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https://github.com/Rezmason/matrix.git
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242 lines
7.1 KiB
JavaScript
242 lines
7.1 KiB
JavaScript
import { structs } from "../../lib/gpu-buffer.js";
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import { makeRenderTarget, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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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 numVerticesPerQuad = 2 * 3;
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const makeConfigBuffer = (device, configUniforms, config, density, gridSize, glyphTransform) => {
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const configData = {
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...config,
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gridSize,
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density,
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showDebugView: config.effect === "none",
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rippleType: config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1,
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slantScale: 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1),
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slantVec: [Math.cos(config.slant), Math.sin(config.slant)],
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msdfPxRange: 4,
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glyphTransform,
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};
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// console.table(configData);
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return makeUniformBuffer(device, configUniforms, configData);
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};
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export default ({ config, device, timeBuffer }) => {
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const { mat2, mat4, vec2, vec3 } = glMatrix;
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const assets = [
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loadTexture(device, config.glyphMSDFURL),
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loadTexture(device, config.glintMSDFURL),
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loadTexture(device, config.baseTextureURL, false, true),
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loadTexture(device, config.glintTextureURL, false, true),
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loadShader(device, "shaders/wgsl/rainPass.wgsl"),
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];
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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 = [Math.floor(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 glyphTransform = mat2.fromScaling(mat2.create(), vec2.fromValues(config.glyphFlip ? -1 : 1, 1));
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mat2.rotate(glyphTransform, glyphTransform, (config.glyphRotation * Math.PI) / 180);
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const transform = mat4.create();
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if (config.volumetric && config.isometric) {
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mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
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mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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mat4.scale(transform, transform, vec3.fromValues(1, 1, 2));
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} else {
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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}
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const camera = mat4.create();
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// TODO: vantage points, multiple renders
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// We use the different channels for different parts of the raindrop
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const renderFormat = "rgba8unorm";
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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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loadOp: "clear",
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storeOp: "store",
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},
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{
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// view: null,
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loadOp: "clear",
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storeOp: "store",
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},
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],
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};
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let configBuffer;
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let sceneUniforms;
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let sceneBuffer;
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let introPipeline;
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let computePipeline;
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let renderPipeline;
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let introBindGroup;
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let computeBindGroup;
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let renderBindGroup;
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let output;
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let highPassOutput;
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const loaded = (async () => {
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const [glyphMSDFTexture, glintMSDFTexture, baseTexture, glintTexture, rainShader] = await Promise.all(assets);
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const rainShaderUniforms = structs.from(rainShader.code);
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configBuffer = makeConfigBuffer(device, rainShaderUniforms.Config, config, density, gridSize, glyphTransform);
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const introCellsBuffer = device.createBuffer({
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size: gridSize[0] * rainShaderUniforms.IntroCell.minSize,
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usage: GPUBufferUsage.STORAGE,
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});
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const cellsBuffer = device.createBuffer({
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size: numCells * rainShaderUniforms.Cell.minSize,
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usage: GPUBufferUsage.STORAGE,
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});
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sceneUniforms = rainShaderUniforms.Scene;
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sceneBuffer = makeUniformBuffer(device, sceneUniforms);
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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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[introPipeline, computePipeline, renderPipeline] = await Promise.all([
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device.createComputePipelineAsync({
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layout: "auto",
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compute: {
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module: rainShader.module,
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entryPoint: "computeIntro",
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},
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}),
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device.createComputePipelineAsync({
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layout: "auto",
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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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device.createRenderPipelineAsync({
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layout: "auto",
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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: renderFormat,
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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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format: renderFormat,
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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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]);
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introBindGroup = makeBindGroup(device, introPipeline, 0, [configBuffer, timeBuffer, introCellsBuffer]);
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computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, cellsBuffer, introCellsBuffer]);
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renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
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configBuffer,
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timeBuffer,
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sceneBuffer,
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linearSampler,
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glyphMSDFTexture.createView(),
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glintMSDFTexture.createView(),
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baseTexture.createView(),
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glintTexture.createView(),
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cellsBuffer,
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]);
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})();
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const build = (size) => {
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// Update scene buffer: camera and transform math for the volumetric mode
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const aspectRatio = size[0] / size[1];
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if (config.volumetric && config.isometric) {
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if (aspectRatio > 1) {
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mat4.orthoZO(camera, -1.5 * aspectRatio, 1.5 * aspectRatio, -1.5, 1.5, -1000, 1000);
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} else {
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mat4.orthoZO(camera, -1.5, 1.5, -1.5 / aspectRatio, 1.5 / aspectRatio, -1000, 1000);
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}
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} else {
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mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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}
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const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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device.queue.writeBuffer(sceneBuffer, 0, sceneUniforms.toBuffer({ screenSize, camera, transform }));
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// Update
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output?.destroy();
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output = makeRenderTarget(device, size, renderFormat);
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highPassOutput?.destroy();
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highPassOutput = makeRenderTarget(device, size, renderFormat);
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return {
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primary: output,
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highPass: highPassOutput,
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};
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};
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const run = (encoder, shouldRender) => {
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// We render the code into an Target using MSDFs: https://github.com/Chlumsky/msdfgen
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const introPass = encoder.beginComputePass();
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introPass.setPipeline(introPipeline);
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introPass.setBindGroup(0, introBindGroup);
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introPass.dispatchWorkgroups(Math.ceil(gridSize[0] / 32), 1, 1);
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introPass.end();
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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.dispatchWorkgroups(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
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computePass.end();
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if (shouldRender) {
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renderPassConfig.colorAttachments[0].view = output.createView();
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renderPassConfig.colorAttachments[1].view = highPassOutput.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.end();
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}
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};
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return makePass("Rain", loaded, build, run);
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};
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