Daniel Haehn PRO
Hi, I am a biomedical imaging and visualization researcher who investigates how computational methods can accelerate biological and medical research.
Welcome
Dorothy Najda - CEO of PXD
New deadline : 10/15
WebGPU
And many more ....
Browser Compatibility
Linux :
Firefox Nightly (recommended)
Does not require any flags
Mac and Windows :
WebGPU works out of the box
Chrome
Edge
Hello Rectangle !!
WebGL
1. Initialize WebGL
2. Shaders
3. Create Geometry
4. Connect Shader with Geometry
5. Draw!
WebGL
1. Initialize WebGL
2. Shaders
3. Create Geometry
4. Connect Shader with Geometry
5. Draw!
WebGPU
WebGL
1. Initialize WebGL
2. Shaders
3. Create Geometry
4. Connect Shader with Geometry
5. Draw!
WebGPU
1. Initialize WebGPU
WebGL
1. Initialize WebGL
2. Shaders
3. Create Geometry
4. Connect Shader with Geometry
5. Draw!
WebGPU
1. Initialize WebGPU
2. Shaders
WebGL
1. Initialize WebGL
2. Shaders
3. Create Geometry
4. Connect Shader with Geometry
5. Draw!
WebGPU
1. Initialize WebGPU
2. Shaders
3. Create Geometry
WebGL
1. Initialize WebGL
2. Shaders
3. Create Geometry
4. Connect Shader with Geometry
5. Draw!
WebGPU
1. Initialize WebGPU
2. Shaders
3. Create Geometry
4. Create Rendering Pipeline
WebGL
1. Initialize WebGL
2. Shaders
3. Create Geometry
4. Connect Shader with Geometry
5. Draw!
WebGPU
1. Initialize WebGPU
2. Shaders
3. Create Geometry
4. Create Rendering Pipeline
5. Draw!
1. Initialize WebGPU
1. Initialize WebGPU
setup canvas
request GPU adapter and Device
setup GPU context
1. Initialize WebGPU
setup canvas
request GPU adapter and Device
setup GPU context
canvas = document.getElementById('c'); // setup canvas
1. Initialize WebGPU
setup canvas
request GPU adapter and Device
setup GPU context
canvas = document.getElementById('c'); // setup canvas
adapter = await navigator.gpu.requestAdapter(); // request GPU
device = await adapter.requestDevice(); // request device
1. Initialize WebGPU
setup canvas
request GPU adapter and Device
setup GPU context
canvas = document.getElementById('c'); // setup canvas
adapter = await navigator.gpu.requestAdapter(); // request GPU
device = await adapter.requestDevice(); // request device
context = canvas.getContext('webgpu'); // setup GPU context
format = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device: device,
format: format,
alphaMode: 'opaque'
});
2. Shaders
2. Shaders
define shaders
create shaders module
2. Shaders
define shaders
create shaders module
<script id="vertexshader" type="wgsl"> // vertex shader
@vertex
fn main(@location(0) position: vec3<f32>) -> @builtin(position) vec4<f32> {
return vec4(position, 1.0);
}
</script>
<script id="fragmentshader" type="wgsl"> // fragment shader
@fragment
fn main() -> @location(0) vec4<f32> {
return vec4(1.0, 1.0, 1.0, 1.0); // White color
}
</script>
2. Shaders
define shaders
create shaders module
<script id="vertexshader" type="wgsl"> // vertex shader
@vertex
fn main(@location(0) position: vec3<f32>) -> @builtin(position) vec4<f32> {
return vec4(position, 1.0);
}
</script>
<script id="fragmentshader" type="wgsl"> // fragment shader
@fragment
fn main() -> @location(0) vec4<f32> {
return vec4(1.0, 1.0, 1.0, 1.0); // White color
}
</script>
v_shader = device.createShaderModule({ // vertex module
code: document.getElementById('vertexshader').innerText
});
f_shader = device.createShaderModule({ // fragment module
