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<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Plasma-Arc: WGPU Experiment</title>
</head>

<body>
    <canvas></canvas>
    <script type="module">
        import { mat4 } from 'https://webgpufundamentals.org/3rdparty/wgpu-matrix.module.js';
        import { fetchShaderCode, generateGlyphTextureAtlas } from './utility.js';
        import { CONFIG } from './config.js';
        import { CANVAS, CTX, COLORS, RENDER_PASS_DESCRIPTOR } from './constants.js';
        async function main() {
            const adapter = await navigator.gpu?.requestAdapter();
            const device = await adapter?.requestDevice();
            if (!device) {
                alert('need a browser that supports WebGPU');
                return;
            }
            const canvas = document.querySelector('canvas');
            const context = canvas.getContext('webgpu');
            const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
            context.configure({
                device,
                format: presentationFormat,
            });
            const shaderCode = await fetchShaderCode('shaders.wgsl');
            const module = device.createShaderModule({
                label: 'textured quad shaders',
                code: shaderCode,
            });
            const glyphCanvas = generateGlyphTextureAtlas(CANVAS, CTX, CONFIG);
            document.body.appendChild(glyphCanvas);
            glyphCanvas.style.backgroundColor = '#222';
            const vertexSize = CONFIG.floatsPerVertex * 4;
            const vertexBufferSize = CONFIG.maxGlyphs * CONFIG.vertsPerGlyph * vertexSize;
            const vertexBuffer = device.createBuffer({
                label: 'vertices',
                size: vertexBufferSize,
                usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
            });
            const indexBuffer = device.createBuffer({
                label: 'indices',
                size: CONFIG.maxGlyphs * CONFIG.vertsPerGlyph * 4,
                usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
            });
            const indices = Array.from({ length: CONFIG.maxGlyphs * 6 }, (_, i) => {
                const ndx = Math.floor(i / 6) * 4;
                return (i % 6 < 3 ? [ndx, ndx + 1, ndx + 2] : [ndx + 2, ndx + 1, ndx + 3])[i % 3];
            });
            device.queue.writeBuffer(indexBuffer, 0, new Uint32Array(indices));
            function generateGlyphVerticesForText(s, COLORS = [[1, 1, 1, 1]]) {
                const vertexData = new Float32Array(CONFIG.maxGlyphs * CONFIG.floatsPerVertex * CONFIG.vertsPerGlyph);
                const glyphUVWidth = CONFIG.glyphWidth / glyphCanvas.width;
                const glyphUVHeight = CONFIG.glyphHeight / glyphCanvas.height;
                let offset = 0, x0 = 0, y0 = 0, x1 = 1, y1 = 1, width = 0;
                let colorNdx = 0;
                const addVertex = (x, y, u, v, color) => {
                    vertexData.set([x, y, u, v, ...color], offset);
                    offset += 8;
                };
                for (let i = 0; i < s.length; ++i) {
                    const c = s.charCodeAt(i);
                    if (c >= 33) {
                        const cIndex = c - 33;
                        const glyphX = cIndex % CONFIG.glyphsAcrossTexture;
                        const glyphY = Math.floor(cIndex / CONFIG.glyphsAcrossTexture);
                        const u0 = glyphX * CONFIG.glyphWidth / glyphCanvas.width;
                        const v1 = glyphY * CONFIG.glyphHeight / glyphCanvas.height;
                        const u1 = u0 + glyphUVWidth;
                        const v0 = v1 + glyphUVHeight;
                        width = Math.max(x1, width);
                        addVertex(x0, y0, u0, v0, COLORS[colorNdx]);
                        addVertex(x1, y0, u1, v0, COLORS[colorNdx]);
                        addVertex(x0, y1, u0, v1, COLORS[colorNdx]);
                        addVertex(x1, y1, u1, v1, COLORS[colorNdx]);
                    } else {
                        colorNdx = (colorNdx + 1) % COLORS.length;
                        if (c === 10) { // Newline
                            x0 = 0; x1 = 1; y0--; y1 = y0 + 1;
                            continue;
                        }
                    }
                    x0 += 0.55; x1 = x0 + 1;
                }
                return { vertexData, numGlyphs: offset / CONFIG.floatsPerVertex, width, height: y1 };
            }
