mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Adding some more comments. Destructuring the context object in the pass modules. A little code cleanup in bloomPass. Changing the endPass sampler to be cheaper.
This commit is contained in:
1
TODO.txt
1
TODO.txt
@@ -1,7 +1,6 @@
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TODO:
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WebGPU
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Make sure everything is properly commented
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Update links in issues
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Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
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Switch to rgba32float somehow?
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@@ -1,7 +1,7 @@
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import { loadText, makePassFBO, makePass } from "./utils.js";
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// The bloom pass is basically an added high-pass blur.
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// The blur approximation is the sum of a pyramid of downscaled textures.
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// The blur approximation is the sum of a pyramid of downscaled, blurred textures.
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const pyramidHeight = 5;
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const levelStrengths = Array(pyramidHeight)
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@@ -1,19 +1,20 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { makeComputeTarget, makePyramidView, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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export default (context) => {
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const { config, device } = context;
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// The bloom pass is basically an added blur of the rain pass's high-pass output.
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// The blur approximation is the sum of a pyramid of downscaled, blurred textures.
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export default ({ config, device }) => {
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const pyramidHeight = 4;
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const bloomSize = config.bloomSize;
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const bloomStrength = config.bloomStrength;
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const bloomRadius = 2; // Looks better with more, but is more costly
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const enabled = true;
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const enabled = bloomSize > 0 && bloomStrength > 0;
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// If there's no bloom to apply, return a no-op pass with an empty bloom texture
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if (!enabled) {
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const emptyTexture = makeComputeTarget(device, 1, 1);
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const emptyTexture = makeComputeTarget(device, [1, 1]);
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return makePass(null, (size, inputs) => ({ ...inputs, bloom: emptyTexture }));
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}
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@@ -24,6 +25,8 @@ export default (context) => {
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minFilter: "linear",
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});
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// The blur pipeline applies a blur in one direction; it's applied horizontally
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// to the first image pyramid, and then vertically to the second image pyramid.
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let blurPipeline;
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let hBlurPyramid;
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let vBlurPyramid;
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@@ -31,6 +34,8 @@ export default (context) => {
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let vBlurBuffer;
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let hBlurBindGroups;
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let vBlurBindGroups;
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// The combine pipeline blends the last image pyramid's layers into the output.
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let combinePipeline;
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let combineBuffer;
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let combineBindGroup;
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@@ -63,6 +68,8 @@ export default (context) => {
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})();
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const build = (screenSize, inputs) => {
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// Since the bloom is blurry, we downscale everything
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scaledScreenSize = screenSize.map((x) => Math.floor(x * bloomSize));
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hBlurPyramid?.destroy();
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@@ -74,17 +81,18 @@ export default (context) => {
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output?.destroy();
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output = makeComputeTarget(device, scaledScreenSize);
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const hBlurPyramidViews = [];
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const vBlurPyramidViews = [];
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hBlurBindGroups = [];
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vBlurBindGroups = [];
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// The first pyramid's level 1 texture is the input texture blurred.
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// The subsequent levels of the pyramid are the preceding level blurred.
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let srcView = inputs.highPass.createView();
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for (let i = 0; i < pyramidHeight; i++) {
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hBlurPyramidViews[i] = makePyramidView(hBlurPyramid, i);
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vBlurPyramidViews[i] = makePyramidView(vBlurPyramid, i);
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const srcView = i === 0 ? inputs.highPass.createView() : hBlurPyramidViews[i - 1];
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hBlurBindGroups[i] = makeBindGroup(device, blurPipeline, 0, [hBlurBuffer, linearSampler, srcView, hBlurPyramidViews[i]]);
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vBlurBindGroups[i] = makeBindGroup(device, blurPipeline, 0, [vBlurBuffer, linearSampler, hBlurPyramidViews[i], vBlurPyramidViews[i]]);
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const hBlurPyramidView = makePyramidView(hBlurPyramid, i);
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const vBlurPyramidView = makePyramidView(vBlurPyramid, i);
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hBlurBindGroups[i] = makeBindGroup(device, blurPipeline, 0, [hBlurBuffer, linearSampler, srcView, hBlurPyramidView]);
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vBlurBindGroups[i] = makeBindGroup(device, blurPipeline, 0, [vBlurBuffer, linearSampler, hBlurPyramidView, vBlurPyramidView]);
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srcView = hBlurPyramidView;
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}
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combineBindGroup = makeBindGroup(device, combinePipeline, 0, [combineBuffer, linearSampler, vBlurPyramid.createView(), output.createView()]);
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@@ -100,8 +108,11 @@ export default (context) => {
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computePass.setPipeline(blurPipeline);
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for (let i = 0; i < pyramidHeight; i++) {
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const downsample = 2 ** -i;
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const dispatchSize = [Math.ceil(Math.floor(scaledScreenSize[0] * downsample) / 32), Math.floor(Math.floor(scaledScreenSize[1] * downsample)), 1];
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const dispatchSize = [
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Math.ceil(Math.floor(scaledScreenSize[0] * 2 ** -i) / 32),
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Math.floor(Math.floor(scaledScreenSize[1] * 2 ** -i)),
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1
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];
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computePass.setBindGroup(0, hBlurBindGroups[i]);
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computePass.dispatch(...dispatchSize);
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computePass.setBindGroup(0, vBlurBindGroups[i]);
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@@ -1,14 +1,12 @@
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import { loadShader, makeBindGroup, makePass } from "./utils.js";
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// Eventually, WebGPU will allow the output of the final pass in the pipeline to be copied to the canvas texture.
