mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
198 lines
5.8 KiB
JavaScript
198 lines
5.8 KiB
JavaScript
import { structs, byteSizeOf } from "../../lib/gpu-buffer.js";
|
|
import { makeRenderTarget, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
|
|
|
|
const rippleTypes = {
|
|
box: 0,
|
|
circle: 1,
|
|
};
|
|
|
|
const cycleStyles = {
|
|
cycleFasterWhenDimmed: 0,
|
|
cycleRandomly: 1,
|
|
};
|
|
|
|
const numVerticesPerQuad = 2 * 3;
|
|
|
|
const makeConfigBuffer = (device, configUniforms, config, density, gridSize) => {
|
|
const configData = {
|
|
...config,
|
|
gridSize,
|
|
density,
|
|
showComputationTexture: config.effect === "none",
|
|
cycleStyle: config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0,
|
|
rippleType: config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1,
|
|
slantScale: 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1),
|
|
slantVec: [Math.cos(config.slant), Math.sin(config.slant)],
|
|
};
|
|
// console.table(configData);
|
|
|
|
return makeUniformBuffer(device, configUniforms, configData);
|
|
};
|
|
|
|
export default ({ config, device, timeBuffer }) => {
|
|
const { mat4, vec3 } = glMatrix;
|
|
|
|
const assets = [loadTexture(device, config.glyphTexURL), loadShader(device, "shaders/wgsl/rainPass.wgsl")];
|
|
|
|
// The volumetric mode multiplies the number of columns
|
|
// to reach the desired density, and then overlaps them
|
|
const density = config.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 = config.volumetric ? numCells : 1;
|
|
|
|
const cellsBuffer = device.createBuffer({
|
|
size: numCells * byteSizeOf("vec4<f32>"),
|
|
usage: GPUBufferUsage.STORAGE,
|
|
});
|
|
|
|
const transform = mat4.create();
|
|
if (config.effect === "none") {
|
|
mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
|
|
mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
|
|
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
|
|
mat4.scale(transform, transform, vec3.fromValues(1, 1, 2));
|
|
} else {
|
|
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
|
|
}
|
|
const camera = mat4.create();
|
|
|
|
// It's handy to have multiple channels, in case we have
|
|
// multiple varieties of code, such as downward and upward flowing
|
|
const renderFormat = "rgba8unorm";
|
|
|
|
const linearSampler = device.createSampler({
|
|
magFilter: "linear",
|
|
minFilter: "linear",
|
|
});
|
|
|
|
const renderPassConfig = {
|
|
colorAttachments: [
|
|
{
|
|
// view: null,
|
|
loadOp: "clear",
|
|
storeOp: "store",
|
|
},
|
|
{
|
|
// view: null,
|
|
loadOp: "clear",
|
|
storeOp: "store",
|
|
},
|
|
],
|
|
};
|
|
|
|
let configBuffer;
|
|
let sceneUniforms;
|
|
let sceneBuffer;
|
|
let computePipeline;
|
|
let renderPipeline;
|
|
let computeBindGroup;
|
|
let renderBindGroup;
|
|
let output;
|
|
let highPassOutput;
|
|
|
|
const loaded = (async () => {
|
|
const [msdfTexture, rainShader] = await Promise.all(assets);
|
|
|
|
const rainShaderUniforms = structs.from(rainShader.code);
|
|
configBuffer = makeConfigBuffer(device, rainShaderUniforms.Config, config, density, gridSize);
|
|
|
|
sceneUniforms = rainShaderUniforms.Scene;
|
|
sceneBuffer = makeUniformBuffer(device, sceneUniforms);
|
|
|
|
computePipeline = device.createComputePipeline({
|
|
compute: {
|
|
module: rainShader.module,
|
|
entryPoint: "computeMain",
|
|
},
|
|
});
|
|
|
|
const additiveBlendComponent = {
|
|
operation: "add",
|
|
srcFactor: "one",
|
|
dstFactor: "one",
|
|
};
|
|
|
|
renderPipeline = device.createRenderPipeline({
|
|
vertex: {
|
|
module: rainShader.module,
|
|
entryPoint: "vertMain",
|
|
},
|
|
fragment: {
|
|
module: rainShader.module,
|
|
entryPoint: "fragMain",
|
|
targets: [
|
|
{
|
|
format: renderFormat,
|
|
blend: {
|
|
color: additiveBlendComponent,
|
|
alpha: additiveBlendComponent,
|
|
},
|
|
},
|
|
{
|
|
format: renderFormat,
|
|
blend: {
|
|
color: additiveBlendComponent,
|
|
alpha: additiveBlendComponent,
|
|
},
|
|
},
|
|
],
|
|
},
|
|
});
|
|
|
|
computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, cellsBuffer]);
|
|
renderBindGroup = makeBindGroup(device, renderPipeline, 0, [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]);
|
|
})();
|
|
|
|
const build = (size) => {
|
|
// Update scene buffer: camera and transform math for the volumetric mode
|
|
const aspectRatio = size[0] / size[1];
|
|
if (config.effect === "none") {
|
|
if (aspectRatio > 1) {
|
|
mat4.orthoZO(camera, -1.5 * aspectRatio, 1.5 * aspectRatio, -1.5, 1.5, -1000, 1000);
|
|
} else {
|
|
mat4.orthoZO(camera, -1.5, 1.5, -1.5 / aspectRatio, 1.5 / aspectRatio, -1000, 1000);
|
|
}
|
|
} else {
|
|
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, sceneUniforms.toBuffer({ screenSize, camera, transform }));
|
|
|
|
// Update
|
|
output?.destroy();
|
|
output = makeRenderTarget(device, size, renderFormat);
|
|
|
|
highPassOutput?.destroy();
|
|
highPassOutput = makeRenderTarget(device, size, renderFormat);
|
|
|
|
return {
|
|
primary: output,
|
|
highPass: highPassOutput,
|
|
};
|
|
};
|
|
|
|
const run = (encoder) => {
|
|
// We render the code into an Target using MSDFs: https://github.com/Chlumsky/msdfgen
|
|
|
|
const computePass = encoder.beginComputePass();
|
|
computePass.setPipeline(computePipeline);
|
|
computePass.setBindGroup(0, computeBindGroup);
|
|
computePass.dispatchWorkgroups(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
|
|
computePass.end();
|
|
|
|
renderPassConfig.colorAttachments[0].view = output.createView();
|
|
renderPassConfig.colorAttachments[1].view = highPassOutput.createView();
|
|
const renderPass = encoder.beginRenderPass(renderPassConfig);
|
|
renderPass.setPipeline(renderPipeline);
|
|
renderPass.setBindGroup(0, renderBindGroup);
|
|
renderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
|
|
renderPass.end();
|
|
};
|
|
|
|
return makePass(loaded, build, run);
|
|
};
|