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Adding the canvas context's preferred format to the shared pass context (named "canvasFormat"). Added a placeholder bloomPass, which the existing passes now receive input from.
86 lines
2.3 KiB
JavaScript
86 lines
2.3 KiB
JavaScript
import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makePassFBO, makePass } from "./utils.js";
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// Matrix Resurrections isn't in theaters yet,
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// and this version of the effect is still a WIP.
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// Criteria:
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// Upward-flowing glyphs should be golden
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// Downward-flowing glyphs should be tinted slightly blue on top and golden on the bottom
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// Cheat a lens blur, interpolating between the texture and bloom at the edges
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const numVerticesPerQuad = 2 * 3;
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export default (context, getInputs) => {
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const { config, device, timeBuffer, canvasFormat } = context;
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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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let renderPipeline;
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let configBuffer;
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let output;
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const assets = [loadShader(device, "shaders/wgsl/resurrectionPass.wgsl")];
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const ready = (async () => {
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const [resurrectionShader] = await Promise.all(assets);
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renderPipeline = device.createRenderPipeline({
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vertex: {
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module: resurrectionShader.module,
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entryPoint: "vertMain",
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},
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fragment: {
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module: resurrectionShader.module,
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entryPoint: "fragMain",
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targets: [
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{
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format: canvasFormat,
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},
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],
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},
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});
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const configUniforms = structs.from(resurrectionShader.code).Config;
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configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude: 0.05, backgroundColor: config.backgroundColor });
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})();
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const setSize = (width, height) => {
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output?.destroy();
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output = makePassFBO(device, width, height, canvasFormat);
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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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const inputs = getInputs();
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const tex = inputs.primary;
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const bloomTex = inputs.bloom; // TODO: bloom
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const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [configBuffer, timeBuffer, linearSampler, tex.createView(), bloomTex.createView()]);
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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, 1, 0, 0);
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renderPass.endPass();
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};
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return makePass(getOutputs, ready, setSize, execute);
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};
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