mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-17 13:59:30 -07:00
Fixed some major bugs: the WebGPU cache should store loaded images and text, never GPU resource handles; renamed renderer "formulate" to "configure"; WebGPU renderer's configure function needs early returns after each major await, in case there's a new config; the render loops are now locally stored closures; renderers now have start and stop functions; fixed bugs in the REGL and WebGPU mirror passes; WebGPU bloom pass now enforces texture dimensions are greater than zero; the react component now stores the renderer type in a useRef and returns early from renderer init awaits to prevent multiple renderers from instantiating.
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@@ -24,7 +24,7 @@ const effects = {
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export default class REGLRenderer extends Renderer {
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#tick;
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#renderFunc;
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#regl;
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#glMatrix;
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@@ -43,26 +43,24 @@ export default class REGLRenderer extends Renderer {
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});
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}
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async formulate(config) {
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await super.formulate(config);
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const canvas = this.canvas;
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const cache = this.cache;
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const regl = this.#regl;
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const glMatrix = this.#glMatrix;
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const dimensions = { width: 1, height: 1 };
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async configure(config) {
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await super.configure(config);
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if (config.useCamera) {
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await setupCamera();
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}
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const canvas = this.canvas;
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const cache = this.cache;
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const regl = this.#regl;
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const glMatrix = this.#glMatrix;
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const dimensions = { width: 1, height: 1 };
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const cameraTex = regl.texture(cameraCanvas);
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// All this takes place in a full screen quad.
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const fullScreenQuad = makeFullScreenQuad(regl);
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const effectName = config.effect in effects ? config.effect : "palette";
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const context = { regl, cache, config, cameraTex, cameraAspectRatio, glMatrix };
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const context = { regl, canvas, cache, config, cameraTex, cameraAspectRatio, glMatrix };
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const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName]]);
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const screenUniforms = { tex: pipeline[pipeline.length - 1].outputs.primary };
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@@ -75,17 +73,15 @@ export default class REGLRenderer extends Renderer {
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const targetFrameTimeMilliseconds = 1000 / config.fps;
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let last = NaN;
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resetREGLTime: {
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const reset = regl.frame((o) => {
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o.time = 0;
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o.tick = 0;
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reset.cancel();
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});
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}
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const reset = regl.frame((reglContext) => {
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reglContext.tick = 0;
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reset.cancel();
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});
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this.#renderFunc = (reglContext) => {
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const tick = regl.frame(({ viewportWidth, viewportHeight }) => {
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if (config.once) {
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tick.cancel();
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this.stop();
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}
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const now = regl.now() * 1000;
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@@ -106,6 +102,7 @@ export default class REGLRenderer extends Renderer {
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if (config.useCamera) {
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cameraTex(cameraCanvas);
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}
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const {viewportWidth, viewportHeight} = reglContext;
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if (dimensions.width !== viewportWidth || dimensions.height !== viewportHeight) {
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dimensions.width = viewportWidth;
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dimensions.height = viewportHeight;
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@@ -119,20 +116,31 @@ export default class REGLRenderer extends Renderer {
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}
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drawToScreen();
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});
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};
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const frame = this.#regl.frame(o => {
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this.#renderFunc(o);
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frame.cancel();
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});
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}
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if (this.#tick != null) {
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this.#tick.cancel();
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stop() {
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super.stop();
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this.#renderFunc = null;
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}
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update(now) {
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if (this.#renderFunc != null) {
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const frame = this.#regl.frame(o => {
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this.#renderFunc(o);
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frame.cancel();
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})
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}
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this.#tick = tick;
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super.update(now);
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}
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destroy() {
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if (this.destroyed) {
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return;
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}
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this.#tick.cancel(); // stop RAF
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if (this.destroyed) return;
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this.#regl.destroy(); // releases all GPU resources & event listeners
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super.destroy();
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}
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