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https://github.com/Rezmason/matrix.git
synced 2026-04-21 15:29:30 -07:00
Now that I can pack integer and float data into one uniform buffer, time.seconds can be represented as a float while time.frames is an integer.
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@@ -91,8 +91,7 @@ export default async (canvas, config) => {
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msdfStructLayout.build([config.glyphTextureColumns, config.glyphSequenceLength], msdfBuffer.getMappedRange());
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msdfStructLayout.build([config.glyphTextureColumns, config.glyphSequenceLength], msdfBuffer.getMappedRange());
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msdfBuffer.unmap();
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msdfBuffer.unmap();
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// prettier-ignore
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const timeStructLayout = std140(["f32", "i32"]);
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const timeStructLayout = std140(["i32", "i32"]);
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const timeBuffer = device.createBuffer({
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const timeBuffer = device.createBuffer({
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size: timeStructLayout.size,
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size: timeStructLayout.size,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.FRAGMENT | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary?
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.FRAGMENT | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary?
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@@ -221,7 +220,7 @@ export default async (canvas, config) => {
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updateCameraBuffer();
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updateCameraBuffer();
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}
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}
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queue.writeBuffer(timeBuffer, 0, timeStructLayout.build([now, frame]));
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queue.writeBuffer(timeBuffer, 0, timeStructLayout.build([now / 1000, frame]));
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frame++;
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frame++;
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renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
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renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
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@@ -233,7 +232,7 @@ export default async (canvas, config) => {
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const commandBuffer = encoder.finish();
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const commandBuffer = encoder.finish();
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queue.submit([commandBuffer]);
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queue.submit([commandBuffer]);
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// requestAnimationFrame(renderLoop);
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requestAnimationFrame(renderLoop);
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};
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};
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requestAnimationFrame(renderLoop);
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requestAnimationFrame(renderLoop);
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@@ -18,8 +18,8 @@ let TWO_PI:f32 = 6.28318530718;
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[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
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[[group(0), binding(3)]] var msdfTexture: texture_2d<f32>;
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[[block]] struct Time {
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[[block]] struct Time {
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now: i32;
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seconds:f32;
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frame: i32;
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frames:i32;
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};
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};
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[[group(0), binding(4)]] var<uniform> time:Time;
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[[group(0), binding(4)]] var<uniform> time:Time;
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@@ -63,7 +63,12 @@ struct VertexOutput {
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// position = position * scene.screenSize;
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// position = position * scene.screenSize;
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var depth:f32 = 0.0;
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var depth:f32 = 0.0;
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var pos: vec4<f32> = vec4<f32>(position, depth, 1.0);
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// depth = -0.5
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// + sin(time.seconds * 2.0 + f32(cellPosition.x) / f32(config.numColumns) * 10.0) * 0.2
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// + sin(time.seconds * 2.0 + f32(cellPosition.y) / f32(config.numColumns) * 10.0) * 0.2;
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var pos:vec4<f32> = vec4<f32>(position, depth, 1.0);
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pos.x = pos.x / config.glyphHeightToWidth;
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pos.x = pos.x / config.glyphHeightToWidth;
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pos = scene.camera * scene.transform * pos;
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pos = scene.camera * scene.transform * pos;
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@@ -77,9 +82,8 @@ struct VertexOutput {
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[[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2<f32>) -> [[location(0)]] vec4<f32> {
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[[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2<f32>) -> [[location(0)]] vec4<f32> {
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var color:vec4<f32> = textureSample(msdfTexture, msdfSampler, UV / f32(msdf.glyphTextureColumns));
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var color:vec4<f32> = textureSample(msdfTexture, msdfSampler, UV / f32(msdf.glyphTextureColumns));
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// color.b = color.b * (sin(f32(time.now) / 1000.0 * TWO_PI) * 0.5 + 0.5);
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// color.b = color.b * (sin(time.seconds * TWO_PI) * 0.5 + 0.5);
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color.b = color.b * f32(time.frame / 60 % 2);
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color.b = color.b * f32(time.frames / 60 % 2);
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var now = time.now;
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return color;
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return color;
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}
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}
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