mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-17 05:49:30 -07:00
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:
@@ -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]);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user