Commit Graph

132 Commits

Author SHA1 Message Date
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.
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.
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
Rezmason
28d38b032f More code cleanup. Replacing Neapolitan ice cream stripes with trans flag stripes. 2021-10-20 09:19:06 -07:00
Rezmason
4e88f68560 Whitespace fixes. 2021-10-20 08:26:16 -07:00