Initial commit
This commit is contained in:
97
Demos/TextureArray/GpuWorker.js
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97
Demos/TextureArray/GpuWorker.js
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@@ -0,0 +1,97 @@
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// worker.js
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import { ParticleSimulation } from "./demo.js";
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var particleSimulation = new ParticleSimulation();
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export class Controller {
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setup( request ) {
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var canvas = request.canvas;
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console.log( canvas );
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particleSimulation.setup( canvas, request.width, request.height );
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//self.postMessage({ type: "pong", id: request.id });
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}
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resetParticlePositions() {
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particleSimulation.resetParticlePositions();
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}
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mousemove( request ) {
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particleSimulation.eventManager.mousemove( request );
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}
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mousedown( request ) {
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console.log("onMouseDown");
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particleSimulation.eventManager.mousedown( request );
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}
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mouseup( request ) {
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particleSimulation.eventManager.mouseup( request );
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}
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mouseleave( request ) {
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particleSimulation.eventManager.mouseleave( request );
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}
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wheel( request ) {
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particleSimulation.eventManager.wheel( request );
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}
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resize( request ) {
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particleSimulation.eventManager.resize( request );
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}
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resetParticlePositions() {
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particleSimulation.resetParticlePositions( );
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}
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}
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const controller = new Controller();
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self.onmessage = function (event) {
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const data = event.data;
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if (typeof data !== "object" || typeof data.method !== "string") {
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console.warn("Invalid request received:", data);
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return;
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}
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// Optional: wrap the data into a Request instance (if you need its methods)
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// const request = new Request(data.method, data.payload);
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// Or just use plain data object
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const request = data;
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const methodName = request.method;
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if (typeof controller[methodName] !== "function") {
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console.warn("No method found for:", request.method);
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return;
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}
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controller[methodName](request);
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};
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351
Demos/TextureArray/demo.js
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351
Demos/TextureArray/demo.js
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@@ -0,0 +1,351 @@
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import Shader from "../../framework/WebGpu.js"
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import Matrix4 from "../../framework/Matrix4.js"
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import Vector3 from "../../framework/Vector3.js"
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import Camera from "../../framework/Camera.js";
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import EventManager from "../../framework/eventManager.js";
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import ShaderInpector from "../../framework/ShaderInpector.js";
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export class ParticleSimulation {
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canvas;
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device;
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camera;
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useLocalSort = true;
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eventManager = new EventManager();
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frameCount = 0;
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setCanvas( canvas ) {
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this.canvas = canvas;
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this.eventManager.setCanvas( canvas );
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}
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async loadImagesFromFile( filePaths ) {
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var imageBitmaps = new Array();
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for (var i = 0; i < filePaths.length; i++) {
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var filePath = filePaths[i]
