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@orrkislev/webgpu-utils

v0.1.2

Published

Utility functions for WebGPU development with a focus on generative art

Downloads

11

Readme

WebGPU Utils

A comprehensive utility library for WebGPU development with a focus on generative art and creative coding.

Installation

npm install webgpu-utils

Getting Started

To help you get started quickly, we provide several starter templates:

Features

  • Rendering Utilities: Easily create render and compute passes
  • Data Structures: Typed struct system for efficient GPU buffer management
  • Math Utilities: Helper functions for 2D/3D graphics and random number generation
  • Shader Helpers: Noise functions, camera utilities, and ray casting

Basic Usage

import { init, wgsl, renderPass, ComputePass, runPasses } from '../../dist/webgpu-utils.esm.js'

await init()

const code = wgsl`
    let pos = vec2<u32>(id.x, id.y);
    let color = vec4<f32>(f32(pos.x) / width, f32(pos.y) / height, .5, 1.0);
    textureStore(renderTxtr, pos, color);
`

const pass = ComputePass.texture(code, [])
runPasses([pass, renderPass])

Core Components

Canvas and Device Setup

  • await init(): Initialize WebGPU canvas and device

Pass Types

  • RenderPass: For rendering to the canvas or textures
  • ComputePass: For GPGPU computations

Textures and Buffers

  • Texture: Create and manage WebGPU textures
  • Buffer: Create and manage WebGPU buffers
  • Struct: Typed data structure for GPU buffers

Named Buffers and Textures

  • renderTxtr: The main texture used for rendering the scene.
  • feedbackTxtr: A texture used for feedback in the rendering process.
  • mouse: A Buffer that stores mouse position data.
  • time: A Buffer that stores time data for animations.

Named Passes

  • renderPass: The main render pass that outputs to the canvas.
  • clearPass: A pass that clears the render texture.
  • matchPass: A pass that draws the current frame to the feedback texture.

Shader Utilities

  • Noise functions (2D and 3D)
  • Camera utilities
  • Ray casting helpers

Examples

License

MIT