No failing webGPU version found

This commit is contained in:
2026-02-14 11:42:00 +01:00
parent 0a57ea0ad7
commit 38e256544f
7 changed files with 255 additions and 51 deletions

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@@ -10,7 +10,7 @@ import {UrlConstants} from '../../../constants/UrlConstants';
import {FormsModule} from '@angular/forms';
import {BabylonCanvas, RenderCallback, RenderConfig} from '../../../shared/rendering/canvas/babylon-canvas.component';
import {FRACTAL2D_FRAGMENT, FRACTAL2D_VERTEX} from './fractal.shader';
import {PointerEventTypes, PointerInfo, Scene, ShaderMaterial, Vector2} from '@babylonjs/core';
import {PointerEventTypes, PointerInfo, Scene, ShaderMaterial, Vector2, WebGPUEngine} from '@babylonjs/core';
import {MatButton} from '@angular/material/button';
import {MatIcon} from '@angular/material/icon';
import {NgxSliderModule, Options} from '@angular-slider/ngx-slider';
@@ -74,6 +74,7 @@ export class FractalComponent implements OnInit {
renderConfig: RenderConfig = {
mode: '2D',
pipeline: 'Material',
initialViewSize: 100,
vertexShader: FRACTAL2D_VERTEX,
fragmentShader: FRACTAL2D_FRAGMENT,
@@ -155,8 +156,8 @@ export class FractalComponent implements OnInit {
}
}
onSceneReady(scene: Scene): void {
scene.onPointerObservable.add((pointerInfo) => {
onSceneReady(options: {scene: Scene, engine: WebGPUEngine}): void {
options.scene.onPointerObservable.add((pointerInfo) => {
switch (pointerInfo.type) {
case PointerEventTypes.POINTERDOWN:

View File

@@ -52,6 +52,7 @@ export class Fractal3dComponent {
fractalConfig: RenderConfig = {
mode: '3D',
pipeline: 'Material',
initialViewSize: 4,
vertexShader: MANDELBULB_VERTEX,
fragmentShader: MANDELBULB_FRAGMENT,

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@@ -0,0 +1,137 @@
export const PATH_TRACING_SHADER = `
struct Camera {
position: vec4<f32>,
forward: vec4<f32>,
right: vec4<f32>,
up: vec4<f32>
};
struct SceneParams {
values: vec4<f32>
};
struct Sphere {
center: vec3<f32>,
radius: f32,
color: vec3<f32>,
emission: vec3<f32>
};
@group(0) @binding(0) var outputTex : texture_storage_2d<rgba8unorm, write>;
// Uniform -> Storage (read)
@group(0) @binding(1) var<storage, read> cam : Camera;
// Uniform -> Storage (read)
@group(0) @binding(2) var<storage, read> params : SceneParams;
fn getSceneSphere(i: i32) -> Sphere {
var s: Sphere;
s.emission = vec3<f32>(0.0);
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
return s;
}
fn hitSphere(ro: vec3<f32>, rd: vec3<f32>, s: Sphere) -> f32 {
let oc = ro - s.center;
let b = dot(oc, rd);
let c = dot(oc, oc) - s.radius * s.radius;
let h = b*b - c;
if (h < 0.0) { return -1.0; }
return -b - sqrt(h);
}
fn rand(seed: ptr<function, u32>) -> f32 {
*seed = *seed * 747796405u + 2891336453u;
let word = ((*seed >> ((*seed >> 28u) + 4u)) ^ *seed) * 277803737u;
return f32((word >> 22u) ^ word) / 4294967296.0;
}
fn randomHemisphereDir(normal: vec3<f32>, seed: ptr<function, u32>) -> vec3<f32> {
let r1 = rand(seed);
let r2 = rand(seed);
let theta = 6.283185 * r1;
let phi = acos(2.0 * r2 - 1.0);
let x = sin(phi) * cos(theta);
let y = sin(phi) * sin(theta);
let z = cos(phi);
let v = normalize(vec3<f32>(x, y, z));
if (dot(v, normal) < 0.0) { return -v; }
return v;
}
@compute @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
let dims = textureDimensions(outputTex);
let coord = vec2<i32>(global_id.xy);
if (coord.x >= i32(dims.x) || coord.y >= i32(dims.y)) { return; }
let uv = (vec2<f32>(coord) / vec2<f32>(dims)) * 2.0 - 1.0;
let aspect = f32(dims.x) / f32(dims.y);
let screenPos = vec2<f32>(uv.x * aspect, -uv.y);
var ro = cam.position.xyz;
var rd = normalize(cam.forward.xyz + cam.right.xyz * screenPos.x + cam.up.xyz * screenPos.y);
var col = vec3<f32>(0.0);
var throughput = vec3<f32>(1.0);
// Zugriff auf params.values statt params.x
var seed = u32(global_id.x + global_id.y * dims.x) + u32(params.values.x) * 719393u;
for (var i = 0; i < 4; i++) {
var tMin = 10000.0;
var hitIndex = -1;
for (var j = 0; j < 8; j++) {
let s = getSceneSphere(j);
let t = hitSphere(ro, rd, s);
if (t > 0.001 && t < tMin) {
tMin = t;
hitIndex = j;
}
}
if (hitIndex == -1) {
col = col + throughput * vec3<f32>(0.1, 0.1, 0.15);
break;
}
let hitSphere = getSceneSphere(hitIndex);
let hitPos = ro + rd * tMin;
let normal = normalize(hitPos - hitSphere.center);
if (length(hitSphere.emission) > 0.0) {
col = col + throughput * hitSphere.emission;
break;
}
throughput = throughput * hitSphere.color;
ro = hitPos;
rd = randomHemisphereDir(normal, &seed);
}
// Debug: Falls Bild immer noch schwarz, entkommentieren:
// textureStore(outputTex, coord, vec4<f32>(1.0, 0.0, 0.0, 1.0));
textureStore(outputTex, coord, vec4<f32>(col, 1.0));
}
`;
export const RED_SHADER = `
@group(0) @binding(0) var outputTex : texture_storage_2d<rgba8unorm, write>;
@compute @workgroup_size(1, 1, 1)
fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
// Schreibe Rot (R=1, G=0, B=0, A=1) an die Pixel-Position
textureStore(outputTex, global_id.xy, vec4<f32>(1.0, 0.0, 0.0, 1.0));
}
`;

