mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Passing all the rain pass configs through a giant struct into the rain shader. I've included the compute shader fields, because I have hope that the compute pass can use the same shader module.
This commit is contained in:
4
TODO.txt
4
TODO.txt
@@ -4,12 +4,10 @@ WebGPU
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First decent rainRender
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Port render pass 100%
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For now, use noise instead of the data texture
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Get all the uniforms in
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Categorize them into buffers
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Port compute pass 100%
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Compute entry point can live in the same wgsl file, I think
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More uniforms! Categorize!
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use textureLoad for texel access in render pipeline
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Reorder the config fields
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Render target
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Resize accordingly
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Put in its own module
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@@ -2,14 +2,25 @@ import std140 from "./std140.js";
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import { getCanvasSize, loadTexture, makeUniformBuffer } from "./utils.js";
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const { mat4, vec3 } = glMatrix;
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export default async (canvas, config) => {
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console.log(config);
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const rippleTypes = {
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box: 0,
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circle: 1,
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};
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const cycleStyles = {
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cycleFasterWhenDimmed: 0,
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cycleRandomly: 1,
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};
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const numVerticesPerQuad = 2 * 3;
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export default async (canvas, config) => {
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const adapter = await navigator.gpu.requestAdapter();
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const device = await adapter.requestDevice();
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const canvasContext = canvas.getContext("webgpu");
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const presentationFormat = canvasContext.getPreferredFormat(adapter);
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const queue = device.queue;
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console.table(device.limits);
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const canvasConfig = {
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device,
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@@ -19,39 +30,94 @@ export default async (canvas, config) => {
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canvasContext.configure(canvasConfig);
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const renderPassConfig = {
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colorAttachments: [
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{
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view: canvasContext.getCurrentTexture().createView(),
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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 msdfTexturePromise = loadTexture(device, config.glyphTexURL);
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const rainRenderShaderPromise = fetch("shaders/wgsl/rainRenderPass.wgsl").then((response) => response.text());
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const NUM_VERTICES_PER_QUAD = 6;
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// The volumetric mode multiplies the number of columns
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// to reach the desired density, and then overlaps them
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const volumetric = config.volumetric;
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const density = volumetric && config.effect !== "none" ? config.density : 1;
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const [numRows, numColumns] = [config.numColumns, config.numColumns * density];
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const numColumns = config.numColumns;
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const numRows = config.numColumns;
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// The volumetric mode requires us to create a grid of quads,
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// rather than a single quad for our geometry
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const [numQuadRows, numQuadColumns] = volumetric ? [numRows, numColumns] : [1, 1];
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const numQuads = numQuadRows * numQuadColumns;
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const quadSize = [1 / numQuadColumns, 1 / numQuadRows];
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const msdfSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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// Various effect-related values
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const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
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const cycleStyle = config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0;
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const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
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const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
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const showComputationTexture = config.effect === "none";
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const msdfTexture = await loadTexture(device, config.glyphTexURL);
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const configData = [
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// common
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{ name: "animationSpeed", type: "f32", value: config.animationSpeed },
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{ name: "glyphHeightToWidth", type: "f32", value: config.glyphHeightToWidth },
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{ name: "resurrectingCodeRatio", type: "f32", value: config.resurrectingCodeRatio },
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{ name: "numColumns", type: "i32", value: numColumns },
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{ name: "numRows", type: "i32", value: numRows },
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{ name: "showComputationTexture", type: "i32", value: showComputationTexture },
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const configStructLayout = std140(["i32", "i32", "f32"]);
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const configBuffer = makeUniformBuffer(device, configStructLayout, [numColumns, numRows, config.glyphHeightToWidth]);
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// compute
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{ name: "brightnessThreshold", type: "f32", value: config.brightnessThreshold },
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{ name: "brightnessOverride", type: "f32", value: config.brightnessOverride },
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{ name: "brightnessDecay", type: "f32", value: config.brightnessDecay },
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{ name: "cursorEffectThreshold", type: "f32", value: config.cursorEffectThreshold },
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{ name: "cycleSpeed", type: "f32", value: config.cycleSpeed },
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{ name: "cycleFrameSkip", type: "i32", value: config.cycleFrameSkip },
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{ name: "fallSpeed", type: "f32", value: config.fallSpeed },
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{ name: "hasSun", type: "i32", value: config.hasSun },
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{ name: "hasThunder", type: "i32", value: config.hasThunder },
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{ name: "raindropLength", type: "f32", value: config.raindropLength },
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{ name: "rippleScale", type: "f32", value: config.rippleScale },
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{ name: "rippleSpeed", type: "f32", value: config.rippleSpeed },
