Files
matrix/js/webgpu/main.js
Rezmason 7eab0fd654 Runtime target textures seem to need to be the same format as the canvas current texture. Requires additional investigation.
Created a computeToTexture shader to experiment with writing directly to textures as a means of performing post processing.
2021-11-03 09:03:05 -07:00

279 lines
9.1 KiB
JavaScript

import std140 from "./std140.js";
import { getCanvasSize, createRTT, loadTexture, loadShaderModule, makeUniformBuffer } from "./utils.js";
const { mat4, vec3 } = glMatrix;
const rippleTypes = {
box: 0,
circle: 1,
};
const cycleStyles = {
cycleFasterWhenDimmed: 0,
cycleRandomly: 1,
};
const numVerticesPerQuad = 2 * 3;
export default async (canvas, config) => {
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const canvasContext = canvas.getContext("webgpu");
const presentationFormat = canvasContext.getPreferredFormat(adapter);
console.table(device.limits);
const canvasConfig = {
device,
format: presentationFormat,
size: [NaN, NaN],
};
const assets = [
loadTexture(device, config.glyphTexURL),
loadShaderModule(device, "shaders/wgsl/rainPass.wgsl"),
loadShaderModule(device, "shaders/wgsl/renderToCanvas.wgsl"),
];
// The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them
const volumetric = config.volumetric;
const density = volumetric && config.effect !== "none" ? config.density : 1;
const gridSize = [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 = volumetric ? numCells : 1;
// Various effect-related values
const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
const cycleStyle = config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0;
const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
const showComputationTexture = config.effect === "none";
const configData = [
// common
{ name: "animationSpeed", type: "f32", value: config.animationSpeed },
{ name: "glyphSequenceLength", type: "i32", value: config.glyphSequenceLength },
{ name: "glyphTextureColumns", type: "i32", value: config.glyphTextureColumns },
{ name: "glyphHeightToWidth", type: "f32", value: config.glyphHeightToWidth },
{ name: "resurrectingCodeRatio", type: "f32", value: config.resurrectingCodeRatio },
{ name: "gridSize", type: "vec2<f32>", value: gridSize },
{ name: "showComputationTexture", type: "i32", value: showComputationTexture },
// compute
{ name: "brightnessThreshold", type: "f32", value: config.brightnessThreshold },
{ name: "brightnessOverride", type: "f32", value: config.brightnessOverride },
{ name: "brightnessDecay", type: "f32", value: config.brightnessDecay },
{ name: "cursorEffectThreshold", type: "f32", value: config.cursorEffectThreshold },
{ name: "cycleSpeed", type: "f32", value: config.cycleSpeed },
{ name: "cycleFrameSkip", type: "i32", value: config.cycleFrameSkip },
{ name: "fallSpeed", type: "f32", value: config.fallSpeed },
{ name: "hasSun", type: "i32", value: config.hasSun },
{ name: "hasThunder", type: "i32", value: config.hasThunder },
{ name: "raindropLength", type: "f32", value: config.raindropLength },
{ name: "rippleScale", type: "f32", value: config.rippleScale },
{ name: "rippleSpeed", type: "f32", value: config.rippleSpeed },
{ name: "rippleThickness", type: "f32", value: config.rippleThickness },
{ name: "cycleStyle", type: "i32", value: cycleStyle },
{ name: "rippleType", type: "i32", value: rippleType },
// render
{ name: "forwardSpeed", type: "f32", value: config.forwardSpeed },
{ name: "glyphVerticalSpacing", type: "f32", value: config.glyphVerticalSpacing },
{ name: "glyphEdgeCrop", type: "f32", value: config.glyphEdgeCrop },
{ name: "isPolar", type: "i32", value: config.isPolar },
{ name: "density", type: "f32", value: density },
{ name: "slantScale", type: "f32", value: slantScale },
{ name: "slantVec", type: "vec2<f32>", value: slantVec },
{ name: "volumetric", type: "i32", value: volumetric },
];
console.table(configData);
const configLayout = std140(configData.map((field) => field.type));
const configBuffer = makeUniformBuffer(
device,
configLayout,
