Rezmason
acc21ef1f4
Separated cursor and glint intensities from their colors, which can now safely reside in their color spaces.
2022-11-01 08:05:48 -07:00
Rezmason
e8be232e9b
Fixing several embarrassing bugs.
...
WebGPU and REGL projects now flipY again, and they properly flip the symbolY glyph coordinate in the rain pass's fragment shader.
Switching on some older code that was disabled for FF Nightly support— it makes more sense to wait for that support as implementations finalize.
Added mipmap to images loaded into REGL project.
2022-10-11 09:25:24 -07:00
Rezmason
3843dd90d1
Moving bloom strength math to the combine steps, and fixing a redundant multiply issue in the REGL based renderer
2022-10-04 21:53:53 -07:00
Rezmason
507f907096
Fixing the resize logic
2022-10-04 21:52:44 -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
3828203876
All colors are now color objects
2022-09-29 22:15:01 -07:00
Rezmason
22dd5e8678
RGBs in config are no longer flat
2022-09-29 22:15:01 -07:00
Rezmason
67cfdcb132
Palette pass now accepts colors regardless of their color space
2022-09-29 22:15:01 -07:00
Rezmason
cde709b044
Renaming paletteEntries to palette
2022-09-29 22:15:01 -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
33edffc99c
Removing the "resurrection" effect that mirrored the Matrix Resurrections trailers, as they aren't canon and the color channels of the output textures can be put to better use
2022-09-04 23:56:49 -07:00
Rezmason
3da3db61f1
Camera input and mirror effect now also work in WebGPU. Added the "once" parameter, which renders a single frame. Fixed bugs in gpu-buffer.
2022-08-11 00:08:05 -07:00
Rezmason
fc6821f4db
Making sure copyTextureToTexture can run, even though the WebGPU project still relies on endPass
2022-08-09 22:25:35 -07:00
Rezmason
e024f4bd4d
Add camera setup to WebGPU project
2022-08-07 21:29:50 -07:00
Rezmason
a0c1f22fd1
Updating WebGPU project to satisfy Chrome Canary
2022-08-07 19:17:22 -07:00
Rezmason
a4a0406826
Ran prettier.
2022-05-04 17:42:50 -07:00
Rezmason
a6c88913f5
A pipeline is now an object with a build method and a run method. The build method returns the last step's outputs object.
2022-05-03 12:07:54 -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
e39c26a95a
The delimiter between WGSL struct fields is now a comma, which is also the delimiter between parameters in angle brackets, so gpu-buffer needs to be a little cleverer with the lines it separates.
2022-04-30 18:16:33 -07:00
Rezmason
4118faca27
Pass::endPass --> Pass:end
2022-04-30 18:16:33 -07:00
Rezmason
928067996d
The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.
2021-12-24 21:44:16 -08:00
Rezmason
a962a6128d
Expose dither magnitude and bloom strength through URL parameters.
2021-12-24 20:02:40 -08:00
Rezmason
68ad689e1e
They removed [[block]] from WGSL struct declarations.
2021-12-14 23:01:53 -08:00
Rezmason
25e9f10f69
Adding "updated" glyph set from The Matrix Resurrections, and a corresponding effect version.
2021-12-11 22:21:24 -08:00
Rezmason
577e94c7d1
Moving bloomPass's pyramids off of mipmaps fixes its appearance in Firefox Nightly
2021-12-06 07:34:04 -08:00
Rezmason
d19f78319b
Rewrite loadTexture, for now, to use GPUQueue::writeTexture (from data supplied by a CanvasContext2D) instead of GPUQueue::copyExternalToTexture (from createImageBitmap).
2021-12-04 15:40:33 -08:00
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
b5d9e106fb
prettier has some opinions about bloomPass.
2021-11-15 07:41:18 -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
b0a4acdfdb
Rewrote the WebGPU bloom pass based on the classic Unreal solution of blurring and combining the levels of an image pyramid. Fixed the regl bloom pass to use the downscaled blurred mipmap levels to build the first pyramid.
2021-11-14 23:09:29 -08:00
Rezmason
7eecace634
My friend recommended a much simpler blur that doesn't build any image pyramids. Unfortunately my work towards an implementation isn't very promising— it doesn't pack the same wollop as the WebGL version— but I can built my pyramids on top of it.
2021-11-13 21:25:27 -08:00
Rezmason
db928bbe7a
All the post processing passes are now based on compute pipelines instead of render pipelines.
2021-11-11 21:50:27 -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
9c861fd50b
Replacing the final copyToTexture call with a tiny render pass, so that the postprocessing passes can be compute shaders working off of storage textures instead.
2021-11-11 08:24:30 -08:00
Rezmason
9813e76ffb
The stripe pass wasn't properly handling custom colors.
2021-11-11 08:01:43 -08:00
Rezmason
159e205019
Planning out the bloom pass.
2021-11-10 18:10:57 -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