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{ name: "rippleThickness", type: "f32", value: config.rippleThickness },
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{ name: "cycleStyle", type: "i32", value: cycleStyle },
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{ name: "rippleType", type: "i32", value: rippleType },
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const msdfStructLayout = std140(["i32", "i32"]);
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const msdfBuffer = makeUniformBuffer(device, msdfStructLayout, [config.glyphTextureColumns, config.glyphSequenceLength]);
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// render
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{ name: "forwardSpeed", type: "f32", value: config.forwardSpeed },
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{ name: "glyphVerticalSpacing", type: "f32", value: config.glyphVerticalSpacing },
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{ name: "glyphEdgeCrop", type: "f32", value: config.glyphEdgeCrop },
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{ name: "isPolar", type: "i32", value: config.isPolar },
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{ name: "density", type: "f32", value: density },
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{ name: "numQuadColumns", type: "i32", value: numQuadColumns },
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{ name: "numQuadRows", type: "i32", value: numQuadRows },
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{ name: "quadSize", type: "f32", value: quadSize },
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{ name: "slantScale", type: "f32", value: slantScale },
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{ name: "slantVec", type: "vec2<f32>", value: slantVec },
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{ name: "volumetric", type: "i32", value: volumetric },
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];
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console.table(configData);
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const timeStructLayout = std140(["f32", "i32"]);
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const timeBuffer = makeUniformBuffer(device, timeStructLayout);
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const configLayout = std140(configData.map((field) => field.type));
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const configBuffer = makeUniformBuffer(
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device,
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configLayout,
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configData.map((field) => field.value)
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);
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const sceneStructLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
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const sceneBuffer = makeUniformBuffer(device, sceneStructLayout);
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const msdfData = [
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{ name: "glyphSequenceLength", type: "i32", value: config.glyphSequenceLength },
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{ name: "glyphTextureColumns", type: "i32", value: config.glyphTextureColumns },
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];
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console.table(msdfData);
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const msdfLayout = std140(msdfData.map((field) => field.type));
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const msdfBuffer = makeUniformBuffer(
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device,
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msdfLayout,
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msdfData.map((field) => field.value)
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);
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const timeLayout = std140(["f32", "i32"]);
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const timeBuffer = makeUniformBuffer(device, timeLayout);
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const sceneLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
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const sceneBuffer = makeUniformBuffer(device, sceneLayout);
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const transform = mat4.create();
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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@@ -62,11 +128,16 @@ export default async (canvas, config) => {
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const aspectRatio = canvasSize[0] / canvasSize[1];
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mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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queue.writeBuffer(sceneBuffer, 0, sceneStructLayout.build([screenSize, camera, transform]));
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device.queue.writeBuffer(sceneBuffer, 0, sceneLayout.build([screenSize, camera, transform]));
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};
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updateCameraBuffer();
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const [rainRenderShader] = await Promise.all(["shaders/wgsl/rainRenderPass.wgsl"].map(async (path) => (await fetch(path)).text()));
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const msdfSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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const [msdfTexture, rainRenderShader] = await Promise.all([msdfTexturePromise, rainRenderShaderPromise]);
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const rainRenderShaderModule = device.createShaderModule({ code: rainRenderShader });
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@@ -96,8 +167,6 @@ export default async (canvas, config) => {
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},
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});
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console.log(device.limits);
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const bindGroup = device.createBindGroup({
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layout: rainRenderPipeline.getBindGroupLayout(0),
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entries: [configBuffer, msdfBuffer, msdfSampler, msdfTexture.createView(), timeBuffer, sceneBuffer]
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@@ -114,10 +183,19 @@ export default async (canvas, config) => {
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bundleEncoder.setPipeline(rainRenderPipeline);
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bundleEncoder.setBindGroup(0, bindGroup);
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const numQuads = numColumns * numRows;
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bundleEncoder.draw(NUM_VERTICES_PER_QUAD * numQuads, 1, 0, 0);
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bundleEncoder.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
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const renderBundles = [bundleEncoder.finish()];
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const renderPassConfig = {
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colorAttachments: [
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{
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view: canvasContext.getCurrentTexture().createView(),
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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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let frame = 0;
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const renderLoop = (now) => {
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@@ -131,7 +209,7 @@ export default async (canvas, config) => {
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updateCameraBuffer();
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}
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queue.writeBuffer(timeBuffer, 0, timeStructLayout.build([now / 1000, frame]));
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device.queue.writeBuffer(timeBuffer, 0, timeLayout.build([now / 1000, frame]));
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frame++;
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renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
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@@ -141,7 +219,7 @@ export default async (canvas, config) => {
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renderPass.executeBundles(renderBundles);
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renderPass.endPass();
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const commandBuffer = encoder.finish();
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queue.submit([commandBuffer]);
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device.queue.submit([commandBuffer]);
