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:
Rezmason
2021-10-30 12:53:26 -07:00
parent 1516f82554
commit cc75938fcb
4 changed files with 168 additions and 55 deletions

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@@ -4,12 +4,10 @@ WebGPU
First decent rainRender
Port render pass 100%
For now, use noise instead of the data texture
Get all the uniforms in
Categorize them into buffers
Port compute pass 100%
Compute entry point can live in the same wgsl file, I think
More uniforms! Categorize!
use textureLoad for texel access in render pipeline
Reorder the config fields
Render target
Resize accordingly
Put in its own module

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@@ -2,14 +2,25 @@ import std140 from "./std140.js";
import { getCanvasSize, loadTexture, makeUniformBuffer } from "./utils.js";
const { mat4, vec3 } = glMatrix;
export default async (canvas, config) => {
console.log(config);
const rippleTypes = {
box: 0,
circle: 1,
};
const cycleStyles = {
cycleFasterWhenDimmed: 0,
cycleRandomly: 1,
};
const numVerticesPerQuad = 2 * 3;
export default async (canvas, config) => {
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const canvasContext = canvas.getContext("webgpu");
const presentationFormat = canvasContext.getPreferredFormat(adapter);
const queue = device.queue;
console.table(device.limits);
const canvasConfig = {
device,
@@ -19,39 +30,94 @@ export default async (canvas, config) => {
canvasContext.configure(canvasConfig);
const renderPassConfig = {
colorAttachments: [
{
view: canvasContext.getCurrentTexture().createView(),
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
const msdfTexturePromise = loadTexture(device, config.glyphTexURL);
const rainRenderShaderPromise = fetch("shaders/wgsl/rainRenderPass.wgsl").then((response) => response.text());
const NUM_VERTICES_PER_QUAD = 6;
// The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them
const volumetric = config.volumetric;
const density = volumetric && config.effect !== "none" ? config.density : 1;
const [numRows, numColumns] = [config.numColumns, config.numColumns * density];
const numColumns = config.numColumns;
const numRows = config.numColumns;
// The volumetric mode requires us to create a grid of quads,
// rather than a single quad for our geometry
const [numQuadRows, numQuadColumns] = volumetric ? [numRows, numColumns] : [1, 1];
const numQuads = numQuadRows * numQuadColumns;
const quadSize = [1 / numQuadColumns, 1 / numQuadRows];
const msdfSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
// 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)];
const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
const showComputationTexture = config.effect === "none";
const msdfTexture = await loadTexture(device, config.glyphTexURL);
const configData = [
// common
{ name: "animationSpeed", type: "f32", value: config.animationSpeed },
{ name: "glyphHeightToWidth", type: "f32", value: config.glyphHeightToWidth },
{ name: "resurrectingCodeRatio", type: "f32", value: config.resurrectingCodeRatio },
{ name: "numColumns", type: "i32", value: numColumns },
{ name: "numRows", type: "i32", value: numRows },
{ name: "showComputationTexture", type: "i32", value: showComputationTexture },
const configStructLayout = std140(["i32", "i32", "f32"]);
const configBuffer = makeUniformBuffer(device, configStructLayout, [numColumns, numRows, config.glyphHeightToWidth]);
// compute
{ name: "brightnessThreshold", type: "f32", value: config.brightnessThreshold },
{ name: "brightnessOverride", type: "f32", value: config.brightnessOverride },
{ name: "brightnessDecay", type: "f32", value: config.brightnessDecay },
{ name: "cursorEffectThreshold", type: "f32", value: config.cursorEffectThreshold },
{ name: "cycleSpeed", type: "f32", value: config.cycleSpeed },
{ name: "cycleFrameSkip", type: "i32", value: config.cycleFrameSkip },
{ name: "fallSpeed", type: "f32", value: config.fallSpeed },
{ name: "hasSun", type: "i32", value: config.hasSun },
{ name: "hasThunder", type: "i32", value: config.hasThunder },
