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worker.ts
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220 lines (194 loc) · 6 KB
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import { mat4, vec3 } from 'wgpu-matrix';
import {
cubeVertexArray,
cubeVertexSize,
cubeUVOffset,
cubePositionOffset,
cubeVertexCount,
} from '../../meshes/cube';
import basicVertWGSL from '../../shaders/basic.vert.wgsl';
import vertexPositionColorWGSL from '../../shaders/vertexPositionColor.frag.wgsl';
import {
quitIfWebGPUNotAvailable,
workerRegisterErrorMessagePort,
} from '../util';
// The worker process can instantiate a WebGPU device immediately, but it still needs an
// OffscreenCanvas to be able to display anything. Here we listen for an 'init' message from the
// main thread that will contain an OffscreenCanvas transferred from the page, and use that as the
// signal to begin WebGPU initialization.
self.addEventListener('message', (ev) => {
switch (ev.data.type) {
case 'init': {
workerRegisterErrorMessagePort(ev.data.errorMessagePort);
try {
init(ev.data.offscreenCanvas);
} catch (err) {
console.error(
`Error while initializing WebGPU in worker process: ${err.message}`
);
}
break;
}
}
});
// Once we receive the OffscreenCanvas this init() function is called, which functions similarly
// to the init() method for all the other samples. The remainder of this file is largely identical
// to the rotatingCube sample.
async function init(canvas) {
const adapter = await navigator.gpu?.requestAdapter({
featureLevel: 'compatibility',
});
const device = await adapter?.requestDevice();
quitIfWebGPUNotAvailable(adapter, device);
const context = canvas.getContext('webgpu');
const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device,
format: presentationFormat,
});
// Create a vertex buffer from the cube data.
const verticesBuffer = device.createBuffer({
size: cubeVertexArray.byteLength,
usage: GPUBufferUsage.VERTEX,
mappedAtCreation: true,
});
new Float32Array(verticesBuffer.getMappedRange()).set(cubeVertexArray);
verticesBuffer.unmap();
const pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: {
module: device.createShaderModule({
code: basicVertWGSL,
}),
buffers: [
{
arrayStride: cubeVertexSize,
attributes: [
{
// position
shaderLocation: 0,
offset: cubePositionOffset,
format: 'float32x4',
},
{
// uv
shaderLocation: 1,
offset: cubeUVOffset,
format: 'float32x2',
},
],
},
],
},
fragment: {
module: device.createShaderModule({
code: vertexPositionColorWGSL,
}),
targets: [
{
format: presentationFormat,
},
],
},
primitive: {
topology: 'triangle-list',
// Backface culling since the cube is solid piece of geometry.
// Faces pointing away from the camera will be occluded by faces
// pointing toward the camera.
cullMode: 'back',
},
// Enable depth testing so that the fragment closest to the camera
// is rendered in front.
depthStencil: {
depthWriteEnabled: true,
depthCompare: 'less',
format: 'depth24plus',
},
});
const depthTexture = device.createTexture({
size: [canvas.width, canvas.height],
format: 'depth24plus',
usage: GPUTextureUsage.RENDER_ATTACHMENT,
});
const uniformBufferSize = 4 * 16; // 4x4 matrix
const uniformBuffer = device.createBuffer({
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const uniformBindGroup = device.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: {
buffer: uniformBuffer,
},
},
],
});
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: undefined, // Assigned later
clearValue: [0.5, 0.5, 0.5, 1.0],
loadOp: 'clear',
storeOp: 'store',
},
],
depthStencilAttachment: {
view: depthTexture.createView(),
depthClearValue: 1.0,
depthLoadOp: 'clear',
depthStoreOp: 'store',
},
};
const aspect = canvas.width / canvas.height;
const projectionMatrix = mat4.perspective(
(2 * Math.PI) / 5,
aspect,
1,
100.0
);
const modelViewProjectionMatrix = mat4.create();
function getTransformationMatrix() {
const viewMatrix = mat4.identity();
mat4.translate(viewMatrix, vec3.fromValues(0, 0, -4), viewMatrix);
const now = Date.now() / 1000;
mat4.rotate(
viewMatrix,
vec3.fromValues(Math.sin(now), Math.cos(now), 0),
1,
viewMatrix
);
mat4.multiply(projectionMatrix, viewMatrix, modelViewProjectionMatrix);
return modelViewProjectionMatrix;
}
function frame() {
const transformationMatrix = getTransformationMatrix();
device.queue.writeBuffer(
uniformBuffer,
0,
transformationMatrix.buffer,
transformationMatrix.byteOffset,
transformationMatrix.byteLength
);
renderPassDescriptor.colorAttachments[0].view = context
.getCurrentTexture()
.createView();
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setBindGroup(0, uniformBindGroup);
passEncoder.setVertexBuffer(0, verticesBuffer);
passEncoder.draw(cubeVertexCount);
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
requestAnimationFrame(frame);
}
// Note: It is important to return control to the browser regularly in order for the worker to
// process events. You shouldn't simply loop infinitely with while(true) or similar! Using a
// traditional requestAnimationFrame() loop in the worker is one way to ensure that events are
// handled correctly by the worker.
requestAnimationFrame(frame);
}
export {};