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WebGPU 'Compute'..

Compute, Algorithms, and Code.....

 

Water Drops Effects (Animated Image Effect)




Water drop effect overlayed on an image.
Water drop effect overlayed on an image.


Functions Used: requestAdapter(), getPreferredCanvasFormat(), createCommandEncoder(), beginRenderPass(), setPipeline(), draw(), end(), submit(), getCurrentTexture(), createView(), createShaderModule()





Complete Code


<?php
let div = document.createElement('div');
document.body.appendChild( div );
div.style['font-size'] = '20pt';
function log( s )
{
  console.log( s );
  let args = [...arguments].join(' ');
  div.innerHTML += args + '<br><br>';
}

log('WebGPU Compute Example');

async function loadTexture(fileName = "https://webgpulab.xbdev.net/var/images/test512.png", 
                           width=512, height=512) {
  console.log('loading image:', fileName);
  // Load image 
  const img = document.createElement("img");
  img.src = fileName;

  await img.decode();

  const originalWidth = img.width;
  const originalHeight = img.height;

  const imageCanvas = document.createElement('canvas');
  imageCanvas.width = width;
  imageCanvas.height = height;
  const imageCanvasContext = imageCanvas.getContext('2d');

  // Draw the image onto the canvas, resizing it to the specified width and height
  imageCanvasContext.drawImage(img, 0, 0, width, height);

  const imageData = imageCanvasContext.getImageData(0, 0, width, height);
  const textureData = imageData.data;
  console.log('textureData.byteLength:', textureData.byteLength);

  const basicTexture = device.createTexture({
    size: [width, height, 1],
    format: "rgba8unorm",
    usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING
  });

  await device.queue.writeTexture(
    { texture: basicTexture },
    textureData,
    { bytesPerRow: width * 4 },
    [width, height, 1]
  );

  return { w: width, h: height, t: basicTexture };
}



if (!navigator.gpu) { log("WebGPU is not supported (or is it disabled? flags/settings)"); return; }

const adapter = await navigator.gpu.requestAdapter();
const device  = await adapter.requestDevice();

const imgWidth = 512;
const imgHeight = imgWidth;

// ----------------------------------------------------------

const texture0         = await loadTexture( 'https://webgpulab.xbdev.net/var/images/test512.png', imgWidth );
//const texture1         = await loadTexture( 'https://webgpulab.xbdev.net/var/images/avatar.png', imgWidth);

// ----------------------------------------------------------

// Basic canvas which will be used to display the output from the compute shader

let canvasa = document.createElement('canvas');
document.body.appendChild( canvasa ); canvasa.height = canvasa.width = imgWidth;
const context = canvasa.getContext('webgpu');
const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); 
console.log('presentationFormat:', presentationFormat );

context.configure({ device: device, 
                    usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST,
                    format: "rgba8unorm" /*presentationFormat*/  });

let canvasTexture = context.getCurrentTexture();

// ----------------------------------------------------------

// Output texture - output from the compute shader written to this texture
// Copy this texutre to the 'canvas' - needs to be the same size as the output
// canvas size
const texture1 = device.createTexture({
  size: [imgWidth, imgHeight, 1],
  format: "rgba8unorm",
  usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING
});

// ----------------------------------------------------------


const timerUniformBuffer = device.createBuffer({
  size: 4, 
  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
});

const timestep  = new Float32Array( [0.0] );

device.queue.writeBuffer(timerUniformBuffer,   0, timestep             );


// ----------------------------------------------------------

const GCOMPUTE = GPUShaderStage.COMPUTE;

// Bind group layout and bind group
const bindGroupLayout = device.createBindGroupLayout({
  entries: [ {binding: 0, visibility: GCOMPUTE, texture: { sampleType: "float" }   }, 
             {binding: 1, visibility: GCOMPUTE, buffer:  { type: "uniform"     }   },
             {binding: 2, visibility: GCOMPUTE, storageTexture: {format:"rgba8unorm", access:"write-only", viewDimension:"2d"}   }
           ]
});

const bindGroup = device.createBindGroup({
    layout: bindGroupLayout,
    entries: [  {   binding: 0,  resource: texture0.t.createView()         },
                  {   binding: 1,  resource: { buffer: timerUniformBuffer  } },
                {   binding: 2,  resource: texture1.createView()           }
    ]
});


// Compute shader code
const computeShader = ` 
@group(0) @binding(0) var myTexture0:  texture_2d<f32>; // input texture image
@group(0) @binding(1) var<uniform>     mytimer   : f32; // timer increments each frame
@group(0) @binding(2) var myTexture1:  texture_storage_2d<rgba8unorm, write>; // output image