{ name: "raindropLength", type: "f32", value: config.raindropLength },
{ name: "rippleScale", type: "f32", value: config.rippleScale },
{ name: "rippleSpeed", type: "f32", value: config.rippleSpeed },
{ name: "rippleThickness", type: "f32", value: config.rippleThickness },
{ name: "cycleStyle", type: "i32", value: cycleStyle },
{ name: "rippleType", type: "i32", value: rippleType },
const msdfStructLayout = std140(["i32", "i32"]);
const msdfBuffer = makeUniformBuffer(device, msdfStructLayout, [config.glyphTextureColumns, config.glyphSequenceLength]);
// render
{ name: "forwardSpeed", type: "f32", value: config.forwardSpeed },
{ name: "glyphVerticalSpacing", type: "f32", value: config.glyphVerticalSpacing },
{ name: "glyphEdgeCrop", type: "f32", value: config.glyphEdgeCrop },
{ name: "isPolar", type: "i32", value: config.isPolar },
{ name: "density", type: "f32", value: density },
{ name: "numQuadColumns", type: "i32", value: numQuadColumns },
{ name: "numQuadRows", type: "i32", value: numQuadRows },
{ name: "quadSize", type: "f32", value: quadSize },
{ name: "slantScale", type: "f32", value: slantScale },
{ name: "slantVec", type: "vec2<f32>", value: slantVec },
{ name: "volumetric", type: "i32", value: volumetric },
];
console.table(configData);
const timeStructLayout = std140(["f32", "i32"]);
const timeBuffer = makeUniformBuffer(device, timeStructLayout);
const configLayout = std140(configData.map((field) => field.type));
const configBuffer = makeUniformBuffer(
device,
configLayout,
configData.map((field) => field.value)
);
const sceneStructLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
const sceneBuffer = makeUniformBuffer(device, sceneStructLayout);
const msdfData = [
{ name: "glyphSequenceLength", type: "i32", value: config.glyphSequenceLength },
{ name: "glyphTextureColumns", type: "i32", value: config.glyphTextureColumns },
];
console.table(msdfData);
const msdfLayout = std140(msdfData.map((field) => field.type));
const msdfBuffer = makeUniformBuffer(
device,
msdfLayout,
msdfData.map((field) => field.value)
);
const timeLayout = std140(["f32", "i32"]);
const timeBuffer = makeUniformBuffer(device, timeLayout);
const sceneLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
const sceneBuffer = makeUniformBuffer(device, sceneLayout);
const transform = mat4.create();
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
@@ -62,11 +128,16 @@ export default async (canvas, config) => {
const aspectRatio = canvasSize[0] / canvasSize[1];
mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
queue.writeBuffer(sceneBuffer, 0, sceneStructLayout.build([screenSize, camera, transform]));
device.queue.writeBuffer(sceneBuffer, 0, sceneLayout.build([screenSize, camera, transform]));
};
updateCameraBuffer();
const [rainRenderShader] = await Promise.all(["shaders/wgsl/rainRenderPass.wgsl"].map(async (path) => (await fetch(path)).text()));
const msdfSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const [msdfTexture, rainRenderShader] = await Promise.all([msdfTexturePromise, rainRenderShaderPromise]);
const rainRenderShaderModule = device.createShaderModule({ code: rainRenderShader });
@@ -96,8 +167,6 @@ export default async (canvas, config) => {
},
});
console.log(device.limits);
const bindGroup = device.createBindGroup({
layout: rainRenderPipeline.getBindGroupLayout(0),
entries: [configBuffer, msdfBuffer, msdfSampler, msdfTexture.createView(), timeBuffer, sceneBuffer]
@@ -114,10 +183,19 @@ export default async (canvas, config) => {
bundleEncoder.setPipeline(rainRenderPipeline);
bundleEncoder.setBindGroup(0, bindGroup);
const numQuads = numColumns * numRows;
bundleEncoder.draw(NUM_VERTICES_PER_QUAD * numQuads, 1, 0, 0);
bundleEncoder.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
const renderBundles = [bundleEncoder.finish()];
const renderPassConfig = {
colorAttachments: [
{
view: canvasContext.getCurrentTexture().createView(),
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
let frame = 0;
const renderLoop = (now) => {
