mirror of
https://github.com/Floriansylvain/WhateverWebGPU.git
synced 2026-08-19 11:43:26 +02:00
refac: split code into classes & add reset button
This commit is contained in:
@@ -24,6 +24,7 @@
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/>
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</div>
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</div>
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<button id="reset-button">Reset Grid</button>
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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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+269
-275
@@ -3,18 +3,24 @@ import "./style.css"
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const GRID_SIZE = 64
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let COMPUTE_MS_INTERVAL = 100
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function setupSliders() {
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const computeIntervalSlider = document.getElementById(
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"compute-interval-slider",
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) as HTMLInputElement
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const computeIntervalValue = document.getElementById(
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"compute-interval-value",
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) as HTMLElement
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class UIController {
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static onReset(callback: () => void) {
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document.getElementById("reset-button")?.addEventListener("click", callback)
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}
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computeIntervalSlider.addEventListener("input", () => {
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COMPUTE_MS_INTERVAL = parseInt(computeIntervalSlider.value)
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computeIntervalValue.textContent = computeIntervalSlider.value
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})
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static setup() {
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const slider = document.getElementById(
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"compute-interval-slider",
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) as HTMLInputElement
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const valueLabel = document.getElementById(
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"compute-interval-value",
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) as HTMLElement
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slider.addEventListener("input", () => {
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COMPUTE_MS_INTERVAL = parseInt(slider.value)
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valueLabel.textContent = slider.value
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})
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}
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}
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async function getCanvas(): Promise<HTMLCanvasElement> {
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@@ -23,319 +29,307 @@ async function getCanvas(): Promise<HTMLCanvasElement> {
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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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async function getDevice(): Promise<GPUDevice> {
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if (!navigator.gpu) throw new Error("WebGPU not supported")
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const adapter = await navigator.gpu.requestAdapter()
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if (!adapter) throw new Error("No appropriate GPUAdapter found.")
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return adapter
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if (!adapter) throw new Error("No GPUAdapter found")
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return adapter.requestDevice()
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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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class Grid {
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readonly uniformBuffer: GPUBuffer
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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) 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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function createVertexBufferLayout(): GPUVertexBufferLayout {
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return {
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arrayStride: 8,
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attributes: [
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{ format: "float32x2" as GPUVertexFormat, offset: 0, shaderLocation: 0 },
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],
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constructor(
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readonly size: number,
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device: GPUDevice,
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) {
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const data = new Float32Array([size, size])
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this.uniformBuffer = device.createBuffer({
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label: "Grid Uniform",
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size: data.byteLength,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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})
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device.queue.writeBuffer(this.uniformBuffer, 0, data)
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}
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}
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function createPipelineLayout(
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device: GPUDevice,
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bindGroupLayout: GPUBindGroupLayout,
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): GPUPipelineLayout {
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return device.createPipelineLayout({
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label: "Cell Pipeline Layout",
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bindGroupLayouts: [bindGroupLayout],
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})
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class Buffers {
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static 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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static createVertexBuffer(device: GPUDevice): [GPUBuffer, Float32Array] {
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const data = 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 buffer = device.createBuffer({
