Pulled the rain render out of the render bundle, I won't likely benefit from it.

Threw together renderToCanvas, which renders a texture to the canvas texture.
This commit is contained in:
Rezmason
2021-11-03 01:19:22 -07:00
parent 8f09fade43
commit 35afa7ca01
3 changed files with 86 additions and 25 deletions

View File

@@ -1,5 +1,5 @@
import std140 from "./std140.js";
import { getCanvasSize, loadTexture, makeUniformBuffer } from "./utils.js";
import { getCanvasSize, loadTexture, loadShaderModule, makeUniformBuffer } from "./utils.js";
const { mat4, vec3 } = glMatrix;
const rippleTypes = {
@@ -30,8 +30,11 @@ export default async (canvas, config) => {
canvasContext.configure(canvasConfig);
const msdfTexturePromise = loadTexture(device, config.glyphTexURL);
const rainShaderPromise = fetch("shaders/wgsl/rainPass.wgsl").then((response) => response.text());
const assets = [
loadTexture(device, config.glyphTexURL),
loadShaderModule(device, "shaders/wgsl/rainPass.wgsl"),
loadShaderModule(device, "shaders/wgsl/renderToCanvas.wgsl"),
];
// The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them
@@ -126,9 +129,7 @@ export default async (canvas, config) => {
minFilter: "linear",
});
const [msdfTexture, rainShader] = await Promise.all([msdfTexturePromise, rainShaderPromise]);
const rainShaderModule = device.createShaderModule({ code: rainShader });
const [msdfTexture, rainShaderModule, renderToCanvasShaderModule] = await Promise.all(assets);
const rainComputePipeline = device.createComputePipeline({
compute: {
@@ -163,7 +164,23 @@ export default async (canvas, config) => {
},
});
const computeBindGroup = device.createBindGroup({
const renderToCanvasPipeline = device.createRenderPipeline({
vertex: {
module: renderToCanvasShaderModule,
entryPoint: "vertMain",
},
fragment: {
module: renderToCanvasShaderModule,
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
},
],
},
});
const rainComputeBindGroup = device.createBindGroup({
layout: rainComputePipeline.getBindGroupLayout(0),
entries: [configBuffer, timeBuffer, cellsBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
@@ -173,7 +190,7 @@ export default async (canvas, config) => {
})),
});
const renderBindGroup = device.createBindGroup({
const rainRenderBindGroup = device.createBindGroup({
layout: rainRenderPipeline.getBindGroupLayout(0),
entries: [configBuffer, timeBuffer, sceneBuffer, msdfSampler, msdfTexture.createView(), cellsBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
@@ -183,16 +200,27 @@ export default async (canvas, config) => {
})),
});
const bundleEncoder = device.createRenderBundleEncoder({
colorFormats: [presentationFormat],
const renderToCanvasBindGroup = device.createBindGroup({
layout: renderToCanvasPipeline.getBindGroupLayout(0),
entries: [msdfSampler, msdfTexture.createView()]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
bundleEncoder.setPipeline(rainRenderPipeline);
bundleEncoder.setBindGroup(0, renderBindGroup);
bundleEncoder.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
const renderBundles = [bundleEncoder.finish()];
const rainRenderPassConfig = {
colorAttachments: [
{
view: canvasContext.getCurrentTexture().createView(),
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
const renderPassConfig = {
const renderToCanvasPassConfig = {
colorAttachments: [
{
view: canvasContext.getCurrentTexture().createView(),
@@ -220,16 +248,26 @@ export default async (canvas, config) => {
const encoder = device.createCommandEncoder();
const computePass = encoder.beginComputePass();
computePass.setPipeline(rainComputePipeline);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
computePass.endPass();
const rainComputePass = encoder.beginComputePass();
rainComputePass.setPipeline(rainComputePipeline);
rainComputePass.setBindGroup(0, rainComputeBindGroup);
rainComputePass.dispatch(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
rainComputePass.endPass();
rainRenderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
const rainRenderPass = encoder.beginRenderPass(rainRenderPassConfig);
rainRenderPass.setPipeline(rainRenderPipeline);
rainRenderPass.setBindGroup(0, rainRenderBindGroup);
rainRenderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
rainRenderPass.endPass();
// renderToCanvasPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
// const renderToCanvasPass = encoder.beginRenderPass(renderToCanvasPassConfig);
// renderToCanvasPass.setPipeline(renderToCanvasPipeline);
// renderToCanvasPass.setBindGroup(0, renderToCanvasBindGroup);
// renderToCanvasPass.draw(numVerticesPerQuad, 1, 0, 0);
// renderToCanvasPass.endPass();
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.executeBundles(renderBundles);
renderPass.endPass();
const commandBuffer = encoder.finish();
device.queue.submit([commandBuffer]);

View File

@@ -27,6 +27,12 @@ const loadTexture = async (device, url) => {
return texture;
};
const loadShaderModule = async (device, url) => {
const response = await fetch(url);
const code = await response.text();
return device.createShaderModule({ code });
};
const makeUniformBuffer = (device, structLayout, values = null) => {
const buffer = device.createBuffer({
size: structLayout.size,
@@ -40,4 +46,4 @@ const makeUniformBuffer = (device, structLayout, values = null) => {
return buffer;
};
export { getCanvasSize, loadTexture, makeUniformBuffer };
export { getCanvasSize, loadTexture, loadShaderModule, makeUniformBuffer };

View File

@@ -0,0 +1,17 @@
[[group(0), binding(0)]] var inputSampler : sampler;
[[group(0), binding(1)]] var inputTexture : texture_2d<f32>;
struct VertOutput {
[[builtin(position)]] Position : vec4<f32>;
[[location(0)]] uv : vec2<f32>;
};
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
return VertOutput(position, uv);
}
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
return textureSample(inputTexture, inputSampler, input.uv);
}