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// Until then, this render pass does the job.
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const numVerticesPerQuad = 2 * 3;
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export default (context) => {
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const { config, device, canvasFormat, canvasContext } = context;
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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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export default ({ device, canvasFormat, canvasContext }) => {
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const nearestSampler = device.createSampler();
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const renderPassConfig = {
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colorAttachments: [
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@@ -46,7 +44,7 @@ export default (context) => {
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})();
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const build = (size, inputs) => {
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renderBindGroup = makeBindGroup(device, renderPipeline, 0, [linearSampler, inputs.primary.createView()]);
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renderBindGroup = makeBindGroup(device, renderPipeline, 0, [nearestSampler, inputs.primary.createView()]);
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return null;
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};
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@@ -4,9 +4,7 @@ import { makeComputeTarget, loadTexture, loadShader, makeBindGroup, makePass } f
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const defaultBGURL = "https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Flammarion_Colored.jpg/917px-Flammarion_Colored.jpg";
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export default (context) => {
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const { config, device } = context;
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export default ({ config, device }) => {
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const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
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const assets = [loadTexture(device, bgURL), loadShader(device, "shaders/wgsl/imagePass.wgsl")];
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@@ -75,9 +75,7 @@ const makePalette = (device, paletteUniforms, entries) => {
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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) => {
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const { config, device, timeBuffer } = context;
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export default ({ config, device, timeBuffer }) => {
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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@@ -31,9 +31,7 @@ const makeConfigBuffer = (device, configUniforms, config, density, gridSize) =>
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return makeUniformBuffer(device, configUniforms, configData);
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};
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export default (context) => {
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const { config, device, timeBuffer, canvasFormat } = context;
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export default ({ config, device, timeBuffer, canvasFormat }) => {
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const assets = [loadTexture(device, config.glyphTexURL), loadShader(device, "shaders/wgsl/rainPass.wgsl")];
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// The volumetric mode multiplies the number of columns
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@@ -11,9 +11,7 @@ import { loadShader, makeUniformBuffer, makeComputeTarget, makeBindGroup, makePa
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const numVerticesPerQuad = 2 * 3;
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export default (context) => {
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const { config, device, timeBuffer } = context;
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export default ({ config, device, timeBuffer }) => {
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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@@ -37,9 +37,7 @@ const numVerticesPerQuad = 2 * 3;
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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, device, timeBuffer } = context;
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export default ({ config, device, timeBuffer }) => {
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// Expand and convert stripe colors into 1D texture data
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const input =
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"stripeColors" in config ? config.stripeColors.split(",").map(parseFloat) : config.effect === "pride" ? prideStripeColors : transPrideStripeColors;
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@@ -1,4 +1,4 @@
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[[group(0), binding(0)]] var linearSampler : sampler;
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[[group(0), binding(0)]] var nearestSampler : sampler;
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[[group(0), binding(1)]] var tex : texture_2d<f32>;
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struct VertOutput {
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@@ -15,5 +15,5 @@ struct VertOutput {
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[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
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var uv = input.uv;
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uv.y = 1.0 - uv.y;
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return textureSample( tex, linearSampler, uv );
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return textureSample( tex, nearestSampler, uv );
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}
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