plasma-arc / index.js
p3nGu1nZz's picture
🚀 Moved timing to GameLoop, passed state.
eafd9a8
// index.js
import { mat4 } from 'https://webgpufundamentals.org/3rdparty/wgpu-matrix.module.js';
import { CANVAS, CTX, COLORS, RENDER_PASS_DESCRIPTOR } from './wgpu-constants.js';
import { config } from './wgpu-config.js';
import { createState } from './wgpu-state.js';
import { initializeDevice } from './wgpu-device.js';
import { CreateBuffers } from './wgpu-buffer.js';
import { InitializePipeline } from './wgpu-pipeline.js';
import { generateGlyphTextureAtlas, createTextureFromSource } from './wgpu-utility.js';
import { InitializeShaders } from './wgpu-shader.js';
import { GenerateVertexDataAndTexture } from './wgpu-texture.js';
import { generateGlyphVerticesForText } from './wgpu-text.js';
(async () => {
const state = createState(config);
async function Main() {
await InitializeAdapter(state);
await InitializeCanvas(state);
await initializeDevice(state);
await InitializeShaders(state);
await InitializePipeline(state);
await InitializeResources(state);
GameLoop(state);
}
async function InitializeAdapter(state) {
state.webgpu.adapter = await navigator.gpu.requestAdapter();
}
async function InitializeCanvas(state) {
state.canvas.width = config.canvas.width;
state.canvas.height = config.canvas.height;
}
async function InitializeResources(state) {
state.webgpu.glyphCanvas = generateGlyphTextureAtlas(CANVAS, CTX, config);
document.body.appendChild(state.webgpu.glyphCanvas);
state.webgpu.glyphCanvas.style.backgroundColor = '#222';
CreateBuffers(state, config);
GenerateVertexDataAndTexture(state, state.webgpu.glyphCanvas, generateGlyphVerticesForText, COLORS, config, createTextureFromSource);
}
function FixedUpdate(state) {
state.timing.time += state.timing.fixedDeltaTime;
}
function Render(state) {
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()]);
}
function GameLoop(state) {
function Tick(state) {
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);
state.timing.accumulator -= state.timing.fixedDeltaTime;
}
Render(state);
setTimeout(() => Tick(state), state.timing.frameDuration);
}
Tick(state);
}
await Main();
})();