@compute @workgroup_size(8, 8)
fn main(@builtin(global_invocation_id) globalId      : vec3<u32>,
        @builtin(local_invocation_id)  localId       : vec3<u32>,
        @builtin(workgroup_id)         workgroupId   : vec3<u32>,
        @builtin(num_workgroups)       workgroupSize : vec3<u32>
        ) 
{
    var imgWidth  = f32( ${imgWidth}  ); 
    var imgHeight = f32( ${imgHeight} ); 

    var coords = vec2<f32>( f32(globalId.x), f32(globalId.y) );
    
    var uv = coords / vec2<f32>(imgWidth, imgHeight); // normalize coordinates to 0.0 - 1.0 range

    // Calculate displacement for water drop effect
    var dropCenter = vec2<f32>(0.5, 0.5); // center of the effect, can be modified
    var dropFrequency = 20.0; // frequency of the ripples
    var dropAmplitude = 0.01; // amplitude of the ripples
    var distance = distance(uv, dropCenter);

    var displacement = sin(distance * dropFrequency - mytimer * 5.0) * dropAmplitude;

    // Apply displacement
    var displacedUv = uv + normalize(uv - dropCenter) * displacement;

    // Clamp UV coordinates to the edges of the texture
    displacedUv = clamp(displacedUv, vec2<f32>(0.0), vec2<f32>(1.0));

    // Sample color from the texture with displaced coordinates
    var texCol0 = textureLoad(myTexture0, vec2<i32>(displacedUv * vec2<f32>(imgWidth, imgHeight)), 0);
    
    // Store the result in the output texture
    textureStore(myTexture1, vec2<i32>(globalId.xy), texCol0);
    
/*
    var coords = vec2<f32>( f32(globalId.x), f32(globalId.y) ) * 3.0;
    
    var uv = vec2<f32>( f32(globalId.x), f32(globalId.y) ); // uvs * 2.0 - 1.0; 
    uv = uv / ${imgWidth}; // 0.0 - 1.0
   
    // Sample color from the texture
    var texCol0 = textureLoad( myTexture0, vec2<i32>( i32(uv.x*${imgWidth}), i32(uv.y*${imgHeight}) ), 0 );
    
    // .....
    
    
    textureStore(myTexture1, vec2<i32>( i32(globalId.x) , i32(globalId.y)  ), texCol0 );
*/
}
`;
  

// Pipeline setup
const computePipeline = device.createComputePipeline({
    layout :   device.createPipelineLayout({bindGroupLayouts: [bindGroupLayout]}),
    compute: { module    : device.createShaderModule({code:computeShader}),
               entryPoint: "main" }
});


async function frame()
{
  
  // Commands submission
  const commandEncoder = device.createCommandEncoder();
  const passEncoder = commandEncoder.beginComputePass();
  passEncoder.setPipeline(computePipeline);
  passEncoder.setBindGroup(0, bindGroup);
  passEncoder.dispatchWorkgroups( imgWidth/8, imgWidth/8 );
  await passEncoder.end();


  canvasTexture = context.getCurrentTexture();
  
  await
  commandEncoder.copyTextureToTexture( { texture: texture1 },
                                       { texture: canvasTexture },
                                       { width:imgWidth, height:imgHeight, depthOrArrayLayers:1} );

  // Submit GPU commands.
  const gpuCommands = commandEncoder.finish();
  await device.queue.submit([gpuCommands]);

  timestep[0] = timestep[0] + 0.01;
  device.queue.writeBuffer(timerUniformBuffer,   0, timestep             );

  
  requestAnimationFrame(frame);
}


frame();



Things to Try


• Try modifying the constants for the sin wave (faster/slower/bigger).
• Mix other trignometric functions to create different types of waves (shapes/levels of ripples).









Resources and Links


• WebGPU Lab Demo [LINK]



WebGPU by Example: Fractals, Image Effects, Ray-Tracing, Procedural Geometry, 2D/3D, Particles, Simulations WebGPU Compute graphics and animations using the webgpu api 12 week course kenwright learn webgpu api kenwright programming compute and graphics applications with html5 and webgpu api kenwright real-time 3d graphics with webgpu kenwright webgpu api develompent a quick start guide kenwright webgpu by example 2022 kenwright webgpu gems kenwright webgpu interactive compute and graphics visualization cookbook kenwright wgsl webgpu shading language cookbook kenwright wgsl webgpugems shading language cookbook kenwright



 
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