-
Notifications
You must be signed in to change notification settings - Fork 311
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Merge pull request #382 from webgpu/text-rendering-msdf
Add an MSDF-based text rendering sample
- Loading branch information
Showing
8 changed files
with
967 additions
and
0 deletions.
There are no files selected for viewing
Large diffs are not rendered by default.
Oops, something went wrong.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,27 @@ | ||
<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no"> | ||
<title>webgpu-samples: textRenderingMsdf</title> | ||
<style> | ||
html, body { | ||
margin: 0; /* remove default margin */ | ||
height: 100%; /* make body fill the browser window */ | ||
display: flex; | ||
place-content: center center; | ||
} | ||
canvas { | ||
width: 600px; | ||
height: 600px; | ||
max-width: 100%; | ||
display: block; | ||
} | ||
</style> | ||
<script defer src="main.js" type="module"></script> | ||
<script defer type="module" src="../../js/iframe-helper.js"></script> | ||
</head> | ||
<body> | ||
<canvas></canvas> | ||
</body> | ||
</html> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,327 @@ | ||
import { mat4, vec3 } from 'wgpu-matrix'; | ||
|
||
import { | ||
cubeVertexArray, | ||
cubeVertexSize, | ||
cubeUVOffset, | ||
cubePositionOffset, | ||
cubeVertexCount, | ||
} from '../../meshes/cube'; | ||
import { MsdfTextRenderer } from './msdfText'; | ||
|
||
import basicVertWGSL from '../../shaders/basic.vert.wgsl'; | ||
import vertexPositionColorWGSL from '../../shaders/vertexPositionColor.frag.wgsl'; | ||
|
||
const canvas = document.querySelector('canvas') as HTMLCanvasElement; | ||
const adapter = await navigator.gpu.requestAdapter(); | ||
const device = await adapter.requestDevice(); | ||
|
||
const context = canvas.getContext('webgpu') as GPUCanvasContext; | ||
|
||
const devicePixelRatio = window.devicePixelRatio || 1; | ||
canvas.width = canvas.clientWidth * devicePixelRatio; | ||
canvas.height = canvas.clientHeight * devicePixelRatio; | ||
const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); | ||
const depthFormat = 'depth24plus'; | ||
|
||
context.configure({ | ||
device, | ||
format: presentationFormat, | ||
alphaMode: 'premultiplied', | ||
}); | ||
|
||
const textRenderer = new MsdfTextRenderer( | ||
device, | ||
presentationFormat, | ||
depthFormat | ||
); | ||
const font = await textRenderer.createFont( | ||
new URL( | ||
'../../assets/font/ya-hei-ascii-msdf.json', | ||
import.meta.url | ||
).toString() | ||
); | ||
|
||
function getTextTransform( | ||
position: [number, number, number], | ||
rotation?: [number, number, number] | ||
) { | ||
const textTransform = mat4.create(); | ||
mat4.identity(textTransform); | ||
mat4.translate(textTransform, position, textTransform); | ||
if (rotation && rotation[0] != 0) { | ||
mat4.rotateX(textTransform, rotation[0], textTransform); | ||
} | ||
if (rotation && rotation[1] != 0) { | ||
mat4.rotateY(textTransform, rotation[1], textTransform); | ||
} | ||
if (rotation && rotation[2] != 0) { | ||
mat4.rotateZ(textTransform, rotation[2], textTransform); | ||
} | ||
return textTransform; | ||
} | ||
|
||
const textTransforms = [ | ||
getTextTransform([0, 0, 1.1]), | ||
getTextTransform([0, 0, -1.1], [0, Math.PI, 0]), | ||
getTextTransform([1.1, 0, 0], [0, Math.PI / 2, 0]), | ||
getTextTransform([-1.1, 0, 0], [0, -Math.PI / 2, 0]), | ||
getTextTransform([0, 1.1, 0], [-Math.PI / 2, 0, 0]), | ||
getTextTransform([0, -1.1, 0], [Math.PI / 2, 0, 0]), | ||
]; | ||
|
||
const titleText = textRenderer.formatText(font, `WebGPU`, { | ||
centered: true, | ||
pixelScale: 1 / 128, | ||
}); | ||
const largeText = textRenderer.formatText( | ||
font, | ||
` | ||
WebGPU exposes an API for performing operations, such as rendering | ||
and computation, on a Graphics Processing Unit. | ||
Graphics Processing Units, or GPUs for short, have been essential | ||
in enabling rich rendering and computational applications in personal | ||
computing. WebGPU is an API that exposes the capabilities of GPU | ||
hardware for the Web. The API is designed from the ground up to | ||
