// index.js import { mat4 } from 'https://webgpufundamentals.org/3rdparty/wgpu-matrix.module.js'; import { fetchShaderCode, generateGlyphTextureAtlas, createTextureFromSource } from './wgpu-utility.js'; import { config } from './wgpu-config.js'; import { CANVAS, CTX, COLORS, RENDER_PASS_DESCRIPTOR } from './wgpu-constants.js'; import { createPipeline } from './wgpu-pipeline.js'; import { createState } from './wgpu-state.js'; const canvas = document.querySelector('canvas'); const context = canvas.getContext('webgpu'); const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); const state = createState(config); async function main() { const adapter = await navigator.gpu?.requestAdapter(); state.device = await adapter?.requestDevice(); if (!state.device) { alert('need a browser that supports WebGPU'); return; } context.configure({ device: state.device, format: presentationFormat, }); const shaderCode = await fetchShaderCode('shaders.wgsl'); const vertexSize = config.floatsPerVertex * 4; state.pipeline = await createPipeline(state.device, presentationFormat, vertexSize, shaderCode); const glyphCanvas = generateGlyphTextureAtlas(CANVAS, CTX, config); document.body.appendChild(glyphCanvas); glyphCanvas.style.backgroundColor = '#222'; const vertexBufferSize = config.maxGlyphs * config.vertsPerGlyph * vertexSize; state.vertexBuffer = state.device.createBuffer({ label: 'vertices', size: vertexBufferSize, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, }); state.indexBuffer = state.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]; }); state.device.queue.writeBuffer(state.indexBuffer, 0, new Uint32Array(indices)); const { vertexData, numGlyphs, width, height } = generateGlyphVerticesForText('Hello\nworld!\nText in\nWebGPU!', COLORS, glyphCanvas); state.device.queue.writeBuffer(state.vertexBuffer, 0, vertexData); state.texture = createTextureFromSource(state.device, glyphCanvas, { mips: true }); state.sampler = state.device.createSampler({ minFilter: 'linear', magFilter: 'linear' }); state.uniformBuffer = state.device.createBuffer({ label: 'uniforms for quad', size: config.uniformBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST }); state.matrix = state.uniformValues.subarray(0, 16); state.bindGroup = state.device.createBindGroup({ layout: state.pipeline.getBindGroupLayout(0), entries: [ { binding: 0, resource: state.sampler }, { binding: 1, resource: state.texture.createView() }, { binding: 2, resource: { buffer: state.uniformBuffer } }, ], }); state.numGlyphs = numGlyphs; state.width = width; state.height = height; requestAnimationFrame((time) => render(time, context, state, RENDER_PASS_DESCRIPTOR)); } function render(time, context, state, RENDER_PASS_DESCRIPTOR) { 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 = state.device.createCommandEncoder(); const pass = encoder.beginRenderPass(RENDER_PASS_DESCRIPTOR); pass.setPipeline(state.pipeline); mat4.rotateY(viewProjectionMatrix, time, state.matrix); mat4.translate(state.matrix, [-state.width / 2, -state.height / 2, 0], state.matrix); state.device.queue.writeBuffer(state.uniformBuffer, 0, state.uniformValues); pass.setBindGroup(0, state.bindGroup); pass.setVertexBuffer(0, state.vertexBuffer); pass.setIndexBuffer(state.indexBuffer, 'uint32'); pass.drawIndexed(state.numGlyphs * 6); pass.end(); state.device.queue.submit([encoder.finish()]); requestAnimationFrame((t) => render(t, context, state, RENDER_PASS_DESCRIPTOR)); } function generateGlyphVerticesForText(s, COLORS, glyphCanvas) { 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 }; } main();