First Commit
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186
wasm_render.html
Normal file
186
wasm_render.html
Normal file
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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>Fullscreen WASM Raytracer - Fast Loop</title>
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<style>
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html, body {
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margin: 0; padding: 0; overflow: hidden; height: 100%;
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background: black;
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}
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canvas {
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display: block;
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width: 100vw;
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height: 100vh;
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}
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#fps {
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position: fixed;
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top: 5px; left: 5px;
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color: white;
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background: rgba(0,0,0,0.5);
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padding: 4px 8px;
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font-family: monospace;
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font-size: 14px;
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z-index: 100;
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}
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</style>
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</head>
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<body>
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<div id="fps">FPS: 0</div>
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<canvas></canvas>
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<script type="module">
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import WasmModule from './wasm_renderer.js';
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async function main() {
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const canvas = document.querySelector('canvas');
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const fpsElem = document.getElementById('fps');
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const gl = canvas.getContext('webgl');
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if (!gl) {
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alert("WebGL not supported");
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return;
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}
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// Shader setup (same as before)
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const vertexShaderSource = `
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attribute vec2 a_pos;
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varying vec2 v_uv;
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void main() {
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v_uv = (a_pos + 1.0) * 0.5;
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gl_Position = vec4(a_pos, 0, 1);
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}
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`;
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const fragmentShaderSource = `
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precision mediump float;
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varying vec2 v_uv;
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uniform sampler2D u_texture;
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void main() {
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gl_FragColor = texture2D(u_texture, v_uv);
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}
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`;
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function compileShader(type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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throw new Error(gl.getShaderInfoLog(shader));
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}
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return shader;
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}
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function createProgram(vsSource, fsSource) {
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const program = gl.createProgram();
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gl.attachShader(program, compileShader(gl.VERTEX_SHADER, vsSource));
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gl.attachShader(program, compileShader(gl.FRAGMENT_SHADER, fsSource));
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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throw new Error(gl.getProgramInfoLog(program));
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}
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return program;
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}
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const program = createProgram(vertexShaderSource, fragmentShaderSource);
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gl.useProgram(program);
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const posLoc = gl.getAttribLocation(program, 'a_pos');
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const texLoc = gl.getUniformLocation(program, 'u_texture');
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// Fullscreen quad (2 triangles)
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const vertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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-1, -1,
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1, -1,
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-1, 1,
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-1, 1,
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1, -1,
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1, 1
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]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(posLoc);
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gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
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// Create texture
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.uniform1i(texLoc, 0);
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// Load WASM module
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const wasm = await WasmModule();
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let width = window.innerWidth;
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let height = window.innerHeight;
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function resize() {
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width = window.innerWidth;
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height = window.innerHeight;
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canvas.width = width;
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canvas.height = height;
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wasm._set_resolution(width, height);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0,
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gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.viewport(0, 0, width, height);
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}
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window.addEventListener('resize', resize);
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resize();
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const framebufferPtr = wasm._get_framebuffer_ptr();
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let framebufferUint8 = new Uint8Array(wasm.HEAPU8.buffer, framebufferPtr, width * height * 4);
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// FPS tracking
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let frameCount = 0;
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let lastTime = performance.now();
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// Setup MessageChannel for uncapped fast loop
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const channel = new MessageChannel();
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function render(time) {
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wasm._update_framebuffer(time * 0.001);
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// Update framebuffer view in case of resize (optional)
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framebufferUint8 = new Uint8Array(wasm.HEAPU8.buffer, framebufferPtr, width * height * 4);
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// Upload texture and draw
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height,
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gl.RGBA, gl.UNSIGNED_BYTE, framebufferUint8);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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// FPS counting
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frameCount++;
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const now = performance.now();
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const delta = now - lastTime;
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if (delta >= 1000) {
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const fps = (frameCount * 1000) / delta;
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fpsElem.textContent = `FPS: ${fps.toFixed(1)}`;
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frameCount = 0;
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lastTime = now;
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}
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// Schedule next frame ASAP through message channel
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channel.port2.postMessage(performance.now());
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}
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channel.port1.onmessage = (e) => render(e.data);
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// Start loop
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channel.port2.postMessage(performance.now());
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}
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main();
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</script>
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</body>
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</html>
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