Renaming msdfSampler to linearSampler; adding loadShaderModule utility method; busting the rain render out of its render bundle (which won't be useful long-term).

This commit is contained in:
Rezmason
2021-11-03 20:01:59 -07:00
parent 8f09fade43
commit f8959cd7d9
4 changed files with 20 additions and 22 deletions

View File

@@ -1,5 +1,6 @@
import std140 from "./std140.js";
import { getCanvasSize, loadTexture, makeUniformBuffer } from "./utils.js";
import { getCanvasSize, loadTexture, loadShaderModule, makeUniformBuffer } from "./utils.js";
const { mat4, vec3 } = glMatrix;
const rippleTypes = {
@@ -30,8 +31,7 @@ export default async (canvas, config) => {
canvasContext.configure(canvasConfig);
const msdfTexturePromise = loadTexture(device, config.glyphTexURL);
const rainShaderPromise = fetch("shaders/wgsl/rainPass.wgsl").then((response) => response.text());
const assets = [loadTexture(device, config.glyphTexURL), loadShaderModule(device, "shaders/wgsl/rainPass.wgsl")];
// The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them
@@ -121,14 +121,12 @@ export default async (canvas, config) => {
};
updateCameraBuffer();
const msdfSampler = device.createSampler({
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const [msdfTexture, rainShader] = await Promise.all([msdfTexturePromise, rainShaderPromise]);
const rainShaderModule = device.createShaderModule({ code: rainShader });
const [msdfTexture, rainShaderModule] = await Promise.all(assets);
const rainComputePipeline = device.createComputePipeline({
compute: {
@@ -175,7 +173,7 @@ export default async (canvas, config) => {
const renderBindGroup = device.createBindGroup({
layout: rainRenderPipeline.getBindGroupLayout(0),
entries: [configBuffer, timeBuffer, sceneBuffer, msdfSampler, msdfTexture.createView(), cellsBuffer]
entries: [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
@@ -183,15 +181,6 @@ export default async (canvas, config) => {
})),
});
const bundleEncoder = device.createRenderBundleEncoder({
colorFormats: [presentationFormat],
});
bundleEncoder.setPipeline(rainRenderPipeline);
bundleEncoder.setBindGroup(0, renderBindGroup);
bundleEncoder.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
const renderBundles = [bundleEncoder.finish()];
const renderPassConfig = {
colorAttachments: [
{
@@ -228,8 +217,11 @@ export default async (canvas, config) => {
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.executeBundles(renderBundles);
renderPass.setPipeline(rainRenderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
renderPass.endPass();
const commandBuffer = encoder.finish();
device.queue.submit([commandBuffer]);