No failing webGPU version found
This commit is contained in:
@@ -10,7 +10,7 @@ import {UrlConstants} from '../../../constants/UrlConstants';
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import {FormsModule} from '@angular/forms';
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import {BabylonCanvas, RenderCallback, RenderConfig} from '../../../shared/rendering/canvas/babylon-canvas.component';
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import {FRACTAL2D_FRAGMENT, FRACTAL2D_VERTEX} from './fractal.shader';
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import {PointerEventTypes, PointerInfo, Scene, ShaderMaterial, Vector2} from '@babylonjs/core';
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import {PointerEventTypes, PointerInfo, Scene, ShaderMaterial, Vector2, WebGPUEngine} from '@babylonjs/core';
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import {MatButton} from '@angular/material/button';
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import {MatIcon} from '@angular/material/icon';
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import {NgxSliderModule, Options} from '@angular-slider/ngx-slider';
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@@ -74,6 +74,7 @@ export class FractalComponent implements OnInit {
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renderConfig: RenderConfig = {
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mode: '2D',
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pipeline: 'Material',
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initialViewSize: 100,
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vertexShader: FRACTAL2D_VERTEX,
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fragmentShader: FRACTAL2D_FRAGMENT,
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@@ -155,8 +156,8 @@ export class FractalComponent implements OnInit {
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}
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}
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onSceneReady(scene: Scene): void {
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scene.onPointerObservable.add((pointerInfo) => {
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onSceneReady(options: {scene: Scene, engine: WebGPUEngine}): void {
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options.scene.onPointerObservable.add((pointerInfo) => {
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switch (pointerInfo.type) {
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case PointerEventTypes.POINTERDOWN:
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@@ -52,6 +52,7 @@ export class Fractal3dComponent {
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fractalConfig: RenderConfig = {
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mode: '3D',
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pipeline: 'Material',
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initialViewSize: 4,
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vertexShader: MANDELBULB_VERTEX,
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fragmentShader: MANDELBULB_FRAGMENT,
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137
src/app/pages/algorithms/path-tracing/path-tracing-shader.ts
Normal file
137
src/app/pages/algorithms/path-tracing/path-tracing-shader.ts
Normal file
@@ -0,0 +1,137 @@
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export const PATH_TRACING_SHADER = `
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struct Camera {
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position: vec4<f32>,
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forward: vec4<f32>,
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right: vec4<f32>,
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up: vec4<f32>
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};
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struct SceneParams {
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values: vec4<f32>
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};
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struct Sphere {
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center: vec3<f32>,
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radius: f32,
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color: vec3<f32>,
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emission: vec3<f32>
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};
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@group(0) @binding(0) var outputTex : texture_storage_2d<rgba8unorm, write>;
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// Uniform -> Storage (read)
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@group(0) @binding(1) var<storage, read> cam : Camera;
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// Uniform -> Storage (read)
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@group(0) @binding(2) var<storage, read> params : SceneParams;
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fn getSceneSphere(i: i32) -> Sphere {
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var s: Sphere;
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s.emission = vec3<f32>(0.0);
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if (i == 0) { s.center = vec3<f32>(-100.5, 0.0, 0.0); s.radius = 100.0; s.color = vec3<f32>(0.8, 0.1, 0.1); }
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else if (i == 1) { s.center = vec3<f32>( 100.5, 0.0, 0.0); s.radius = 100.0; s.color = vec3<f32>(0.1, 0.8, 0.1); }
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else if (i == 2) { s.center = vec3<f32>(0.0, 100.5, 0.0); s.radius = 100.0; s.color = vec3<f32>(0.8, 0.8, 0.8); }
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else if (i == 3) { s.center = vec3<f32>(0.0, -100.5, 0.0); s.radius = 100.0; s.color = vec3<f32>(0.8, 0.8, 0.8); }
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else if (i == 4) { s.center = vec3<f32>(0.0, 0.0, 100.5); s.radius = 100.0; s.color = vec3<f32>(0.8, 0.8, 0.8); }
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else if (i == 5) { s.center = vec3<f32>(0.0, 1.5, 0.0); s.radius = 0.3; s.color = vec3<f32>(1.0); s.emission = vec3<f32>(15.0); }
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else if (i == 6) { s.center = vec3<f32>(-0.3, -0.3, -0.3); s.radius = 0.25; s.color = vec3<f32>(0.9, 0.9, 0.1); }
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else { s.center = vec3<f32>(0.3, -0.3, 0.2); s.radius = 0.25; s.color = vec3<f32>(0.2, 0.2, 0.9); }
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return s;
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}
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fn hitSphere(ro: vec3<f32>, rd: vec3<f32>, s: Sphere) -> f32 {
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let oc = ro - s.center;
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let b = dot(oc, rd);
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let c = dot(oc, oc) - s.radius * s.radius;
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let h = b*b - c;
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if (h < 0.0) { return -1.0; }
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return -b - sqrt(h);
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}
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fn rand(seed: ptr<function, u32>) -> f32 {
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*seed = *seed * 747796405u + 2891336453u;
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let word = ((*seed >> ((*seed >> 28u) + 4u)) ^ *seed) * 277803737u;
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return f32((word >> 22u) ^ word) / 4294967296.0;
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}
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fn randomHemisphereDir(normal: vec3<f32>, seed: ptr<function, u32>) -> vec3<f32> {
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let r1 = rand(seed);
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let r2 = rand(seed);