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label: "Cell vertices",
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size: data.byteLength,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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})
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device.queue.writeBuffer(buffer, 0, data)
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return [buffer, data]
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}
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static createStateBuffers(device: GPUDevice, size: number): GPUBuffer[] {
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const data = new Uint32Array(size * size).map(() =>
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Math.random() > 0.6 ? 1 : 0,
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)
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const usage = GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
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const buffers = [
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device.createBuffer({ label: "State A", size: data.byteLength, usage }),
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device.createBuffer({ label: "State B", size: data.byteLength, usage }),
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]
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device.queue.writeBuffer(buffers[0], 0, data)
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device.queue.writeBuffer(buffers[1], 0, data)
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return buffers
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}
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}
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async function createComputePipeline(
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device: GPUDevice,
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pipelineLayout: GPUPipelineLayout,
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): Promise<GPUComputePipeline> {
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return device.createComputePipeline({
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label: "Simulation pipeline",
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layout: pipelineLayout,
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compute: {
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module: device.createShaderModule({
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label: "Game of Life simulation shader",
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code: (await import("./shaders/simulation.wgsl?raw")).default,
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class PipelineFactory {
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static createBindGroupLayout(device: GPUDevice): GPUBindGroupLayout {
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return device.createBindGroupLayout({
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label: "BindGroupLayout",
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entries: [
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{ binding: 0, visibility: 7, buffer: { type: "uniform" } },
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{ binding: 1, visibility: 2, buffer: { type: "uniform" } },
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{ binding: 2, visibility: 5, buffer: { type: "read-only-storage" } },
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{ binding: 3, visibility: 4, buffer: { type: "storage" } },
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],
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})
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}
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static createPipelineLayout(device: GPUDevice, layout: GPUBindGroupLayout) {
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return device.createPipelineLayout({ bindGroupLayouts: [layout] })
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}
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static async createCompute(
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device: GPUDevice,
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layout: GPUPipelineLayout,
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): Promise<GPUComputePipeline> {
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const module = device.createShaderModule({
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label: "Compute shader",
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code: (await import("./shaders/simulation.wgsl?raw")).default,
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})
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return device.createComputePipeline({
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label: "Simulation pipeline",
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layout,
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compute: { module, entryPoint: "computeMain" },
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})
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}
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static async createRender(
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device: GPUDevice,
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format: GPUTextureFormat,
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layout: GPUPipelineLayout,
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): Promise<GPURenderPipeline> {
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const module = 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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return device.createRenderPipeline({
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label: "Cell pipeline",
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layout,
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vertex: {
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module,
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entryPoint: "vertexMain",
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buffers: [
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{
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arrayStride: 8,
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attributes: [{ format: "float32x2", offset: 0, shaderLocation: 0 }],
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},
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],
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},
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fragment: {
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module,
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entryPoint: "fragmentMain",
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targets: [{ format }],
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},
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})
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}