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const imageBitmap = await this.loadImageBitmap( filePath );
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imageBitmaps.push( imageBitmap );
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}
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return this.createTextureArray(this.device, 512, 512, imageBitmaps.length, imageBitmaps);
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}
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async createTextureArray(device, width, height, layerCount, imageBitmaps) {
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const texture = device.createTexture({
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size: {
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width: width,
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height: height,
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depthOrArrayLayers: layerCount,
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},
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format: "rgba8unorm",
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usage: GPUTextureUsage.TEXTURE_BINDING |
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GPUTextureUsage.COPY_DST |
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GPUTextureUsage.RENDER_ATTACHMENT,
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});
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for (let layer = 0; layer < layerCount; layer++) {
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const imageBitmap = imageBitmaps[layer];
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device.queue.copyExternalImageToTexture(
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{ source: imageBitmap },
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{ texture: texture, origin: { x: 0, y: 0, z: layer } },
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[ imageBitmap.width, imageBitmap.height, 1 ]
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);
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}
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const textureView = texture.createView({
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dimension: "2d-array",
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baseArrayLayer: 0,
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arrayLayerCount: layerCount,
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});
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return { texture, textureView };
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}
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createTextureFromImageBitmap( device, imageBitmap ) {
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const texture = device.createTexture( {
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size: [ imageBitmap.width, imageBitmap.height, 1 ],
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format: 'rgba8unorm',
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT
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} );
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device.queue.copyExternalImageToTexture(
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{ source: imageBitmap },
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{ texture: texture },
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[ imageBitmap.width, imageBitmap.height, 1 ]
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);
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return texture;
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}
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async loadImageBitmap(url) {
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const response = await fetch( url );
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const blob = await response.blob();
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const imageBitmap = await createImageBitmap( blob );
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return imageBitmap;
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}
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async loadTexture( url ) {
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const imageBitmap = await this.loadImageBitmap( url );
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const texture = this.createTextureFromImageBitmap( this.device, imageBitmap );
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return texture;
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}
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createPlane(width, height, repeatU, repeatV) {
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const vertices = new Float32Array( 18 ); // 6 vertices (2 triangles) * 3 coords
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const normals = new Float32Array( 18 ); // same count as vertices
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const uvs = new Float32Array( 12 ); // 6 vertices * 2 coords
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// Positions (two triangles forming a plane on XY plane at z=0)
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// Large plane from (-width/2, -height/2) to (width/2, height/2)
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vertices.set([
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-width / 2, -height / 2, 0,
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width / 2, -height / 2, 0,
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-width / 2, height / 2, 0,
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-width / 2, height / 2, 0,
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width / 2, -height / 2, 0,
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width / 2, height / 2, 0
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]);
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// Normals all pointing +Z
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for (let i = 0; i < 6; i++) {
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normals[i * 3 + 0] = 0;
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normals[i * 3 + 1] = 0;
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normals[i * 3 + 2] = 1;
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}
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// UVs scaled by repeatU, repeatV to repeat texture over the plane
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uvs.set([
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0, 0,
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repeatU, 0,
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0, repeatV,
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0, repeatV,
