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main.js
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import outputWGSL from './output.js';
import computeWGSL from './compute.js';
import scene from './scene.js';
// when WebGPU is not available, show a video instead
const showVideo = (error) => {
const disclaimer = document.createElement("div");
disclaimer.id = "error";
disclaimer.innerHTML = "⚠️ " + error + "<br> 🎥 This a video recording of the scene.";
const video = document.createElement("video");
video.src = "./video.mp4";
video.poster = "./image.png";
video.autoplay = true;
video.loop = true;
video.muted = true;
video.height = 512;
video.width = 512;
video.setAttribute("playsinline", "playsinline");
const viewport = document.querySelector("#viewport");
viewport.append(disclaimer);
viewport.append(video);
canvas.style.display = "none";
}
// Initialize WebGPU context
const canvas = document.querySelector("canvas");
if (!navigator.gpu) {
const e = "This browser does not support WebGPU.";
showVideo(e);
throw new Error(e);
}
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) {
const e = "Your GPU does not support WebGPU.";
showVideo(e);
throw new Error(e);
}
const device = await adapter.requestDevice();
const context = canvas.getContext("webgpu");
const canvasFormat = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device: device,
format: canvasFormat,
});
// Setup the output render pipeline
const outputShaderModule = device.createShaderModule({
label: "Output shader",
code: outputWGSL
});
const renderOutputPipeline = device.createRenderPipeline({
label: "Output render pipeline",
layout: 'auto',
vertex: {
module: outputShaderModule,
entryPoint: "vert_main",
},
fragment: {
module: outputShaderModule,
entryPoint: "frag_main",
targets: [{
format: canvasFormat
}]
},
});
const sampler = device.createSampler({
magFilter: 'linear',
minFilter: 'linear',
});
// Two textures for ping pong swap to accumulate compute passes
const textureA = device.createTexture({
size: {
width: 512,
height: 512,
},
format: 'rgba8unorm',
usage:
GPUTextureUsage.COPY_DST |
GPUTextureUsage.STORAGE_BINDING |
GPUTextureUsage.TEXTURE_BINDING,
});
const textureB = device.createTexture({
size: {
width: 512,
height: 512,
},
format: 'rgba8unorm',
usage:
GPUTextureUsage.COPY_DST |
GPUTextureUsage.STORAGE_BINDING |
GPUTextureUsage.TEXTURE_BINDING,
});
// Two bind groups to render the last accumulated compute pass
const renderOutputBindGroup = [
device.createBindGroup({
layout: renderOutputPipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: sampler,
},
{
binding: 1,
resource: textureA.createView(),
},
],
}),
device.createBindGroup({
layout: renderOutputPipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: sampler,
},
{
binding: 1,
resource: textureB.createView(),
},
],
}),
];
// Setup the compute pipeline
const computeShaderModule = device.createShaderModule({
label: "Compute shader",
code: computeWGSL
});
const computePipeline = device.createComputePipeline({
label: "Compute pipeline",
layout: 'auto',
compute: {
module: computeShaderModule,
entryPoint: "compute_main",
}
});
// Populate the GPU buffers from imported scene data
const vertexBuffer = device.createBuffer({
label: "vertex buffer",
size: scene.vertexArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(vertexBuffer, 0, scene.vertexArray);
const indexBuffer = device.createBuffer({
label: "index buffer",
size: scene.indexArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(indexBuffer, 0, scene.indexArray);
const meshBuffer = device.createBuffer({
label: "mesh buffer",
size: scene.meshArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(meshBuffer, 0, scene.meshArray);
const materialBuffer = device.createBuffer({
label: "material buffer",
size: scene.materialArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(materialBuffer, 0, scene.materialArray);
// Compute shader uniforms
const computeUniformsArray = new ArrayBuffer(24);
const computeUniformsFloat = new Float32Array(computeUniformsArray, 0, 4);
const computeUniformsUint = new Uint32Array(computeUniformsArray, 16, 2);
computeUniformsFloat[0] = 100.0; // seed
