Add basic drawing

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Andras Schmelczer 2023-04-18 22:15:03 +01:00
commit fea5ecfcee
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4 changed files with 199 additions and 20 deletions

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import { setUpFullScreenQuad } from '../../utils/full-screen-quad';
import shader from './swipe.wgsl';
import { vec2 } from 'gl-matrix';
export class SwipePipeline {
private static readonly UNIFORM_COUNT = 8;
private readonly pipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
private readonly quadVertexBuffer: GPUBuffer;
private bindGroup?: GPUBindGroup;
private previousTrailMapIn?: GPUTexture;
public constructor(private readonly device: GPUDevice) {
const { buffer, vertex } = setUpFullScreenQuad(device);
this.quadVertexBuffer = buffer;
this.pipeline = device.createRenderPipeline({
layout: 'auto',
vertex,
fragment: {
module: device.createShaderModule({
code: shader,
}),
entryPoint: 'fragment',
targets: [
{
format: 'rgba16float',
},
],
},
primitive: {
topology: 'triangle-strip',
},
});
this.uniforms = this.device.createBuffer({
size: SwipePipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
}
public setParameters({
width,
height,
isSwipeActive,
swipe,
swipeRadius,
}: {
width: number;
height: number;
isSwipeActive: boolean;
swipe: vec2;
swipeRadius: number;
}) {
this.device.queue.writeBuffer(
this.uniforms,
0,
new Float32Array([
width,
height,
swipe ? swipe[0] : 0,
swipe ? swipe[1] : 0,
swipeRadius,
isSwipeActive ? 1 : 0,
])
);
}
public execute(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTexture,
trailMapOut: GPUTexture
) {
this.ensureBindGroupExists(trailMapIn);
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: trailMapOut.createView(),
clearValue: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 },
loadOp: 'clear',
storeOp: 'store',
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
passEncoder.setBindGroup(0, this.bindGroup);
passEncoder.draw(4, 1);
passEncoder.end();
}
private ensureBindGroupExists(trailMapIn: GPUTexture) {
if (this.previousTrailMapIn !== trailMapIn) {
this.bindGroup = this.device.createBindGroup({
layout: this.pipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: this.device.createSampler({
magFilter: 'linear',
minFilter: 'linear',
}),
},
{
binding: 2,
resource: trailMapIn.createView(),
},
],
});
this.previousTrailMapIn = trailMapIn;
}
}
}

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struct Settings {
size : vec2<f32>,
swipe : vec2<f32>,
swipeRadius : f32,
isSwipeActive : f32,
};
@group(0) @binding(0) var<uniform> settings : Settings;
@group(0) @binding(1) var Sampler: sampler;
@group(0) @binding(2) var trailMap : texture_2d<f32>;
@fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
var current = textureSample(trailMap, Sampler, uv);
if (
settings.isSwipeActive == 1.0 &&
length((uv - settings.swipe) * normalize(settings.size)) < settings.swipeRadius
) {
current = vec4<f32>(1);
}
return current;
}