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let theta = 6.283185 * r1;
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let phi = acos(2.0 * r2 - 1.0);
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let x = sin(phi) * cos(theta);
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let y = sin(phi) * sin(theta);
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let z = cos(phi);
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let v = normalize(vec3<f32>(x, y, z));
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if (dot(v, normal) < 0.0) { return -v; }
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return v;
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}
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@compute @workgroup_size(8, 8, 1)
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fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
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let dims = textureDimensions(outputTex);
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let coord = vec2<i32>(global_id.xy);
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if (coord.x >= i32(dims.x) || coord.y >= i32(dims.y)) { return; }
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let uv = (vec2<f32>(coord) / vec2<f32>(dims)) * 2.0 - 1.0;
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let aspect = f32(dims.x) / f32(dims.y);
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let screenPos = vec2<f32>(uv.x * aspect, -uv.y);
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var ro = cam.position.xyz;
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var rd = normalize(cam.forward.xyz + cam.right.xyz * screenPos.x + cam.up.xyz * screenPos.y);
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var col = vec3<f32>(0.0);
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var throughput = vec3<f32>(1.0);
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// Zugriff auf params.values statt params.x
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var seed = u32(global_id.x + global_id.y * dims.x) + u32(params.values.x) * 719393u;
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for (var i = 0; i < 4; i++) {
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var tMin = 10000.0;
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var hitIndex = -1;
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for (var j = 0; j < 8; j++) {
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let s = getSceneSphere(j);
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let t = hitSphere(ro, rd, s);
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if (t > 0.001 && t < tMin) {
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tMin = t;
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hitIndex = j;
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}
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}
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if (hitIndex == -1) {
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col = col + throughput * vec3<f32>(0.1, 0.1, 0.15);
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break;
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}
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let hitSphere = getSceneSphere(hitIndex);
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let hitPos = ro + rd * tMin;
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let normal = normalize(hitPos - hitSphere.center);
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if (length(hitSphere.emission) > 0.0) {
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col = col + throughput * hitSphere.emission;
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break;
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}
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throughput = throughput * hitSphere.color;
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ro = hitPos;
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rd = randomHemisphereDir(normal, &seed);
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}
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// Debug: Falls Bild immer noch schwarz, entkommentieren:
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// textureStore(outputTex, coord, vec4<f32>(1.0, 0.0, 0.0, 1.0));
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textureStore(outputTex, coord, vec4<f32>(col, 1.0));
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}
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`;
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export const RED_SHADER = `
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@group(0) @binding(0) var outputTex : texture_storage_2d<rgba8unorm, write>;
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@compute @workgroup_size(1, 1, 1)
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fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
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// Schreibe Rot (R=1, G=0, B=0, A=1) an die Pixel-Position
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textureStore(outputTex, global_id.xy, vec4<f32>(1.0, 0.0, 0.0, 1.0));
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}
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`;
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@@ -6,7 +6,7 @@
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<app-information [algorithmInformation]="algoInformation"/>
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<app-babylon-canvas
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[config]="fractalConfig"
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[renderCallback]="onRender"
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(sceneReady)="onSceneReady($event)"
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/>
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</mat-card-content>
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</mat-card>
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@@ -1,10 +1,17 @@
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import { Component } from '@angular/core';
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import {BabylonCanvas, RenderCallback, RenderConfig} from '../../../shared/rendering/canvas/babylon-canvas.component';
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import {Information} from '../information/information';
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import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card';
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import {TranslatePipe} from '@ngx-translate/core';
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import {AlgorithmInformation} from '../information/information.models';
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import {PATH_TRACING_VERTEX_SHADER} from './path-tracing.shader';
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import { BabylonCanvas, RenderConfig } from '../../../shared/rendering/canvas/babylon-canvas.component';
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import { Information } from '../information/information';
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import { MatCard, MatCardContent, MatCardHeader, MatCardTitle } from '@angular/material/card';
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import { TranslatePipe } from '@ngx-translate/core';
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import { AlgorithmInformation } from '../information/information.models';
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import {
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ComputeShader,
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Layer,
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RawTexture,
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Scene,
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WebGPUEngine,
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Constants