efficiently map to (post-2014) native GPU APIs. WebGPU is not related | ||
to WebGL and does not explicitly target OpenGL ES. | ||
WebGPU sees physical GPU hardware as GPUAdapters. It provides a | ||
connection to an adapter via GPUDevice, which manages resources, and | ||
the device’s GPUQueues, which execute commands. GPUDevice may have | ||
its own memory with high-speed access to the processing units. | ||
GPUBuffer and GPUTexture are the physical resources backed by GPU | ||
memory. GPUCommandBuffer and GPURenderBundle are containers for | ||
user-recorded commands. GPUShaderModule contains shader code. The | ||
other resources, such as GPUSampler or GPUBindGroup, configure the | ||
way physical resources are used by the GPU. | ||
GPUs execute commands encoded in GPUCommandBuffers by feeding data | ||
through a pipeline, which is a mix of fixed-function and programmable | ||
stages. Programmable stages execute shaders, which are special | ||
programs designed to run on GPU hardware. Most of the state of a | ||
pipeline is defined by a GPURenderPipeline or a GPUComputePipeline | ||
object. The state not included in these pipeline objects is set | ||
during encoding with commands, such as beginRenderPass() or | ||
setBlendConstant().`, | ||
{ pixelScale: 1 / 256 } | ||
); | ||
|
||
const text = [ | ||
textRenderer.formatText(font, 'Front', { | ||
centered: true, | ||
pixelScale: 1 / 128, | ||
color: [1, 0, 0, 1], | ||
}), | ||
textRenderer.formatText(font, 'Back', { | ||
centered: true, | ||
pixelScale: 1 / 128, | ||
color: [0, 1, 1, 1], | ||
}), | ||
textRenderer.formatText(font, 'Right', { | ||
centered: true, | ||
pixelScale: 1 / 128, | ||
color: [0, 1, 0, 1], | ||
}), | ||
textRenderer.formatText(font, 'Left', { | ||
centered: true, | ||
pixelScale: 1 / 128, | ||
color: [1, 0, 1, 1], | ||
}), | ||
textRenderer.formatText(font, 'Top', { | ||
centered: true, | ||
pixelScale: 1 / 128, | ||
color: [0, 0, 1, 1], | ||
}), | ||
textRenderer.formatText(font, 'Bottom', { | ||
centered: true, | ||
pixelScale: 1 / 128, | ||
color: [1, 1, 0, 1], | ||
}), | ||
|
||
titleText, | ||
largeText, | ||
]; | ||
|
||
// Create a vertex buffer from the cube data. | ||
const verticesBuffer = device.createBuffer({ | ||
size: cubeVertexArray.byteLength, | ||
usage: GPUBufferUsage.VERTEX, | ||
mappedAtCreation: true, | ||
}); | ||
new Float32Array(verticesBuffer.getMappedRange()).set(cubeVertexArray); | ||
verticesBuffer.unmap(); | ||
|
||
const pipeline = device.createRenderPipeline({ | ||
layout: 'auto', | ||
vertex: { | ||
module: device.createShaderModule({ | ||
code: basicVertWGSL, | ||
}), | ||
buffers: [ | ||
{ | ||
arrayStride: cubeVertexSize, | ||
attributes: [ | ||
{ | ||
// position | ||
shaderLocation: 0, | ||
offset: cubePositionOffset, | ||
format: 'float32x4', | ||
}, | ||
{ | ||
// uv | ||
shaderLocation: 1, | ||
offset: cubeUVOffset, | ||
format: 'float32x2', | ||
}, | ||
], | ||
}, | ||
], | ||
}, | ||
fragment: { | ||
module: device.createShaderModule({ | ||
code: vertexPositionColorWGSL, | ||
}), | ||
targets: [ | ||
{ | ||
format: presentationFormat, | ||
}, | ||
], | ||
}, | ||
primitive: { | ||
// Backface culling since the cube is solid piece of geometry. | ||
// Faces pointing away from the camera will be occluded by faces | ||
// pointing toward the camera. | ||
cullMode: 'back', | ||
}, | ||
|
||
// Enable depth testing so that the fragment closest to the camera | ||
// is rendered in front. | ||
depthStencil: { | ||
depthWriteEnabled: true, | ||
depthCompare: 'less', | ||
format: depthFormat, | ||
}, | ||
}); | ||
|
||
const depthTexture = device.createTexture({ | ||
size: [canvas.width, canvas.height], | ||
format: depthFormat, | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT, | ||
}); | ||
|
||
const uniformBufferSize = 4 * 16; // 4x4 matrix | ||
const uniformBuffer = device.createBuffer({ | ||
size: uniformBufferSize, | ||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, | ||
}); | ||
|
||
const uniformBindGroup = device.createBindGroup({ | ||
layout: pipeline.getBindGroupLayout(0), | ||
entries: [ | ||
{ | ||
