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https://github.com/Rezmason/matrix.git
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I believe all the align, size, stride and byteOffset values are now in the proper units, ie. bytes.
130 lines
3.3 KiB
JavaScript
130 lines
3.3 KiB
JavaScript
import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makePassFBO, makePass } from "./utils.js";
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// Multiplies the rendered rain and bloom by a 1D gradient texture
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// 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 transPrideStripeColors = [
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[0.3, 1.0, 1.0],
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[0.3, 1.0, 1.0],
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[1.0, 0.5, 0.8],
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[1.0, 0.5, 0.8],
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[1.0, 1.0, 1.0],
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[1.0, 1.0, 1.0],
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[1.0, 1.0, 1.0],
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[1.0, 0.5, 0.8],
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[1.0, 0.5, 0.8],
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[0.3, 1.0, 1.0],
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[0.3, 1.0, 1.0],
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];
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const prideStripeColors = [
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[1, 0, 0],
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[1, 0.5, 0],
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[1, 1, 0],
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[0, 1, 0],
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[0, 0, 1],
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[0.8, 0, 1],
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];
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const numVerticesPerQuad = 2 * 3;
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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, getInputs) => {
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const { config, adapter, device, canvasContext, timeBuffer } = context;
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// Expand and convert stripe colors into 1D texture data
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const stripeColors =
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"stripeColors" in config ? config.stripeColors.split(",").map(parseFloat) : config.effect === "pride" ? prideStripeColors : transPrideStripeColors;
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const stripeTexture = make1DTexture(
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device,
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stripeColors.map((color) => [...color, 1])
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);
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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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const renderPassConfig = {
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colorAttachments: [
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{
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view: null,
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loadValue: { r: 0, g: 0, b: 0, a: 1 },
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storeOp: "store",
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},
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],
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};
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const presentationFormat = canvasContext.getPreferredFormat(adapter);
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let renderPipeline;
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let configBuffer;
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let output;
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const assets = [loadShader(device, "shaders/wgsl/stripePass.wgsl")];
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const ready = (async () => {
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const [stripeShader] = await Promise.all(assets);
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renderPipeline = device.createRenderPipeline({
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vertex: {
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module: stripeShader.module,
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entryPoint: "vertMain",
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},
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fragment: {
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module: stripeShader.module,
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entryPoint: "fragMain",
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targets: [
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{
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format: presentationFormat,
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},
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],
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},
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});
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const configUniforms = structs.from(stripeShader.code).Config;
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configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude: 0.05, backgroundColor: config.backgroundColor });
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})();
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const setSize = (width, height) => {
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output?.destroy();
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output = makePassFBO(device, width, height, presentationFormat);
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};
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const getOutputs = () => ({
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primary: output,
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});
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const execute = (encoder) => {
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const inputs = getInputs();
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const tex = inputs.primary;
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const bloomTex = inputs.primary; // TODO: bloom
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const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
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configBuffer,
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timeBuffer,
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linearSampler,
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tex.createView(),
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bloomTex.createView(),
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stripeTexture.createView(),
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]);
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renderPassConfig.colorAttachments[0].view = output.createView();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.setPipeline(renderPipeline);
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renderPass.setBindGroup(0, renderBindGroup);
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renderPass.draw(numVerticesPerQuad, 1, 0, 0);
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renderPass.endPass();
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};
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return makePass(ready, setSize, getOutputs, execute);
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};
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