mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -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:
2
TODO.txt
2
TODO.txt
@@ -4,8 +4,8 @@ WebGPU
|
|||||||
Render targets
|
Render targets
|
||||||
Resize accordingly
|
Resize accordingly
|
||||||
Blur: compute or render?
|
Blur: compute or render?
|
||||||
|
What is workgroupBarrier in compute shaders?
|
||||||
The other passes should be a breeze
|
The other passes should be a breeze
|
||||||
Just add them to the render bundle
|
|
||||||
|
|
||||||
Make sure you got CORS right in the texture fetch
|
Make sure you got CORS right in the texture fetch
|
||||||
Update links in issues
|
Update links in issues
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
import std140 from "./std140.js";
|
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 { mat4, vec3 } = glMatrix;
|
||||||
|
|
||||||
const rippleTypes = {
|
const rippleTypes = {
|
||||||
@@ -30,8 +31,7 @@ export default async (canvas, config) => {
|
|||||||
|
|
||||||
canvasContext.configure(canvasConfig);
|
canvasContext.configure(canvasConfig);
|
||||||
|
|
||||||
const msdfTexturePromise = loadTexture(device, config.glyphTexURL);
|
const assets = [loadTexture(device, config.glyphTexURL), loadShaderModule(device, "shaders/wgsl/rainPass.wgsl")];
|
||||||
const rainShaderPromise = fetch("shaders/wgsl/rainPass.wgsl").then((response) => response.text());
|
|
||||||
|
|
||||||
// The volumetric mode multiplies the number of columns
|
// The volumetric mode multiplies the number of columns
|
||||||
// to reach the desired density, and then overlaps them
|
// to reach the desired density, and then overlaps them
|
||||||
@@ -121,14 +121,12 @@ export default async (canvas, config) => {
|
|||||||
};
|
};
|
||||||
updateCameraBuffer();
|
updateCameraBuffer();
|
||||||
|
|
||||||
const msdfSampler = device.createSampler({
|
const linearSampler = device.createSampler({
|
||||||
magFilter: "linear",
|
magFilter: "linear",
|
||||||
minFilter: "linear",
|
minFilter: "linear",
|
||||||
});
|
});
|
||||||
|
|
||||||
const [msdfTexture, rainShader] = await Promise.all([msdfTexturePromise, rainShaderPromise]);
|
const [msdfTexture, rainShaderModule] = await Promise.all(assets);
|
||||||
|
|
||||||
const rainShaderModule = device.createShaderModule({ code: rainShader });
|
|
||||||
|
|
||||||
const rainComputePipeline = device.createComputePipeline({
|
const rainComputePipeline = device.createComputePipeline({
|
||||||
compute: {
|
compute: {
|
||||||
@@ -175,7 +173,7 @@ export default async (canvas, config) => {
|
|||||||
|
|
||||||
const renderBindGroup = device.createBindGroup({
|
const renderBindGroup = device.createBindGroup({
|
||||||
layout: rainRenderPipeline.getBindGroupLayout(0),
|
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) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
|
||||||
.map((resource, binding) => ({
|
.map((resource, binding) => ({
|
||||||
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 = {
|
const renderPassConfig = {
|
||||||
colorAttachments: [
|
colorAttachments: [
|
||||||
{
|
{
|
||||||
@@ -228,8 +217,11 @@ export default async (canvas, config) => {
|
|||||||
|
|
||||||
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
|
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
|
||||||
const renderPass = encoder.beginRenderPass(renderPassConfig);
|
const renderPass = encoder.beginRenderPass(renderPassConfig);
|
||||||
renderPass.executeBundles(renderBundles);
|
renderPass.setPipeline(rainRenderPipeline);
|
||||||
|
renderPass.setBindGroup(0, renderBindGroup);
|
||||||
|
renderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
|
||||||
renderPass.endPass();
|
renderPass.endPass();
|
||||||
|
|
||||||
const commandBuffer = encoder.finish();
|
const commandBuffer = encoder.finish();
|
||||||
device.queue.submit([commandBuffer]);
|
device.queue.submit([commandBuffer]);
|
||||||
|
|
||||||
|
|||||||
@@ -27,6 +27,12 @@ const loadTexture = async (device, url) => {
|
|||||||
return texture;
|
return texture;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
const loadShaderModule = async (device, url) => {
|
||||||
|
const response = await fetch(url);
|
||||||
|
const code = await response.text();
|
||||||
|
return device.createShaderModule({ code });
|
||||||
|
};
|
||||||
|
|
||||||
const makeUniformBuffer = (device, structLayout, values = null) => {
|
const makeUniformBuffer = (device, structLayout, values = null) => {
|
||||||
const buffer = device.createBuffer({
|
const buffer = device.createBuffer({
|
||||||
size: structLayout.size,
|
size: structLayout.size,
|
||||||
@@ -40,4 +46,4 @@ const makeUniformBuffer = (device, structLayout, values = null) => {
|
|||||||
return buffer;
|
return buffer;
|
||||||
};
|
};
|
||||||
|
|
||||||
export { getCanvasSize, loadTexture, makeUniformBuffer };
|
export { getCanvasSize, loadTexture, loadShaderModule, makeUniformBuffer };
|
||||||
|
|||||||
@@ -60,7 +60,7 @@
|
|||||||
|
|
||||||
// Render bindings
|
// Render bindings
|
||||||
[[group(0), binding(2)]] var<uniform> scene : Scene;
|
[[group(0), binding(2)]] var<uniform> scene : Scene;
|
||||||
[[group(0), binding(3)]] var msdfSampler : sampler;
|
[[group(0), binding(3)]] var linearSampler : sampler;
|
||||||
[[group(0), binding(4)]] var msdfTexture : texture_2d<f32>;
|
[[group(0), binding(4)]] var msdfTexture : texture_2d<f32>;
|
||||||
[[group(0), binding(5)]] var<storage, read> cells_RO : CellData;
|
[[group(0), binding(5)]] var<storage, read> cells_RO : CellData;
|
||||||
|
|
||||||
@@ -416,7 +416,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
|
|||||||
var msdfUV = (glyphUV + symbolUV) / f32(config.glyphTextureColumns);
|
var msdfUV = (glyphUV + symbolUV) / f32(config.glyphTextureColumns);
|
||||||
|
|
||||||
// MSDF : calculate brightness of fragment based on distance to shape
|
// MSDF : calculate brightness of fragment based on distance to shape
|
||||||
var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
|
var dist = textureSample(msdfTexture, linearSampler, msdfUV).rgb;
|
||||||
var sigDist = median3(dist) - 0.5;
|
var sigDist = median3(dist) - 0.5;
|
||||||
var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
|
var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user