mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 04:19:29 -07:00
Making some comments in the WebGPU rainPass and changing the "effect=none" view to be easier on the eyes.
This commit is contained in:
2
TODO.txt
2
TODO.txt
@@ -8,6 +8,8 @@ WebGPU
|
||||
Try to change post processing to compute shaders once they're easier to support
|
||||
|
||||
std140
|
||||
Expand it to add array support
|
||||
Contemplate adding struct support
|
||||
Document and share it
|
||||
|
||||
|
||||
|
||||
@@ -16,6 +16,7 @@ const cycleStyles = {
|
||||
const numVerticesPerQuad = 2 * 3;
|
||||
|
||||
const makeConfigBuffer = (device, config, density, gridSize) => {
|
||||
// Various effect-related values
|
||||
const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
|
||||
const cycleStyle = config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0;
|
||||
const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
|
||||
@@ -178,7 +179,7 @@ export default (context, getInputs) => {
|
||||
})();
|
||||
|
||||
const setSize = (width, height) => {
|
||||
// Update scene buffer
|
||||
// Update scene buffer: camera and transform math for the volumetric mode
|
||||
const aspectRatio = width / height;
|
||||
mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
|
||||
const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
|
||||
@@ -194,6 +195,8 @@ export default (context, getInputs) => {
|
||||
});
|
||||
|
||||
const execute = (encoder) => {
|
||||
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
|
||||
|
||||
const computePass = encoder.beginComputePass();
|
||||
computePass.setPipeline(computePipeline);
|
||||
computePass.setBindGroup(0, computeBindGroup);
|
||||
|
||||
@@ -79,7 +79,7 @@ void main() {
|
||||
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = vec4(glyph.rgb * alpha, 1.0);
|
||||
gl_FragColor = vec4(glyph.rgb - alpha, 1.0);
|
||||
} else {
|
||||
gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
|
||||
}
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
// This shader module is the star of the show.
|
||||
// It is where the cell states update and the symbols get drawn to the screen.
|
||||
|
||||
[[block]] struct Config {
|
||||
// common
|
||||
// common properties used for compute and rendering
|
||||
animationSpeed : f32;
|
||||
glyphSequenceLength : i32;
|
||||
glyphTextureColumns : i32;
|
||||
@@ -8,7 +11,7 @@
|
||||
gridSize : vec2<f32>;
|
||||
showComputationTexture : i32;
|
||||
|
||||
// compute
|
||||
// compute-specific properties
|
||||
brightnessThreshold : f32;
|
||||
brightnessOverride : f32;
|
||||
brightnessDecay : f32;
|
||||
@@ -25,7 +28,7 @@
|
||||
cycleStyle : i32;
|
||||
rippleType : i32;
|
||||
|
||||
// render
|
||||
// render-specific properties
|
||||
forwardSpeed : f32;
|
||||
glyphVerticalSpacing : f32;
|
||||
glyphEdgeCrop : f32;
|
||||
@@ -36,17 +39,20 @@
|
||||
volumetric : i32;
|
||||
};
|
||||
|
||||
// The properties that change over time get their own buffer.
|
||||
[[block]] struct Time {
|
||||
seconds : f32;
|
||||
frames : i32;
|
||||
};
|
||||
|
||||
// The properties related to the size of the canvas get their own buffer.
|
||||
[[block]] struct Scene {
|
||||
screenSize : vec2<f32>;
|
||||
camera : mat4x4<f32>;
|
||||
transform : mat4x4<f32>;
|
||||
};
|
||||
|
||||
// The array of cells that the compute shader updates, and the fragment shader draws.
|
||||
[[block]] struct CellData {
|
||||
cells: array<vec4<f32>>;
|
||||
};
|
||||
@@ -55,10 +61,10 @@
|
||||
[[group(0), binding(0)]] var<uniform> config : Config;
|
||||
[[group(0), binding(1)]] var<uniform> time : Time;
|
||||
|
||||
// Compute bindings
|
||||
// Compute-specific bindings
|
||||
[[group(0), binding(2)]] var<storage, read_write> cells_RW : CellData;
|
||||
|
||||
// Render bindings
|
||||
// Render-specific bindings
|
||||
[[group(0), binding(2)]] var<uniform> scene : Scene;
|
||||
[[group(0), binding(3)]] var linearSampler : sampler;
|
||||
[[group(0), binding(4)]] var msdfTexture : texture_2d<f32>;
|
||||
@@ -112,9 +118,7 @@ fn wobble(x : f32) -> f32 {
|
||||
return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
|
||||
}
|
||||
|
||||
// Compute shader
|
||||
|
||||
// Core functions
|
||||
// Compute shader core functions
|
||||
|
||||
// Rain time is the shader's key underlying concept.
|
||||
// It's why glyphs that share a column are lit simultaneously, and are brighter toward the bottom.
|
||||
@@ -142,7 +146,7 @@ fn getCycleSpeed(rainTime : f32, brightness : f32) -> f32 {
|
||||
return config.animationSpeed * config.cycleSpeed * localCycleSpeed;
|
||||
}
|
||||
|
||||
// Additional effects
|
||||
// Compute shader additional effects
|
||||
|
||||
fn applySunShowerBrightness(brightness : f32, screenPos : vec2<f32>) -> f32 {
|
||||
if (brightness >= -4.0) {
|
||||
@@ -197,7 +201,7 @@ fn applyCursorEffect(effect : f32, brightness : f32) -> f32 {
|
||||
return effect;
|
||||
}
|
||||
|
||||
// Main function
|
||||
// Compute shader main functions
|
||||
|
||||
fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : vec2<f32>, screenPos : vec2<f32>) -> vec4<f32> {
|
||||
|
||||
@@ -263,6 +267,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
|
||||
|
||||
[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
|
||||
|
||||
// Resolve the invocation ID to a single cell
|
||||
var row = i32(input.id.y);
|
||||
var column = i32(input.id.x);
|
||||
|
||||
@@ -272,6 +277,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
|
||||
|
||||
var i = row * i32(config.gridSize.x) + column;
|
||||
|
||||
// Update the cell
|
||||
var isFirstFrame = time.frames == 0;
|
||||
var glyphPos = vec2<f32>(f32(column), f32(row));
|
||||
var screenPos = glyphPos / config.gridSize;
|
||||
@@ -348,7 +354,7 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
|
||||
);
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
// Fragment shader core functions
|
||||
|
||||
fn median3(i : vec3<f32>) -> f32 {
|
||||
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
|
||||
@@ -361,6 +367,8 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
|
||||
return vec2<f32>(f32(symbolX), f32(symbolY));
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
[[stage(fragment)]] fn fragMain(input : VertOutput) -> FragOutput {
|
||||
|
||||
var volumetric = bool(config.volumetric);
|
||||
@@ -423,7 +431,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
|
||||
var output : FragOutput;
|
||||
|
||||
if (bool(config.showComputationTexture)) {
|
||||
output.color = vec4<f32>(glyph.rgb * alpha, 1.0);
|
||||
output.color = vec4<f32>(glyph.rgb - alpha, 1.0);
|
||||
} else {
|
||||
output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user