-
Notifications
You must be signed in to change notification settings - Fork 10
Expand file tree
/
Copy pathbuild_web.py
More file actions
650 lines (558 loc) · 24.9 KB
/
build_web.py
File metadata and controls
650 lines (558 loc) · 24.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
import os
import subprocess
import glob
import html
# Configuration
OUTPUT_DIR = "website"
EXAMPLES = [
"core_window.c",
"core_shapes.c",
"benchmark_cubes.c"
]
def main():
# 1. Create website directory
if not os.path.exists(OUTPUT_DIR):
os.makedirs(OUTPUT_DIR)
print(f"Created directory: {OUTPUT_DIR}")
else:
print(f"Directory {OUTPUT_DIR} already exists.")
# Read the master shell template
with open("shell.html", "r") as f:
shell_template = f.read()
# 2. Compile examples
for example in EXAMPLES:
example_name = os.path.splitext(example)[0]
output_file = os.path.join(OUTPUT_DIR, f"{example_name}.html")
example_path = os.path.join("examples", example)
# Check if example file exists
if not os.path.exists(example_path):
print(f"Warning: Example file {example_path} not found. Skipping.")
continue
print(f"Compiling {example}...")
# Read source code
try:
with open(example_path, "r") as f:
source_code = f.read()
# Escape HTML characters to prevent rendering issues
escaped_code = html.escape(source_code)
# Also escape emscripten shell special characters
escaped_code = escaped_code.replace('#', '#')
escaped_code = escaped_code.replace('{', '{')
escaped_code = escaped_code.replace('}', '}')
# Create a temporary shell file with the source code injected
temp_shell_filename = f"shell_{example_name}.html"
temp_shell_content = shell_template.replace("<!-- SOURCE_CODE_INJECTION -->", escaped_code)
with open(temp_shell_filename, "w") as f:
f.write(temp_shell_content)
# Construct command using the temporary shell file
cmd = (
f"emcc --use-port=emdawnwebgpu {example_path} src/*.c "
f"-I include -sUSE_SDL=3 -Os -DNDEBUG -sALLOW_MEMORY_GROWTH=1 -sSINGLE_FILE "
f"--shell-file {temp_shell_filename} "
f"-o {output_file}"
)
# Execute compilation
subprocess.run(cmd, shell=True, check=True)
print(f"Successfully compiled {example_name}")
# Clean up temporary shell file
os.remove(temp_shell_filename)
except subprocess.CalledProcessError as e:
print(f"Error compiling {example}: {e}")
if os.path.exists(temp_shell_filename):
os.remove(temp_shell_filename)
except Exception as e:
print(f"An error occurred with {example}: {e}")
if os.path.exists(temp_shell_filename):
os.remove(temp_shell_filename)
# 3. Create index.html
generate_index_html()
print("Build complete.")
def generate_index_html():
links_html = ""
for example in EXAMPLES:
name = os.path.splitext(example)[0]
display_name = name.replace("_", " ").title()
links_html += f"""
<a href="{name}.html" class="example-card">
<div class="card-content">
<h2>{display_name}</h2>
<p>View Example</p>
</div>
<div class="card-arrow">→</div>
</a>
"""
html_content = f"""<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>RayGPU Examples</title>
<style>
:root {{
--bg-color: #0f172a;
--card-bg: #1e293b;
--text-primary: #f8fafc;
--text-secondary: #94a3b8;
--accent: #38bdf8;
--accent-hover: #0ea5e9;
}}
* {{
box-sizing: border-box;
margin: 0;
padding: 0;
}}
#bg-canvas {{
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
z-index: -1;
background-color: var(--bg-color);
}}
body {{
font-family: 'Inter', -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Helvetica, Arial, sans-serif;
background-color: transparent;
color: var(--text-primary);
line-height: 1.6;
min-height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
}}
header {{
margin-top: 4rem;
margin-bottom: 3rem;
text-align: center;
position: relative;
}}
nav {{