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}
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class Simulation {
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public bindGroups: GPUBindGroup[]
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private stateBuffers: GPUBuffer[]
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constructor(
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private device: GPUDevice,
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grid: Grid,
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private time: GPUBuffer,
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state: GPUBuffer[],
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layout: GPUBindGroupLayout,
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) {
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this.stateBuffers = state
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this.bindGroups = this.createBindGroups(grid, layout)
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}
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reset(size: number) {
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const data = new Uint32Array(size * size).map(() =>
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Math.random() > 0.6 ? 1 : 0,
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)
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for (const buffer of this.stateBuffers) {
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this.device.queue.writeBuffer(buffer, 0, data)
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}
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}
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private createBindGroups(
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grid: Grid,
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layout: GPUBindGroupLayout,
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): GPUBindGroup[] {
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return [
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this.device.createBindGroup({
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layout,
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entries: [
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{ binding: 0, resource: { buffer: grid.uniformBuffer } },
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{ binding: 1, resource: { buffer: this.time } },
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{ binding: 2, resource: { buffer: this.stateBuffers[0] } },
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{ binding: 3, resource: { buffer: this.stateBuffers[1] } },
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],
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}),
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entryPoint: "computeMain",
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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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pipelineLayout: GPUPipelineLayout,
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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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return device.createRenderPipeline({
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label: "Cell pipeline",
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layout: pipelineLayout,
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vertex: {
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module: cellShaderModule,
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entryPoint: "vertexMain",
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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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entryPoint: "fragmentMain",
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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 createTimeUniformBuffer(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 createStateStorageBuffers(device: GPUDevice): GPUBuffer[] {
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const cellStateArray = new Uint32Array(GRID_SIZE * GRID_SIZE)
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const size = cellStateArray.byteLength
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const usage = GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
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const cellStateStorage = [
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device.createBuffer({ label: "Cell State A", size, usage }),
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device.createBuffer({ label: "Cell State B", size, usage }),
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]
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for (let i = 0; i < cellStateArray.length; ++i) {
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cellStateArray[i] = Math.random() > 0.6 ? 1 : 0
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this.device.createBindGroup({
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layout,
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entries: [
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{ binding: 0, resource: { buffer: grid.uniformBuffer } },
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{ binding: 1, resource: { buffer: this.time } },
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{ binding: 2, resource: { buffer: this.stateBuffers[1] } },
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{ binding: 3, resource: { buffer: this.stateBuffers[0] } },
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],
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}),
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]
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}
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device.queue.writeBuffer(cellStateStorage[0], 0, cellStateArray)
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return cellStateStorage
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}
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|
||||
function createBindGroupLayout(device: GPUDevice): GPUBindGroupLayout {
|
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return device.createBindGroupLayout({
|
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label: "Cell Bind Group Layout",
|
||||
entries: [
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||||
{
|
||||
binding: 0,
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visibility:
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GPUShaderStage.FRAGMENT |
|
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GPUShaderStage.VERTEX |
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||||
GPUShaderStage.COMPUTE,
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buffer: { type: "uniform" },
|
||||
},
|
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{
|
||||
binding: 1,
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||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
buffer: { type: "uniform" },
|
||||
},
|
||||
{
|
||||