configData.map((field) => field.value)
);
const timeLayout = std140(["f32", "i32"]);
const timeBuffer = makeUniformBuffer(device, timeLayout);
const sceneLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
const sceneBuffer = makeUniformBuffer(device, sceneLayout);
const cellsBuffer = device.createBuffer({
size: numCells * std140(["vec4<f32>"]).size,
usage: GPUBufferUsage.STORAGE,
});
const transform = mat4.create();
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
const camera = mat4.create();
const updateCameraBuffer = () => {
const canvasSize = canvasConfig.size;
const aspectRatio = canvasSize[0] / canvasSize[1];
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, sceneLayout.build([screenSize, camera, transform]));
};
updateCameraBuffer();
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const [msdfTexture, rainShaderModule, renderToCanvasShaderModule] = await Promise.all(assets);
const rainComputePipeline = device.createComputePipeline({
compute: {
module: rainShaderModule,
entryPoint: "computeMain",
},
});
const additiveBlendComponent = {
operation: "add",
srcFactor: "one",
dstFactor: "one",
};
const rainRenderPipeline = device.createRenderPipeline({
vertex: {
module: rainShaderModule,
entryPoint: "vertMain",
},
fragment: {
module: rainShaderModule,
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
},
},
],
},
});
const renderToCanvasPipeline = device.createRenderPipeline({
vertex: {
module: renderToCanvasShaderModule,
entryPoint: "vertMain",
},
fragment: {
module: renderToCanvasShaderModule,
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
},
],
},
});
const rainComputeBindGroup = device.createBindGroup({
layout: rainComputePipeline.getBindGroupLayout(0),
entries: [configBuffer, timeBuffer, cellsBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
const rainRenderBindGroup = device.createBindGroup({
layout: rainRenderPipeline.getBindGroupLayout(0),
entries: [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
let rtt, renderToCanvasBindGroup;
const rainRenderPassConfig = {
colorAttachments: [
{
view: null,
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
const renderToCanvasPassConfig = {
colorAttachments: [
{
view: null,
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
let frame = 0;
const renderLoop = (now) => {
const canvasSize = getCanvasSize(canvas);
if (canvasSize[0] !== canvasConfig.size[0] || canvasSize[1] !== canvasConfig.size[1]) {
canvasConfig.size = canvasSize;
canvasContext.configure(canvasConfig);
rtt = createRTT(adapter, device, canvasContext);
rainRenderPassConfig.colorAttachments[0].view = rtt.createView();
renderToCanvasBindGroup = device.createBindGroup({
layout: renderToCanvasPipeline.getBindGroupLayout(0),
entries: [linearSampler, rtt.createView()]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
updateCameraBuffer();
}
device.queue.writeBuffer(timeBuffer, 0, timeLayout.build([now / 1000, frame]));
frame++;
const encoder = device.createCommandEncoder();
const rainComputePass = encoder.beginComputePass();
rainComputePass.setPipeline(rainComputePipeline);
rainComputePass.setBindGroup(0, rainComputeBindGroup);
rainComputePass.dispatch(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
rainComputePass.endPass();
const rainRenderPass = encoder.beginRenderPass(rainRenderPassConfig);
rainRenderPass.setPipeline(rainRenderPipeline);
rainRenderPass.setBindGroup(0, rainRenderBindGroup);
rainRenderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
rainRenderPass.endPass();
renderToCanvasPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
const renderToCanvasPass = encoder.beginRenderPass(renderToCanvasPassConfig);
renderToCanvasPass.setPipeline(renderToCanvasPipeline);
renderToCanvasPass.setBindGroup(0, renderToCanvasBindGroup);
renderToCanvasPass.draw(numVerticesPerQuad, 1, 0, 0);
renderToCanvasPass.endPass();
const commandBuffer = encoder.finish();
device.queue.submit([commandBuffer]);
requestAnimationFrame(renderLoop);
};
requestAnimationFrame(renderLoop);
};