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repeatU, 0,
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repeatU, repeatV
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]);
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return { vertices, normals, uvs };
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}
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async setup( offscreenCanvas, width, height ) {
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offscreenCanvas.width = width;
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offscreenCanvas.height = height;
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this.canvas = offscreenCanvas;
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const context = offscreenCanvas.getContext("webgpu");
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this.camera = new Camera( [0, 0, 1115], [0, -.3, 0], [0, 1, 0] );
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this.eventManager.setup( offscreenCanvas, this.camera );
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const adapter = await self.navigator.gpu.requestAdapter();
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if ( !adapter ) {
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throw new Error("Failed to get GPU adapter");
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}
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const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
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this.device = await adapter.requestDevice();
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this.renderShader = new Shader( this.device );
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context.configure({
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device: this.device,
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format: presentationFormat,
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alphaMode: "opaque"
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});
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const instanceCount = 100;
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const instancePositions = new Float32Array(instanceCount * 4); // vec4 per instance
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for (let i = 0; i < instanceCount; i++) {
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const x = (i % 10) * 300.0;
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const y = Math.floor(i / 10) * 350.0;
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instancePositions[i * 4 + 0] = x - 1000;
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instancePositions[i * 4 + 1] = 0;
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instancePositions[i * 4 + 2] = y - 1000;
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instancePositions[i * 4 + 3] = 0;
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}
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var model = await this.loadJSON("demo.json");
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var mesh = model.meshes[0];
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this.renderShader.setCanvas( this.canvas );
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this.renderShader.topology = "triangle-list";
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await this.renderShader.setup( "../../shaders/triangle-list-texture-array.wgsl");
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this.renderShader.setAttribute( "position", mesh.vertices );
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this.renderShader.setAttribute( "normal", mesh.normals );
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this.renderShader.setAttribute( "uv", mesh.texturecoords[0] );
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var faces = mesh.faces;
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const indexArray = new Uint32Array(faces.length * 3);
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for (let i = 0; i < faces.length; i++) {
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indexArray[i * 3 + 0] = faces[i][0];
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indexArray[i * 3 + 1] = faces[i][1];
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indexArray[i * 3 + 2] = faces[i][2];
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}
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this.renderShader.setIndices( indexArray );
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this.renderShader.setCanvas( this.canvas );
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this.renderShader.topology = "triangle-list";
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await this.renderShader.setup( "../../shaders/triangle-list-texture.wgsl");
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/*
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const { vertices, normals, uvs } = this.createPlane( 1000, 1000, 4, 4 );
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this.renderShader.setAttribute( "position", vertices );
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this.renderShader.setAttribute( "normal", normals );
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this.renderShader.setAttribute( "uv", uvs );
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this.vertexCount = vertices.length / 3
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*/
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this.renderShader.setVariable( "instancePositions", instancePositions );
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//var texture = await this.loadTexture("./textures/defaultnouvs.png");
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const sampler = this.device.createSampler({
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minFilter: 'linear',
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magFilter: 'linear',
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mipmapFilter: 'linear',
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addressModeU: 'repeat',
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addressModeV: 'repeat',
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});
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this.renderShader.setVariable( "mySampler", sampler );
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//this.renderShader.setVariable( "myTextureArray", texture );
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//var myTextureArray = this.loadImagesFromFile( ["./textures/defaultnouvs.png", "./textures/0_floorTiles_diff.png"] );
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//this.renderShader.setVariable( "myTextureArray", texture );
