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script.js
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script.js
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import { getCircleVertexArray, getEdges, getRandomNodePositions } from './helpers.js';
const UPDATE_INTERVAL_MS = 1;
const WORKGROUP_SIZE = 256;
const N_NODES = 1000;
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) {
throw new Error("No appropriate GPUAdapter found.");
}
const device = await adapter.requestDevice();
const canvas = document.querySelector("canvas");
const context = canvas.getContext("webgpu");
const canvasFormat = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device: device,
format: canvasFormat,
});
// CIRCLE VERTICES
const [vertexArray, indexArray] = getCircleVertexArray(8);
const vertexBuffer = device.createBuffer({
label: "Circle vertices",
size: vertexArray.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
const vertexBufferLayout = {
arrayStride: 8,
attributes: [{
format: "float32x2",
offset: 0,
shaderLocation: 0,
}],
};
device.queue.writeBuffer(vertexBuffer, 0, vertexArray);
const indexBuffer = device.createBuffer({
label: "Circle indices",
size: indexArray.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(indexBuffer, 0, indexArray);
// NODE POSITIONS
const nodePositionArray = getRandomNodePositions(N_NODES);
const nodePositionBufferA = device.createBuffer({
label: "Node Position Buffer A",
size: nodePositionArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(nodePositionBufferA, 0, nodePositionArray);
const nodePositionBufferB = device.createBuffer({
label: "Node Position Buffer B",
size: nodePositionArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
// EDGES
const [edgeArray, inEdgeArray, lineDataArray] = getEdges(N_NODES);
const edgeBuffer = device.createBuffer({
label: "Edge Buffer",
size: edgeArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(edgeBuffer, 0, edgeArray);
const inEdgeBuffer = device.createBuffer({
label: "IN Edge Buffer",
size: inEdgeArray.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(inEdgeBuffer, 0, inEdgeArray);
const lineDataBuffer = device.createBuffer({
label: "Edge Drawing Buffer",
size: lineDataArray.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
const lineBufferLayout = {
arrayStride: 4,
attributes: [{
format: "uint32",
offset: 0,
shaderLocation: 0,
}],
};
device.queue.writeBuffer(lineDataBuffer, 0, lineDataArray);
// SHADERS
const lineShaderModule = device.createShaderModule({
label: "Line shader",
code: `
@group(0) @binding(0) var<storage> nodePosition: array<vec2f>;
@vertex
fn vertexMain(@location(0) pos: u32) -> @builtin(position) vec4f {
return vec4f(nodePosition[pos], 0, 1);
}
@fragment
fn fragmentMain(@builtin(position) input: vec4f) -> @location(0) vec4f {
return vec4f(1, 1, 1, 1);
}
`
});
const nodeShaderModule = device.createShaderModule({
label: "Node shader",
code: `
@group(0) @binding(0) var<storage> nodePosition: array<vec2f>;
struct VertexInput {
@location(0) pos: vec2f,
@builtin(instance_index) instance: u32,
};
struct VertexOutput {
@builtin(position) pos: vec4f,
};
@vertex
fn vertexMain(input: VertexInput) -> VertexOutput {
let i = input.instance;
let pos = (input.pos / 150);
var output: VertexOutput;
output.pos = vec4f(pos + nodePosition[i], 0, 1);
return output;
}
@fragment
fn fragmentMain(input: VertexOutput) -> @location(0) vec4f {
return vec4f(1, 1, 0, 1);
}
`
});
const simulationShaderModule = device.createShaderModule({
label: "Simulation shader",
code: `
@group(0) @binding(0) var<storage> positionPing: array<vec2f>;
@group(0) @binding(1) var<storage, read_write> positionPong: array<vec2f>;
@group(0) @binding(2) var<storage> edges: array<u32>;
@group(0) @binding(3) var<storage> inEdges: array<vec2u>;
@compute
@workgroup_size(${WORKGROUP_SIZE})
fn computeMain(@builtin(global_invocation_id) global_id: vec3u) {
let idx = global_id.x;
if (idx > arrayLength(&positionPing)) {
return;
}
var force = vec2f(0, 0);
for (var i: u32 = 0; i < arrayLength(&positionPing); i++) {
if (i == idx) {
continue;
}
var repulsionForce = positionPing[idx] - positionPing[i];
repulsionForce = normalize(repulsionForce) / pow(length(repulsionForce), 2);
force += repulsionForce * 0.0000001;
}
