Rezmason
cee10bb1de
Adding glyphFlip and glyphRotation parameters.
2024-09-10 21:41:59 -07:00
Rezmason
b86b97fde9
Adding an FPS argument. The renderers now determine whether the current frame should be rendered, and passes use that to determine whether to render or not. The rain pass, however, will still update the simulation at full speed.
2022-10-03 23:45:56 -07:00
Rezmason
51faabfbe6
Corrected the MSDF logic in the GLSL and WGSL shaders, which fixed the rendering in Chrome's software renderer.
2022-10-02 20:35:12 -07:00
Rezmason
beb70473aa
Fixed a WebGPU sequencing issue when skipIntro=true&once=false, caused by updating the cells and intro cells in the same compute pass. The WebGPU and REGL projects are now also slightly more alike.
2022-09-25 19:43:51 -07:00
Rezmason
965e21d3ba
Adding intro and skipIntro option
2022-09-24 07:27:26 -07:00
Rezmason
e2be02c498
Added textures to base and glint shapes.
2022-09-17 13:51:48 -07:00
Rezmason
9c2d6d7ed8
Adding "glint", the shapes that appear on top of the glyphs in the Resurrections opening titles.
2022-09-17 01:24:23 -07:00
Rezmason
9ab9924294
Migrated changes to WebGPU
2022-09-16 21:08:00 -07:00
Rezmason
ec831ce6f1
Adding named debug groups to the WebGPU passes, and switching the pipeline create calls to the async methods
2022-09-11 20:09:32 -07:00
Rezmason
ed49105c69
Cursors are now much more robustly detected, and the debug view— previously called the computation texture— now resembles BUF's behind-the-scenes VFX footage. Isolated the isometric camera option from the debug view
2022-09-08 23:13:52 -07:00
Rezmason
77d6176fd5
Updating the WebGPU code to match the REGL code
2022-09-08 19:51:39 -07:00
Rezmason
a0c1f22fd1
Updating WebGPU project to satisfy Chrome Canary
2022-08-07 19:17:22 -07:00
Rezmason
b09887ba0f
GPUComputePassEnncoder::dispatch got renamed to dispatchWorkgroups
2022-05-03 12:00:25 -07:00
Rezmason
f72d5450e8
Replacing the deprecated loadValue property in the render pass config descriptors' color attachments
2022-04-30 18:16:33 -07:00
Rezmason
4118faca27
Pass::endPass --> Pass:end
2022-04-30 18:16:33 -07:00
Rezmason
b540ef4620
Explicitly using rgba8unorm format for rain pass render targets
2021-11-17 18:27:10 -08:00
Rezmason
d273573348
Non-module scripts are now imported through the JS. It's not pretty, but it keeps the WebGPU project from loading regl unnecessarily.
2021-11-15 08:05:31 -08:00
Rezmason
aa56cc4256
Changed the gpu-buffer imports to use a relative path.
2021-11-15 07:41:33 -08:00
Rezmason
b26155d20e
Adding some more comments. Destructuring the context object in the pass modules. A little code cleanup in bloomPass. Changing the endPass sampler to be cheaper.
2021-11-15 01:05:05 -08:00
Rezmason
1b61e304a5
Refactoring the pass and pipeline, so that inputs and size are handed to and returned from the build function (formerly setSize). This is now the earliest place to build bind groups, which makes sense, because it's also the earliest place to create textures that are proportional to the size of the canvas.
2021-11-15 00:30:09 -08:00
Rezmason
9ad655ca2e
Created a pass-through post processing compute pass. The other post-processing passes will be changed over to this kind of thing.
...
makePassFBO has now been split into makeRenderTarget and makeComputeTarget.
2021-11-11 09:18:32 -08:00
Rezmason
dc4032e42a
A little reorganization of methods in the passes.
2021-11-10 18:10:26 -08:00
Rezmason
f4130013f4
Moved the makePyramid and resizePyramid methods from the regl solution's util module to bloomPass.
...
Adding the canvas context's preferred format to the shared pass context (named "canvasFormat").
Added a placeholder bloomPass, which the existing passes now receive input from.
2021-11-09 20:06:59 -08:00
Rezmason
87c2093281
Unifying the interfaces of regl and webgpu makePass and makePipeline.
2021-11-09 09:17:01 -08:00
Rezmason
6586badf42
The WebGPU rainPass now performs a high pass filter on its own fragments. I think I prefer this to a separate high pass filter, because this one is pre-blendfunc, ie. fragments will only be added to the texture if they are individually bright enough to contribute.
2021-11-09 07:08:07 -08:00
Rezmason
a143e3fc03
Renamed gpu-uniforms to gpu-buffer, and messed around with its API.
...
I believe all the align, size, stride and byteOffset values are now in the proper units, ie. bytes.
2021-11-08 22:56:00 -08:00
Rezmason
cf02073ff3
Added orthographic projection and a profile angle to the volumetric mode when effects are off.
2021-11-08 09:47:56 -08:00
Rezmason
bbe3d62331
Wrote another utility method for cramming an array of resources into a bind group.
2021-11-08 08:05:56 -08:00
Rezmason
1528ca39a5
Commenting out the tables and adding select to some shaders in place of the original ternary operator.
2021-11-08 03:45:06 -08:00
Rezmason
415ffa77ee
Driving more uniforms.read calls from the actual shaders.
2021-11-08 03:01:46 -08:00
Rezmason
61a3a6d783
Moved the WebGPU code off of "std140" and onto gpu-uniforms.
2021-11-08 02:23:33 -08:00
Rezmason
bd3d0c76d2
Fixing the names of shaders in the passes. The loadShader utility function now returns the code and the module, since I'm hoping to parse uniform buffer layouts from the code.
2021-11-07 00:41:25 -07:00
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
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