position: absolute;
top: -3rem;
right: 1rem;
display: flex;
gap: 1rem;
}}
.nav-link {{
color: var(--text-secondary);
text-decoration: none;
font-weight: 500;
transition: all 0.2s;
display: flex;
align-items: center;
gap: 0.5rem;
padding: 0.5rem 0.75rem;
border-radius: 6px;
}}
.nav-link:hover {{
color: var(--text-primary);
background-color: rgba(255, 255, 255, 0.05);
}}
.nav-link svg {{
width: 20px;
height: 20px;
fill: currentColor;
}}
h1 {{
font-size: 3rem;
font-weight: 800;
background: linear-gradient(135deg, #fff 0%, var(--accent) 100%);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
margin-bottom: 0.5rem;
}}
p.subtitle {{
color: var(--text-secondary);
font-size: 1.1rem;
}}
.grid {{
display: grid;
grid-template-columns: repeat(auto-fit, minmax(300px, 1fr));
gap: 1.5rem;
width: 90%;
max-width: 1000px;
padding: 1rem;
}}
.example-card {{
background-color: var(--card-bg);
border: 1px solid rgba(255, 255, 255, 0.05);
border-radius: 12px;
padding: 2rem;
text-decoration: none;
color: inherit;
transition: all 0.3s cubic-bezier(0.4, 0, 0.2, 1);
display: flex;
justify-content: space-between;
align-items: center;
position: relative;
overflow: hidden;
}}
.example-card::before {{
content: '';
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: linear-gradient(45deg, transparent 0%, rgba(56, 189, 248, 0.05) 100%);
opacity: 0;
transition: opacity 0.3s;
}}
.example-card:hover {{
transform: translateY(-5px);
box-shadow: 0 10px 30px -10px rgba(0, 0, 0, 0.5);
border-color: rgba(56, 189, 248, 0.3);
}}
.example-card:hover::before {{
opacity: 1;
}}
.card-content h2 {{
font-size: 1.5rem;
margin-bottom: 0.25rem;
color: var(--text-primary);
}}
.card-content p {{
color: var(--text-secondary);
font-size: 0.9rem;
}}
.card-arrow {{
color: var(--accent);
font-size: 1.5rem;
opacity: 0;
transform: translateX(-10px);
transition: all 0.3s ease;
}}
.example-card:hover .card-arrow {{
opacity: 1;
transform: translateX(0);
}}
footer {{
margin-top: auto;
padding: 2rem;
color: var(--text-secondary);
font-size: 0.9rem;
}}
</style>
</head>
<body>
<canvas id="bg-canvas"></canvas>
<header>
<nav>
<a href="#" class="nav-link">
<svg viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><path d="M20.317 4.37a19.791 19.791 0 0 0-4.885-1.515.074.074 0 0 0-.079.037c-.21.375-.444.864-.608 1.25a18.27 18.27 0 0 0-5.487 0 12.64 12.64 0 0 0-.617-1.25.077.077 0 0 0-.079-.037A19.736 19.736 0 0 0 3.677 4.37a.07.07 0 0 0-.032.027C.533 9.046-.32 13.58.099 18.057a.082.082 0 0 0 .031.057 19.9 19.9 0 0 0 5.993 3.03.078.078 0 0 0 .084-.028 14.09 14.09 0 0 0 1.226-1.994.076.076 0 0 0-.041-.106 13.107 13.107 0 0 1-1.872-.892.077.077 0 0 1-.008-.128 10.2 10.2 0 0 0 .372-.292.074.074 0 0 1 .077-.01c3.928 1.793 8.18 1.793 12.062 0a.074.074 0 0 1 .078.01c.12.098.246.198.373.292a.077.077 0 0 1-.006.127 12.299 12.299 0 0 1-1.873.892.077.077 0 0 0-.041.107c.36.698.772 1.362 1.225 1.993a.076.076 0 0 0 .084.028 19.839 19.839 0 0 0 6.002-3.03.077.077 0 0 0 .032-.054c.5-5.177-.838-9.674-3.549-13.66a.061.061 0 0 0-.031-.03zM8.02 15.33c-1.183 0-2.157-1.085-2.157-2.419 0-1.333.956-2.419 2.157-2.419 1.21 0 2.176 1.086 2.157 2.419 0 1.334-.956 2.42-2.157 2.42zm7.975 0c-1.183 0-2.157-1.085-2.157-2.419 0-1.333.955-2.419 2.157-2.419 1.21 0 2.176 1.086 2.157 2.419 0 1.334-.946 2.42-2.157 2.42z"/></svg>
Discord
</a>
<a href="#" class="nav-link">
<svg viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><path d="M14 2H6c-1.1 0-1.99.9-1.99 2L4 20c0 1.1.89 2 1.99 2H18c1.1 0 2-.9 2-2V8l-6-6zm2 16H8v-2h8v2zm0-4H8v-2h8v2zm-3-5V3.5L18.5 9H13z"/></svg>
Docs
</a>
<a href="#" class="nav-link">
