mirror of
https://github.com/Floriansylvain/WhateverWebGPU.git
synced 2026-08-19 11:43:26 +02:00
feat: fixed canvas size & enhance WebGPU rendering with grid and time uniforms
This commit is contained in:
+1
-1
@@ -7,7 +7,7 @@
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<title>Whatever WebGPU</title>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<canvas id="canvas" width="512" height="512"></canvas>
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<script type="module" src="/src/main.ts"></script>
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</body>
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</html>
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+131
-31
@@ -1,51 +1,60 @@
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import "./style.css"
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async function init() {
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const GRID_SIZE = 32
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async function getCanvas(): Promise<HTMLCanvasElement> {
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const canvas = document.querySelector<HTMLCanvasElement>("#canvas")
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if (!canvas) {
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throw new Error("Canvas element not found")
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}
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if (!navigator.gpu) {
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throw new Error("WebGPU not supported on this browser.")
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}
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if (!canvas) throw new Error("Canvas element not found")
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return canvas
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}
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async function getAdapter(): Promise<GPUAdapter> {
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if (!navigator.gpu) throw new Error("WebGPU not supported on this browser.")
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const adapter = await navigator.gpu.requestAdapter()
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if (!adapter) {
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throw new Error("No appropriate GPUAdapter found.")
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}
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if (!adapter) throw new Error("No appropriate GPUAdapter found.")
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return adapter
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}
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async function getDevice(adapter: GPUAdapter): Promise<GPUDevice> {
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return await adapter.requestDevice()
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}
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function configureContext(
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canvas: HTMLCanvasElement,
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device: GPUDevice,
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): GPUCanvasContext {
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const context = canvas.getContext("webgpu")
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if (!context) {
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throw new Error("Failed to get WebGPU context.")
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}
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const device = await adapter.requestDevice()
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if (!context) throw new Error("Failed to get WebGPU context.")
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const canvasFormat = navigator.gpu.getPreferredCanvasFormat()
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context.configure({ device, format: canvasFormat })
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return context
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}
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const encoder = device.createCommandEncoder()
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const vertexBufferLayout = {
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function createVertexBufferLayout(): GPUVertexBufferLayout {
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return {
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arrayStride: 8,
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attributes: [
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{
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format: "float32x2" as GPUVertexFormat,
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offset: 0,
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shaderLocation: 0,
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},
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{ format: "float32x2" as GPUVertexFormat, offset: 0, shaderLocation: 0 },
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],
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}
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}
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async function createCellPipeline(
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device: GPUDevice,
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canvasFormat: GPUTextureFormat,
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): Promise<GPURenderPipeline> {
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const cellShaderModule = device.createShaderModule({
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label: "Cell shader",
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code: (await import("./shaders/cell.wgsl?raw")).default,
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})
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const cellPipeline = device.createRenderPipeline({
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return device.createRenderPipeline({
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label: "Cell pipeline",
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layout: "auto",
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vertex: {
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module: cellShaderModule,
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entryPoint: "vertexMain",
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buffers: [vertexBufferLayout],
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buffers: [createVertexBufferLayout()],
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},
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fragment: {
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module: cellShaderModule,
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@@ -53,7 +62,44 @@ async function init() {
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targets: [{ format: canvasFormat }],
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},
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})
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}
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function createGridUniformBuffer(device: GPUDevice): GPUBuffer {
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const gridUniformArray = new Float32Array([GRID_SIZE, GRID_SIZE])
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const gridUniformBuffer = device.createBuffer({
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label: "Grid Uniforms",
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size: gridUniformArray.byteLength,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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})
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device.queue.writeBuffer(gridUniformBuffer, 0, gridUniformArray)
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return gridUniformBuffer
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}
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function createTimeBuffer(device: GPUDevice): GPUBuffer {
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return device.createBuffer({
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label: "Time Uniform",
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size: 4,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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})
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}
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function createBindGroup(
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device: GPUDevice,
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cellPipeline: GPURenderPipeline,
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gridUniformBuffer: GPUBuffer,
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timeBuffer: GPUBuffer,
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): GPUBindGroup {
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return device.createBindGroup({
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label: "Cell renderer bind group",
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layout: cellPipeline.getBindGroupLayout(0),
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entries: [
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{ binding: 0, resource: { buffer: gridUniformBuffer } },
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{ binding: 1, resource: { buffer: timeBuffer } },
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],
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})
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}
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function createVertexBuffer(device: GPUDevice): GPUBuffer {
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const vertices = new Float32Array([
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-0.8, -0.8, 0.8, -0.8, 0.8, 0.8, -0.8, -0.8, 0.8, 0.8, -0.8, 0.8,
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])
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@@ -63,24 +109,78 @@ async function init() {
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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})
