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main.js
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266 lines (213 loc) · 7.34 KB
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import {Ray, Line, pointLight, DrawLine, polygon, beam} from './helpers.js';
import { LoadSVG } from './svg/main.js';
import toColor from 'https://esm.sh/color-spectrum?bundle';
import { LineDraw } from './linedraw-optimized.js';
/** @type {HTMLCanvasElement} */
let canvas = document.getElementById("canvas");
let size = 2000;
canvas.width = size;
canvas.height = size;
let linedraw = new LineDraw(canvas, 10000);
await linedraw.init();
let deg = (deg) => deg * Math.PI / 180;
if (!navigator.gpu) {
alert("WebGPU not supported")
}
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
if (!device) {
console.log('need a browser that supports WebGPU');
}
let shader = await fetch("shader.wgsl").then(r => r.text());
let lines = [
new Line(0, 0, 0, size, false, .1),
new Line(0, 0, size, 0, false, .1),
new Line(size, 0, size, size, false, .1),
new Line(0, size, size, size, false, .1),
// ...polygon(500, 500, 1000, 500, Math.PI/6, false, .1),
// ...polygon(500, 500, 3, 100, Math.PI/6, true, .1),
// ...polygon(700, 500, 3000, 100, Math.PI/6, true, .1),
// new Line(100, 100, 100, 900, false, .1),
// new Line(100, 100, 900, 100, false, .1),
// new Line(900, 100, 900, 900, false, .1),
// new Line(100, 900, 900, 900, false, .1),
...polygon(100, 550, 3, 100, deg(30), true, .1),
// new Line(0, 700, 1000, 700, false, .1),
// new Line(0, 300, 800, 300, false, .1),
new Line(200, 600, 400, 500, false, .1),
...polygon(1000, 1000, 1000, 1000, deg(180), false, .1).slice(1000/2),
// ...polygon(300, 500, 100, 100, deg(90), true, .1).slice(100/2),
// new Line(300, 400, 300, 600, true, .1),
// ...polygon(300, 500, 1000, 100, 0, true, .1),
// new Line(500, 1000, 1000, 0, false, .1),
// ...(() => {
// let lines = [];
// let step = .1;
// for (let x = 0; x < 1000; x+= step) {
// let fn = (x) => 0.005 * (x - 500) ** 2 + 100;
// if (x > 400 && x < 600) {
// lines.push(new Line(x, fn(x), x+step, fn(x+step), false, .1));
// }
// }
// return lines;
// })(),
]
let rays = [
// ...pointLight(200, 500, 100000, 100)
...beam(10, 600, 0, 1000, 10, deg(-45))
// ...beam(10, 500, 200, 10000, 100, deg(0))
];
// LOAD THE SVG HERE
// let inputs = await LoadSVG(await fetch('./svg/input.svg').then(r=>r.text()))
let inputs = await LoadSVG(localStorage.getItem('svg'))
rays = inputs.rays;
lines = inputs.lines;
let linesFloat32 = new Float32Array(lines.length * Line.size);
for (let i = 0; i < lines.length; i++) {
linesFloat32.set(lines[i].toArray(), i * Line.size);
}
let raysFloat32 = new Float32Array(rays.length * Ray.size);
for (let i = 0; i < rays.length; i++) {
raysFloat32.set(rays[i].toArray(), i * Ray.size);
}
// console.log(linesFloat32, raysFloat32)
console.log(raysFloat32, rays)
let gpuBufferLines = device.createBuffer({
mappedAtCreation: false,
size: linesFloat32.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
});
device.queue.writeBuffer(gpuBufferLines, 0, linesFloat32);
let gpuBufferRays = device.createBuffer({
mappedAtCreation: false,
size: raysFloat32.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST
});
device.queue.writeBuffer(gpuBufferRays, 0, raysFloat32);
let gpuOutputBuffer = device.createBuffer({
size: raysFloat32.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC
});
let computeShader = device.createShaderModule({
code: shader
});
let computePipeline = device.createComputePipeline({
layout: "auto",
compute: {
module: computeShader,
entryPoint: "main"
}
});
const bindGroup = device.createBindGroup({
layout: computePipeline.getBindGroupLayout(0 /* index */),
entries: [
{
binding: 0,
resource: {
buffer: gpuBufferLines
}
},
{
binding: 1,
resource: {
buffer: gpuBufferRays
}
},
{
binding: 2,
resource: {
buffer: gpuOutputBuffer
}
}
]
});
// lines = [
// ...polygon(500, 500, 3, 300, 0, false, 0),
// ...polygon(600, 500, 3, 300, 0, false, 0),
// // ...polygon(500, 500, 3, 300, 0, false, 0),
// ]
lines.forEach(line => linedraw.addToQueue([
line.x1, line.y1,
line.x2, line.y2,
1.0, 0.0, 0.0, 1.0
]));
await linedraw.draw();
// debugger;
let previousRays = [...rays];
let compute = async () => {
let commandEncoder = device.createCommandEncoder();
let passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(computePipeline);
passEncoder.setBindGroup(0, bindGroup);
passEncoder.dispatchWorkgroups(Math.max(1, Math.min(Math.ceil(rays.length / 100), 65562)));
passEncoder.end();
const gpuReadBuffer = device.createBuffer({
size: raysFloat32.byteLength,
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
});
// Encode commands for copying buffer to buffer.
commandEncoder.copyBufferToBuffer(gpuOutputBuffer, 0, gpuReadBuffer, 0, gpuReadBuffer.size);
const commandBuffer = commandEncoder.finish();
device.queue.submit([commandBuffer]);
await device.queue.onSubmittedWorkDone();
await gpuReadBuffer.mapAsync(GPUMapMode.READ);
let resultBuffer = new Float32Array(gpuReadBuffer.getMappedRange().slice(0));
let time = performance.now();
for (let i = 0; i < resultBuffer.length; i+=Ray.size) {
let ray = Ray.fromArray(resultBuffer.slice(i, i+Ray.size))
let prevRay = previousRays[i/Ray.size];
let [r, g, b] = toColor(ray.wavelength).slice(4, -1).split(',').map(x => parseInt(x)).map(x => x/255)
let a = prevRay.intensity;
linedraw.addToQueue([
prevRay.x1, prevRay.y1, ray.x1, ray.y1, r, g, b, a
])
previousRays[i/Ray.size] = ray;
}
console.log(performance.now()-time)
console.log(resultBuffer)
// putImageData();
gpuReadBuffer.unmap();
// raysFloat32 = resultBuffer;
device.queue.writeBuffer(gpuBufferRays, 0, resultBuffer);
await linedraw.draw();
}
// let time = performance.now();
// await compute();
// await compute();
// console.log(performance.now()-time)
// ctx.fillRect(0, 0, size, size);
// time = performance.now();
// await compute();
// console.log(performance.now()-time)
// time = performance.now();
// await compute();
// console.log(performance.now()-time)
let t = performance.now();
let max = 500;
let i = 0;
let paused=false;
let loop = async () => {
console.log(i)
if (i++ > max) {
console.log("done in ", performance.now() - t)
return;
};
let time = performance.now();
await compute();
console.log(performance.now()-time)
if (!paused) requestAnimationFrame(loop);
}
if (!paused) requestAnimationFrame(loop);
document.addEventListener("keydown", async e => {
if (e.key == " ") {
// e.preventDefault();
// let time = performance.now();
// await compute();
// console.log(performance.now()-time)
paused=!paused
if (!paused) requestAnimationFrame(loop);
// console.log('a')
}
})
// i think next is bind group n stuff
// should check how the webgpufundamentals examples do the per frame stuff