<svg viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><path d="M12 0c-6.626 0-12 5.373-12 12 0 5.302 3.438 9.8 8.207 11.387.599.111.793-.261.793-.577v-2.234c-3.338.726-4.033-1.416-4.033-1.416-.546-1.387-1.333-1.756-1.333-1.756-1.089-.745.083-.729.083-.729 1.205.084 1.839 1.237 1.839 1.237 1.07 1.834 2.807 1.304 3.492.997.107-.775.418-1.305.762-1.604-2.665-.305-5.467-1.334-5.467-5.931 0-1.311.469-2.381 1.236-3.221-.124-.303-.535-1.524.117-3.176 0 0 1.008-.322 3.301 1.23.957-.266 1.983-.399 3.003-.404 1.02.005 2.047.138 3.006.404 2.291-1.552 3.297-1.23 3.297-1.23.653 1.653.242 2.874.118 3.176.77.84 1.235 1.911 1.235 3.221 0 4.609-2.807 5.624-5.479 5.921.43.372.823 1.102.823 2.222v3.293c0 .319.192.694.801.576 4.765-1.589 8.199-6.086 8.199-11.386 0-6.627-5.373-12-12-12z"/></svg>
GitHub
</a>
</nav>
<h1>RayGPU Examples</h1>
<p class="subtitle">WebAssembly + WebGPU Tech Demos</p>
</header>
<main class="grid">
{links_html}
</main>
<footer>
<p>Powered by raygpu</p>
</footer>
<script>
async function initWebGPU() {{
if (!navigator.gpu) {{
console.log("WebGPU not supported");
return;
}}
const canvas = document.getElementById("bg-canvas");
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) return;
let adapterInfo = null;
if (adapter.info) {
adapterInfo = adapter.info;
} else if (typeof adapter.requestAdapterInfo === 'function') {
adapterInfo = await adapter.requestAdapterInfo();
}
const isCPU = adapterInfo ? (adapterInfo.isFallbackAdapter) : true;
const NUM_PARTICLES = isCPU ? 200 : 10000;
const device = await adapter.requestDevice();
const context = canvas.getContext("webgpu");
const format = "bgra8unorm"; // Firefox requirement often
// Common Structs
const commonWGSL = `
struct Particle {{
pos: vec2<f32>,
vel: vec2<f32>,
color: vec4<f32>,
}}
struct Params {{
mouse_pos: vec2<f32>,
resolution: vec2<f32>,
time: f32,
padding: f32,
}}
`;
// Compute Shader: Needs read_write access
const computeWGSL = commonWGSL + `
@group(0) @binding(0) var<uniform> params: Params;
@group(0) @binding(1) var<storage, read_write> particles: array<Particle>;
@compute @workgroup_size(64)
fn sim_main(@builtin(global_invocation_id) global_id: vec3<u32>) {{
let i = global_id.x;
if (i >= arrayLength(&particles)) {{ return; }}
var p = particles[i];
// Screen Adaptation
let max_res = max(params.resolution.x, params.resolution.y);
let scale = max_res / 1080.0;
let speed_mult = 15.0;
// Constants scaled for resolution and speed
let force_strength = 100.0 * speed_mult * scale * scale; // Reduced pull
let soften = 50.0 * scale;
let chaos_strength = 20.0 * speed_mult * scale;
let friction = 0.98;
let diff = params.mouse_pos - p.pos;
let dist = length(diff);
let dir = normalize(diff);
// Gravity
p.vel.y += 50.0 * scale;
// Forces
// 1. Weak Pull towards mouse
if (dist < 300.0 * scale) {{
p.vel += dir * (force_strength / (dist + soften)) * 0.5;
}}
// 2. Chaos (Noise)
let noise_freq = 0.005 / scale;
let chaos = vec2<f32>(
sin(params.time * 2.0 + p.pos.y * noise_freq),
cos(params.time * 1.5 + p.pos.x * noise_freq)
) * chaos_strength;
p.vel += chaos * 0.016;
p.vel *= friction;
p.pos += p.vel * 0.016;
// Bounds
if (p.pos.x < 0.0) {{ p.pos.x += params.resolution.x; }}
if (p.pos.x > params.resolution.x) {{ p.pos.x -= params.resolution.x; }}
// Re-enter from top logic
if (p.pos.y > params.resolution.y) {{
p.pos.y = 0.0;
// Distribute evenly along top line
p.pos.x = (f32(i) / f32(arrayLength(&particles))) * params.resolution.x;
p.vel = vec2<f32>(0.0, 0.0 + (50.0 + Math.random() * 50.0) * scale); // Initial logic inside shader is hard, just 0
p.vel = vec2<f32>(0.0, 100.0 * scale);
}}
// Remove bottom bounce/wrap, relying on top re-enter trigger
// Color based on height (Hot White -> Yellow -> Red)
let t = clamp(p.pos.y / params.resolution.y, 0.0, 1.0);
