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https://github.com/Rezmason/matrix.git
synced 2026-04-18 06:09:30 -07:00
Added runtime texture targets. A pass now returns its resources in getOutputs(), which subsequent passes access as getInputs().
This commit is contained in:
@@ -1,5 +1,5 @@
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import std140 from "./std140.js";
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import { loadTexture, loadShaderModule, makeUniformBuffer, makePass } from "./utils.js";
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import { createRenderTargetTexture, loadTexture, loadShaderModule, makeUniformBuffer, makePass } from "./utils.js";
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const { mat4, vec3 } = glMatrix;
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@@ -15,23 +15,7 @@ const cycleStyles = {
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const numVerticesPerQuad = 2 * 3;
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export default (context, inputs) => {
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const { config, adapter, device, canvasContext, timeBuffer } = context;
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const assets = [loadTexture(device, config.glyphTexURL), loadShaderModule(device, "shaders/wgsl/rainPass.wgsl")];
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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 ? numCells : 1;
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// Various effect-related values
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const makeConfigBuffer = (device, config, density, gridSize) => {
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const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
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const cycleStyle = config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0;
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const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
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@@ -73,16 +57,33 @@ export default (context, inputs) => {
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{ name: "density", type: "f32", value: density },
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{ name: "slantScale", type: "f32", value: slantScale },
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{ name: "slantVec", type: "vec2<f32>", value: slantVec },
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{ name: "volumetric", type: "i32", value: volumetric },
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{ name: "volumetric", type: "i32", value: config.volumetric },
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];
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console.table(configData);
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const configLayout = std140(configData.map((field) => field.type));
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const configBuffer = makeUniformBuffer(
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return makeUniformBuffer(
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device,
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configLayout,
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std140(configData.map((field) => field.type)),
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configData.map((field) => field.value)
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);
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};
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export default (context, getInputs) => {
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const { config, adapter, device, canvasContext, timeBuffer } = context;
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const assets = [loadTexture(device, config.glyphTexURL), loadShaderModule(device, "shaders/wgsl/rainPass.wgsl")];
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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 density = config.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 = config.volumetric ? numCells : 1;
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const configBuffer = makeConfigBuffer(device, config, density, gridSize);
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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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@@ -101,11 +102,23 @@ export default (context, inputs) => {
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minFilter: "linear",
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});
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const renderPassConfig = {
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colorAttachments: [
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{
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view: null,
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loadValue: { r: 0, g: 0, b: 0, a: 1 },
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storeOp: "store",
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},
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],
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};
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const presentationFormat = canvasContext.getPreferredFormat(adapter);
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let rainComputePipeline;
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let rainRenderPipeline;
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let computeBindGroup;
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let renderBindGroup;
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let renderPassConfig;
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let renderTargetTexture;
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const ready = (async () => {
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const [msdfTexture, rainShaderModule] = await Promise.all(assets);
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@@ -123,8 +136,6 @@ export default (context, inputs) => {
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dstFactor: "one",
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};
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const presentationFormat = canvasContext.getPreferredFormat(adapter);
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rainRenderPipeline = device.createRenderPipeline({
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vertex: {
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module: rainShaderModule,
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@@ -164,23 +175,17 @@ export default (context, inputs) => {
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resource,
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})),
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});
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renderPassConfig = {
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colorAttachments: [
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{
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view: null,
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loadValue: { r: 0, g: 0, b: 0, a: 1 },
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storeOp: "store",
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},
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],
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};
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})();
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const setSize = (width, height) => {
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// Update scene buffer
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const aspectRatio = width / height;
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mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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device.queue.writeBuffer(sceneBuffer, 0, sceneLayout.build([screenSize, camera, transform]));
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// Update
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renderTargetTexture = createRenderTargetTexture(device, width, height, presentationFormat);
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};
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const execute = (encoder) => {
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@@ -190,7 +195,7 @@ export default (context, inputs) => {
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computePass.dispatch(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
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computePass.endPass();
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renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
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renderPassConfig.colorAttachments[0].view = renderTargetTexture.createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.setPipeline(rainRenderPipeline);
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renderPass.setBindGroup(0, renderBindGroup);
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@@ -198,7 +203,9 @@ export default (context, inputs) => {
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renderPass.endPass();
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};
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const outputs = {}; // TODO
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const getOutputs = () => ({
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primary: renderTargetTexture,
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});
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return makePass(outputs, ready, setSize, execute);
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return makePass(ready, setSize, getOutputs, execute);
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};
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