Files
WebGPU-Framework/demos/Texture2/demo.js
2025-11-18 11:45:56 +01:00

301 lines
6.3 KiB
JavaScript

import Shader from "../../framework/WebGpu.js"
import Matrix4 from "../../framework/Matrix4.js"
import Vector3 from "../../framework/Vector3.js"
import Camera from "../../framework/Camera.js";
import EventManager from "../../framework/eventManager.js";
import ShaderInpector from "../../framework/ShaderInpector.js";
export class ParticleSimulation {
canvas;
device;
camera;
useLocalSort = true;
eventManager = new EventManager();
frameCount = 0;
setCanvas( canvas ) {
this.canvas = canvas;
this.eventManager.setCanvas( canvas );
}
createTextureFromImageBitmap( device, imageBitmap ) {
const texture = device.createTexture( {
size: [ imageBitmap.width, imageBitmap.height, 1 ],
format: 'rgba8unorm',
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT
} );
device.queue.copyExternalImageToTexture(
{ source: imageBitmap },
{ texture: texture },
[ imageBitmap.width, imageBitmap.height, 1 ]
);
return texture;
}
async loadImageBitmap(url) {
const response = await fetch( url );
const blob = await response.blob();
const imageBitmap = await createImageBitmap( blob );
return imageBitmap;
}
async loadTexture( url ) {
const imageBitmap = await this.loadImageBitmap( url );
const texture = this.createTextureFromImageBitmap( this.device, imageBitmap );
return texture;
}
createPlane(width, height, repeatU, repeatV) {
const vertices = new Float32Array( 18 ); // 6 vertices (2 triangles) * 3 coords
const normals = new Float32Array( 18 ); // same count as vertices
const uvs = new Float32Array( 12 ); // 6 vertices * 2 coords
// Positions (two triangles forming a plane on XY plane at z=0)
// Large plane from (-width/2, -height/2) to (width/2, height/2)
vertices.set([
-width / 2, -height / 2, 0,
width / 2, -height / 2, 0,
-width / 2, height / 2, 0,
-width / 2, height / 2, 0,
width / 2, -height / 2, 0,
width / 2, height / 2, 0
]);
// Normals all pointing +Z
for (let i = 0; i < 6; i++) {
normals[i * 3 + 0] = 0;
normals[i * 3 + 1] = 0;
normals[i * 3 + 2] = 1;
}
// UVs scaled by repeatU, repeatV to repeat texture over the plane
uvs.set([
0, 0,
repeatU, 0,
0, repeatV,
0, repeatV,
repeatU, 0,
repeatU, repeatV
]);
return { vertices, normals, uvs };
}
async setup( offscreenCanvas, width, height ) {
offscreenCanvas.width = width;
offscreenCanvas.height = height;
this.canvas = offscreenCanvas;
const context = offscreenCanvas.getContext("webgpu");
this.camera = new Camera( [0, 0, 1115], [0, -.3, 0], [0, 1, 0] );
this.eventManager.setup( offscreenCanvas, this.camera );
const adapter = await self.navigator.gpu.requestAdapter();
if ( !adapter ) {
throw new Error("Failed to get GPU adapter");
}
const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
this.device = await adapter.requestDevice();
this.renderShader = new Shader( this.device );
context.configure({
device: this.device,
format: presentationFormat,
alphaMode: "opaque"
});
const instanceCount = 100;
const instancePositions = new Float32Array(instanceCount * 4); // vec4 per instance
for (let i = 0; i < instanceCount; i++) {
const x = (i % 10) * 300.0;
const y = Math.floor(i / 10) * 350.0;
instancePositions[i * 4 + 0] = x - 1000;
instancePositions[i * 4 + 1] = 0;
instancePositions[i * 4 + 2] = y - 1000;
instancePositions[i * 4 + 3] = 0;
}
var model = await this.loadJSON("../../models/demo.json");
var mesh = model.meshes[0];
this.renderShader.setCanvas( this.canvas );
this.renderShader.topology = "triangle-list";
await this.renderShader.setup( "../../shaders/triangle-list-texture.wgsl");
this.renderShader.setAttribute( "position", mesh.vertices );
this.renderShader.setAttribute( "normal", mesh.normals );
this.renderShader.setAttribute( "uv", mesh.texturecoords[0] );
var faces = mesh.faces;
const indexArray = new Uint32Array(faces.length * 3);
for (let i = 0; i < faces.length; i++) {
indexArray[i * 3 + 0] = faces[i][0];
indexArray[i * 3 + 1] = faces[i][1];
indexArray[i * 3 + 2] = faces[i][2];
}
this.renderShader.setIndices( indexArray );
this.renderShader.setCanvas( this.canvas );
this.renderShader.topology = "triangle-list";
await this.renderShader.setup( "../../shaders/triangle-list-texture.wgsl");
/*
const { vertices, normals, uvs } = this.createPlane( 1000, 1000, 4, 4 );
this.renderShader.setAttribute( "position", vertices );
this.renderShader.setAttribute( "normal", normals );
this.renderShader.setAttribute( "uv", uvs );
this.vertexCount = vertices.length / 3
*/
this.renderShader.setVariable( "instancePositions", instancePositions );
var texture = await this.loadTexture("./textures/defaultnouvs.png");
const sampler = this.device.createSampler({
minFilter: 'linear',
magFilter: 'linear',
mipmapFilter: 'linear',
addressModeU: 'repeat',
addressModeV: 'repeat',
});
this.renderShader.setVariable( "mySampler", sampler );
this.renderShader.setVariable( "myTexture", texture );
this.render();
}
updateTimeDelta() {
const now = performance.now();
this.deltaTimeValue = ( now - this.lastFrameTime ) / 1000;
this.lastFrameTime = now;
}
async render() {
this.updateTimeDelta();
const viewMatrixData = this.camera.getViewMatrix();
const projectionMatrixData = Matrix4.createProjectionMatrix( this.camera, this.canvas )
const viewProjectionMatrix = Matrix4.multiply( projectionMatrixData, viewMatrixData );
const cameraWorldMatrix = Matrix4.invert( viewMatrixData );
const cameraPosition = Matrix4.getColumn( cameraWorldMatrix, 3 );
this.renderShader.setVariable( "viewProjectionMatrix", viewProjectionMatrix );
this.renderShader.setVariable( "cameraPosition", cameraPosition );
this.renderShader.renderToCanvas( this.vertexCount, 74, 0 );
this.frameCount++;
requestAnimationFrame( this.render.bind( this ) );
}
async loadJSON( pathName ) {
const response = await fetch( pathName );
if ( !response.ok ){
throw new Error( `Failed to load shader: ${ pathName }` );
}
return await response.json();
}
}