more webgpu scaffolding

This commit is contained in:
41666 2023-10-06 22:37:05 -04:00
parent c245a4700a
commit 441ab63660
21 changed files with 253 additions and 74 deletions

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@ -1,4 +1,4 @@
import{a as k} from"../chunk-9587381547d8adb9.js";class K{constructor(C){this.gl=C.gl,this.app=C,this.program=this.gl.createProgram()}attach(C,R){console.log("attaching shader",{type:C,source:R});const q=this.gl.createShader(C);if(this.gl.shaderSource(q,R),this.gl.compileShader(q),!this.gl.getShaderParameter(q,this.gl.COMPILE_STATUS))throw new Error("An error occurred compiling the shaders: "+this.gl.getShaderInfoLog(q));return this.gl.attachShader(this.program,q),this}link(){if(this.gl.linkProgram(this.program),!this.gl.getProgramParameter(this.program,this.gl.LINK_STATUS))throw new Error("Unable to initialize the shader program: "+this.gl.getProgramInfoLog(this.program));return console.log("shader linked"),this}location(C){if(C[0]==="a")return this.gl.getAttribLocation(this.program,C);else if(C[0]==="u")return this.gl.getUniformLocation(this.program,C)}updateTime(){const C=this.app.now(),R=Math.sin(C),q=Math.cos(C);this.gl.uniform1f(this.location("uTime"),C),this.gl.uniform1f(this.location("uSinTime"),R),this.gl.uniform1f(this.location("uCosTime"),q)}activate(C,R){this.gl.useProgram(this.program),this.gl.uniformMatrix4fv(this.location("uProjectionMatrix"),!1,C),this.gl.uniformMatrix4fv(this.location("uModelViewMatrix"),!1,R),this.updateTime()}}class P{constructor(C){this.gl=C.gl,this.app=C,this.vertexPositions=new Float32Array([]),this.positionBuffer=null,this.textureBuffer=null}initBuffer(C,R=this.gl.STATIC_DRAW){const q=this.gl.createBuffer();return this.gl.bindBuffer(this.gl.ARRAY_BUFFER,q),this.gl.bufferData(this.gl.ARRAY_BUFFER,new Float32Array(C),R),q}attachShader(C){return this.shader=C,this.vertexPosition=C.location("aVertexPosition"),this.textureCoord=C.location("aTextureCoord"),this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.positionBuffer),this.gl.vertexAttribPointer(this.vertexPosition,2,this.gl.FLOAT,!1,0,0),this.gl.enableVertexAttribArray(this.vertexPosition),this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.textureBuffer),this.gl.vertexAttribPointer(this.textureCoord,2,this.gl.FLOAT,!1,0,0),this.gl.enableVertexAttribArray(this.textureCoord),this}draw2D(){this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.positionBuffer),this.shader.activate(this.app.projectionMatrix,this.app.modelViewMatrix),this.gl.drawArrays(this.gl.TRIANGLE_STRIP,0,this.vertexPositions.length/2)}draw3D(){this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.positionBuffer),this.shader.activate(this.app.projectionMatrix,this.app.modelViewMatrix),this.gl.drawArrays(this.gl.TRIANGLE_STRIP,0,this.vertexPositions.length/3)}}class U extends P{constructor(C){super(C);this.vertexPositions=new Float32Array([-1,-1,1,-1,-1,1,1,1]),this.positionBuffer=this.initBuffer(this.vertexPositions),this.textureBuffer=this.initBuffer(new Float32Array([0,0,1,0,0,1,1,1])),this.app.onUpdate(()=>this.draw2D())}}class Y{constructor(C={fov:45}){if(this._now=0,this.registry={onStart:[],onUpdate:[],onBeforeUpdate:[],onAfterUpdate:[]},this.config=C,this.canvas=document.querySelector("canvas"),this.canvas.width=window.innerWidth,this.canvas.height=window.innerHeight,this.gl=this.canvas.getContext("webgl2"),this.gl===null)throw document.querySelector("main").innerHTML="<div><i>your browser didn't let