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requestAnimationFrame(renderLoop);
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};
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@@ -68,7 +68,7 @@ const buildStruct = (fields, values, buffer) => {
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for (let i = 0; i < values.length; i++) {
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const view = views[fields[i].baseType];
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const value = values[i];
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const array = value[Symbol.iterator] == null ? [value] : value;
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const array = value[Symbol.iterator] == null ? [Number(value)] : value;
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view.set(array, fields[i].byteOffset);
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}
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return buffer;
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@@ -1,19 +1,53 @@
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let NUM_VERTICES_PER_QUAD:i32 = 6;
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let NUM_VERTICES_PER_QUAD:i32 = 6; // 2 * 3
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let PI:f32 = 3.14159265359;
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let TWO_PI:f32 = 6.28318530718;
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let SQRT_2:f32 = 1.4142135623730951;
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let SQRT_5:f32 = 2.23606797749979;
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[[block]] struct Config {
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numColumns: i32;
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numRows: i32;
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glyphHeightToWidth: f32;
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// common
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animationSpeed : f32;
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glyphHeightToWidth : f32;
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resurrectingCodeRatio : f32;
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numColumns : i32;
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numRows : i32;
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showComputationTexture : i32;
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// compute
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brightnessThreshold : f32;
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brightnessOverride : f32;
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brightnessDecay : f32;
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cursorEffectThreshold : f32;
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cycleSpeed : f32;
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cycleFrameSkip : i32;
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fallSpeed : f32;
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hasSun : i32;
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hasThunder : i32;
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raindropLength : f32;
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rippleScale : f32;
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rippleSpeed : f32;
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rippleThickness : f32;
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cycleStyle : i32;
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rippleType : i32;
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// render
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forwardSpeed : f32;
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glyphVerticalSpacing : f32;
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glyphEdgeCrop : f32;
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isPolar : i32;
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density : f32;
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numQuadColumns : i32;
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numQuadRows : i32;
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quadSize : f32;
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slantScale : f32;
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slantVec : vec2<f32>;
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volumetric : i32;
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};
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[[group(0), binding(0)]] var<uniform> config:Config;
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[[block]] struct MSDF {
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glyphTextureColumns: i32;
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glyphSequenceLength: i32;
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glyphTextureColumns: i32;
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};
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[[group(0), binding(1)]] var<uniform> msdf:MSDF;
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[[group(0), binding(2)]] var msdfSampler: sampler;
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@@ -60,6 +94,9 @@ struct VertexOutput {
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[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] VertexIndex:u32) -> VertexOutput {
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var timePlaceholder = time.seconds;
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var i = i32(VertexIndex);
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var quadIndex = i / NUM_VERTICES_PER_QUAD;
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@@ -68,16 +105,16 @@ struct VertexOutput {
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f32(((i + 1) % NUM_VERTICES_PER_QUAD / 3))
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);
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var cellPosition = vec2<i32>(
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quadIndex % config.numColumns,
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quadIndex / config.numColumns
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var quadPosition = vec2<i32>(
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quadIndex % config.numQuadColumns,
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quadIndex / config.numQuadColumns
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);
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var position = cornerPosition;
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position = position + vec2<f32>(cellPosition);
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position = position + vec2<f32>(quadPosition);
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position = position / vec2<f32>(
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f32(config.numColumns),
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f32(config.numRows)
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f32(config.numQuadColumns),
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f32(config.numQuadRows)
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);
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position = 1.0 - position * 2.0;
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@@ -86,8 +123,8 @@ struct VertexOutput {
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var depth:f32 = 0.0;
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// depth = -0.5
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// + sin(time.seconds * 2.0 + f32(cellPosition.x) / f32(config.numColumns) * 10.0) * 0.2
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// + sin(time.seconds * 2.0 + f32(cellPosition.y) / f32(config.numColumns) * 10.0) * 0.2;
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// + sin(time.seconds * 2.0 + f32(quadPosition.x) / f32(config.numQuadColumns) * 10.0) * 0.2
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// + sin(time.seconds * 2.0 + f32(quadPosition.y) / f32(config.numQuadRows) * 10.0) * 0.2;
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var pos:vec4<f32> = vec4<f32>(position, depth, 1.0);
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pos.x = pos.x / config.glyphHeightToWidth;
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@@ -103,8 +140,8 @@ struct VertexOutput {
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[[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2<f32>) -> [[location(0)]] vec4<f32> {
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var color:vec4<f32> = textureSample(msdfTexture, msdfSampler, UV / f32(msdf.glyphTextureColumns));
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// color.b = color.b * (sin(time.seconds * TWO_PI) * 0.5 + 0.5);
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color.b = color.b * f32(time.frames / 60 % 2);
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color = vec4<f32>(UV, 0.5, 1.0);
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return color;
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}
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