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} from '@babylonjs/core';
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@Component({
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selector: 'app-path-tracing',
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@@ -23,26 +30,73 @@ import {PATH_TRACING_VERTEX_SHADER} from './path-tracing.shader';
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export class PathTracingComponent {
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algoInformation: AlgorithmInformation = {
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title: '',
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entries: [
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],
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title: 'WebGPU Debug',
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entries: [],
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disclaimer: '',
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disclaimerBottom: '',
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disclaimerListEntry: ['']
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disclaimerListEntry: []
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};
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fractalConfig: RenderConfig = {
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mode: '3D',
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pipeline: 'Compute',
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initialViewSize: 4,
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vertexShader: PATH_TRACING_VERTEX_SHADER,
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fragmentShader: '',
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uniformNames: ["time", "power", "fractalType"]
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};
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private time = 0;
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private cs!: ComputeShader;
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private texture!: RawTexture;
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onRender: RenderCallback = () => {
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this.time += 0.005;
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};
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onSceneReady(payload: { scene: Scene, engine: WebGPUEngine }) {
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const { scene, engine } = payload;
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const canvas = engine.getRenderingCanvas()!;
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const width = 512;
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const height = 512;
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// 1. Textur erstellen (Storage)
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this.texture = new RawTexture(
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new Uint8Array(width * height * 4),
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width,
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height,
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Constants.TEXTUREFORMAT_RGBA,
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scene,
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false,
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false,
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Constants.TEXTURE_NEAREST_SAMPLINGMODE,
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Constants.TEXTURETYPE_UNSIGNED_BYTE,
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Constants.TEXTURE_CREATIONFLAG_STORAGE
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);
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// 2. Minimal-Shader
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const shaderCode = `
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@group(0) @binding(0) var outputTex : texture_storage_2d<rgba8unorm, write>;
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@compute @workgroup_size(8, 8, 1)
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fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
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textureStore(outputTex, gid.xy, vec4<f32>(0.0, 1.0, 0.0, 1.0));
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}
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`;
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// 3. Shader erstellen
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this.cs = new ComputeShader(
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"simple",
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engine,
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{ computeSource: shaderCode },
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{
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bindingsMapping: { "outputTex": { group: 0, binding: 0 } },
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entryPoint: "main"
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}
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);
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this.cs.setTexture("outputTex", this.texture);
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// 4. Layer
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const layer = new Layer("viewLayer", null, scene);
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layer.texture = this.texture;
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// 5. Der Trick: Einmaliger Dispatch nach einer kurzen Pause
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// Das umgeht alle "isReady" oder Binding-Timing Probleme
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setTimeout(() => {
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console.log("Forcing Compute Dispatch...");
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this.cs.dispatch(width / 8, height / 8, 1);
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}, 200);
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}
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}
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@@ -1,10 +0,0 @@
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export const PATH_TRACING_VERTEX_SHADER = /* glsl */`
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attribute vec3 position;
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attribute vec2 uv;
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varying vec2 vUV;
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void main(void) {
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gl_Position = vec4(position, 1.0);
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vUV = uv;
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}
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`;
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@@ -1,12 +1,13 @@
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import {AfterViewInit, Component, ElementRef, EventEmitter, inject, Input, NgZone, OnDestroy, Output, ViewChild} from '@angular/core';
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import {ArcRotateCamera, Camera, Engine, MeshBuilder, Scene, ShaderMaterial, Vector2, Vector3} from '@babylonjs/core';
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import {AfterViewInit, Component, ElementRef, EventEmitter, Input, OnDestroy, Output, ViewChild} from '@angular/core';
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import {ArcRotateCamera, Camera, MeshBuilder, Scene, ShaderMaterial, Vector2, Vector3, WebGPUEngine} from '@babylonjs/core';
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export interface RenderConfig {
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mode: '2D' | '3D';
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pipeline: 'Material' | 'Compute';
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initialViewSize: number;
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vertexShader: string;