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this.render();
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}
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updateTimeDelta() {
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const now = performance.now();
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this.deltaTimeValue = ( now - this.lastFrameTime ) / 1000;
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this.lastFrameTime = now;
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}
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async render() {
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this.updateTimeDelta();
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const viewMatrixData = this.camera.getViewMatrix();
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const projectionMatrixData = Matrix4.createProjectionMatrix( this.camera, this.canvas )
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const viewProjectionMatrix = Matrix4.multiply( projectionMatrixData, viewMatrixData );
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const cameraWorldMatrix = Matrix4.invert( viewMatrixData );
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const cameraPosition = Matrix4.getColumn( cameraWorldMatrix, 3 );
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this.renderShader.setVariable( "viewProjectionMatrix", viewProjectionMatrix );
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this.renderShader.setVariable( "cameraPosition", cameraPosition );
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this.renderShader.renderToCanvas( this.vertexCount, 74, 0 );
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this.frameCount++;
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requestAnimationFrame( this.render.bind( this ) );
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}
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async loadJSON( pathName ) {
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const response = await fetch( pathName );
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if ( !response.ok ){
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throw new Error( `Failed to load shader: ${ pathName }` );
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}
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return await response.json();
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}
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}
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844040
Demos/TextureArray/demo.json
Executable file
844040
Demos/TextureArray/demo.json
Executable file
File diff suppressed because it is too large
Load Diff
179
Demos/TextureArray/index.html
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179
Demos/TextureArray/index.html
Normal file
@@ -0,0 +1,179 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<title>10.000 Gpu Sphere Collision Demo.</title>
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</head>
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<base href="TextureArray/" />
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<link rel="stylesheet" href="./style/main.css" >
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<script type="module">
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import { ParticleSimulation } from "./demo.js";
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var particleSimulation = new ParticleSimulation();
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var useWebWorker = false;
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const canvas = document.querySelector(".mainCanvas");
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particleSimulation.setCanvas( canvas );
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resizeCanvasToDisplaySize( canvas );
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var worker;
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if ( !useWebWorker ) {
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await particleSimulation.setup( canvas, canvas.width, canvas.height, true );
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console.log("document.bufferMap", document.bufferMap);
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} else if ( useWebWorker ) {
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worker = new Worker("../../framework/GpuWorker.js", { type: "module" });
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worker.onmessage = function ( event ) {
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console.log("From worker:", event.data);
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};
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const offscreen = canvas.transferControlToOffscreen();
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worker.addEventListener("error", function ( event ) {
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console.error( "Worker failed:",
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event.message, "at",
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event.filename + ":" +
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||||
event.lineno + ":" +
|
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event.colno );
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||||
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||||
});
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var request = {
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method: "setup",
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canvas: offscreen,
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width: canvas.width,
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height: canvas.height
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};
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worker.postMessage( request, [offscreen] );
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}
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var events = new Array( "mousemove", "mousedown", "mouseup", "onwheel", "wheel" );
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for ( var i = 0; i < events.length; i++ ) {
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let eventName = events[i];
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console.log("createEvent", eventName);
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canvas.addEventListener( eventName, function ( event ) {
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event.preventDefault();
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const rect = canvas.getBoundingClientRect();
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const x = event.clientX - rect.left;
