Files
matrix/js/webgpu/rainPass.js

216 lines
7.3 KiB
JavaScript

import std140 from "./std140.js";
import { makePassFBO, loadTexture, loadShader, makeUniformBuffer, makePass } from "./utils.js";
const { mat4, vec3 } = glMatrix;
const rippleTypes = {
box: 0,
circle: 1,
};
const cycleStyles = {
cycleFasterWhenDimmed: 0,
cycleRandomly: 1,
};
const numVerticesPerQuad = 2 * 3;
const makeConfigBuffer = (device, config, density, gridSize) => {
// 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: config.volumetric },
];
console.table(configData);
return makeUniformBuffer(
device,
std140(configData.map((field) => field.type)),
configData.map((field) => field.value)
);
};
export default (context, getInputs) => {
const { config, adapter, device, canvasContext, timeBuffer } = context;
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 configBuffer = makeConfigBuffer(device, config, density, gridSize);
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 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 computePipeline;
let renderPipeline;
let computeBindGroup;
let renderBindGroup;
let output;
const ready = (async () => {
const [msdfTexture, rainShader] = await Promise.all(assets);
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: presentationFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
},
},
],
},
});
computeBindGroup = device.createBindGroup({
layout: computePipeline.getBindGroupLayout(0),
entries: [configBuffer, timeBuffer, cellsBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
renderBindGroup = device.createBindGroup({
layout: renderPipeline.getBindGroupLayout(0),
entries: [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
})();
const setSize = (width, height) => {
// Update scene buffer: camera and transform math for the volumetric mode
const aspectRatio = width / height;
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]));
// Update
output?.destroy();
output = makePassFBO(device, width, height, presentationFormat);
};
const getOutputs = () => ({
primary: output,
});
const execute = (encoder) => {
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
computePass.setBindGroup(0, computeBindGroup);
computePass.dispatch(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
computePass.endPass();
renderPassConfig.colorAttachments[0].view = output.createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.setPipeline(renderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
renderPass.endPass();
};
return makePass(ready, setSize, getOutputs, execute);
};