX, -deltaY );
this.lastX = mouseX;
this.lastY = mouseY;
}
wheel( event ) {
const delta = event.deltaY * 0.01;
this.camera.zoom( delta );
}
}

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framework/package.json Normal file
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{
"type": "module",
"dependencies": {
}
}