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const y = event.clientY - rect.top;
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var request = {
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method: eventName,
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clientX: x,
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clientY: y,
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deltaY: event.deltaY
|
||||
};
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||||
|
||||
if ( useWebWorker ) {
|
||||
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worker.postMessage( request );
|
||||
|
||||
} else {
|
||||
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particleSimulation.eventManager[ eventName ]( request );
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|
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}
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||||
|
||||
});
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||||
|
||||
}
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||||
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document.querySelector("#resetParticlesButton").addEventListener("click", function () {
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||||
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||||
var request = {
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||||
method: "resetParticlePositions"
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||||
};
|
||||
|
||||
if ( useWebWorker ) {
|
||||
|
||||
worker.postMessage( request );
|
||||
|
||||
} else {
|
||||
|
||||
particleSimulation.resetParticlePositions();
|
||||
|
||||
}
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||||
|
||||
});
|
||||
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||||
function resizeCanvasToDisplaySize( canvas ) {
|
||||
|
||||
const width = window.innerWidth;
|
||||
const height = window.innerHeight;
|
||||
|
||||
var request = {
|
||||
method: "resize",
|
||||
width: width,
|
||||
height: height
|
||||
};
|
||||
|
||||
if ( useWebWorker ) {
|
||||
|
||||
worker.postMessage( request );
|
||||
|
||||
} else {
|
||||
|
||||
particleSimulation.eventManager.resize( request );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
window.addEventListener( "resize", function () {
|
||||
|
||||
resizeCanvasToDisplaySize( canvas );
|
||||
|
||||
});
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</script>
|
||||
|
||||
<body>
|
||||
<div id="controlPanel">
|
||||
<div class="inputRow">
|
||||
<button id="resetParticlesButton">Reset Spheres</button>
|
||||
</div>
|
||||
</div>
|
||||
<canvas class="mainCanvas" width="1000" height="1000"></canvas>
|
||||
</body>
|
||||
</html>
|
||||
114
Demos/TextureArray/style/main.css
Normal file
114
Demos/TextureArray/style/main.css
Normal file
@@ -0,0 +1,114 @@
|
||||
html, body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
height: 100%;
|
||||
overflow: hidden;
|
||||
background:#111111;
|
||||
}
|
||||
|
||||
canvas {
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
display: block;
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
#controlPanel {
|
||||
position: absolute;
|
||||
top: 10px;
|
||||
left: 10px;
|
||||
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 12px;
|
||||
padding: 20px;
|
||||
background: rgba(30, 30, 30, 0.6);
|
||||
backdrop-filter: blur(18px);
|
||||
-webkit-backdrop-filter: blur(18px);
|
||||
border-radius: 14px;
|
||||
box-shadow:
|
||||
0 4px 12px rgba(0, 0, 0, 0.5),
|
||||
0 0 0 1px rgba(255, 255, 255, 0.05);
|
||||
z-index: 1000;
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
.inputRow {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
gap: 12px;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.inputRow label {
|
||||
color: #ccc;
|
||||
font-size: 14px;
|
||||
white-space: nowrap;
|
||||
width: 70px;
|
||||
}
|
||||
|
||||
.inputRow button,
|
||||
.inputRow input {
|
||||
flex-grow: 1;
|
||||
font-size: 14px;
|
||||
font-weight: 600;
|
||||
color: #f0f0f5;
|
||||
background: rgba(28, 28, 30, 0.9);
|
||||
border: none;
|
||||
border-radius: 8px;
|
||||
padding: 8px 10px;
|
||||
cursor: pointer;
|
||||
box-shadow:
|
||||
0 1px 3px rgba(0, 0, 0, 0.4),
|
||||
0 0 6px rgba(28, 28, 30, 0.5);
|
||||
transition: background-color 0.2s ease, box-shadow 0.2s ease;
|
||||
}
|
||||
|
||||
.inputRow button:hover {
|
||||
background: rgba(40, 40, 44, 0.95);
|
||||
}
|
||||
|
||||
.inputRow input {
|
||||
background: rgba(20, 20, 20, 0.8);
|
||||
border: 1px solid rgba(255, 255, 255, 0.1);
|
||||
outline: none;
|
||||
box-shadow: inset 0 1px 2px rgba(0, 0, 0, 0.6);
|
||||
}
|
||||
|
||||
.inputRow select {
|
||||
flex-grow: 1;
|
||||
font-size: 14px;
|
||||
font-weight: 600;
|
||||
color: #f0f0f5;
|
||||
background: rgba(28, 28, 30, 0.9);
|
||||
border: none;
|
||||
border-radius: 8px;
|
||||
padding: 8px 10px;
|
||||
cursor: pointer;
|
||||
box-shadow:
|
||||
0 1px 3px rgba(0, 0, 0, 0.4),
|
||||
0 0 6px rgba(28, 28, 30, 0.5);
|
||||
transition: background-color 0.2s ease, box-shadow 0.2s ease;
|
||||
appearance: none; /* Remove default arrow */
|
||||
-webkit-appearance: none;
|
||||
-moz-appearance: none;
|
||||
background-image:
|
||||
linear-gradient(45deg, transparent 50%, #f0f0f5 50%),
|
||||
linear-gradient(135deg, #f0f0f5 50%, transparent 50%);
|
||||
background-position:
|
||||
calc(100% - 20px) calc(50% - 3px),
|
||||
calc(100% - 15px) calc(50% - 3px);
|
||||
background-size: 5px 5px;
|
||||
background-repeat: no-repeat;
|
||||
}
|
||||
|
||||
.inputRow select:hover {
|
||||
background: rgba(40, 40, 44, 0.95);
|
||||
}
|
||||
|
||||
.inputRow option {
|
||||
background: rgba(28, 28, 30, 0.95);
|
||||
color: #f0f0f5;
|
||||
}
|
||||
BIN
Demos/TextureArray/textures/0_floorTiles_ddn.png
Executable file
BIN
Demos/TextureArray/textures/0_floorTiles_ddn.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 447 KiB |
BIN
Demos/TextureArray/textures/0_floorTiles_diff.png
Executable file
BIN
Demos/TextureArray/textures/0_floorTiles_diff.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 1.2 MiB |
BIN
Demos/TextureArray/textures/defaultnouvs.png
Executable file
BIN
Demos/TextureArray/textures/defaultnouvs.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 5.0 KiB |
114
Demos/TextureArray/webgpu_framework.md
Normal file
114
Demos/TextureArray/webgpu_framework.md
Normal file
@@ -0,0 +1,114 @@
|
||||
# Simplifying WebGPU with This Framework
|
||||
|
||||
WebGPU’s native API is complex and verbose. This framework reduces that complexity by providing simple classes and methods to manage shaders, buffers, and execution. Instead of handling low-level GPU commands, you focus on your logic.
