plasma-arc / index.js
p3nGu1nZz's picture
Modularize State and Timing Initialization
b27f287
raw
history blame
4.09 kB
import { mat4 } from 'https://webgpufundamentals.org/3rdparty/wgpu-matrix.module.js';
import { initializeWebGPU } from './wgpu-device.js';
import { createState } from './wgpu-state.js';
import { generateGlyphTextureAtlas, createTextureFromSource } from './wgpu-utility.js';
import { createPipeline } from './wgpu-pipeline.js';
import { fetchShaderCode } from './wgpu-shader.js';
import { GenerateVertexDataAndTexture } from './wgpu-texture.js';
import { generateGlyphVerticesForText } from './wgpu-text.js';
import { config } from './wgpu-config.js';
import { CANVAS, CTX, COLORS, RENDER_PASS_DESCRIPTOR } from './wgpu-constants.js';
import { CreateBuffers } from './wgpu-buffer.js';
import { initializeTiming } from './wgpu-timing.js';
// Canvas element for rendering
const canvas = document.querySelector('canvas');
// State initialization
const state = createState(config);
state.canvas = canvas;
async function Main() {
const adapter = await navigator.gpu?.requestAdapter();
const { device, context, presentationFormat } = await initializeWebGPU(navigator, adapter, state.canvas);
if (!device) return;
state.webgpu.device = device;
state.webgpu.context = context;
state.webgpu.presentationFormat = presentationFormat;
// Initialize timing properties
initializeTiming(state);
// Initialize Resources
await InitializeResources();
// Start the game loop
GameLoop();
}
async function InitializeResources() {
const shaderCode = await fetchShaderCode('shaders.wgsl');
const vertexSize = config.floatsPerVertex * 4;
state.webgpu.pipeline = await createPipeline(state.webgpu.device, state.webgpu.presentationFormat, vertexSize, shaderCode);
const glyphCanvas = generateGlyphTextureAtlas(CANVAS, CTX, config);
document.body.appendChild(glyphCanvas);
glyphCanvas.style.backgroundColor = '#222';
CreateBuffers(state, config);
GenerateVertexDataAndTexture(state, glyphCanvas, generateGlyphVerticesForText, COLORS, config, createTextureFromSource);
}
function GameLoop() {
function Tick() {
state.timing.currentTime = performance.now();
state.timing.frameTime = (state.timing.currentTime - state.timing.lastTime) / 1000;
state.timing.lastTime = state.timing.currentTime;
state.timing.deltaTime = Math.min(state.timing.frameTime, state.timing.maxFrameTime);
state.timing.accumulator += state.timing.deltaTime;
while (state.timing.accumulator >= state.timing.fixedDeltaTime) {
FixedUpdate(state.timing.fixedDeltaTime);
state.timing.accumulator -= state.timing.fixedDeltaTime;
}
Render();
setTimeout(Tick, state.timing.frameDuration);
}
Tick();
}
function FixedUpdate(deltaTime) {
state.timing.time += deltaTime;
}
function Render() {
const fov = 60 * Math.PI / 180;
const aspect = state.canvas.clientWidth / state.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 = state.webgpu.context.getCurrentTexture().createView();
const encoder = state.webgpu.device.createCommandEncoder();
const pass = encoder.beginRenderPass(RENDER_PASS_DESCRIPTOR);
pass.setPipeline(state.webgpu.pipeline);
mat4.rotateY(viewProjectionMatrix, state.timing.time, state.matrices.matrix);
mat4.translate(state.matrices.matrix, [-state.glyphs.width / 2, -state.glyphs.height / 2, 0], state.matrices.matrix);
state.webgpu.device.queue.writeBuffer(state.webgpu.uniformBuffer, 0, state.matrices.uniformValues);
pass.setBindGroup(0, state.webgpu.bindGroup);
pass.setVertexBuffer(0, state.webgpu.vertexBuffer);
pass.setIndexBuffer(state.webgpu.indexBuffer, 'uint32');
pass.drawIndexed(state.glyphs.numGlyphs * 6);
pass.end();
state.webgpu.device.queue.submit([encoder.finish()]);
}
Main();