Files
matrix/js/webgpu/main.js
2022-08-07 21:29:50 -07:00

103 lines
3.0 KiB
JavaScript

import { structs } from "../../lib/gpu-buffer.js";
import { makeUniformBuffer, makePipeline } from "./utils.js";
import makeRain from "./rainPass.js";
import makeBloomPass from "./bloomPass.js";
import makePalettePass from "./palettePass.js";
import makeStripePass from "./stripePass.js";
import makeImagePass from "./imagePass.js";
import makeResurrectionPass from "./resurrectionPass.js";
import makeEndPass from "./endPass.js";
import { setupCamera } from "../camera.js";
const loadJS = (src) =>
new Promise((resolve, reject) => {
const tag = document.createElement("script");
tag.onload = resolve;
tag.onerror = reject;
tag.src = src;
document.body.appendChild(tag);
});
const effects = {
none: null,
plain: makePalettePass,
customStripes: makeStripePass,
stripes: makeStripePass,
pride: makeStripePass,
transPride: makeStripePass,
trans: makeStripePass,
image: makeImagePass,
resurrection: makeResurrectionPass,
resurrections: makeResurrectionPass,
};
export default async (canvas, config) => {
await loadJS("lib/gl-matrix.js");
if (config.useCamera) {
await setupCamera();
}
const canvasFormat = navigator.gpu.getPreferredCanvasFormat();
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const canvasContext = canvas.getContext("webgpu");
// console.table(device.limits);
canvasContext.configure({
device,
format: canvasFormat,
alphaMode: "opaque",
usage:
// GPUTextureUsage.STORAGE_BINDING |
GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST,
});
const timeUniforms = structs.from(`struct Time { seconds : f32, frames : i32, };`).Time;
const timeBuffer = makeUniformBuffer(device, timeUniforms);
const context = {
config,
adapter,
device,
canvasContext,
timeBuffer,
canvasFormat,
};
const effectName = config.effect in effects ? config.effect : "plain";
const pipeline = await makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makeEndPass]);
let frames = 0;
let start = NaN;
const renderLoop = (now) => {
if (isNaN(start)) {
start = now;
}
const devicePixelRatio = window.devicePixelRatio ?? 1;
const canvasWidth = canvas.clientWidth * devicePixelRatio;
const canvasHeight = canvas.clientHeight * devicePixelRatio;
if (canvas.width !== canvasWidth || canvas.height !== canvasHeight) {
canvas.width = canvasWidth;
canvas.height = canvasHeight;
pipeline.build([canvasWidth, canvasHeight]);
}
device.queue.writeBuffer(timeBuffer, 0, timeUniforms.toBuffer({ seconds: (now - start) / 1000, frames }));
frames++;
const encoder = device.createCommandEncoder();
pipeline.run(encoder);
// Eventually, when WebGPU allows it, we'll remove the endPass and just copy from our pipeline's output to the canvas texture.
// encoder.copyTextureToTexture({ texture: output.primary }, { texture: canvasContext.getCurrentTexture() }, canvasSize);
device.queue.submit([encoder.finish()]);
requestAnimationFrame(renderLoop);
};
requestAnimationFrame(renderLoop);
};