Rezmason
375560d6a1
Fixed a math issue in the symbol UV function.
2021-10-30 20:30:55 -07:00
Rezmason
4ea6cadd2f
Fixing some y-flip related stuff in the rain pass fragment shader. Consolidating and changing the type of a bunch of info in the config uniform. Improving the code comments.
2021-10-30 20:05:07 -07:00
Rezmason
d8701c9408
Ported the rain vertex shader to wgsl.
2021-10-30 18:07:07 -07:00
Rezmason
923992660c
Ported the rain fragment shader to wgsl. Made a small change in both to the function that resolves the glyph symbol float to the coordinate of a glyph in the MSDF texture.
2021-10-30 14:49:06 -07:00
Rezmason
4dd0c1be50
Organizing shader functions' input and output types. I don't know if this is a good idea in the long run, but it seems useful in the short term.
2021-10-30 13:50:46 -07:00
Rezmason
cc75938fcb
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.
2021-10-30 13:48:28 -07:00
Rezmason
1516f82554
Adding random functions to rain render pass shader
2021-10-30 08:41:00 -07:00
Rezmason
33437a722d
Finding ways to construct WebGPU descriptors more concisely. Moving some functions to webgpu's utils.js.
2021-10-30 08:40:42 -07:00
Rezmason
0c26cc7660
Moving assets into a subdirectory.
2021-10-29 12:21:40 -07:00
Rezmason
94f5f1e5ec
Rearranging the shaders and scripts to hopefully make the project easier to work on
2021-10-29 09:27:28 -07:00
Rezmason
dd4fe3cac6
Looks like uniform buffers don't need to specify which shader stages use them.
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Removed the primitive state from the pipeline descriptor, because the project uses its default values.
2021-10-29 09:20:37 -07:00
Rezmason
fb6406e753
The texture sampler should operate linearly
2021-10-29 09:16:28 -07:00
Rezmason
23d397fa11
Now that I can pack integer and float data into one uniform buffer, time.seconds can be represented as a float while time.frames is an integer.
2021-10-29 09:02:20 -07:00
Rezmason
f9b80224fe
More std140 tweaks
2021-10-29 08:57:23 -07:00
Rezmason
d4b21a0e4c
Moving std140 code to its own module. Here it can evolve into a class or whatever, and it won't clutter the rest of the code.
2021-10-29 08:03:55 -07:00
Rezmason
e79e741fcf
Fixed a struct layout bug. Struct layout and builder now support mixing integer and float data in a struct, and output an ArrayBuffer.
2021-10-29 07:43:39 -07:00
Rezmason
81f77c70ae
Slowly working out what's required to support uniform buffers that store integers as well as floats
2021-10-29 00:38:58 -07:00
Rezmason
ad2b7e53af
buildStruct needs to convert values into arrays
2021-10-28 23:56:31 -07:00
Rezmason
1b53b8be1f
Experimenting with simplifying the names of the uniform buffers in the rain render pass shader.
2021-10-28 22:21:01 -07:00
Rezmason
c500bdcef0
Implemented rudimentary support for std140 alignment of values in uniform buffers.
2021-10-28 21:22:13 -07:00
Rezmason
a3c99ff4c0
Swapping the camera perspective generating function to mat4.perspectiveZO.
2021-10-27 22:45:29 -07:00
Rezmason
3d9050c9aa
Upgraded glMatrix to the latest version, which contains mat4.perspectiveZO, the perspective function that works for WebGPU.
2021-10-27 22:45:01 -07:00
Rezmason
c3254c3aa1
Adding WebGPU to TODO.md. Annotating the parts of the WebGPU code that involve uniform buffer layout issues.
2021-10-27 22:34:47 -07:00
Rezmason
c27c20f2cf
Consolidating all the bind groups, because I only have four. Stuff shared between render passes will get isolated somehow, but it might be by binding one buffer to multiple render passes' bind group at zero rather than having more than one bind group.
2021-10-27 21:08:20 -07:00
Rezmason
a0649bdb34
Added screenSize in camera uniforms.
