Files
matrix/js/webgpu/rainPass.js
2024-09-10 21:41:59 -07:00

242 lines
7.1 KiB
JavaScript

import { structs } from "../../lib/gpu-buffer.js";
import { makeRenderTarget, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
const rippleTypes = {
box: 0,
circle: 1,
};
const numVerticesPerQuad = 2 * 3;
const makeConfigBuffer = (device, configUniforms, config, density, gridSize, glyphTransform) => {
const configData = {
...config,
gridSize,
density,
showDebugView: config.effect === "none",
rippleType: config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1,
slantScale: 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1),
slantVec: [Math.cos(config.slant), Math.sin(config.slant)],
msdfPxRange: 4,
glyphTransform,
};
// console.table(configData);
return makeUniformBuffer(device, configUniforms, configData);
};
export default ({ config, device, timeBuffer }) => {
const { mat2, mat4, vec2, vec3 } = glMatrix;
const assets = [
loadTexture(device, config.glyphMSDFURL),
loadTexture(device, config.glintMSDFURL),
loadTexture(device, config.baseTextureURL, false, true),
loadTexture(device, config.glintTextureURL, false, true),
loadShader(device, "shaders/wgsl/rainPass.wgsl"),
];
// The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them
const density = config.volumetric && config.effect !== "none" ? config.density : 1;
const gridSize = [Math.floor(config.numColumns * density), config.numColumns];
const numCells = gridSize[0] * gridSize[1];
// The volumetric mode requires us to create a grid of quads,
// rather than a single quad for our geometry
const numQuads = config.volumetric ? numCells : 1;
const glyphTransform = mat2.fromScaling(mat2.create(), vec2.fromValues(config.glyphFlip ? -1 : 1, 1));
mat2.rotate(glyphTransform, glyphTransform, (config.glyphRotation * Math.PI) / 180);
const transform = mat4.create();
if (config.volumetric && config.isometric) {
mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
mat4.scale(transform, transform, vec3.fromValues(1, 1, 2));
} else {
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
}
const camera = mat4.create();
// TODO: vantage points, multiple renders
// We use the different channels for different parts of the raindrop
const renderFormat = "rgba8unorm";
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const renderPassConfig = {
colorAttachments: [
{
// view: null,
loadOp: "clear",
storeOp: "store",
},
{
// view: null,
loadOp: "clear",
storeOp: "store",
},
],
};
let configBuffer;
let sceneUniforms;
let sceneBuffer;
let introPipeline;
let computePipeline;
let renderPipeline;
let introBindGroup;
let computeBindGroup;
let renderBindGroup;
let output;
let highPassOutput;
const loaded = (async () => {
const [glyphMSDFTexture, glintMSDFTexture, baseTexture, glintTexture, rainShader] = await Promise.all(assets);
const rainShaderUniforms = structs.from(rainShader.code);
configBuffer = makeConfigBuffer(device, rainShaderUniforms.Config, config, density, gridSize, glyphTransform);
const introCellsBuffer = device.createBuffer({
size: gridSize[0] * rainShaderUniforms.IntroCell.minSize,
usage: GPUBufferUsage.STORAGE,
});
const cellsBuffer = device.createBuffer({
size: numCells * rainShaderUniforms.Cell.minSize,
usage: GPUBufferUsage.STORAGE,
});
sceneUniforms = rainShaderUniforms.Scene;
sceneBuffer = makeUniformBuffer(device, sceneUniforms);
const additiveBlendComponent = {
operation: "add",
srcFactor: "one",
dstFactor: "one",
};
[introPipeline, computePipeline, renderPipeline] = await Promise.all([
device.createComputePipelineAsync({
layout: "auto",
compute: {
module: rainShader.module,
entryPoint: "computeIntro",
},
}),
device.createComputePipelineAsync({
layout: "auto",
compute: {
module: rainShader.module,
entryPoint: "computeMain",
},
}),
device.createRenderPipelineAsync({
layout: "auto",
vertex: {
module: rainShader.module,
entryPoint: "vertMain",
},
fragment: {
module: rainShader.module,
entryPoint: "fragMain",
targets: [
{
format: renderFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
},
},
{
format: renderFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
},
},
],
},
}),
]);
introBindGroup = makeBindGroup(device, introPipeline, 0, [configBuffer, timeBuffer, introCellsBuffer]);
computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, cellsBuffer, introCellsBuffer]);
renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
configBuffer,
timeBuffer,
sceneBuffer,
linearSampler,
glyphMSDFTexture.createView(),
glintMSDFTexture.createView(),
baseTexture.createView(),
glintTexture.createView(),
cellsBuffer,
]);
})();
const build = (size) => {
// Update scene buffer: camera and transform math for the volumetric mode
const aspectRatio = size[0] / size[1];
if (config.volumetric && config.isometric) {
if (aspectRatio > 1) {
mat4.orthoZO(camera, -1.5 * aspectRatio, 1.5 * aspectRatio, -1.5, 1.5, -1000, 1000);
} else {
mat4.orthoZO(camera, -1.5, 1.5, -1.5 / aspectRatio, 1.5 / aspectRatio, -1000, 1000);
}
} else {
mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
}
const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
device.queue.writeBuffer(sceneBuffer, 0, sceneUniforms.toBuffer({ screenSize, camera, transform }));
// Update
output?.destroy();
output = makeRenderTarget(device, size, renderFormat);
highPassOutput?.destroy();
highPassOutput = makeRenderTarget(device, size, renderFormat);
return {
primary: output,
highPass: highPassOutput,
};
};
const run = (encoder, shouldRender) => {
// We render the code into an Target using MSDFs: https://github.com/Chlumsky/msdfgen
const introPass = encoder.beginComputePass();
introPass.setPipeline(introPipeline);
introPass.setBindGroup(0, introBindGroup);
introPass.dispatchWorkgroups(Math.ceil(gridSize[0] / 32), 1, 1);
introPass.end();
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatchWorkgroups(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
computePass.end();
if (shouldRender) {
renderPassConfig.colorAttachments[0].view = output.createView();
renderPassConfig.colorAttachments[1].view = highPassOutput.createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.setPipeline(renderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
renderPass.end();
}
};
return makePass("Rain", loaded, build, run);
};