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Adding an FPS argument. The renderers now determine whether the current frame should be rendered, and passes use that to determine whether to render or not. The rain pass, however, will still update the simulation at full speed.
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@@ -207,7 +207,7 @@ export default ({ config, device, timeBuffer }) => {
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};
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};
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const run = (encoder) => {
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const run = (encoder, shouldRender) => {
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// We render the code into an Target using MSDFs: https://github.com/Chlumsky/msdfgen
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const introPass = encoder.beginComputePass();
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@@ -222,13 +222,15 @@ export default ({ config, device, timeBuffer }) => {
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computePass.dispatchWorkgroups(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
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computePass.end();
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renderPassConfig.colorAttachments[0].view = output.createView();
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renderPassConfig.colorAttachments[1].view = highPassOutput.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 * numQuads, 1, 0, 0);
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renderPass.end();
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if (shouldRender) {
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renderPassConfig.colorAttachments[0].view = output.createView();
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renderPassConfig.colorAttachments[1].view = highPassOutput.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 * numQuads, 1, 0, 0);
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renderPass.end();
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}
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};
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return makePass("Rain", loaded, build, run);
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