2021-10-27 20:51:22 -07:00
Rezmason
f2a54b3141
A little bit of shader variable renaming and const declaration during a walkthrough of the existing code on-stream
2021-10-27 20:00:39 -07:00
Rezmason
c716d30808
Merged the vertex and fragment shader WGSL files, because their bindings can't collide anyhow. The rain render shader now accepts a bind group of time uniforms, which change on every frame, as well as MSDF uniforms, along with an MSDF sampler and texture that's loaded in from the PNG. The shader currently renders the correct grid of quads for volumetric mode, displays the first glyph raw in each one, and every sixty frames, turns on and off the blue channel.
2021-10-27 19:04:02 -07:00
Rezmason
8c62146884
Fetching WebGPU shaders. Created my first bona fide pipeline. The vertex shader compares the built-in vertex index and the numRows/numColumns uniforms to produce a grid of quads with no vertex or index buffer whatsoever!
2021-10-27 19:04:02 -07:00
Rezmason
1827fd94a6
Removing document onload function from webgpu_main that I left in by mistake
2021-10-27 19:04:02 -07:00
Rezmason
3cb20139c4
Creating stump render bundle array. This is how WebGPU command buffers are created and executed.
2021-10-27 19:04:02 -07:00
Rezmason
6b317af0bb
Broke ground on webgpu version.
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Split regl_main.js off of main.js, which now detects navigator.gpu. If it exists, it initializes webgpu_main instead.
2021-10-27 19:04:02 -07:00
Rezmason
48a6f2cf34
Fixing a typo and adding looping functionality to the TODO list
2021-10-27 19:03:38 -07:00
Rezmason
348c384de5
More small config tweaks to paradise matrix.
2021-10-23 01:54:09 -07:00
Rezmason
7f42280eeb
More small config tweaks.
2021-10-23 01:38:05 -07:00
Rezmason
69d4e7365c
Renaming the shaders again, because the extensions I gave them were confusing GitHub's syntax highlighting.
2021-10-23 01:28:32 -07:00
Rezmason
a979e87564
More tweaks to Resurrections version.
2021-10-23 01:12:50 -07:00
Rezmason
cf5f8c2113
Simplifying rainPass.compute's weirder operations.
2021-10-23 01:12:31 -07:00
Rezmason
2265e3c937
Performing extensive cleanup and adding comments to rainPass.compute
2021-10-22 23:44:45 -07:00
Rezmason
af44126926
Renaming the data texture to "state" in the rain pass's render program
2021-10-22 22:58:10 -07:00
Rezmason
5c77e9b690
Renaming a value in highPass.frag
2021-10-22 22:57:37 -07:00
Rezmason
edc9bca0bc
Removing accidental junk function from utils
2021-10-22 22:57:22 -07:00
Rezmason
1a97861fed
Resurrections version now vertically spaces the glyphs (groan).
2021-10-22 22:57:14 -07:00
Rezmason
6d8f5ba41a
Overhauled the rainPass's support for the "operator" version of the effect. It now overrides the brightness of any glyph brighter than a threshold, which I think is a much clearer concept.
...
Also changed the way the glyphs cycle in the "operator" version, after noticing they only change once every four or five frames in the original effect.
2021-10-22 08:38:37 -07:00
Rezmason
7569246b5b
Renaming rainPass shaders, and updating TODO.
2021-10-22 00:48:49 -07:00
Rezmason
d285697640
Documenting the passes and config variables.
2021-10-20 21:50:01 -07:00
Rezmason
4c6ff879fd
Added some documentation, cleaned up some code, fleshed out the remaining work to make the project a little easier for newcomers to approach
2021-10-20 21:01:32 -07:00
Rezmason
b4bece1264
resurrectionPass wasn't waiting for its shader to load.
2021-10-20 14:00:55 -07:00
Rezmason
b2f81cdb37
Oops, fixing the URLs for the shaders
2021-10-20 13:49:50 -07:00
Rezmason
f6e12ad795
Renaming renderer to rainPass, renaming its shaders, and cleaning up the main code a little.
2021-10-20 09:58:03 -07:00
Rezmason
c85642a270
A little more cleanup in the renderer code.
2021-10-20 09:50:58 -07:00