p.color = vec4<f32>(
1.0,
clamp(2.0 * (1.0 - t), 0.0, 1.0),
clamp(1.0 - 2.0 * t, 0.0, 1.0),
0.8 // Slightly transparent base
);
particles[i] = p;
}}
`;
// Render Shader: Needs read-only access
const renderWGSL = commonWGSL + `
@group(0) @binding(0) var<uniform> params: Params;
@group(0) @binding(1) var<storage, read> particles: array<Particle>;
struct VertexOutput {{
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
}}
@vertex
fn vert_main(
@builtin(vertex_index) vertex_index: u32,
@builtin(instance_index) instance_index: u32
) -> VertexOutput {{
let p = particles[instance_index];
let size = 3.0 + length(p.vel) * 0.01;
var pos = vec2<f32>(0.0, 0.0);
var uv = vec2<f32>(0.0, 0.0);
// Quad vertex generation (6 vertices) - Correct Topology
// Triangle 1: BL, BR, TL
if (vertex_index == 0u) {{ pos = vec2<f32>(-1.0, -1.0); uv = vec2<f32>(-1.0, -1.0); }} // BL
else if (vertex_index == 1u) {{ pos = vec2<f32>( 1.0, -1.0); uv = vec2<f32>( 1.0, -1.0); }} // BR
else if (vertex_index == 2u) {{ pos = vec2<f32>(-1.0, 1.0); uv = vec2<f32>(-1.0, 1.0); }} // TL
// Triangle 2: BR, TR, TL
else if (vertex_index == 3u) {{ pos = vec2<f32>( 1.0, -1.0); uv = vec2<f32>( 1.0, -1.0); }} // BR
else if (vertex_index == 4u) {{ pos = vec2<f32>( 1.0, 1.0); uv = vec2<f32>( 1.0, 1.0); }} // TR
else if (vertex_index == 5u) {{ pos = vec2<f32>(-1.0, 1.0); uv = vec2<f32>(-1.0, 1.0); }} // TL
let world_pos = p.pos + pos * size;
let ndc_x = (world_pos.x / params.resolution.x) * 2.0 - 1.0;
let ndc_y = (1.0 - (world_pos.y / params.resolution.y)) * 2.0 - 1.0;
var out: VertexOutput;
out.position = vec4<f32>(ndc_x, ndc_y, 0.0, 1.0);
out.color = p.color;
out.uv = uv;
return out;
}}
@fragment
fn frag_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> {{
let d = length(uv);
let alpha = exp(-d * d * 3.0);
// Premultiplied alpha output
return vec4<f32>(color.rgb * alpha, alpha);
}}
`;
const computeModule = device.createShaderModule({{ code: computeWGSL }});
const renderModule = device.createShaderModule({{ code: renderWGSL }});
// 1. Initial Particle Data
const particleData = new Float32Array(NUM_PARTICLES * 8);
for (let i = 0; i < NUM_PARTICLES; i++) {{
particleData[i*8 + 0] = Math.random() * window.innerWidth;
particleData[i*8 + 1] = Math.random() * window.innerHeight;
particleData[i*8 + 2] = (Math.random() - 0.5) * 50;
particleData[i*8 + 3] = (Math.random() - 0.5) * 50;
particleData[i*8 + 4] = 1.0;
particleData[i*8 + 5] = 1.0;
particleData[i*8 + 6] = 1.0;
particleData[i*8 + 7] = 1.0;
}}
const particleBuffer = device.createBuffer({{
size: particleData.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
}});
device.queue.writeBuffer(particleBuffer, 0, particleData);
// 2. Uniform Buffer
const uniformBufferSize = 32;
const uniformBuffer = device.createBuffer({{
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
}});
const uniformData = new Float32Array(8);
// 3. Pipelines
const computePipeline = device.createComputePipeline({{
layout: 'auto',
compute: {{
module: computeModule,
entryPoint: 'sim_main',
}},
}});
const renderPipeline = device.createRenderPipeline({{
layout: 'auto',
vertex: {{
module: renderModule,
entryPoint: 'vert_main',
}},
fragment: {{
module: renderModule,
entryPoint: 'frag_main',
targets: [{{
format: format,
blend: {{
color: {{ srcFactor: 'one', dstFactor: 'one-minus-src-alpha', operation: 'add' }},
alpha: {{ srcFactor: 'one', dstFactor: 'one-minus-src-alpha', operation: 'add' }},
}}
}}],
}},
primitive: {{
topology: 'triangle-list',
}},
}});
// Bind Groups
// We use the same buffer bindings for both compute and render (vertex)
// BUT they might need separate bind groups if layouts differ or we can share layouts manually.