me set up webgl</i></div>",new Error("Unable to initialize WebGL. Your browser or machine may not support it.");const R=this.gl,q=this.config.fov*Math.PI/180,G=R.canvas.clientWidth/R.canvas.clientHeight,H=0.1,J=100,_=glMatrix.mat4.create();glMatrix.mat4.perspective(_,q,G,H,J);const I=glMatrix.mat4.create();glMatrix.mat4.translate(I,I,[-0,0,-6]),this.projectionMatrix=_,this.modelViewMatrix=I,this.clear(),this.onBeforeUpdate(()=>this.clear()),this.telemetry=new k(this)}clear(){const C=this.gl;C.clearColor(0,0,0,1),C.clearDepth(1),C.enable(C.DEPTH_TEST),C.depthFunc(C.LEQUAL),C.clear(C.COLOR_BUFFER_BIT|C.DEPTH_BUFFER_BIT)}onStart(C){this.registry.onStart.push(C)}onUpdate(C){this.registry.onUpdate.push(C)}onBeforeUpdate(C){this.registry.onBeforeUpdate.push(C)}onAfterUpdate(C){this.registry.onAfterUpdate.push(C)}start(){this.registry.onStart.forEach((C)=>C(this))}update(){this.registry.onBeforeUpdate.forEach((C)=>C(this)),this.registry.onUpdate.forEach((C)=>C(this)),this.registry.onAfterUpdate.forEach((C)=>C(this))}oneShot(){requestAnimationFrame((C)=>{this._now=C,this.start(),this.update()})}loop(){const C=(R)=>{this._now=R,this.update(),requestAnimationFrame(C)};requestAnimationFrame(C)}now(){return this._now}}var v=`precision highp float;
import{a as Y} from"../chunk-32eefd9b41c928dd.js";class E{constructor(C){this.gl=C.gl,this.app=C,this.program=this.gl.createProgram()}attach(C,D){console.log("attaching shader",{type:C,source:D});const R=this.gl.createShader(C);if(this.gl.shaderSource(R,D),this.gl.compileShader(R),!this.gl.getShaderParameter(R,this.gl.COMPILE_STATUS))throw new Error("An error occurred compiling the shaders: "+this.gl.getShaderInfoLog(R));return this.gl.attachShader(this.program,R),this}link(){if(this.gl.linkProgram(this.program),!this.gl.getProgramParameter(this.program,this.gl.LINK_STATUS))throw new Error("Unable to initialize the shader program: "+this.gl.getProgramInfoLog(this.program));return console.log("shader linked"),this}location(C){if(C[0]==="a")return this.gl.getAttribLocation(this.program,C);else if(C[0]==="u")return this.gl.getUniformLocation(this.program,C)}updateTime(){const C=this.app.now(),D=Math.sin(C),R=Math.cos(C);this.gl.uniform1f(this.location("uTime"),C),this.gl.uniform1f(this.location("uSinTime"),D),this.gl.uniform1f(this.location("uCosTime"),R)}activate(C,D){this.gl.useProgram(this.program),this.gl.uniformMatrix4fv(this.location("uProjectionMatrix"),!1,C),this.gl.uniformMatrix4fv(this.location("uModelViewMatrix"),!1,D),this.updateTime()}}class I{constructor(C){this.gl=C.gl,this.app=C,this.vertexPositions=new Float32Array([]),this.positionBuffer=null,this.textureBuffer=null}initBuffer(C,D=this.gl.STATIC_DRAW){const R=this.gl.createBuffer();return this.gl.bindBuffer(this.gl.ARRAY_BUFFER,R),this.gl.bufferData(this.gl.ARRAY_BUFFER,new Float32Array(C),D),R}attachShader(C){return this.shader=C,this.vertexPosition=C.location("aVertexPosition"),this.textureCoord=C.location("aTextureCoord"),this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.positionBuffer),this.gl.vertexAttribPointer(this.vertexPosition,2,this.gl.FLOAT,!1,0,0),this.gl.enableVertexAttribArray(this.vertexPosition),this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.textureBuffer),this.gl.vertexAttribPointer(this.textureCoord,2,this.gl.FLOAT,!1,0,0),this.gl.enableVertexAttribArray(this.textureCoord),this}draw2D(){this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.positionBuffer),this.shader.activate(this.app.projectionMatrix,this.app.modelViewMatrix),this.gl.drawArrays(this.gl.TRIANGLE_STRIP,0,this.vertexPositions.length/2)}draw3D(){this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.positionBuffer),this.shader.activate(this.app.projectionMatrix,this.app.modelViewMatrix),this.gl.drawArrays(this.gl.TRIANGLE_STRIP,0,this.vertexPositions.length/3)}}class