            const { vertexData, numGlyphs, width, height } = generateGlyphVerticesForText('Hello\nworld!\nText in\nWebGPU!', COLORS);
            device.queue.writeBuffer(vertexBuffer, 0, vertexData);
            const pipeline = device.createRenderPipeline({
                label: 'textured quad pipeline',
                layout: 'auto',
                vertex: {
                    module,
                    entryPoint: 'vs',
                    buffers: [
                        {
                            arrayStride: vertexSize,
                            attributes: [
                                { shaderLocation: 0, offset: 0, format: 'float32x2' },  // pos
                                { shaderLocation: 1, offset: 8, format: 'float32x2' },  // tex
                                { shaderLocation: 2, offset: 16, format: 'float32x4' }  // col
                            ],
                        },
                    ],
                },
                fragment: {
                    module,
                    entryPoint: 'fs',
                    targets: [{
                        format: presentationFormat,
                        blend: {
                            color: { srcFactor: 'one', dstFactor: 'one-minus-src-alpha', operation: 'add' },
                            alpha: { srcFactor: 'one', dstFactor: 'one-minus-src-alpha', operation: 'add' }
                        },
                    }],
                },
            });
            function createTextureFromSource(device, source, options = {}) {
                const texture = device.createTexture({
                    format: 'rgba8unorm',
                    size: [source.width, source.height],
                    usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
                });
                device.queue.copyExternalImageToTexture(
                    { source, flipY: options.flipY },
                    { texture, premultipliedAlpha: true },
                    { width: source.width, height: source.height }
                );
                return texture;
            }
            const texture = createTextureFromSource(device, glyphCanvas, { mips: true });
            const sampler = device.createSampler({
                minFilter: 'linear',
                magFilter: 'linear'
            });
            const uniformBuffer = device.createBuffer({
                label: 'uniforms for quad',
                size: CONFIG.uniformBufferSize,
                usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
            });
            const uniformValues = new Float32Array(CONFIG.uniformBufferSize / 4);
            const matrix = uniformValues.subarray(0, 16);
            const bindGroup = device.createBindGroup({
                layout: pipeline.getBindGroupLayout(0),
                entries: [
                    { binding: 0, resource: sampler },
                    { binding: 1, resource: texture.createView() },
                    { binding: 2, resource: { buffer: uniformBuffer } },
                ],
            });
            function render(time) {
                time *= CONFIG.time.phase;
                const fov = 60 * Math.PI / 180;
                const aspect = canvas.clientWidth / canvas.clientHeight;
                const projectionMatrix = mat4.perspective(fov, aspect, CONFIG.render.zNear, CONFIG.render.zFar);
                const viewMatrix = mat4.lookAt([0, 0, 5], [0, 0, 0], [0, 1, 0]);
                const viewProjectionMatrix = mat4.multiply(projectionMatrix, viewMatrix);
                RENDER_PASS_DESCRIPTOR.colorAttachments[0].view = context.getCurrentTexture().createView();
                const encoder = device.createCommandEncoder();
                const pass = encoder.beginRenderPass(RENDER_PASS_DESCRIPTOR);
                pass.setPipeline(pipeline);
                mat4.rotateY(viewProjectionMatrix, time, matrix);
                mat4.translate(matrix, [-width / 2, -height / 2, 0], matrix);
                device.queue.writeBuffer(uniformBuffer, 0, uniformValues);
                pass.setBindGroup(0, bindGroup);
                pass.setVertexBuffer(0, vertexBuffer);
                pass.setIndexBuffer(indexBuffer, 'uint32');
                pass.drawIndexed(numGlyphs * 6);
                pass.end();
                device.queue.submit([encoder.finish()]);
                requestAnimationFrame(render);
            }
            requestAnimationFrame(render);
        }
        main();
    </script>
</body>

</html>