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@@ -6,7 +6,7 @@
<app-information [algorithmInformation]="algoInformation"/>
<app-babylon-canvas
[config]="fractalConfig"
[renderCallback]="onRender"
(sceneReady)="onSceneReady($event)"
/>
</mat-card-content>
</mat-card>

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@@ -1,10 +1,17 @@
import { Component } from '@angular/core';
import {BabylonCanvas, RenderCallback, RenderConfig} from '../../../shared/rendering/canvas/babylon-canvas.component';
import {Information} from '../information/information';
import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card';
import {TranslatePipe} from '@ngx-translate/core';
import {AlgorithmInformation} from '../information/information.models';
import {PATH_TRACING_VERTEX_SHADER} from './path-tracing.shader';
import { BabylonCanvas, RenderConfig } from '../../../shared/rendering/canvas/babylon-canvas.component';
import { Information } from '../information/information';
import { MatCard, MatCardContent, MatCardHeader, MatCardTitle } from '@angular/material/card';
import { TranslatePipe } from '@ngx-translate/core';
import { AlgorithmInformation } from '../information/information.models';
import {
ComputeShader,
Layer,
RawTexture,
Scene,
WebGPUEngine,
Constants
} from '@babylonjs/core';
@Component({
selector: 'app-path-tracing',
@@ -23,26 +30,73 @@ import {PATH_TRACING_VERTEX_SHADER} from './path-tracing.shader';
export class PathTracingComponent {
algoInformation: AlgorithmInformation = {
title: '',
entries: [
],
title: 'WebGPU Debug',
entries: [],
disclaimer: '',
disclaimerBottom: '',
disclaimerListEntry: ['']
disclaimerListEntry: []
};
fractalConfig: RenderConfig = {
mode: '3D',
pipeline: 'Compute',
initialViewSize: 4,
vertexShader: PATH_TRACING_VERTEX_SHADER,
fragmentShader: '',
uniformNames: ["time", "power", "fractalType"]
};
private time = 0;
private cs!: ComputeShader;
private texture!: RawTexture;
onRender: RenderCallback = () => {
this.time += 0.005;
};
onSceneReady(payload: { scene: Scene, engine: WebGPUEngine }) {
const { scene, engine } = payload;
const canvas = engine.getRenderingCanvas()!;
const width = 512;
const height = 512;
// 1. Textur erstellen (Storage)
this.texture = new RawTexture(
new Uint8Array(width * height * 4),
width,
height,
Constants.TEXTUREFORMAT_RGBA,
scene,
false,
false,
Constants.TEXTURE_NEAREST_SAMPLINGMODE,
Constants.TEXTURETYPE_UNSIGNED_BYTE,
Constants.TEXTURE_CREATIONFLAG_STORAGE
);
// 2. Minimal-Shader
const shaderCode = `
@group(0) @binding(0) var outputTex : texture_storage_2d<rgba8unorm, write>;
@compute @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
textureStore(outputTex, gid.xy, vec4<f32>(0.0, 1.0, 0.0, 1.0));
}
`;
// 3. Shader erstellen
this.cs = new ComputeShader(
"simple",
engine,
{ computeSource: shaderCode },
{
bindingsMapping: { "outputTex": { group: 0, binding: 0 } },
entryPoint: "main"
}
);
this.cs.setTexture("outputTex", this.texture);
// 4. Layer
const layer = new Layer("viewLayer", null, scene);
layer.texture = this.texture;
// 5. Der Trick: Einmaliger Dispatch nach einer kurzen Pause
// Das umgeht alle "isReady" oder Binding-Timing Probleme
setTimeout(() => {
console.log("Forcing Compute Dispatch...");
this.cs.dispatch(width / 8, height / 8, 1);
}, 200);
}
}