code: document.getElementById('fragmentshader').innerText
});
3. Create Geometry
3. Create Geometry
create vertices
create buffer
map buffer
unmap buffer
3. Create Geometry
create vertices
create buffer
map buffer
unmap buffer
vertices = new Float32Array( [ // create vertices
-0.5, 0.5, 0.0, // V0
-0.5, -0.5, 0.0, // V1
0.5, 0.5, 0.0, // V2
0.5, 0.5, 0.0, // V3
-0.5, -0.5, 0.0, // V4
0.5, -0.5, 0.0 // V5
] );
3. Create Geometry
create vertices
create buffer
map buffer
unmap buffer
vertices = new Float32Array( [ // create vertices
-0.5, 0.5, 0.0, // V0
-0.5, -0.5, 0.0, // V1
0.5, 0.5, 0.0, // V2
0.5, 0.5, 0.0, // V3
-0.5, -0.5, 0.0, // V4
0.5, -0.5, 0.0 // V5
] );
v_buffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true
});
3. Create Geometry
create vertices
create buffer
map buffer
unmap buffer
vertices = new Float32Array( [ // create vertices
-0.5, 0.5, 0.0, // V0
-0.5, -0.5, 0.0, // V1
0.5, 0.5, 0.0, // V2
0.5, 0.5, 0.0, // V3
-0.5, -0.5, 0.0, // V4
0.5, -0.5, 0.0 // V5
] );
v_buffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true
});
new Float32Array(v_buffer.getMappedRange()).set(vertices);
3. Create Geometry
create vertices
create buffer
map buffer
unmap buffer
vertices = new Float32Array( [ // create vertices
-0.5, 0.5, 0.0, // V0
-0.5, -0.5, 0.0, // V1
0.5, 0.5, 0.0, // V2
0.5, 0.5, 0.0, // V3
-0.5, -0.5, 0.0, // V4
0.5, -0.5, 0.0 // V5
] );
v_buffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true
});
new Float32Array(v_buffer.getMappedRange()).set(vertices);
v_buffer.unmap();
4. Create Rendering Pipeline
4. Create Rendering Pipeline
create pipeline
setup vertex and fragment modules
4. Create Rendering Pipeline
create pipeline
setup vertex and fragment modules
pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: {
module: v_shader,
buffers: [{
arrayStride: 3 * 4, // 3 components * 4 bytes per component (float32)
attributes: [{
shaderLocation: 0,
offset: 0,
format: 'float32x3'
}]
}]
},
fragment: {
module: f_shader,
targets: [{
format: format
}]
},
primitive: {
topology: 'triangle-list'
}
});
5. Draw
5. Draw
create command encoder
begin render pass
end render pass
submit to GPU
5. Draw
create command encoder
begin render pass
end render pass
submit to GPU
commandEncoder = device.createCommandEncoder();
5. Draw
create command encoder
begin render pass
end render pass
submit to GPU
commandEncoder = device.createCommandEncoder();
passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
.....
5. Draw
create command encoder
begin render pass
end render pass
submit to GPU
commandEncoder = device.createCommandEncoder();
passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
.....
renderPassDescriptor = {
colorAttachments: [{
view: textureView,
clearValue: [0, 0, 0, 0],
loadOp: 'clear',
storeOp: 'store'
}]
};
passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setVertexBuffer(0, v_buffer);
passEncoder.draw(6); // Drawing 6 vertices (2 triangles)
5. Draw
create command encoder
begin render pass
end render pass
submit to GPU
commandEncoder = device.createCommandEncoder();
passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
.....
passEncoder.end();
5. Draw
create command encoder
begin render pass
end render pass
submit to GPU
commandEncoder = device.createCommandEncoder();
passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
.....
