mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-16 21:39:29 -07:00
The MSDF stuff shouldn't be in its own uniform buffer. This is basically config stuff.
Added a compute pass that currently does nothing while I learn how to make use of it.
This commit is contained in:
6
TODO.txt
6
TODO.txt
@@ -4,8 +4,11 @@ WebGPU
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First decent rainRender
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Port compute pass 100%
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Compute entry point can live in the same wgsl file, I think
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use textureLoad for texel access in render pipeline
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ping-pong buffers
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Bind both ping-pong buffers in render pass
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The frame integer can be used by the render code to reference the correct one
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Reorder the config fields
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Reconsider how the bind groups are organized?
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Render target
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Resize accordingly
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Put in its own module
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@@ -13,6 +16,7 @@ WebGPU
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The other passes should be a breeze
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Just add them to the render bundle
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Update links in issues
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std140
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@@ -53,6 +53,8 @@ export default async (canvas, config) => {
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const configData = [
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// common
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{ name: "animationSpeed", type: "f32", value: config.animationSpeed },
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{ name: "glyphSequenceLength", type: "i32", value: config.glyphSequenceLength },
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{ name: "glyphTextureColumns", type: "i32", value: config.glyphTextureColumns },
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{ name: "glyphHeightToWidth", type: "f32", value: config.glyphHeightToWidth },
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{ name: "resurrectingCodeRatio", type: "f32", value: config.resurrectingCodeRatio },
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{ name: "gridSize", type: "vec2<f32>", value: gridSize },
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@@ -94,19 +96,6 @@ export default async (canvas, config) => {
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configData.map((field) => field.value)
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);
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const msdfData = [
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{ name: "glyphSequenceLength", type: "i32", value: config.glyphSequenceLength },
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{ name: "glyphTextureColumns", type: "i32", value: config.glyphTextureColumns },
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];
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console.table(msdfData);
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const msdfLayout = std140(msdfData.map((field) => field.type));
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const msdfBuffer = makeUniformBuffer(
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device,
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msdfLayout,
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msdfData.map((field) => field.value)
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);
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const timeLayout = std140(["f32", "i32"]);
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const timeBuffer = makeUniformBuffer(device, timeLayout);
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@@ -135,6 +124,13 @@ export default async (canvas, config) => {
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const rainRenderShaderModule = device.createShaderModule({ code: rainRenderShader });
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const rainComputePipeline = device.createComputePipeline({
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compute: {
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module: rainRenderShaderModule,
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entryPoint: "computeMain",
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},
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});
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const additiveBlendComponent = {
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operation: "add",
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srcFactor: "one",
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@@ -161,9 +157,19 @@ export default async (canvas, config) => {
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},
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});
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const bindGroup = device.createBindGroup({
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const renderBindGroup = device.createBindGroup({
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layout: rainRenderPipeline.getBindGroupLayout(0),
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entries: [configBuffer, msdfBuffer, msdfSampler, msdfTexture.createView(), timeBuffer, sceneBuffer]
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entries: [configBuffer, timeBuffer, sceneBuffer, msdfSampler, msdfTexture.createView()]
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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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resource,
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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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.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
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.map((resource, binding) => ({
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binding,
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@@ -176,7 +182,7 @@ export default async (canvas, config) => {
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});
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bundleEncoder.setPipeline(rainRenderPipeline);
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bundleEncoder.setBindGroup(0, bindGroup);
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bundleEncoder.setBindGroup(0, renderBindGroup);
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bundleEncoder.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
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const renderBundles = [bundleEncoder.finish()];
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@@ -209,6 +215,13 @@ export default async (canvas, config) => {
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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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computePass.setPipeline(rainComputePipeline);
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatch(...gridSize, 1);
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computePass.endPass();
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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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@@ -9,6 +9,8 @@ let SQRT_5 : f32 = 2.23606797749979;
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[[block]] struct Config {
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// common
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animationSpeed : f32;
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glyphSequenceLength : i32;
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glyphTextureColumns : i32;
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glyphHeightToWidth : f32;
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resurrectingCodeRatio : f32;
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gridSize : vec2<f32>;
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@@ -43,29 +45,30 @@ let SQRT_5 : f32 = 2.23606797749979;
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};
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[block]] struct MSDF {
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glyphSequenceLength : i32;
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glyphTextureColumns : i32;
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};
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[[group(0), binding(1)]] var<uniform> msdf : MSDF;
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[[group(0), binding(2)]] var msdfSampler : sampler;
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[[group(0), binding(3)]] var msdfTexture : texture_2d<f32>;
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[[block]] struct Time {
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seconds : f32;
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frames : i32;
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};
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[[group(0), binding(4)]] var<uniform> time : Time;
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[[group(0), binding(1)]] var<uniform> time : Time;
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[[block]] struct Scene {
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screenSize : vec2<f32>;
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camera : mat4x4<f32>;
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transform : mat4x4<f32>;
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};
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[[group(0), binding(5)]] var<uniform> scene : Scene;
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[[group(0), binding(2)]] var<uniform> scene : Scene;
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[[group(0), binding(3)]] var msdfSampler : sampler;
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[[group(0), binding(4)]] var msdfTexture : texture_2d<f32>;
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// Shader params
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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struct VertInput {
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[[builtin(vertex_index)]] index : u32;
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};
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@@ -100,6 +103,13 @@ fn wobble(x : f32) -> f32 {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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// Compute shader
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[[stage(compute), workgroup_size(1, 1, 1)]] fn computeMain(input : ComputeInput) {
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var hasSun = bool(config.hasSun); // TODO: remove
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var seconds = time.seconds; // TODO: remove
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}
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// Vertex shader
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[[stage(vertex)]] fn vertMain(input : VertInput) -> VertOutput {
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@@ -179,9 +189,9 @@ fn median3(i : vec3<f32>) -> f32 {
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}
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fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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var symbol = i32(f32(msdf.glyphSequenceLength) * glyphCycle);
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var symbolX = symbol % msdf.glyphTextureColumns;
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var symbolY = symbol / msdf.glyphTextureColumns;
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var symbol = i32(f32(config.glyphSequenceLength) * glyphCycle);
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var symbolX = symbol % config.glyphTextureColumns;
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var symbolY = symbol / config.glyphTextureColumns;
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return vec2<f32>(f32(symbolX), f32(symbolY));
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}
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@@ -233,7 +243,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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glyphUV = glyphUV - 0.5;
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glyphUV = glyphUV * clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
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glyphUV = glyphUV + 0.5;
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var msdfUV = (glyphUV + symbolUV) / f32(msdf.glyphTextureColumns);
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var msdfUV = (glyphUV + symbolUV) / f32(config.glyphTextureColumns);
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// MSDF : calculate brightness of fragment based on distance to shape
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var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
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