binding: 0, | ||
resource: { | ||
buffer: uniformBuffer, | ||
}, | ||
}, | ||
], | ||
}); | ||
|
||
const renderPassDescriptor: GPURenderPassDescriptor = { | ||
colorAttachments: [ | ||
{ | ||
view: undefined, // Assigned later | ||
|
||
clearValue: [0, 0, 0, 1], | ||
loadOp: 'clear', | ||
storeOp: 'store', | ||
}, | ||
], | ||
depthStencilAttachment: { | ||
view: depthTexture.createView(), | ||
|
||
depthClearValue: 1.0, | ||
depthLoadOp: 'clear', | ||
depthStoreOp: 'store', | ||
}, | ||
}; | ||
|
||
const aspect = canvas.width / canvas.height; | ||
const projectionMatrix = mat4.perspective((2 * Math.PI) / 5, aspect, 1, 100.0); | ||
const modelViewProjectionMatrix = mat4.create(); | ||
|
||
const start = Date.now(); | ||
function getTransformationMatrix() { | ||
const now = Date.now() / 5000; | ||
const viewMatrix = mat4.identity(); | ||
mat4.translate(viewMatrix, vec3.fromValues(0, 0, -5), viewMatrix); | ||
|
||
const modelMatrix = mat4.identity(); | ||
mat4.translate(modelMatrix, vec3.fromValues(0, 2, -3), modelMatrix); | ||
mat4.rotate( | ||
modelMatrix, | ||
vec3.fromValues(Math.sin(now), Math.cos(now), 0), | ||
1, | ||
modelMatrix | ||
); | ||
|
||
// Update the matrix for the cube | ||
mat4.multiply(projectionMatrix, viewMatrix, modelViewProjectionMatrix); | ||
mat4.multiply( | ||
modelViewProjectionMatrix, | ||
modelMatrix, | ||
modelViewProjectionMatrix | ||
); | ||
|
||
// Update the projection and view matrices for the text | ||
textRenderer.updateCamera(projectionMatrix, viewMatrix); | ||
|
||
// Update the transform of all the text surrounding the cube | ||
const textMatrix = mat4.create(); | ||
for (const [index, transform] of textTransforms.entries()) { | ||
mat4.multiply(modelMatrix, transform, textMatrix); | ||
text[index].setTransform(textMatrix); | ||
} | ||
|
||
// Update the transform of the larger block of text | ||
const crawl = ((Date.now() - start) / 2500) % 14; | ||
mat4.identity(textMatrix); | ||
mat4.rotateX(textMatrix, -Math.PI / 8, textMatrix); | ||
mat4.translate(textMatrix, [0, crawl - 3, 0], textMatrix); | ||
titleText.setTransform(textMatrix); | ||
mat4.translate(textMatrix, [-3, -0.1, 0], textMatrix); | ||
largeText.setTransform(textMatrix); | ||
|
||
return modelViewProjectionMatrix as Float32Array; | ||
} | ||
|
||
function frame() { | ||
const transformationMatrix = getTransformationMatrix(); | ||
device.queue.writeBuffer( | ||
uniformBuffer, | ||
0, | ||
transformationMatrix.buffer, | ||
transformationMatrix.byteOffset, | ||
transformationMatrix.byteLength | ||
); | ||
renderPassDescriptor.colorAttachments[0].view = context | ||
.getCurrentTexture() | ||
.createView(); | ||
|
||
const commandEncoder = device.createCommandEncoder(); | ||
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); | ||
passEncoder.setPipeline(pipeline); | ||
passEncoder.setBindGroup(0, uniformBindGroup); | ||
passEncoder.setVertexBuffer(0, verticesBuffer); | ||
passEncoder.draw(cubeVertexCount, 1, 0, 0); | ||
|
||
textRenderer.render(passEncoder, ...text); | ||
|
||
passEncoder.end(); | ||
device.queue.submit([commandEncoder.finish()]); | ||
|
||
requestAnimationFrame(frame); | ||
} | ||
requestAnimationFrame(frame); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,18 @@ | ||
export default { | ||
name: 'Text Rendering - MSDF', | ||
description: `This example uses multichannel signed distance fields (MSDF) to render text. MSDF | ||
fonts are more complex to implement than using Canvas 2D to generate text, but the resulting | ||
text looks smoother while using less memory than the Canvas 2D approach, especially at high | ||
zoom levels. They can be used to render larger amounts of text efficiently. | ||
The font texture is generated using [Don McCurdy's MSDF font generation tool](https://msdf-bmfont.donmccurdy.com/)`, | ||
filename: __DIRNAME__, | ||
sources: [ | ||
{ path: 'main.ts' }, | ||
{ path: 'msdfText.ts' }, | ||
{ path: 'msdfText.wgsl' }, | ||
{ path: '../../shaders/basic.vert.wgsl' }, | ||
{ path: '../../shaders/vertexPositionColor.frag.wgsl' }, | ||
{ path: '../../meshes/cube.ts' }, | ||
], | ||
}; |
Oops, something went wrong.