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
<html>
<head>
<title>WebGPU!</title>
<style>
html, body {
background-color:#000;
margin: 0;
padding: 0;
height: 100%;
overflow: hidden !important;
}
#c {
width: 100%;
height: 100%;
}
</style>
<script id="vertexshader" type="wgsl">
@vertex
fn main(@location(0) position: vec3<f32>) -> @builtin(position) vec4<f32> {
return vec4(position, 1.0);
}
</script>
<script id="fragmentshader" type="wgsl">
@fragment
fn main() -> @location(0) vec4<f32> {
return vec4(1.0, 1.0, 1.0, 1.0); // White color
}
</script>
<script>
window.onload = async function() {
//************************************************************//
//
// INITIALIZE WEBGPU
//
canvas = document.getElementById('c');
adapter = await navigator.gpu.requestAdapter();
device = await adapter.requestDevice();
context = canvas.getContext('webgpu');
format = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device: device,
format: format,
alphaMode: 'opaque'
});
//************************************************************//
//
// SHADERS
//
v_shader = device.createShaderModule({
code: document.getElementById('vertexshader').innerText
});
f_shader = device.createShaderModule({
code: document.getElementById('fragmentshader').innerText
});
//************************************************************//
//
// CREATE GEOMETRY
//
vertices = new Float32Array( [
-0.5, 0.5, 0.0, // V0
-0.5, -0.5, 0.0, // V1
0.5, 0.5, 0.0, // V2
0.5, 0.5, 0.0, // V3
-0.5, -0.5, 0.0, // V4
0.5, -0.5, 0.0 // V5
] );
v_buffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true
});
new Float32Array(v_buffer.getMappedRange()).set(vertices);
v_buffer.unmap();
//************************************************************//
//
// SETUP RENDERING PIPELINE
//
pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: {
module: v_shader,
buffers: [{
arrayStride: 3 * 4, // 3 components * 4 bytes per component (float32)
attributes: [{
shaderLocation: 0,
offset: 0,
format: 'float32x3'
}]
}]
},
fragment: {
module: f_shader,
targets: [{
format: format
}]
},
primitive: {
topology: 'triangle-list'
}
});
//************************************************************//
//
// DRAW!
//
commandEncoder = device.createCommandEncoder();
textureView = context.getCurrentTexture().createView();
renderPassDescriptor = {
colorAttachments: [{
view: textureView,
clearValue: [0, 0, 0, 0],
loadOp: 'clear',
storeOp: 'store'
}]
};
passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setVertexBuffer(0, v_buffer);
passEncoder.draw(6); // Drawing 6 vertices (2 triangles)
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
}
</script>
</head>
<body>
<canvas id="c"></canvas>
</body>
</html>
<html>
<head>
<title>WebGPU!</title>
<style>
html, body {
background-color: #000;
margin: 0;
padding: 0;
height: 100%;
overflow: hidden !important;
}
#c {
width: 100%;
height: 100%;
}
</style>
<script id="vertexshader" type="wgsl">
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) offset: vec3<f32>,
@location(2) color: vec4<f32>, // Color for the instance
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>, // Pass color to fragment shader
};
@vertex
fn main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.position = vec4(input.position + input.offset, 1.0); // Add offset
output.color = input.color; // Pass color to fragment shader
return output;
}
</script>
<script id="fragmentshader" type="wgsl">
@fragment
fn main(@location(0) color: vec4<f32>) -> @location(0) vec4<f32> {
return color; // Use the color passed from the vertex shader
}
</script>
<script>
window.onload = async function() {
//************************************************************//
//
// INITIALIZE WEBGPU
//
const canvas = document.getElementById('c');
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const context = canvas.getContext('webgpu');
const format = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device: device,
format: format,
alphaMode: 'opaque'
});
//************************************************************//
//