K extends I{constructor(C){super(C);this.vertexPositions=new Float32Array([-1,-1,1,-1,-1,1,1,1]),this.positionBuffer=this.initBuffer(this.vertexPositions),this.textureBuffer=this.initBuffer(new Float32Array([0,0,1,0,0,1,1,1])),this.app.onUpdate(()=>this.draw2D())}}class L{constructor(C={fov:45}){if(this._now=0,this.registry={onStart:[],onUpdate:[],onBeforeUpdate:[],onAfterUpdate:[]},this.config=C,this.canvas=document.querySelector("canvas"),this.canvas.width=window.innerWidth,this.canvas.height=window.innerHeight,this.gl=this.canvas.getContext("webgl2"),this.gl===null)throw document.querySelector("main").innerHTML="<div><i>your browser didn't let me set up webgl</i></div>",new Error("Unable to initialize WebGL. Your browser or machine may not support it.");const D=this.gl,R=this.config.fov*Math.PI/180,G=D.canvas.clientWidth/D.canvas.clientHeight,H=0.1,J=100,P=glMatrix.mat4.create();glMatrix.mat4.perspective(P,R,G,H,J);const q=glMatrix.mat4.create();glMatrix.mat4.translate(q,q,[-0,0,-6]),this.projectionMatrix=P,this.modelViewMatrix=q,this.clear(),this.onBeforeUpdate(()=>this.clear()),this.telemetry=new Y(this)}clear(){const C=this.gl;C.clearColor(0,0,0,1),C.clearDepth(1),C.enable(C.DEPTH_TEST),C.depthFunc(C.LEQUAL),C.clear(C.COLOR_BUFFER_BIT|C.DEPTH_BUFFER_BIT)}onStart(C){this.registry.onStart.push(C)}onUpdate(C){this.registry.onUpdate.push(C)}onBeforeUpdate(C){this.registry.onBeforeUpdate.push(C)}onAfterUpdate(C){this.registry.onAfterUpdate.push(C)}start(){this.registry.onStart.forEach((C)=>C(this))}update(){this.registry.onBeforeUpdate.forEach((C)=>C(this)),this.registry.onUpdate.forEach((C)=>C(this)),this.registry.onAfterUpdate.forEach((C)=>C(this))}oneShot(){requestAnimationFrame((C)=>{this._now=C,this.start(),this.update()})}loop(){const C=(D)=>{this._now=D,this.update(),requestAnimationFrame(C)};requestAnimationFrame(C)}now(){return this._now}}var k=`precision highp float;
uniform float uTime;
uniform float uSinTime;
@ -32,7 +32,7 @@ void main() {
gl_FragColor = vec4(rgb, 1.0);
gl_FragColor = clamp(gl_FragColor, 0.0, 1.0);
}`;var B=`attribute vec4 aVertexPosition;
}`;var A=`attribute vec4 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uModelViewMatrix;
@ -43,4 +43,4 @@ varying highp vec2 vTextureCoord;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vTextureCoord = aTextureCoord;
}`;var D=new Y({fov:20}),E=D.gl,W=new K(D).attach(E.VERTEX_SHADER,B).attach(E.FRAGMENT_SHADER,v).link(),X=new U(D);X.attachShader(W);D.loop();
}`;var _=new L({fov:20}),B=_.gl,U=new E(_).attach(B.VERTEX_SHADER,A).attach(B.FRAGMENT_SHADER,k).link(),W=new K(_);W.attachShader(U);_.loop();

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@ -1 +1 @@