@@ -131,7 +209,7 @@ export default async (canvas, config) => {
updateCameraBuffer();
}
queue.writeBuffer(timeBuffer, 0, timeStructLayout.build([now / 1000, frame]));
device.queue.writeBuffer(timeBuffer, 0, timeLayout.build([now / 1000, frame]));
frame++;
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
@@ -141,7 +219,7 @@ export default async (canvas, config) => {
renderPass.executeBundles(renderBundles);
renderPass.endPass();
const commandBuffer = encoder.finish();
queue.submit([commandBuffer]);
device.queue.submit([commandBuffer]);
requestAnimationFrame(renderLoop);
};

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@@ -68,7 +68,7 @@ const buildStruct = (fields, values, buffer) => {
for (let i = 0; i < values.length; i++) {
const view = views[fields[i].baseType];
const value = values[i];
const array = value[Symbol.iterator] == null ? [value] : value;
const array = value[Symbol.iterator] == null ? [Number(value)] : value;
view.set(array, fields[i].byteOffset);
}
return buffer;

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@@ -1,19 +1,53 @@
let NUM_VERTICES_PER_QUAD:i32 = 6;
let NUM_VERTICES_PER_QUAD:i32 = 6; // 2 * 3
let PI:f32 = 3.14159265359;
let TWO_PI:f32 = 6.28318530718;
let SQRT_2:f32 = 1.4142135623730951;
let SQRT_5:f32 = 2.23606797749979;
[[block]] struct Config {
numColumns: i32;
numRows: i32;
glyphHeightToWidth: f32;
// common
animationSpeed : f32;
glyphHeightToWidth : f32;
resurrectingCodeRatio : f32;
numColumns : i32;
numRows : i32;
showComputationTexture : i32;
// compute
brightnessThreshold : f32;
brightnessOverride : f32;
brightnessDecay : f32;
cursorEffectThreshold : f32;
cycleSpeed : f32;
cycleFrameSkip : i32;
fallSpeed : f32;
hasSun : i32;
hasThunder : i32;
raindropLength : f32;
rippleScale : f32;
rippleSpeed : f32;
rippleThickness : f32;
cycleStyle : i32;
rippleType : i32;
// render
forwardSpeed : f32;
glyphVerticalSpacing : f32;
glyphEdgeCrop : f32;
isPolar : i32;
density : f32;
numQuadColumns : i32;
numQuadRows : i32;
quadSize : f32;
slantScale : f32;
slantVec : vec2<f32>;
volumetric : i32;
};
[[group(0), binding(0)]] var<uniform> config:Config;
[[block]] struct MSDF {
glyphTextureColumns: i32;
glyphSequenceLength: i32;
glyphTextureColumns: i32;
};
[[group(0), binding(1)]] var<uniform> msdf:MSDF;
[[group(0), binding(2)]] var msdfSampler: sampler;
@@ -60,6 +94,9 @@ struct VertexOutput {
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] VertexIndex:u32) -> VertexOutput {
var timePlaceholder = time.seconds;
var i = i32(VertexIndex);
var quadIndex = i / NUM_VERTICES_PER_QUAD;
@@ -68,16 +105,16 @@ struct VertexOutput {
f32(((i + 1) % NUM_VERTICES_PER_QUAD / 3))
);
var cellPosition = vec2<i32>(
quadIndex % config.numColumns,
quadIndex / config.numColumns
var quadPosition = vec2<i32>(
quadIndex % config.numQuadColumns,
quadIndex / config.numQuadColumns
);
var position = cornerPosition;
position = position + vec2<f32>(cellPosition);
position = position + vec2<f32>(quadPosition);
position = position / vec2<f32>(
f32(config.numColumns),
f32(config.numRows)
f32(config.numQuadColumns),
f32(config.numQuadRows)
);
position = 1.0 - position * 2.0;
@@ -86,8 +123,8 @@ struct VertexOutput {
var depth:f32 = 0.0;
// depth = -0.5
// + sin(time.seconds * 2.0 + f32(cellPosition.x) / f32(config.numColumns) * 10.0) * 0.2
// + sin(time.seconds * 2.0 + f32(cellPosition.y) / f32(config.numColumns) * 10.0) * 0.2;
// + sin(time.seconds * 2.0 + f32(quadPosition.x) / f32(config.numQuadColumns) * 10.0) * 0.2
// + sin(time.seconds * 2.0 + f32(quadPosition.y) / f32(config.numQuadRows) * 10.0) * 0.2;
var pos:vec4<f32> = vec4<f32>(position, depth, 1.0);
pos.x = pos.x / config.glyphHeightToWidth;
@@ -103,8 +140,8 @@ struct VertexOutput {
[[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2<f32>) -> [[location(0)]] vec4<f32> {
var color:vec4<f32> = textureSample(msdfTexture, msdfSampler, UV / f32(msdf.glyphTextureColumns));
// color.b = color.b * (sin(time.seconds * TWO_PI) * 0.5 + 0.5);
color.b = color.b * f32(time.frames / 60 % 2);
color = vec4<f32>(UV, 0.5, 1.0);
return color;
}