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https://github.com/Rezmason/matrix.git
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We have ping-pong! And all the rain pass's shaders can coexist in one module! And I met and received ample help from @kainino0x and others on the WebGPU Matrix chat!
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@@ -31,17 +31,18 @@ export default async (canvas, config) => {
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canvasContext.configure(canvasConfig);
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const msdfTexturePromise = loadTexture(device, config.glyphTexURL);
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const rainRenderShaderPromise = fetch("shaders/wgsl/rainRenderPass.wgsl").then((response) => response.text());
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const rainShaderPromise = fetch("shaders/wgsl/rainPass.wgsl").then((response) => response.text());
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// The volumetric mode multiplies the number of columns
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// to reach the desired density, and then overlaps them
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const volumetric = config.volumetric;
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const density = volumetric && config.effect !== "none" ? config.density : 1;
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const gridSize = [config.numColumns * density, config.numColumns];
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const numCells = gridSize[0] * gridSize[1];
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// The volumetric mode requires us to create a grid of quads,
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// rather than a single quad for our geometry
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const numQuads = volumetric ? gridSize[0] * gridSize[1] : 1;
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const numQuads = volumetric ? numCells : 1;
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// Various effect-related values
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const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
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@@ -102,6 +103,13 @@ export default async (canvas, config) => {
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const sceneLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
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const sceneBuffer = makeUniformBuffer(device, sceneLayout);
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const cellBufferDescriptor = {
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size: numCells * std140(["vec4<f32>"]).size, // TODO: Is this correct?
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usage: GPUBufferUsage.STORAGE,
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};
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const cellsPingBuffer = device.createBuffer(cellBufferDescriptor);
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const cellsPongBuffer = device.createBuffer(cellBufferDescriptor);
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const transform = mat4.create();
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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const camera = mat4.create();
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@@ -120,13 +128,13 @@ export default async (canvas, config) => {
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minFilter: "linear",
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});
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const [msdfTexture, rainRenderShader] = await Promise.all([msdfTexturePromise, rainRenderShaderPromise]);
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const [msdfTexture, rainShader] = await Promise.all([msdfTexturePromise, rainShaderPromise]);
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const rainRenderShaderModule = device.createShaderModule({ code: rainRenderShader });
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const rainShaderModule = device.createShaderModule({ code: rainShader });
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const rainComputePipeline = device.createComputePipeline({
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compute: {
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module: rainRenderShaderModule,
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module: rainShaderModule,
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entryPoint: "computeMain",
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},
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});
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@@ -139,11 +147,11 @@ export default async (canvas, config) => {
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const rainRenderPipeline = device.createRenderPipeline({
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vertex: {
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module: rainRenderShaderModule,
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module: rainShaderModule,
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entryPoint: "vertMain",
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},
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fragment: {
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module: rainRenderShaderModule,
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module: rainShaderModule,
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entryPoint: "fragMain",
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targets: [
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{
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@@ -157,9 +165,9 @@ export default async (canvas, config) => {
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},
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});
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const renderBindGroup = device.createBindGroup({
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layout: rainRenderPipeline.getBindGroupLayout(0),
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entries: [configBuffer, timeBuffer, sceneBuffer, msdfSampler, msdfTexture.createView()]
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const computeBindGroup = device.createBindGroup({
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layout: rainComputePipeline.getBindGroupLayout(0),
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entries: [configBuffer, timeBuffer, cellsPingBuffer, cellsPongBuffer]
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.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
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.map((resource, binding) => ({
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binding,
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@@ -167,9 +175,9 @@ export default async (canvas, config) => {
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})),
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});
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const computeBindGroup = device.createBindGroup({
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layout: rainComputePipeline.getBindGroupLayout(0),
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entries: [configBuffer, timeBuffer]
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const renderBindGroup = device.createBindGroup({
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layout: rainRenderPipeline.getBindGroupLayout(0),
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entries: [configBuffer, timeBuffer, sceneBuffer, msdfSampler, msdfTexture.createView(), cellsPingBuffer, cellsPongBuffer]
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.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
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.map((resource, binding) => ({
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binding,
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@@ -212,8 +220,6 @@ export default async (canvas, config) => {
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device.queue.writeBuffer(timeBuffer, 0, timeLayout.build([now / 1000, frame]));
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frame++;
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renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
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const encoder = device.createCommandEncoder();
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const computePass = encoder.beginComputePass();
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@@ -222,6 +228,7 @@ export default async (canvas, config) => {
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computePass.dispatch(...gridSize, 1);
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computePass.endPass();
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renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.executeBundles(renderBundles);
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renderPass.endPass();
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