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fragmentShader: string;
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uniformNames: string[];
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vertexShader?: string;
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fragmentShader?: string;
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uniformNames?: string[];
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}
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export type RenderCallback = (material: ShaderMaterial, camera: Camera, canvas: HTMLCanvasElement, scene: Scene) => void;
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@@ -18,24 +19,21 @@ export type RenderCallback = (material: ShaderMaterial, camera: Camera, canvas:
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styleUrl: './babylon-canvas.component.scss',
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})
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export class BabylonCanvas implements AfterViewInit, OnDestroy {
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readonly ngZone = inject(NgZone);
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@ViewChild('renderCanvas', { static: true }) canvasRef!: ElementRef<HTMLCanvasElement>;
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@Input({ required: true }) config!: RenderConfig;
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@Input() renderCallback?: RenderCallback;
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@Output() sceneReady = new EventEmitter<Scene>();
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@Output() sceneReady = new EventEmitter<{scene: Scene, engine: WebGPUEngine}>();
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private engine!: Engine;
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private engine!: WebGPUEngine;
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private scene!: Scene;
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private shaderMaterial!: ShaderMaterial;
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private camera!: Camera;
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ngAfterViewInit(): void {
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this.ngZone.runOutsideAngular(() => {
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this.initBabylon();
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});
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this.initBabylon().then(r => console.log("Rendering engine initialized."));
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}
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/*ngOnChanges(changes: SimpleChanges): void {
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@@ -52,15 +50,27 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
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}
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}
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private initBabylon(): void {
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async initBabylon(): Promise<void> {
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if (!navigator.gpu) {
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alert("Your browser does not support webgpu, maybe you have activate the hardware acceleration.!");
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return;
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}
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const canvas = this.canvasRef.nativeElement;
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this.engine = new Engine(canvas, true);
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this.engine = new WebGPUEngine(canvas, {
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antialias: true
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});
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await this.engine.initAsync();
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this.scene = new Scene(this.engine);
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this.setupCamera(canvas);
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canvas.addEventListener('wheel', (evt: WheelEvent) => evt.preventDefault(), { passive: false });
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if (this.config.pipeline !== 'Compute') {
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this.createShaderMaterial();
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this.createFullScreenRect();
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this.sceneReady.emit(this.scene);
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}
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this.sceneReady.emit({ scene: this.scene, engine: this.engine });
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this.addRenderLoop(canvas);
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this.addResizeHandler();
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}
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@@ -102,6 +112,8 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
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}
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private createFullScreenRect() {
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if (!this.shaderMaterial) return;
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const plane = MeshBuilder.CreatePlane("plane", {size: 110}, this.scene);
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if (this.config.mode === '3D') {
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@@ -116,6 +128,13 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
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}
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private createShaderMaterial() {
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if (!this.config.vertexShader || !this.config.fragmentShader || !this.config.uniformNames)
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{
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console.warn("Bablyon canvas needs a vertex shader, a fragment shader and a uniforms array.\n");
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return;
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}
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this.shaderMaterial = new ShaderMaterial(
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"shaderMaterial",
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this.scene,
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@@ -135,14 +154,16 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
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private addRenderLoop(canvas: HTMLCanvasElement) {
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this.engine.runRenderLoop(() => {
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// callback call to call specific uniforms
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if (this.renderCallback) {
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// callback call to call specific uniforms
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this.renderCallback(this.shaderMaterial, this.camera, canvas, this.scene);
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}
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// default uniforms which maybe each scene has
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if (this.shaderMaterial) {
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// default uniforms which maybe each material scene has
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this.shaderMaterial.setVector2("resolution", new Vector2(canvas.width, canvas.height));
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this.shaderMaterial.setVector3("cameraPosition", this.camera.position);
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}
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this.scene.render();
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});
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Reference in New Issue
Block a user