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