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139 lines
4.2 KiB
JavaScript
139 lines
4.2 KiB
JavaScript
import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
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// Maps the brightness of the rendered rain and bloom to colors
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// in a linear gradient buffer generated from the passed-in color sequence
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// This shader introduces noise into the renders, to avoid banding
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const colorToRGB = ([hue, saturation, lightness]) => {
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const a = saturation * Math.min(lightness, 1 - lightness);
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const f = (n) => {
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const k = (n + hue * 12) % 12;
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return lightness - a * Math.max(-1, Math.min(k - 3, 9 - k, 1));
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};
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return [f(0), f(8), f(4)];
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};
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const makePalette = (device, paletteUniforms, entries) => {
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const PALETTE_SIZE = 512;
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const paletteColors = Array(PALETTE_SIZE);
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// Convert HSL gradient into sorted RGB gradient, capping the ends
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const sortedEntries = entries
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.slice()
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.sort((e1, e2) => e1.at - e2.at)
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.map((entry) => ({
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rgb: colorToRGB(entry.hsl),
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arrayIndex: Math.floor(Math.max(Math.min(1, entry.at), 0) * (PALETTE_SIZE - 1)),
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}));
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sortedEntries.unshift({ rgb: sortedEntries[0].rgb, arrayIndex: 0 });
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sortedEntries.push({
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rgb: sortedEntries[sortedEntries.length - 1].rgb,
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arrayIndex: PALETTE_SIZE - 1,
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});
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// Interpolate between the sorted RGB entries to generate
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// the palette texture data
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sortedEntries.forEach((entry, index) => {
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paletteColors[entry.arrayIndex] = entry.rgb.slice();
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if (index + 1 < sortedEntries.length) {
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const nextEntry = sortedEntries[index + 1];
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const diff = nextEntry.arrayIndex - entry.arrayIndex;
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for (let i = 0; i < diff; i++) {
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const ratio = i / diff;
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paletteColors[entry.arrayIndex + i] = [
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entry.rgb[0] * (1 - ratio) + nextEntry.rgb[0] * ratio,
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entry.rgb[1] * (1 - ratio) + nextEntry.rgb[1] * ratio,
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entry.rgb[2] * (1 - ratio) + nextEntry.rgb[2] * ratio,
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];
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}
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}
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});
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// TODO: try using gpu-uniforms
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const paletteBuffer = device.createBuffer({
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size: (3 + 1) * PALETTE_SIZE * Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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mappedAtCreation: true,
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});
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const view = new Float32Array(paletteBuffer.getMappedRange());
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for (let i = 0; i < paletteColors.length; i++) {
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view.set(paletteColors[i], (3 + 1) * i);
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}
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paletteBuffer.unmap();
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return paletteBuffer;
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};
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// The rendered texture's values are mapped to colors in a palette texture.
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// A little noise is introduced, to hide the banding that appears
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// in subtle gradients. The noise is also time-driven, so its grain
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// won't persist across subsequent frames. This is a safe trick
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// in screen space.
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export default (context) => {
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const { config, device, timeBuffer } = context;
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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let computePipeline;
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let configBuffer;
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let paletteBuffer;
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let computeBindGroup;
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let output;
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let screenSize;
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const assets = [loadShader(device, "shaders/wgsl/palettePass.wgsl")];
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const loaded = (async () => {
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const [paletteShader] = await Promise.all(assets);
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computePipeline = device.createComputePipeline({
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compute: {
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module: paletteShader.module,
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entryPoint: "computeMain",
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},
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});
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const paletteShaderUniforms = structs.from(paletteShader.code);
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const configUniforms = paletteShaderUniforms.Config;
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configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude: 0.05, backgroundColor: config.backgroundColor });
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const paletteUniforms = paletteShaderUniforms.Palette;
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paletteBuffer = makePalette(device, paletteUniforms, config.paletteEntries);
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})();
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const build = (size, inputs) => {
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output?.destroy();
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output = makeComputeTarget(device, size);
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screenSize = size;
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computeBindGroup = makeBindGroup(device, computePipeline, 0, [
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configBuffer,
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paletteBuffer,
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timeBuffer,
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linearSampler,
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inputs.primary.createView(),
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inputs.bloom.createView(),
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output.createView(),
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]);
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return { primary: output };
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};
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const run = (encoder) => {
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatch(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
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computePass.endPass();
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};
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return makePass(loaded, build, run);
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};
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