|
||||
|
||||
## 1. Loading and Using a Shader
|
||||
|
||||
**Without Framework:**
|
||||
|
||||
```
|
||||
Manual setup of device, pipeline, bind groups, etc. Very verbose and error-prone
|
||||
const shaderModule = device.createShaderModule({ code: wgslSource });
|
||||
const pipeline = device.createComputePipeline({ ... });
|
||||
// Setup bind groups and command encoder manually
|
||||
```
|
||||
|
||||
**With Framework:**
|
||||
|
||||
```
|
||||
const shader = new Shader( "myComputeShader.wgsl" );
|
||||
|
||||
await shader.compile();
|
||||
|
||||
shader.setVariable( "someUniform", 42 );
|
||||
|
||||
shader.execute( 64 ); // runs compute with 64 workgroups
|
||||
```
|
||||
|
||||
The framework loads, compiles, sets uniforms, and dispatches the compute shader with simple method calls.
|
||||
|
||||
## 2. Setting Buffers
|
||||
|
||||
**Without Framework:**
|
||||
|
||||
```
|
||||
Create GPU buffer, write data, create bind group manually
|
||||
```
|
||||
|
||||
**With Framework:**
|
||||
|
||||
```
|
||||
const dataBuffer = gpu.createBuffer( new Float32Array([1, 2, 3]) );
|
||||
|
||||
shader.setBuffer( "inputBuffer", dataBuffer );
|
||||
```
|
||||
|
||||
Buffers are bound by name with a simple call.
|
||||
|
||||
## 3. Rendering to Canvas
|
||||
|
||||
**Without Framework:**
|
||||
|
||||
```
|
||||
Create render pipeline, set vertex buffers, encode commands manually
|
||||
```
|
||||
|
||||
**With Framework:**
|
||||
|
||||
```
|
||||
shader.setCanvas( canvasElement );
|
||||
|
||||
shader.setAttributes( vertexData );
|
||||
|
||||
shader.execute();
|
||||
```
|
||||
|
||||
The framework handles pipeline creation, drawing commands, and presentation automatically.
|
||||
|
||||
## 4. Camera and Matrix Utilities
|
||||
|
||||
**Example:**
|
||||
|
||||
```
|
||||
const camera = new Camera();
|
||||
|
||||
camera.position.set( 0, 1, 5 );
|
||||
|
||||
camera.updateViewMatrix();
|
||||
|
||||
shader.setVariable( "viewMatrix", camera.viewMatrix );
|
||||
```
|
||||
|
||||
The framework provides built-in classes for common math tasks.
|
||||
|
||||
## 5. Event Handling
|
||||
|
||||
**Example:**
|
||||
|
||||
```
|
||||
const events = new EventManager( canvasElement );
|
||||
|
||||
events.on( "mouseMove", (event) => {
|
||||
camera.rotate( event.deltaX, event.deltaY );
|
||||
shader.setVariable( "viewMatrix", camera.viewMatrix );
|
||||
shader.execute();
|
||||
});
|
||||
```
|
||||
|
||||
Separates input handling cleanly from GPU logic.
|
||||
|
||||
## Summary Table
|
||||
|
||||
| Task | WebGPU Native API | This Framework |
|
||||
| --- | --- | --- |
|
||||
| Load and compile shader | Many steps, manual setup | One line with `new Shader()` + `compile()` |
|
||||
| Set uniforms | Define bind groups and layouts | Simple `setVariable()` calls |
|
||||
| Bind buffers | Manual buffer creation and binding | `setBuffer()` by name |
|
||||
| Execute compute | Command encoder and dispatch calls | `execute(workgroupCount)` method |
|
||||
| Render to canvas | Complex pipeline and draw calls | `setCanvas()`, `setAttributes()`, `execute()` |
|
||||
| Handle math and camera | External libs or manual math | Built-in Matrix4, Camera classes |
|
||||
| Input handling | Manual event listeners | `EventManager` handles input cleanly |
|
||||
|
||||
---
|
||||
|
||||
This framework hides the low-level complexity behind a clean, simple API that accelerates WebGPU development and makes GPU programming accessible and maintainable.
|
||||
Reference in New Issue
Block a user