// SHADERS
//
const v_shader = device.createShaderModule({
code: document.getElementById('vertexshader').innerText
});
const f_shader = device.createShaderModule({
code: document.getElementById('fragmentshader').innerText
});
//************************************************************//
//
// CREATE GEOMETRY
//
// Define a single rectangle using triangles
const vertices = new Float32Array([
-0.5, 0.5, 0.0, // V0
-0.5, -0.5, 0.0, // V1
0.5, 0.5, 0.0, // V2
0.5, 0.5, 0.0, // V3
-0.5, -0.5, 0.0, // V4
0.5, -0.5, 0.0 // V5
]);
const v_buffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true
});
new Float32Array(v_buffer.getMappedRange()).set(vertices);
v_buffer.unmap();
//************************************************************//
//
// INSTANCE DATA
//
// Define the initial offsets for 3 rectangles
const instanceOffsets = new Float32Array([
-0.4, -0.4, 0.0, // Rectangle 1
0.0, 0.0, 0.0, // Rectangle 2
0.4, 0.4, 0.0, // Rectangle 3
]);
const i_buffer = device.createBuffer({
size: instanceOffsets.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true
});
new Float32Array(i_buffer.getMappedRange()).set(instanceOffsets);
i_buffer.unmap();
// Define colors for 3 rectangles
const instanceColors = new Float32Array([
1.0, 0.0, 0.0, 1.0, // Red for Rectangle 1
0.0, 1.0, 0.0, 1.0, // Green for Rectangle 2
0.0, 0.0, 1.0, 1.0, // Blue for Rectangle 3
]);
const c_buffer = device.createBuffer({
size: instanceColors.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true
});
new Float32Array(c_buffer.getMappedRange()).set(instanceColors);
c_buffer.unmap();
//************************************************************//
//
// SETUP RENDERING PIPELINE
//
const pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: {
module: v_shader,
buffers: [
{
arrayStride: 3 * 4, // Vertex size
attributes: [{
shaderLocation: 0,
offset: 0,
format: 'float32x3'
}]
},
{
arrayStride: 3 * 4, // Instance size
attributes: [{
shaderLocation: 1,
offset: 0,
format: 'float32x3'
}],
stepMode: 'instance' // Instance data
},
{
arrayStride: 4 * 4, // Color size
attributes: [{
shaderLocation: 2,
offset: 0,
format: 'float32x4'
}],
stepMode: 'instance' // Color data for each instance
}
]
},
fragment: {
module: f_shader,
targets: [{
format: format
}]
},
primitive: {
topology: 'triangle-list'
}
});
//************************************************************//
//
// ANIMATION VARIABLES
//
let offsetSpeed = 0.005; // Speed of movement
let offsetDirection = 1; // 1 for right, -1 for left
//************************************************************//
//
// ANIMATION LOOP
//
console.log(instanceOffsets.length);
function animate() {
// Update instance offsets
for (let i = 0; i < instanceOffsets.length / 3; i++) {
instanceOffsets[i * 3] += offsetSpeed * offsetDirection;// Move in x direction
// Reverse direction when reaching bounds
if (instanceOffsets[i * 3] > 1.0 || instanceOffsets[i * 3] < -1.0) {
offsetDirection *= -1;
}
}
// Update the instance buffer with new offsets
device.queue.writeBuffer(i_buffer, 0, instanceOffsets);
// Draw!
const commandEncoder = device.createCommandEncoder();
const textureView = context.getCurrentTexture().createView();
const renderPassDescriptor = {
colorAttachments: [{
view: textureView,
clearValue: [0, 0, 0, 0],
loadOp: 'clear',
storeOp: 'store'
}]
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setVertexBuffer(0, v_buffer); // Set vertex buffer
passEncoder.setVertexBuffer(1, i_buffer); // Set instance buffer for offsets
passEncoder.setVertexBuffer(2, c_buffer); // Set instance buffer for colors
passEncoder.draw(6, 3); // Draw 6 vertices (2 triangles) for 3 instances
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
requestAnimationFrame(animate); // Continue the animation
}
animate(); // Start the animation loop
}
</script>
</head>
<body>
<canvas id="c"></canvas>
</body>
</html>
CODE !!
By Daniel Haehn
Hi, I am a biomedical imaging and visualization researcher who investigates how computational methods can accelerate biological and medical research.