binding: 2,
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||||
visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
|
||||
buffer: { type: "read-only-storage" },
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||||
},
|
||||
{
|
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binding: 3,
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||||
visibility: GPUShaderStage.COMPUTE,
|
||||
buffer: { type: "storage" },
|
||||
},
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||||
],
|
||||
})
|
||||
}
|
||||
|
||||
function createBindGroups(
|
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device: GPUDevice,
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||||
gridUniformBuffer: GPUBuffer,
|
||||
timeUniformBuffer: GPUBuffer,
|
||||
cellStateStorage: GPUBuffer[],
|
||||
bindGroupLayout: GPUBindGroupLayout,
|
||||
): GPUBindGroup[] {
|
||||
return [
|
||||
device.createBindGroup({
|
||||
label: "Cell renderer bind group A",
|
||||
layout: bindGroupLayout,
|
||||
entries: [
|
||||
{ binding: 0, resource: { buffer: gridUniformBuffer } },
|
||||
{ binding: 1, resource: { buffer: timeUniformBuffer } },
|
||||
{ binding: 2, resource: { buffer: cellStateStorage[0] } },
|
||||
{ binding: 3, resource: { buffer: cellStateStorage[1] } },
|
||||
],
|
||||
}),
|
||||
device.createBindGroup({
|
||||
label: "Cell updater bind group B",
|
||||
layout: bindGroupLayout,
|
||||
entries: [
|
||||
{ binding: 0, resource: { buffer: gridUniformBuffer } },
|
||||
{ binding: 1, resource: { buffer: timeUniformBuffer } },
|
||||
{ binding: 2, resource: { buffer: cellStateStorage[1] } },
|
||||
{ binding: 3, resource: { buffer: cellStateStorage[0] } },
|
||||
],
|
||||
}),
|
||||
]
|
||||
}
|
||||
|
||||
function createVertexBuffer(device: GPUDevice): GPUBuffer {
|
||||
const vertices = new Float32Array([
|
||||
-0.8, -0.8, 0.8, -0.8, 0.8, 0.8, -0.8, -0.8, 0.8, 0.8, -0.8, 0.8,
|
||||
])
|
||||
const vertexBuffer = device.createBuffer({
|
||||
label: "Cell vertices",
|
||||
size: vertices.byteLength,
|
||||
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
|
||||
})
|
||||
device.queue.writeBuffer(vertexBuffer, 0, vertices)
|
||||
return vertexBuffer
|
||||
}
|
||||
|
||||
class Renderer {
|
||||
private lastFrameTime: number = 0
|
||||
private frameCount: number = 0
|
||||
private fps: number = 0
|
||||
private bindGroupIndex: number = 0
|
||||
private lastBindGroupSwitchTime: number = 0
|
||||
private lastFrame = 0
|
||||
private frameCount = 0
|
||||
private fps = 0
|
||||
private bindGroupIndex = 0
|
||||
private lastSwitch = 0
|
||||
|
||||
constructor(
|
||||
private device: GPUDevice,
|
||||
private context: GPUCanvasContext,
|
||||
private cellPipeline: GPURenderPipeline,
|
||||
private simulationPipeline: GPUComputePipeline,
|
||||
private renderPipeline: GPURenderPipeline,
|
||||
private computePipeline: GPUComputePipeline,
|
||||
private vertexBuffer: GPUBuffer,
|
||||
private bindGroups: GPUBindGroup[],
|
||||
private timeBuffer: GPUBuffer,
|
||||
private vertices: Float32Array,
|
||||
private simulation: Simulation,
|
||||
private timeBuffer: GPUBuffer,
|
||||
) {}
|
||||
|
||||
private updateFpsCount(timeMs: number): void {
|
||||
if (this.lastFrameTime === 0) this.lastFrameTime = timeMs
|
||||
render(timeMs: number) {
|
||||
this.updateFPS(timeMs)
|
||||
|
||||
const encoder = this.device.createCommandEncoder()
|
||||
this.runComputePass(encoder, timeMs)
|
||||
this.runRenderPass(encoder)
|
||||
this.updateTimeBuffer(timeMs)
|
||||
|
||||
this.device.queue.submit([encoder.finish()])
|
||||
requestAnimationFrame(this.render.bind(this))
|
||||
}
|
||||
|
||||
private updateFPS(timeMs: number) {
|
||||
if (!this.lastFrame) this.lastFrame = timeMs
|
||||
this.frameCount++
|
||||
if (timeMs - this.lastFrameTime >= 1000) {
|
||||
|
||||
if (timeMs - this.lastFrame >= 1000) {
|
||||
this.fps = this.frameCount
|
||||
this.frameCount = 0
|
||||
this.lastFrameTime = timeMs
|
||||
this.lastFrame = timeMs
|
||||
document.querySelector("#fps")!.textContent = `FPS: ${this.fps}`
|
||||
}
|
||||
}
|
||||
|
||||
private updateBindGroupIndex(timeMs: number): void {
|
||||
if (timeMs - this.lastBindGroupSwitchTime >= COMPUTE_MS_INTERVAL) {
|
||||
this.bindGroupIndex = (this.bindGroupIndex + 1) % this.bindGroups.length
|
||||
this.lastBindGroupSwitchTime = timeMs
|
||||
}
|
||||
private updateTimeBuffer(timeMs: number) {
|
||||
const seconds = timeMs / 1000
|
||||
this.device.queue.writeBuffer(
|
||||
this.timeBuffer,
|
||||
0,
|
||||
new Float32Array([seconds]),
|
||||
)
|
||||
}
|
||||
|
||||
public async render(timeMs: number): Promise<void> {
|
||||
const encoder = this.device.createCommandEncoder()
|
||||
|
||||
const computePass = encoder.beginComputePass()
|
||||
computePass.setPipeline(this.simulationPipeline)
|
||||
computePass.setBindGroup(0, this.bindGroups[this.bindGroupIndex])
|
||||
|
||||
const workgroupCount = Math.ceil(GRID_SIZE / 8)
|
||||
computePass.dispatchWorkgroups(workgroupCount, workgroupCount)
|
||||
|
||||
computePass.end()
|
||||
|
||||
const time = timeMs / 1000
|
||||
this.updateFpsCount(timeMs)
|
||||
this.device.queue.writeBuffer(this.timeBuffer, 0, new Float32Array([time]))
|
||||
this.updateBindGroupIndex(timeMs)
|
||||
private runComputePass(encoder: GPUCommandEncoder, timeMs: number) {
|
||||
if (timeMs - this.lastSwitch >= COMPUTE_MS_INTERVAL) {
|
||||
this.bindGroupIndex = (this.bindGroupIndex + 1) % 2
|
||||
this.lastSwitch = timeMs
|
||||
}
|
||||
const pass = encoder.beginComputePass()
|
||||
pass.setPipeline(this.computePipeline)
|
||||
pass.setBindGroup(0, this.simulation.bindGroups[this.bindGroupIndex])
|
||||
pass.dispatchWorkgroups(Math.ceil(GRID_SIZE / 8), Math.ceil(GRID_SIZE / 8))
|
||||
pass.end()
|
||||
}
|
||||
|
||||
private runRenderPass(encoder: GPUCommandEncoder) {
|
||||
const pass = encoder.beginRenderPass({
|
||||
colorAttachments: [
|
||||
{
|
||||
view: this.context.getCurrentTexture().createView(),
|
||||
loadOp: "clear",
|
||||
clearValue: [0.0, 0.0, 0.4, 1.0],
|
||||
clearValue: [0.0, 0.0, 0.4, 1],
|
||||
storeOp: "store",
|
||||
},
|
||||
],
|
||||
})
|
||||
|
||||
pass.setPipeline(this.cellPipeline)
|
||||
pass.setPipeline(this.renderPipeline)
|
||||
pass.setVertexBuffer(0, this.vertexBuffer)
|
||||
|
||||
pass.setBindGroup(0, this.bindGroups[this.bindGroupIndex])
|
||||
|
||||
pass.setBindGroup(0, this.simulation.bindGroups[this.bindGroupIndex])
|
||||
pass.draw(this.vertices.length / 2, GRID_SIZE * GRID_SIZE)
|
||||
pass.end()
|
||||
|
||||
this.device.queue.submit([encoder.finish()])
|
||||
requestAnimationFrame((time) => this.render(time))
|
||||
}
|
||||
}
|
||||
|
||||
async function init() {
|
||||
setupSliders()
|
||||
class Engine {
|
||||
async start() {
|
||||
UIController.setup()
|
||||
|
||||
const device = await getDevice(await getAdapter())
|
||||
const context = configureContext(await getCanvas(), device)
|
||||
const canvasFormat = navigator.gpu.getPreferredCanvasFormat()
|
||||
const device = await getDevice()
|
||||
const canvas = await getCanvas()
|
||||
const context = canvas.getContext("webgpu")!
