Files
matrix/js/webgpu/imagePass.js

61 lines
1.6 KiB
JavaScript

import { makeComputeTarget, loadTexture, loadShader, makeBindGroup, makePass } from "./utils.js";
// Multiplies the rendered rain and bloom by a loaded in image
const defaultBGURL = "https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Flammarion_Colored.jpg/917px-Flammarion_Colored.jpg";
export default (context) => {
const { config, device } = context;
const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
const assets = [loadTexture(device, bgURL), loadShader(device, "shaders/wgsl/imagePass.wgsl")];
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
let computePipeline;
let output;
let screenSize;
let backgroundTex;
let computeBindGroup;
const loaded = (async () => {
const [bgTex, imageShader] = await Promise.all(assets);
backgroundTex = bgTex;
computePipeline = device.createComputePipeline({
compute: {
module: imageShader.module,
entryPoint: "computeMain",
},
});
})();
const build = (size, inputs) => {
output?.destroy();
output = makeComputeTarget(device, size);
screenSize = size;
computeBindGroup = makeBindGroup(device, computePipeline, 0, [
linearSampler,
inputs.primary.createView(),
inputs.bloom.createView(),
backgroundTex.createView(),
output.createView(),
]);
return { primary: output };
};
const run = (encoder) => {
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
computePass.endPass();
};
return makePass(loaded, build, run);
};