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Project Description

This is a project that uses C++ to test the use of webgl and webgpu in OffscreenCanvas. So, it is also an webgl/webgpu offscreencanvas demo. Based on OpenGL(GLES3), WebGPU(webgpu.h implementation:webgpu_cpp.h) from Emscripten, it is compiled into a WebAssembly module from C++ code, and ultimately uses webgl2 and webgpu through OffscreenCanvas in modern browsers. A more complete usage approach that can track this project: https://github.com/xrui94/iEngine.

./imgs/test_webgl_webgpu_offscreencanvas.gif

  • Features:

    • Support selecting to get context from canvas or OffscreenCanvas
    • Support multi-threaded rendering when using OffscreenCanvas (Rendering in a worker. As shown in the above figure, in some cases, the time-consuming task of the main thread (UI thread) can cause rendering lag issues.)
    • Support selecting WebGL2 or WebGPU as rendering backend
    • ES6 style WebAssembly module
  • Known issues:

    • Event monitoring cannot directly control the DragState member variable of the Event class, and can only use the global g-DragState variable in a bad way.

1. API and Usage

engine.startEngine(startupOpts)

There is only one API, and it only needs a "startupOpts" parameter, which is the object type in JS. It contains eight fields as shown in the following table.You can track this project: https://github.com/xrui94/iEngine for more usage methods. to learn more about how to implement webgl and webgpu usage in C++.

field type desc
containerId string The ID of a DIV element, which is considered as the parent element and is used to carry canvas
width number The width of DIV element
height number The height of DIV element
backend string The backend of the engine, with valid values of webgl2 or webgpu(default)
usingOffscreenCanvas bool Enable OffscreenCanvas
canvasId string The id of CANVAS element
customCanvas bool Whether to use a custom canvas
style string The style of canvas element
  • Note:

You need to first configure your server as follows: Add "Cross-Origin-Opener-Policy:same-origin" and "Cross-Origin-Embedder-Policy:require-corp" to response headers in your server, please check https://developer.chrome.com/blog/coep-credentialless-origin-trial?hl=zh-cn for more details.

  • Example 1:
<script type="module">
	import EngineCore from './lib/EngineCore.js'

	const canvasId = "xr-dxasf-0ddas-main-canvas";
	const container = document.getElementById("engine-container");

	EngineCore().then(engine => {
		engine.startEngine({
			containerId: "engine-container",
			width: container.clientWidth,
			height: container.clientHeight,
			backend: "webgpu",  // Valid values: webgl2 or webgpu
			usingOffscreenCanvas: true,
			canvasId: canvasId,
			customCanvas: false,
			style: ""   // A css text, it is only working when "customCanvas" is set to false
		});
	});
</script>
  • Example 2:

If you want to define the canvas element, and pass it in the wasm initialization function as a property of the "Module" object ( an object with a fixed name in wasm ), you can do it follow this example:

<script type="module">
	import EngineCore from './lib/EngineCore.js'

	const canvasId = "xr-dxasf-0ddas-main-canvas";
	const container = document.getElementById("engine-container");

	const Module = {
		canvas: (() => {
			const canvas = document.createElement('canvas');
			canvas.id = canvasId;
			canvas.style.cssText = `
				width: ${container.clientWidth}px;
				height: ${container.clientHeight}px;
				margin: 0;
				padding: 0;
			`;
			canvas.addEventListener("webglcontextlost", (e) => { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
			document.getElementById("engine-container").appendChild(canvas);
			return canvas;
		})(),
	};

	EngineCore(Module).then(engine => {
		engine.startEngine({
			containerId: "engine-container",
			width: container.clientWidth,
			height: container.clientHeight,
			backend: "webgpu",  // Valid values: webgl2 or webgpu
			usingOffscreenCanvas: true,
			canvasId: canvasId,
			customCanvas: true,
			style: ""   // A css text, it is only working when "customCanvas" is set to false
		});
	});
</script>

2. Compile and Build

  • First, make a build directory
mkdir dist
cd dist
  • Generate the Ninja project file

Replace the value of the parameter "- DCMAKE-TOOLCHAIN-FILE" with the absolute path of your Emscripten.cmake file.

cmake .. -DCMAKE_TOOLCHAIN_FILE="C:/env/emsdk/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake" -G "Ninja"
  • Build
ninja

3. Run

  • First, Install dependencies
pnpm i
  • Second, Prepare HTTPS service ( optional )

If you do not need to access the application through an IPV4 address, you can skip this step. Use OpenSSL tool to generate certificates for HTTPS protocol services.Here 's a simple example:

.\openssl.exe req -nodes -new -x509 -keyout C:\Users\xrui94\Desktop\a\test_server.key -out C:\Users\xrui94\Desktop\a\test_server.cert
  • Third, use the app

After executing the command bellow, you can use the app by opening the url http://localhost:3050/ in browser. However, When using multi-threads with "Cross-Origin-Opener-Policy:same-origin" and "Cross-Origin-Embedder-Policy:require-corp" response headers, you must be use the IPV4 host to access app by opening the url: http://YourIPV4Address:3051

npm start

4. Reference and Thanks

In this project, some code has been referenced from the following projects:

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Based on emscripten, test webgl and webgpu through C++.

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