|
||||
const format = navigator.gpu.getPreferredCanvasFormat()
|
||||
context.configure({ device, format })
|
||||
|
||||
const gridUniformBuffer = createGridUniformBuffer(device)
|
||||
const timeBuffer = createTimeUniformBuffer(device)
|
||||
const cellStateStorage = createStateStorageBuffers(device)
|
||||
const bindGroupLayout = createBindGroupLayout(device)
|
||||
const bindGroups = createBindGroups(
|
||||
device,
|
||||
gridUniformBuffer,
|
||||
timeBuffer,
|
||||
cellStateStorage,
|
||||
bindGroupLayout,
|
||||
)
|
||||
const pipelineLayout = createPipelineLayout(device, bindGroupLayout)
|
||||
const cellPipeline = await createCellPipeline(
|
||||
device,
|
||||
canvasFormat,
|
||||
pipelineLayout,
|
||||
)
|
||||
const simulationPipeline = await createComputePipeline(device, pipelineLayout)
|
||||
const vertexBuffer = createVertexBuffer(device)
|
||||
const vertices = new Float32Array([
|
||||
-0.8, -0.8, 0.8, -0.8, 0.8, 0.8, -0.8, -0.8, 0.8, 0.8, -0.8, 0.8,
|
||||
])
|
||||
const grid = new Grid(GRID_SIZE, device)
|
||||
const timeBuffer = Buffers.createTimeBuffer(device)
|
||||
const [vertexBuffer, vertices] = Buffers.createVertexBuffer(device)
|
||||
const stateBuffers = Buffers.createStateBuffers(device, GRID_SIZE)
|
||||
const layout = PipelineFactory.createBindGroupLayout(device)
|
||||
const pipelineLayout = PipelineFactory.createPipelineLayout(device, layout)
|
||||
|
||||
const renderer = new Renderer(
|
||||
device,
|
||||
context,
|
||||
cellPipeline,
|
||||
simulationPipeline,
|
||||
vertexBuffer,
|
||||
bindGroups,
|
||||
timeBuffer,
|
||||
vertices,
|
||||
)
|
||||
requestAnimationFrame((time) => renderer.render(time))
|
||||
const [renderPipeline, computePipeline] = await Promise.all([
|
||||
PipelineFactory.createRender(device, format, pipelineLayout),
|
||||
PipelineFactory.createCompute(device, pipelineLayout),
|
||||
])
|
||||
|
||||
const simulation = new Simulation(
|
||||
device,
|
||||
grid,
|
||||
timeBuffer,
|
||||
stateBuffers,
|
||||
layout,
|
||||
)
|
||||
const renderer = new Renderer(
|
||||
device,
|
||||
context,
|
||||
renderPipeline,
|
||||
computePipeline,
|
||||
vertexBuffer,
|
||||
vertices,
|
||||
simulation,
|
||||
timeBuffer,
|
||||
)
|
||||
|
||||
UIController.onReset(() => simulation.reset(GRID_SIZE))
|
||||
|
||||
requestAnimationFrame(renderer.render.bind(renderer))
|
||||
}
|
||||
}
|
||||
|
||||
init().catch((error) => {
|
||||
console.error("Error initializing WebGPU:", error)
|
||||
})
|
||||
new Engine().start().catch(console.error)
|
||||
|
||||
Reference in New Issue
Block a user