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@@ -1,10 +0,0 @@
export const PATH_TRACING_VERTEX_SHADER = /* glsl */`
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUV;
void main(void) {
gl_Position = vec4(position, 1.0);
vUV = uv;
}
`;

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@@ -1,12 +1,13 @@
import {AfterViewInit, Component, ElementRef, EventEmitter, inject, Input, NgZone, OnDestroy, Output, ViewChild} from '@angular/core';
import {ArcRotateCamera, Camera, Engine, MeshBuilder, Scene, ShaderMaterial, Vector2, Vector3} from '@babylonjs/core';
import {AfterViewInit, Component, ElementRef, EventEmitter, Input, OnDestroy, Output, ViewChild} from '@angular/core';
import {ArcRotateCamera, Camera, MeshBuilder, Scene, ShaderMaterial, Vector2, Vector3, WebGPUEngine} from '@babylonjs/core';
export interface RenderConfig {
mode: '2D' | '3D';
pipeline: 'Material' | 'Compute';
initialViewSize: number;
vertexShader: string;
fragmentShader: string;
uniformNames: string[];
vertexShader?: string;
fragmentShader?: string;
uniformNames?: string[];
}
export type RenderCallback = (material: ShaderMaterial, camera: Camera, canvas: HTMLCanvasElement, scene: Scene) => void;
@@ -18,24 +19,21 @@ export type RenderCallback = (material: ShaderMaterial, camera: Camera, canvas:
styleUrl: './babylon-canvas.component.scss',
})
export class BabylonCanvas implements AfterViewInit, OnDestroy {
readonly ngZone = inject(NgZone);
@ViewChild('renderCanvas', { static: true }) canvasRef!: ElementRef<HTMLCanvasElement>;
@Input({ required: true }) config!: RenderConfig;
@Input() renderCallback?: RenderCallback;
@Output() sceneReady = new EventEmitter<Scene>();
@Output() sceneReady = new EventEmitter<{scene: Scene, engine: WebGPUEngine}>();
private engine!: Engine;
private engine!: WebGPUEngine;
private scene!: Scene;
private shaderMaterial!: ShaderMaterial;
private camera!: Camera;
ngAfterViewInit(): void {
this.ngZone.runOutsideAngular(() => {
this.initBabylon();
});
this.initBabylon().then(r => console.log("Rendering engine initialized."));
}
/*ngOnChanges(changes: SimpleChanges): void {
@@ -52,15 +50,27 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
}
}
private initBabylon(): void {
async initBabylon(): Promise<void> {
if (!navigator.gpu) {
alert("Your browser does not support webgpu, maybe you have activate the hardware acceleration.!");
return;
}
const canvas = this.canvasRef.nativeElement;
this.engine = new Engine(canvas, true);
this.engine = new WebGPUEngine(canvas, {
antialias: true
});
await this.engine.initAsync();
this.scene = new Scene(this.engine);
this.setupCamera(canvas);
canvas.addEventListener('wheel', (evt: WheelEvent) => evt.preventDefault(), { passive: false });
if (this.config.pipeline !== 'Compute') {
this.createShaderMaterial();
this.createFullScreenRect();
this.sceneReady.emit(this.scene);
}
this.sceneReady.emit({ scene: this.scene, engine: this.engine });
this.addRenderLoop(canvas);
this.addResizeHandler();
}
@@ -102,6 +112,8 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
}
private createFullScreenRect() {
if (!this.shaderMaterial) return;
const plane = MeshBuilder.CreatePlane("plane", {size: 110}, this.scene);
if (this.config.mode === '3D') {
@@ -116,6 +128,13 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
}
private createShaderMaterial() {
if (!this.config.vertexShader || !this.config.fragmentShader || !this.config.uniformNames)
{
console.warn("Bablyon canvas needs a vertex shader, a fragment shader and a uniforms array.\n");
return;
}
this.shaderMaterial = new ShaderMaterial(
"shaderMaterial",
this.scene,
@@ -135,14 +154,16 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
private addRenderLoop(canvas: HTMLCanvasElement) {
this.engine.runRenderLoop(() => {
// callback call to call specific uniforms
if (this.renderCallback) {
// callback call to call specific uniforms
this.renderCallback(this.shaderMaterial, this.camera, canvas, this.scene);
}
// default uniforms which maybe each scene has
if (this.shaderMaterial) {
// default uniforms which maybe each material scene has
this.shaderMaterial.setVector2("resolution", new Vector2(canvas.width, canvas.height));
this.shaderMaterial.setVector3("cameraPosition", this.camera.position);
}
this.scene.render();
});