// Using 'auto' layout means we ask the pipeline for the bind group layout.
// In our shader, both compute and vertex share group(0).
// So we can create one bind group for both if the layout matches, but 'auto' generates different objects.
// It's safer to create two bind groups or force a layout.
// Actually, the shader has uniform and storage in group(0).
// Compute uses sim_main, vertex uses vert_main. Vertex reads storage.
// We can try creating one bind group from the compute layout and see if we can use it for render
// OR just create two identical bind groups.
const bindGroup = device.createBindGroup({{
layout: computePipeline.getBindGroupLayout(0),
entries: [
{{ binding: 0, resource: {{ buffer: uniformBuffer }} }},
{{ binding: 1, resource: {{ buffer: particleBuffer }} }},
],
}});
// For render pipeline, since we use 'auto', we need to check if the layout is compatible or identical.
// Usually simpler to just create another one if needed, but here group(0) is defined identically.
// Note: Vertex shader 'vert_main' DOES access 'particles' (storage) and 'params' (uniform).
// So it effectively has the same layout requirements for group 0.
const renderBindGroup = device.createBindGroup({{
layout: renderPipeline.getBindGroupLayout(0),
entries: [
{{ binding: 0, resource: {{ buffer: uniformBuffer }} }},
{{ binding: 1, resource: {{ buffer: particleBuffer }} }},
],
}});
// Mouse tracking
let mouseX = 0;
let mouseY = 0;
window.addEventListener('mousemove', e => {{
mouseX = e.clientX;
mouseY = e.clientY;
}});
function resize() {{
const dpr = window.devicePixelRatio || 1;
canvas.width = window.innerWidth * dpr;
canvas.height = window.innerHeight * dpr;
context.configure({{
device: device,
format: format,
alphaMode: "premultiplied",
}});
}}
window.addEventListener("resize", resize);
resize();
let frameCount = 0;
let lastTime = 0;
function frame(timestamp) {{
const time = Date.now() * 0.001;
// FPS Counter
if (timestamp - lastTime >= 1000) {{
console.log(`FPS: ${{frameCount}}`);
frameCount = 0;
lastTime = timestamp;
}}
frameCount++;
// Update Uniforms
uniformData[0] = mouseX;
uniformData[1] = mouseY;
uniformData[2] = canvas.width / (window.devicePixelRatio || 1);
uniformData[3] = canvas.height / (window.devicePixelRatio || 1);
uniformData[4] = time;
device.queue.writeBuffer(uniformBuffer, 0, uniformData);
const commandEncoder = device.createCommandEncoder();
// Compute Pass
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(computePipeline);
passEncoder.setBindGroup(0, bindGroup);
const workgroupCount = Math.ceil(NUM_PARTICLES / 64);
passEncoder.dispatchWorkgroups(workgroupCount);
passEncoder.end();
// Render Pass
const textureView = context.getCurrentTexture().createView();
const renderPass = commandEncoder.beginRenderPass({{
colorAttachments: [{{
view: textureView,
clearValue: {{ r: 0.05, g: 0.05, b: 0.1, a: 1.0 }},
loadOp: "clear",
storeOp: "store",
}}]
}});
renderPass.setPipeline(renderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(6, NUM_PARTICLES, 0, 0);
renderPass.end();
device.queue.submit([commandEncoder.finish()]);
requestAnimationFrame(frame);
}}
requestAnimationFrame(frame);
}}
initWebGPU();
</script>
</body>
</html>
"""
with open(os.path.join(OUTPUT_DIR, "index.html"), "w") as f:
f.write(html_content)
print("Created index.html")
if __name__ == "__main__":
main()