Rezmason
bade1667ad
Making some comments in the WebGPU rainPass and changing the "effect=none" view to be easier on the eyes.
2021-11-06 15:19:56 -07:00
Rezmason
335ff5ddb7
The main module can now pick a renderer based on the "renderer" URL parameter.
2021-11-06 05:03:38 -07:00
Rezmason
89b9f4e363
Ported all the post processing regl passes to WebGPU. Fixed the CORS stuff in loadTexture. Renamed createRenderTargetTexture to makePassFBO, to conform with the regl project. Added make1DTexture, which stripePass uses.
2021-11-06 05:03:16 -07:00
Rezmason
230847e5b8
Added runtime texture targets. A pass now returns its resources in getOutputs(), which subsequent passes access as getInputs().
2021-11-05 01:06:39 -07:00
Rezmason
f0ae7731bb
The webgpu project's multi-pass pipeline is borrowed from the regl project, but the outputs don't exist yet. Outputs will be tricky, because RTTs are thrown out and recreated when the canvas resizes, which I think means all the bind groups referencing the old texture have to be destroyed and recreated, too.
2021-11-03 21:42:01 -07:00
Rezmason
0b04947425
Implemented makePass(). Moved rain compute and render stuff into a pass.
2021-11-03 21:30:22 -07:00
Rezmason
f8959cd7d9
Renaming msdfSampler to linearSampler; adding loadShaderModule utility method; busting the rain render out of its render bundle (which won't be useful long-term).
2021-11-03 20:01:59 -07:00
Rezmason
8f09fade43
Contemplating my next steps.
2021-11-02 23:20:54 -07:00
Rezmason
8048c9c690
That's funny, you can blob a fetch response and chuck it into createImageBitmap().
2021-11-02 23:19:54 -07:00
Rezmason
348b07d237
Actually the ping-pong setup isn't necessary for this compute shader, since it does everything in-place.
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Undid all the y-flips I could find, and they all canceled one another out, except for the glyph UVs in the fragment shader.
2021-11-01 08:38:48 -07:00
Rezmason
1c1b1e4f03
We have ping-pong! And all the rain pass's shaders can coexist in one module! And I met and received ample help from @kainino0x and others on the WebGPU Matrix chat!
2021-11-01 00:29:16 -07:00
Rezmason
6f58882851
The MSDF stuff shouldn't be in its own uniform buffer. This is basically config stuff.
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Added a compute pass that currently does nothing while I learn how to make use of it.
2021-10-31 20:00:11 -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
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
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
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
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
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