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device.queue.writeBuffer(vertexBuffer, 0, vertices)
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return vertexBuffer
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}
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class Renderer {
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constructor(
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private device: GPUDevice,
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private context: GPUCanvasContext,
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private cellPipeline: GPURenderPipeline,
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private vertexBuffer: GPUBuffer,
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private bindGroup: GPUBindGroup,
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private timeBuffer: GPUBuffer,
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private vertices: Float32Array,
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) {}
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public render(timeMs: number): void {
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const time = timeMs / 1000
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this.device.queue.writeBuffer(this.timeBuffer, 0, new Float32Array([time]))
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const encoder = this.device.createCommandEncoder()
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const pass = encoder.beginRenderPass({
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colorAttachments: [
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{
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view: context.getCurrentTexture().createView(),
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view: this.context.getCurrentTexture().createView(),
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loadOp: "clear",
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clearValue: [0.0, 0.0, 0.4, 1.0],
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storeOp: "store",
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},
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],
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})
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pass.setPipeline(cellPipeline)
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pass.setVertexBuffer(0, vertexBuffer)
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pass.draw(vertices.length / 2)
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pass.setPipeline(this.cellPipeline)
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pass.setVertexBuffer(0, this.vertexBuffer)
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pass.setBindGroup(0, this.bindGroup)
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pass.draw(this.vertices.length / 2, GRID_SIZE * GRID_SIZE)
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pass.end()
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device.queue.submit([encoder.finish()])
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this.device.queue.submit([encoder.finish()])
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requestAnimationFrame((time) => this.render(time))
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}
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}
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async function init() {
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const device = await getDevice(await getAdapter())
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const context = configureContext(await getCanvas(), device)
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const canvasFormat = navigator.gpu.getPreferredCanvasFormat()
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const cellPipeline = await createCellPipeline(device, canvasFormat)
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const gridUniformBuffer = createGridUniformBuffer(device)
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const timeBuffer = createTimeBuffer(device)
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const bindGroup = createBindGroup(
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device,
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cellPipeline,
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gridUniformBuffer,
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timeBuffer,
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)
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const vertexBuffer = createVertexBuffer(device)
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const vertices = new Float32Array([
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-0.8, -0.8, 0.8, -0.8, 0.8, 0.8, -0.8, -0.8, 0.8, 0.8, -0.8, 0.8,
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])
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const renderer = new Renderer(
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device,
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context,
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cellPipeline,
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vertexBuffer,
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bindGroup,
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timeBuffer,
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vertices,
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)
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requestAnimationFrame((time) => renderer.render(time))
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}
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init().catch((error) => {
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console.error("Failed to initialize the application:", error)
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console.error("Error initializing WebGPU:", error)
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})
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+40
-4
@@ -1,9 +1,45 @@
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@group(0) @binding(0) var<uniform> grid: vec2f;
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@group(0) @binding(1) var<uniform> time: f32;
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struct VertexInput {
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@location(0) pos: vec2f,
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@builtin(instance_index) instance: u32,
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};
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struct VertexOutput {
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@builtin(position) pos: vec4f,
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@location(0) cell: vec2f,
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};
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@vertex
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fn vertexMain(@location(0) pos: vec2f) -> @builtin(position) vec4f {
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return vec4f(pos, 0, 1);
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fn vertexMain(input: VertexInput) -> VertexOutput {
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let i = f32(input.instance);
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let cell = vec2f(i % grid.x, floor(i / grid.x));
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let cellOffset = cell / grid * 2.0;
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let gridPos = (input.pos + 1.0) / grid - 1.0 + cellOffset;
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var output: VertexOutput;
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output.pos = vec4f(gridPos, 0.0, 1.0);
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output.cell = cell;
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return output;
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}
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fn hueToRGB(hue: f32) -> vec3f {
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let r = 0.5 + 0.5 * sin(6.28318 * (hue + 0.0));
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let g = 0.5 + 0.5 * sin(6.28318 * (hue + 0.33));
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let b = 0.5 + 0.5 * sin(6.28318 * (hue + 0.66));
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return vec3f(r, g, b);
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}
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@fragment
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fn fragmentMain() -> @location(0) vec4f {
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return vec4f(1, 0, 0, 1);
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fn fragmentMain(input: VertexOutput) -> @location(0) vec4f {
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let center = grid * 0.5;
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let delta = input.cell - center;
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let angle = atan2(delta.y, delta.x);
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let normalizedAngle = (angle / (2.0 * 3.14159)) + 0.5;
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let speed = 0.3;
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let hue = fract(normalizedAngle + time * speed);
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let color = hueToRGB(hue);
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return vec4f(color, 1.0);
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}
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@@ -7,9 +7,3 @@ body {
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height: 100vh;
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background-color: #222;
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}
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canvas {
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width: 512px;
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height: 512px;
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display: block;
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}
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