Files
matrix/js/webgpu/stripePass.js

118 lines
3.4 KiB
JavaScript

import colorToRGB from "../colorToRGB.js";
import { structs } from "../../lib/gpu-buffer.js";
import { loadShader, make1DTexture, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
// Multiplies the rendered rain and bloom by a 1D gradient texture
// generated from the passed-in color sequence
// This shader introduces noise into the renders, to avoid banding
const transPrideStripeColors = [
{ space: "rgb", values: [0.36, 0.81, 0.98] },
{ space: "rgb", values: [0.96, 0.66, 0.72] },
{ space: "rgb", values: [1.0, 1.0, 1.0] },
{ space: "rgb", values: [0.96, 0.66, 0.72] },
{ space: "rgb", values: [0.36, 0.81, 0.98] },
]
.map((color) => Array(3).fill(color))
.flat(1);
const prideStripeColors = [
{ space: "rgb", values: [0.89, 0.01, 0.01] },
{ space: "rgb", values: [1.0, 0.55, 0.0] },
{ space: "rgb", values: [1.0, 0.93, 0.0] },
{ space: "rgb", values: [0.0, 0.5, 0.15] },
{ space: "rgb", values: [0.0, 0.3, 1.0] },
{ space: "rgb", values: [0.46, 0.03, 0.53] },
]
.map((color) => Array(2).fill(color))
.flat(1);
const numVerticesPerQuad = 2 * 3;
// The rendered texture's values are mapped to colors in a palette texture.
// A little noise is introduced, to hide the banding that appears
// in subtle gradients. The noise is also time-driven, so its grain
// won't persist across subsequent frames. This is a safe trick
// in screen space.
export default ({ config, device, timeBuffer }) => {
// Expand and convert stripe colors into 1D texture data
const stripeColors = "stripeColors" in config ? config.stripeColors : config.effect === "pride" ? prideStripeColors : transPrideStripeColors;
const stripeTex = make1DTexture(
device,
stripeColors.map((color) => [...colorToRGB(color), 1])
);
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
let computePipeline;
let configBuffer;
let tex;
let bloomTex;
let output;
let screenSize;
const assets = [loadShader(device, "shaders/wgsl/stripePass.wgsl")];
const loaded = (async () => {
const [stripeShader] = await Promise.all(assets);
computePipeline = await device.createComputePipelineAsync({
layout: "auto",
compute: {
module: stripeShader.module,
entryPoint: "computeMain",
},
});
const configUniforms = structs.from(stripeShader.code).Config;
configBuffer = makeUniformBuffer(device, configUniforms, {
bloomStrength: config.bloomStrength,
ditherMagnitude: config.ditherMagnitude,
backgroundColor: colorToRGB(config.backgroundColor),
cursorColor: colorToRGB(config.cursorColor),
glintColor: colorToRGB(config.glintColor),
});
})();
const build = (size, inputs) => {
output?.destroy();
output = makeComputeTarget(device, size);
screenSize = size;
tex = inputs.primary;
bloomTex = inputs.bloom;
return {
primary: output,
};
};
const run = (encoder, shouldRender) => {
if (!shouldRender) {
return;
}
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
const computeBindGroup = makeBindGroup(device, computePipeline, 0, [
configBuffer,
timeBuffer,
linearSampler,
tex.createView(),
bloomTex.createView(),
stripeTex.createView(),
output.createView(),
]);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatchWorkgroups(Math.ceil(screenSize[0] / 32), screenSize[1], 1);
computePass.end();
};
return makePass("Stripe", loaded, build, run);
};