import{a as i} from"../chunk-9587381547d8adb9.js";class d{constructor(w){this.config=w,this.canvas=document.querySelector("canvas"),this.canvas.width=window.innerWidth,this.canvas.height=window.innerHeight,this.telemetry=new i(this),this.init().catch((h)=>{throw console.error(h),document.querySelector("main").innerHTML="<div><i>your browser didn't let me set up webgpu. firefox nightly or enable <code>dom.webgpu.enable</code>.</i></div>",new Error("Unable to initialize WebGPU. Your browser or machine may not support it.",h)})}async init(){if(!navigator.gpu)throw new Error("WebGPU not supported");if(this.adapter=await navigator.gpu.requestAdapter(),!this.adapter)throw new Error("No GPU adapter found");if(this.device=await this.adapter.requestDevice(),!this.device)throw new Error("No GPU device found");this.context=this.canvas.getContext("webgpu")}}var x=new d({fov:20});
import{a as s} from"../chunk-32eefd9b41c928dd.js";class i{a;canvas;_adapter;_device;_context;telemetry;constructor(a={}){this.config=a;this.config={fov:45,...a},this.canvas=document.querySelector("canvas"),this.canvas.width=window.innerWidth,this.canvas.height=window.innerHeight,this.telemetry=new s(this),this.init().catch((c)=>{const v=document.querySelector("main");if(v)v.innerHTML="<div><i>your browser didn't let me set up webgpu. firefox nightly or enable <code>dom.webgpu.enable</code>.</i></div>";throw new Error("Unable to initialize WebGPU. Your browser or machine may not support it.",c)})}async init(){if(!navigator.gpu)throw new Error("WebGPU not supported");if(this._adapter=await navigator.gpu.requestAdapter(),!this._adapter)throw new Error("No GPU adapter found");if(this._device=await this.adapter.requestDevice(),!this._device)throw new Error("No GPU device found");this._context=this.canvas.getContext("webgpu"),this.context.configure({device:this.device,format:"bgra8unorm"})}get context(){if(!this._context)throw new Error("WebGPU context not initialized");return this._context}get adapter(){if(!this._adapter)throw new Error("WebGPU adapter not initialized");return this._adapter}get device(){if(!this._device)throw new Error("WebGPU device not initialized");return this._device}}var G=new i({fov:20});

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@ -0,0 +1,5 @@
class h{n;el;frameTimes=[];maxFrameTimes=100;lastFrameTime=0;constructor(n,u="#telemetry"){this.app=n;if(this.el=document.querySelector(u),this.el&&location.search.includes("telemetry"))this.el.style.display="block",this.app.onAfterUpdate(()=>this.onAfterUpdate())}insertTime(n){if(this.frameTimes.push(n),this.frameTimes.length>this.maxFrameTimes)this.frameTimes.shift()}onAfterUpdate(){const n=this.app.now()-this.lastFrameTime;this.insertTime(n);const u=this.frameTimes.reduce((w,d)=>w+d,0)/this.frameTimes.length,p=1000/u;this.el.innerHTML=`
${p.toFixed(1)} FPS (${u.toFixed(3)} ms)<br />
bU: ${this.app.registry.onBeforeUpdate.length} | U: ${this.app.registry.onUpdate.length} | aU: ${this.app.registry.onAfterUpdate.length}
`,this.lastFrameTime=this.app.now()}}
export{h as a};

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@ -1,5 +0,0 @@
class q{constructor(h,y="#telemetry"){if(this.app=h,this.el=document.querySelector(y),this.el&&location.search.includes("telemetry"))this.el.style.display="block",this.app.onAfterUpdate(()=>this.onAfterUpdate());this.frameTimes=[],this.maxFrameTimes=100,this.lastFrameTime=0}insertTime(h){if(this.frameTimes.push(h),this.frameTimes.length>this.maxFrameTimes)this.frameTimes.shift()}onAfterUpdate(){const h=this.app.now()-this.lastFrameTime;this.insertTime(h);const y=this.frameTimes.reduce((j,k)=>j+k,0)/this.frameTimes.length,f=1000/y;this.el.innerHTML=`
${f.toFixed(1)} FPS (${y.toFixed(3)} ms)<br />
bU: ${this.app.registry.onBeforeUpdate.length} | U: ${this.app.registry.onUpdate.length} | aU: ${this.app.registry.onAfterUpdate.length}
`,this.lastFrameTime=this.app.now()}}
export{q as a};