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import { structs } from "../../lib/gpu-buffer.js";
import { makeUniformBuffer, makePipeline } from "./utils.js";
import makeRain from "./rainPass.js";
import makeBloomPass from "./bloomPass.js";
import makePalettePass from "./palettePass.js";
import makeStripePass from "./stripePass.js";
import makeImagePass from "./imagePass.js";
import makeMirrorPass from "./mirrorPass.js";
import makeEndPass from "./endPass.js";
import { setupCamera, cameraCanvas, cameraAspectRatio, cameraSize } from "../camera.js";
import { setupFullscreenToggle } from "../fullscreen.js";
import { createEffectsMapping, getEffectPass } from "../effects.js";
const loadJS = (src) =>
new Promise((resolve, reject) => {
const tag = document.createElement("script");
tag.onload = resolve;
tag.onerror = reject;
tag.src = src;
document.body.appendChild(tag);
});
/*
* gl-matrix installs a page global, so it only needs injecting once — even when the renderer is
* rebuilt for a new config (see `updateConfig` below).
*/
const scriptLoads = new Map();
const loadScriptOnce = (src) => {
if (!scriptLoads.has(src)) {
scriptLoads.set(src, loadJS(src));
}
return scriptLoads.get(src);
};
/*
* The renderer currently attached to a canvas, so `updateConfig` can tear it down and build a new
* pipeline on the same canvas (gallery item picks, screensaver mode switches).
*/
let activeSession = null;
const startWebGPUMatrix = async (canvas, config) => {
await loadScriptOnce("lib/gl-matrix.js");
// Setup fullscreen toggle with proper cleanup
const cleanupFullscreen = setupFullscreenToggle(canvas);
if (config.useCamera) {
await setupCamera();
}
const canvasFormat = navigator.gpu.getPreferredCanvasFormat();
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const canvasContext = canvas.getContext("webgpu");
// console.table(device.limits);
canvasContext.configure({
device,
format: canvasFormat,
alphaMode: "opaque",
usage:
// GPUTextureUsage.STORAGE_BINDING |
GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST,
});
const timeUniforms = structs.from(`struct Time { seconds : f32, frames : i32, };`).Time;
const timeBuffer = makeUniformBuffer(device, timeUniforms);
const cameraTex = device.createTexture({
size: cameraSize,
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
});
const context = {
config,
adapter,
device,
canvas,
canvasContext,
timeBuffer,
canvasFormat,
cameraTex,
cameraAspectRatio,
cameraSize,
};
// Create dynamic effects mapping
const passModules = {
makePalettePass,
makeStripePass,
makeImagePass,
makeMirrorPass,
};
const effects = createEffectsMapping("webgpu", passModules);
const effectPass = getEffectPass(config.effect, effects, "palette");
const pipeline = await makePipeline(context, [makeRain, makeBloomPass, effectPass, makeEndPass]);
const targetFrameTimeMilliseconds = 1000 / config.fps;
let frames = 0;
let start = NaN;
let last = NaN;
let outputs;
const renderLoop = (now) => {
if (isNaN(start)) {
start = now;
}
if (isNaN(last)) {
last = start;
}
const shouldRender = config.fps >= 60 || now - last >= targetFrameTimeMilliseconds || config.once;
if (shouldRender) {
while (now - targetFrameTimeMilliseconds > last) {
last += targetFrameTimeMilliseconds;
}
}
const devicePixelRatio = window.devicePixelRatio ?? 1;
const canvasWidth = Math.ceil(canvas.clientWidth * devicePixelRatio * config.resolution);
const canvasHeight = Math.ceil(canvas.clientHeight * devicePixelRatio * config.resolution);
const canvasSize = [canvasWidth, canvasHeight];
if (canvas.width !== canvasWidth || canvas.height !== canvasHeight) {
canvas.width = canvasWidth;
canvas.height = canvasHeight;
outputs = pipeline.build(canvasSize);
}
if (config.useCamera) {
device.queue.copyExternalImageToTexture({ source: cameraCanvas }, { texture: cameraTex }, cameraSize);
}
device.queue.writeBuffer(timeBuffer, 0, timeUniforms.toBuffer({ seconds: (now - start) / 1000, frames }));
frames++;
const encoder = device.createCommandEncoder();
pipeline.run(encoder, shouldRender);
// Eventually, when WebGPU allows it, we'll remove the endPass and just copy from our pipeline's output to the canvas texture.
// encoder.copyTextureToTexture({ texture: outputs?.primary }, { texture: canvasContext.getCurrentTexture() }, canvasSize);
device.queue.submit([encoder.finish()]);
if (!config.once) {
raf = requestAnimationFrame(renderLoop);
}
};
// Chrome can enter/exit fullscreen without firing window resize with updated
// clientWidth/clientHeight, so the render target stays at the old bitmap size
// and looks scaled only in fullscreen.
const recalcOutputs = () => {
const devicePixelRatio = window.devicePixelRatio ?? 1;
const canvasWidth = Math.ceil(canvas.clientWidth * devicePixelRatio * config.resolution);
const canvasHeight = Math.ceil(canvas.clientHeight * devicePixelRatio * config.resolution);
const canvasSize = [canvasWidth, canvasHeight];
if (canvas.width !== canvasWidth || canvas.height !== canvasHeight) {
canvas.width = canvasWidth;
canvas.height = canvasHeight;
outputs = pipeline.build(canvasSize);
}
};
const recalcFullscreenChange = () => {
recalcOutputs();
if (config.useCamera) {
device.queue.copyExternalImageToTexture({ source: cameraCanvas }, { texture: cameraTex }, cameraSize);
}
};
document.addEventListener("fullscreenchange", recalcFullscreenChange);
document.addEventListener("webkitfullscreenchange", recalcFullscreenChange);
document.addEventListener("mozfullscreenchange", recalcFullscreenChange);
document.addEventListener("MSFullscreenChange", recalcFullscreenChange);
window.addEventListener("resize", recalcOutputs);
let raf = requestAnimationFrame(renderLoop);
activeSession = {
canvas,
dispose: () => {
cancelAnimationFrame(raf);
document.removeEventListener("fullscreenchange", recalcFullscreenChange);
document.removeEventListener("webkitfullscreenchange", recalcFullscreenChange);
document.removeEventListener("mozfullscreenchange", recalcFullscreenChange);
document.removeEventListener("MSFullscreenChange", recalcFullscreenChange);
window.removeEventListener("resize", recalcOutputs);
cleanupFullscreen();
device.destroy();
if (activeSession?.canvas === canvas) {
activeSession = null;
}
},
};
};
export default startWebGPUMatrix;
/**
* Rebuild the renderer with a new config on the same canvas, so gallery item picks and
* screensaver mode switches actually change what is on screen.
*
* @param {import("../config.js").MatrixConfig} config
* @returns {Promise<void>}
*/
export const updateConfig = (config) => {
const session = activeSession;
if (!session) {
console.warn("[Matrix][WebGPU] updateConfig() called before the renderer started");
return Promise.resolve();
}
session.dispose();
return startWebGPUMatrix(session.canvas, config);
};