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https://github.com/Rezmason/matrix.git
synced 2026-04-19 22:49:29 -07:00
Ported all the post processing regl passes to WebGPU. Fixed the CORS stuff in loadTexture. Renamed createRenderTargetTexture to makePassFBO, to conform with the regl project. Added make1DTexture, which stripePass uses.
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163
js/webgpu/palettePass.js
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163
js/webgpu/palettePass.js
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import std140 from "./std140.js";
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import { loadShaderModule, makeUniformBuffer, makePassFBO, makePass } from "./utils.js";
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// Maps the brightness of the rendered rain and bloom to colors
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// in a linear gradient buffer generated from the passed-in color sequence
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// This shader introduces noise into the renders, to avoid banding
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const colorToRGB = ([hue, saturation, lightness]) => {
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const a = saturation * Math.min(lightness, 1 - lightness);
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const f = (n) => {
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const k = (n + hue * 12) % 12;
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return lightness - a * Math.max(-1, Math.min(k - 3, 9 - k, 1));
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};
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return [f(0), f(8), f(4)];
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};
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const numVerticesPerQuad = 2 * 3;
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const makePalette = (device, entries) => {
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const PALETTE_SIZE = 512;
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const paletteColors = Array(PALETTE_SIZE);
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// Convert HSL gradient into sorted RGB gradient, capping the ends
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const sortedEntries = entries
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.slice()
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.sort((e1, e2) => e1.at - e2.at)
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.map((entry) => ({
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rgb: colorToRGB(entry.hsl),
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arrayIndex: Math.floor(Math.max(Math.min(1, entry.at), 0) * (PALETTE_SIZE - 1)),
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}));
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sortedEntries.unshift({ rgb: sortedEntries[0].rgb, arrayIndex: 0 });
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sortedEntries.push({
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rgb: sortedEntries[sortedEntries.length - 1].rgb,
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arrayIndex: PALETTE_SIZE - 1,
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});
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// Interpolate between the sorted RGB entries to generate
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// the palette texture data
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sortedEntries.forEach((entry, index) => {
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paletteColors[entry.arrayIndex] = entry.rgb.slice();
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if (index + 1 < sortedEntries.length) {
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const nextEntry = sortedEntries[index + 1];
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const diff = nextEntry.arrayIndex - entry.arrayIndex;
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for (let i = 0; i < diff; i++) {
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const ratio = i / diff;
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paletteColors[entry.arrayIndex + i] = [
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entry.rgb[0] * (1 - ratio) + nextEntry.rgb[0] * ratio,
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entry.rgb[1] * (1 - ratio) + nextEntry.rgb[1] * ratio,
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entry.rgb[2] * (1 - ratio) + nextEntry.rgb[2] * ratio,
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];
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}
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}
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});
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// TODO: support arrays in std140
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const paletteBuffer = device.createBuffer({
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size: (3 + 1) * PALETTE_SIZE * Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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mappedAtCreation: true,
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});
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const view = new Float32Array(paletteBuffer.getMappedRange());
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for (let i = 0; i < paletteColors.length; i++) {
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view.set(paletteColors[i], (3 + 1) * i);
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}
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paletteBuffer.unmap();
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return paletteBuffer;
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};
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// The rendered texture's values are mapped to colors in a palette texture.
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// A little noise is introduced, to hide the banding that appears
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// in subtle gradients. The noise is also time-driven, so its grain
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// won't persist across subsequent frames. This is a safe trick
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// in screen space.
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export default (context, getInputs) => {
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const { config, adapter, device, canvasContext, timeBuffer } = context;
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const ditherMagnitude = 0.05;
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const configLayout = std140(["f32", "vec3<f32>"]);
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const configBuffer = makeUniformBuffer(device, configLayout, [ditherMagnitude, config.backgroundColor]);
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const paletteBuffer = makePalette(device, config.paletteEntries);
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const linearSampler = device.createSampler({
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magFilter: "linear",
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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 renderPipeline;
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let output;
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const assets = [loadShaderModule(device, "shaders/wgsl/palettePass.wgsl")];
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const ready = (async () => {
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const [rainShader] = await Promise.all(assets);
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renderPipeline = device.createRenderPipeline({
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vertex: {
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module: rainShader,
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entryPoint: "vertMain",
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},
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fragment: {
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module: rainShader,
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entryPoint: "fragMain",
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targets: [
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{
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format: presentationFormat,
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},
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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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output?.destroy();
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output = makePassFBO(device, width, height, presentationFormat);
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};
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const getOutputs = () => ({
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primary: output,
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});
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const execute = (encoder) => {
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const inputs = getInputs();
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const tex = inputs.primary;
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const bloomTex = inputs.primary; // TODO: bloom
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const renderBindGroup = device.createBindGroup({
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layout: renderPipeline.getBindGroupLayout(0),
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entries: [configBuffer, paletteBuffer, timeBuffer, linearSampler, tex.createView(), bloomTex.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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renderPassConfig.colorAttachments[0].view = output.createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.setPipeline(renderPipeline);
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renderPass.setBindGroup(0, renderBindGroup);
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renderPass.draw(numVerticesPerQuad, 1, 0, 0);
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renderPass.endPass();
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};
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return makePass(ready, setSize, getOutputs, execute);
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};
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