mirror of
https://github.com/Rezmason/matrix.git
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216 lines
7.3 KiB
JavaScript
216 lines
7.3 KiB
JavaScript
import std140 from "./std140.js";
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import { makePassFBO, loadTexture, loadShader, makeUniformBuffer, makePass } from "./utils.js";
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const { mat4, vec3 } = glMatrix;
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const rippleTypes = {
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box: 0,
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circle: 1,
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};
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const cycleStyles = {
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cycleFasterWhenDimmed: 0,
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cycleRandomly: 1,
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};
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const numVerticesPerQuad = 2 * 3;
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const makeConfigBuffer = (device, config, density, gridSize) => {
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// Various effect-related values
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const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
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const cycleStyle = config.cycleStyleName in cycleStyles ? cycleStyles[config.cycleStyleName] : 0;
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const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
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const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
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const showComputationTexture = config.effect === "none";
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const configData = [
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// common
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{ name: "animationSpeed", type: "f32", value: config.animationSpeed },
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{ name: "glyphSequenceLength", type: "i32", value: config.glyphSequenceLength },
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{ name: "glyphTextureColumns", type: "i32", value: config.glyphTextureColumns },
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{ name: "glyphHeightToWidth", type: "f32", value: config.glyphHeightToWidth },
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{ name: "resurrectingCodeRatio", type: "f32", value: config.resurrectingCodeRatio },
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{ name: "gridSize", type: "vec2<f32>", value: gridSize },
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{ name: "showComputationTexture", type: "i32", value: showComputationTexture },
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// compute
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{ name: "brightnessThreshold", type: "f32", value: config.brightnessThreshold },
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{ name: "brightnessOverride", type: "f32", value: config.brightnessOverride },
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{ name: "brightnessDecay", type: "f32", value: config.brightnessDecay },
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{ name: "cursorEffectThreshold", type: "f32", value: config.cursorEffectThreshold },
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{ name: "cycleSpeed", type: "f32", value: config.cycleSpeed },
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{ name: "cycleFrameSkip", type: "i32", value: config.cycleFrameSkip },
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{ name: "fallSpeed", type: "f32", value: config.fallSpeed },
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{ name: "hasSun", type: "i32", value: config.hasSun },
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{ name: "hasThunder", type: "i32", value: config.hasThunder },
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{ name: "raindropLength", type: "f32", value: config.raindropLength },
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{ name: "rippleScale", type: "f32", value: config.rippleScale },
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{ name: "rippleSpeed", type: "f32", value: config.rippleSpeed },
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{ name: "rippleThickness", type: "f32", value: config.rippleThickness },
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{ name: "cycleStyle", type: "i32", value: cycleStyle },
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{ name: "rippleType", type: "i32", value: rippleType },
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// render
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{ name: "forwardSpeed", type: "f32", value: config.forwardSpeed },
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{ name: "glyphVerticalSpacing", type: "f32", value: config.glyphVerticalSpacing },
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{ name: "glyphEdgeCrop", type: "f32", value: config.glyphEdgeCrop },
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{ name: "isPolar", type: "i32", value: config.isPolar },
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{ name: "density", type: "f32", value: density },
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{ name: "slantScale", type: "f32", value: slantScale },
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{ name: "slantVec", type: "vec2<f32>", value: slantVec },
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{ name: "volumetric", type: "i32", value: config.volumetric },
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];
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console.table(configData);
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return makeUniformBuffer(
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device,
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std140(configData.map((field) => field.type)),
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configData.map((field) => field.value)
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);
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};
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export default (context, getInputs) => {
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const { config, adapter, device, canvasContext, timeBuffer } = context;
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const assets = [loadTexture(device, config.glyphTexURL), loadShader(device, "shaders/wgsl/rainPass.wgsl")];
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// The volumetric mode multiplies the number of columns
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// to reach the desired density, and then overlaps them
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const density = config.volumetric && config.effect !== "none" ? config.density : 1;
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const gridSize = [config.numColumns * density, config.numColumns];
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const numCells = gridSize[0] * gridSize[1];
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// The volumetric mode requires us to create a grid of quads,
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// rather than a single quad for our geometry
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const numQuads = config.volumetric ? numCells : 1;
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const configBuffer = makeConfigBuffer(device, config, density, gridSize);
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const sceneLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
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const sceneBuffer = makeUniformBuffer(device, sceneLayout);
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const cellsBuffer = device.createBuffer({
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size: numCells * std140(["vec4<f32>"]).size,
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usage: GPUBufferUsage.STORAGE,
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});
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const transform = mat4.create();
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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const camera = mat4.create();
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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 computePipeline;
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let renderPipeline;
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let computeBindGroup;
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let renderBindGroup;
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let output;
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const ready = (async () => {
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const [msdfTexture, rainShader] = await Promise.all(assets);
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computePipeline = device.createComputePipeline({
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compute: {
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module: rainShader.module,
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entryPoint: "computeMain",
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},
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});
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const additiveBlendComponent = {
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operation: "add",
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srcFactor: "one",
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dstFactor: "one",
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};
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renderPipeline = device.createRenderPipeline({
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vertex: {
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module: rainShader.module,
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entryPoint: "vertMain",
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},
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fragment: {
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module: rainShader.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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blend: {
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color: additiveBlendComponent,
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alpha: additiveBlendComponent,
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},
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},
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],
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},
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});
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computeBindGroup = device.createBindGroup({
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layout: computePipeline.getBindGroupLayout(0),
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entries: [configBuffer, timeBuffer, cellsBuffer]
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.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
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.map((resource, binding) => ({
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binding,
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resource,
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})),
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});
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renderBindGroup = device.createBindGroup({
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layout: renderPipeline.getBindGroupLayout(0),
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entries: [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]
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.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
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.map((resource, binding) => ({
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binding,
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resource,
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})),
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});
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})();
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const setSize = (width, height) => {
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// Update scene buffer: camera and transform math for the volumetric mode
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const aspectRatio = width / height;
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mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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device.queue.writeBuffer(sceneBuffer, 0, sceneLayout.build([screenSize, camera, transform]));
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// Update
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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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// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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computePass.setBindGroup(0, computeBindGroup);
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computePass.dispatch(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
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computePass.endPass();
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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 * numQuads, 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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