Files
matrix/js/webgpu/imagePass.js

91 lines
2.4 KiB
JavaScript

import uniforms from "/lib/gpu-uniforms.js";
import { loadTexture, loadShader, makeUniformBuffer, makePassFBO, 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";
const numVerticesPerQuad = 2 * 3;
export default (context, getInputs) => {
const { config, adapter, device, canvasContext } = context;
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const renderPassConfig = {
colorAttachments: [
{
view: null,
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
const presentationFormat = canvasContext.getPreferredFormat(adapter);
let renderPipeline;
let output;
let backgroundTex;
const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
const assets = [loadTexture(device, bgURL), loadShader(device, "shaders/wgsl/imagePass.wgsl")];
const ready = (async () => {
const [bgTex, imageShader] = await Promise.all(assets);
backgroundTex = bgTex;
renderPipeline = device.createRenderPipeline({
vertex: {
module: imageShader.module,
entryPoint: "vertMain",
},
fragment: {
module: imageShader.module,
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
},
],
},
});
})();
const setSize = (width, height) => {
output?.destroy();
output = makePassFBO(device, width, height, presentationFormat);
};
const getOutputs = () => ({
primary: output,
});
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const bloomTex = inputs.primary; // TODO: bloom
const renderBindGroup = device.createBindGroup({
layout: renderPipeline.getBindGroupLayout(0),
entries: [linearSampler, tex.createView(), bloomTex.createView(), backgroundTex.createView()]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
renderPassConfig.colorAttachments[0].view = output.createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.setPipeline(renderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(numVerticesPerQuad, 1, 0, 0);
renderPass.endPass();
};
return makePass(ready, setSize, getOutputs, execute);
};