for (var i: u32 = inEdges[idx].x; i < inEdges[idx].x + inEdges[idx].y; i++) {
var attractionForce = positionPing[edges[i]] - positionPing[idx];
attractionForce = normalize(attractionForce) * pow(length(attractionForce), 2);
force += attractionForce;
}
let clampValue = 0.005f;
force = clamp(force, vec2f(-clampValue, -clampValue), vec2f(clampValue, clampValue));
positionPong[idx] = positionPing[idx] + force;
}
`
});
// LINE PIPELINE
const lineBindGroupLayout = device.createBindGroupLayout({
label: "Line Bind Group Layout",
entries: [
{
binding: 0,
visibility: GPUShaderStage.VERTEX,
buffer: { type: "read-only-storage" }
},
]
});
const lineBindGroups = [
device.createBindGroup({
label: "Line Bind Group A",
layout: lineBindGroupLayout,
entries: [
{
binding: 0,
resource: { buffer: nodePositionBufferA }
},
],
}),
device.createBindGroup({
label: "Line Bind Group B",
layout: lineBindGroupLayout,
entries: [
{
binding: 0,
resource: { buffer: nodePositionBufferB }
},
],
})
]
const linePipelineLayout = device.createPipelineLayout({
label: "Line Pipeline Layout",
bindGroupLayouts: [lineBindGroupLayout],
});
const linePipeline = device.createRenderPipeline({
label: "Line pipeline",
layout: linePipelineLayout,
vertex: {
module: lineShaderModule,
entryPoint: "vertexMain",
buffers: [lineBufferLayout]
},
fragment: {
module: lineShaderModule,
entryPoint: "fragmentMain",
targets: [{
format: canvasFormat
}],
},
primitive:{
topology: 'line-list'
}
});
// NODE PIPELINE
const nodeBindGroupLayout = device.createBindGroupLayout({
label: "Node Bind Group Layout",
entries: [
{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.COMPUTE,
buffer: { type: "read-only-storage" }
},
{
binding: 1,
visibility: GPUShaderStage.COMPUTE,
buffer: { type: 'storage' }
},
{
binding: 2,
visibility: GPUShaderStage.COMPUTE,
buffer: { type: "read-only-storage" }
},
{
binding: 3,
visibility: GPUShaderStage.COMPUTE,
buffer: { type: "read-only-storage" }
},
]
});
const nodeBindGroups = [
device.createBindGroup({
label: "Node Bind Group A",
layout: nodeBindGroupLayout,
entries: [
{
binding: 0,
resource: { buffer: nodePositionBufferA }
},
{
binding: 1,
resource: { buffer: nodePositionBufferB }
},
{
binding: 2,
resource: { buffer: edgeBuffer }
},
{
binding: 3,
resource: { buffer: inEdgeBuffer }
}
],
}),
device.createBindGroup({
label: "Node Bind Group B",
layout: nodeBindGroupLayout,
entries: [
{
binding: 0,
resource: { buffer: nodePositionBufferB }
},
{
binding: 1,
resource: { buffer: nodePositionBufferA }
},
{
binding: 2,
resource: { buffer: edgeBuffer }
},
{
binding: 3,
resource: { buffer: inEdgeBuffer }
}
],
})
]
const nodePipelineLayout = device.createPipelineLayout({
label: "Node Pipeline Layout",
bindGroupLayouts: [nodeBindGroupLayout],
});
const nodePipeline = device.createRenderPipeline({
label: "Node pipeline",
layout: nodePipelineLayout,
vertex: {
module: nodeShaderModule,
entryPoint: "vertexMain",
buffers: [vertexBufferLayout]
},
fragment: {
module: nodeShaderModule,
entryPoint: "fragmentMain",
targets: [{
format: canvasFormat
}],
}
});
// SIMULATION PIPELINE
const simulationPipeline = device.createComputePipeline({
label: "Simulation pipeline",
layout: nodePipelineLayout,
compute: {
module: simulationShaderModule,
entryPoint: "computeMain",
}
});
let step = 0;
function update() {
const encoder = device.createCommandEncoder();
const computePass = encoder.beginComputePass();
computePass.setPipeline(simulationPipeline);
computePass.setBindGroup(0, nodeBindGroups[step % 2]);
const workgroupCount = Math.ceil(N_NODES / WORKGROUP_SIZE);
computePass.dispatchWorkgroups(workgroupCount);
computePass.end();
step++;
if (step % 1 == 0) {
const pass = encoder.beginRenderPass({
colorAttachments: [{
view: context.getCurrentTexture().createView(),
loadOp: "clear",
clearValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
}]
});
pass.setPipeline(linePipeline);
pass.setBindGroup(0, lineBindGroups[step % 2]);
pass.setVertexBuffer(0, lineDataBuffer);
pass.draw(lineDataArray.length);
pass.setPipeline(nodePipeline);
pass.setBindGroup(0, nodeBindGroups[step % 2]);
pass.setVertexBuffer(0, vertexBuffer);
pass.setIndexBuffer(indexBuffer, 'uint32');
pass.drawIndexed(indexArray.length, N_NODES);
pass.end();
}
device.queue.submit([encoder.finish()]);
}
setInterval(update, UPDATE_INTERVAL_MS);