computeUniformsFloat[1] = 1.0; // weight
computeUniformsFloat[2] = 0.0; // cam_azimuth
computeUniformsFloat[3] = 0.0; // cam_elevation
computeUniformsUint[0] = 1; // bounces
computeUniformsUint[1] = 1; // samples
const computeUniformsBuffer = device.createBuffer({
label: "Compute uniforms",
size: computeUniformsArray.byteLength,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(computeUniformsBuffer, 0, computeUniformsArray);
// Two bind groups to accumulate compute passes
const computeBindGroup = [
device.createBindGroup({
layout: computePipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: textureA.createView(),
},
{
binding: 1,
resource: textureB.createView(),
},
{
binding: 2,
resource: { buffer: vertexBuffer },
},
{
binding: 3,
resource: { buffer: indexBuffer }
},
{
binding: 4,
resource: { buffer: meshBuffer }
},
{
binding: 5,
resource: { buffer: materialBuffer }
},
{
binding: 6,
resource: { buffer: computeUniformsBuffer },
},
],
}),
device.createBindGroup({
layout: computePipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: textureB.createView(),
},
{
binding: 1,
resource: textureA.createView(),
},
{
binding: 2,
resource: { buffer: vertexBuffer },
},
{
binding: 3,
resource: { buffer: indexBuffer }
},
{
binding: 4,
resource: { buffer: meshBuffer }
},
{
binding: 5,
resource: { buffer: materialBuffer }
},
{
binding: 6,
resource: { buffer: computeUniformsBuffer },
},
],
}),
]
let initialSeed = 100.0;
let step = 0;
let cameraAzimuth = 0.0;
let cameraElevation = 0.0;
let requestId;
const renderLoop = () => {
if (step > 100) return; // stop passes after 100 steps
const encoder = device.createCommandEncoder();
// Do the compute
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
computePass.setBindGroup(0, computeBindGroup[step%2]);
computePass.dispatchWorkgroups(64, 64);
computePass.end();
// Output render
const pass = encoder.beginRenderPass({
colorAttachments: [{
view: context.getCurrentTexture().createView(),
loadOp: "clear",
clearValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
}]
});
pass.setPipeline(renderOutputPipeline);
pass.setBindGroup(0, renderOutputBindGroup[step%2]);
pass.draw(6, 1);
pass.end();
// Update uniforms buffer
initialSeed += 0.01;
computeUniformsFloat[0] = initialSeed;
computeUniformsFloat[1] = 1.0/++step;
computeUniformsFloat[2] = cameraAzimuth;
computeUniformsFloat[3] = cameraElevation;
// when moving the camera, to improve responsiveness
// reduce samples and bounces to the minimum
if (pointerMoving){
computeUniformsUint[0] = 1; // bounces
computeUniformsUint[1] = 1; // samples
}else{
computeUniformsUint[0] = 4;
computeUniformsUint[1] = 5;
}
device.queue.writeBuffer(computeUniformsBuffer, 0, computeUniformsArray);
// Submit the command buffer
device.queue.submit([encoder.finish()]);
// just one pass when moving the camera
if (pointerMoving) return;
requestId = requestAnimationFrame(renderLoop);
}
requestId = requestAnimationFrame(renderLoop);
// Camera orbit controls
let pointerPrevX = 0, pointerPrevY = 0;
let pointerMoving = false;
const onPointerMove = (e) => {
e.preventDefault();
e = typeof(e.touches) != 'undefined' ? e.touches[0] : e;
cameraAzimuth += (e.clientX - pointerPrevX) * Math.PI/180;
cameraElevation += (e.clientY - pointerPrevY) * Math.PI/180;
pointerPrevX = e.clientX;
pointerPrevY = e.clientY;
// reset renderloop
step = 0;
if(requestId) cancelAnimationFrame(requestId);
requestId = requestAnimationFrame(renderLoop);
}
// mobile touch events
canvas.addEventListener('touchmove', onPointerMove);
canvas.addEventListener('touchstart', (e) => {
pointerPrevX = e.touches[0].clientX;
pointerPrevY = e.touches[0].clientY;
pointerMoving = true;
});
canvas.addEventListener('touchend', (e) => {
pointerMoving = false;
requestId = requestAnimationFrame(renderLoop);
});
// desktop mouse events
canvas.addEventListener('mousedown', (e) => {
pointerPrevX = e.clientX;
pointerPrevY = e.clientY;
canvas.addEventListener('mousemove', onPointerMove);
pointerMoving = true;
});
addEventListener('mouseup', () => {
canvas.removeEventListener( 'mousemove', onPointerMove );
pointerMoving = false;
requestId = requestAnimationFrame(renderLoop);
});