All checks were successful
Check & deploy / build (pull_request) Successful in 1m51s
119 lines
3.1 KiB
TypeScript
119 lines
3.1 KiB
TypeScript
import { vec2 } from 'gl-matrix';
|
|
|
|
import { appConfig } from '../../config';
|
|
import {
|
|
createCachedBufferWrite,
|
|
writeBufferIfChanged,
|
|
} from '../../utils/graphics/cached-buffer-write';
|
|
import { generateNoise } from '../../utils/graphics/noise';
|
|
|
|
export class CommonState {
|
|
private static readonly UNIFORM_COUNT = 4;
|
|
|
|
private readonly uniforms: GPUBuffer;
|
|
private readonly uniformValues = new Float32Array(CommonState.UNIFORM_COUNT);
|
|
private readonly uniformCache = createCachedBufferWrite(
|
|
CommonState.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT
|
|
);
|
|
private readonly noise: GPUTexture;
|
|
private readonly bindGroup: GPUBindGroup;
|
|
|
|
public readonly bindGroupLayout: GPUBindGroupLayout;
|
|
|
|
public static readonly shaderCode = /* wgsl */ `
|
|
struct State {
|
|
size: vec2<f32>,
|
|
_padding: vec2<f32>,
|
|
};
|
|
|
|
@group(0) @binding(0) var<uniform> state: State;
|
|
@group(0) @binding(1) var noiseSampler: sampler;
|
|
@group(0) @binding(2) var noise: texture_2d<f32>;
|
|
`;
|
|
|
|
public constructor(private readonly device: GPUDevice) {
|
|
this.uniforms = this.device.createBuffer({
|
|
size: CommonState.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
|
|
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
|
});
|
|
|
|
const noise = generateNoise({
|
|
device,
|
|
width: appConfig.pipelines.common.noiseTextureSize,
|
|
height: appConfig.pipelines.common.noiseTextureSize,
|
|
});
|
|
this.noise = noise.texture;
|
|
|
|
this.bindGroupLayout = device.createBindGroupLayout({
|
|
entries: [
|
|
{
|
|
binding: 0,
|
|
visibility:
|
|
GPUShaderStage.COMPUTE | GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
|
|
buffer: {
|
|
type: 'uniform',
|
|
},
|
|
},
|
|
{
|
|
binding: 1,
|
|
visibility: GPUShaderStage.COMPUTE | GPUShaderStage.FRAGMENT,
|
|
sampler: {
|
|
type: 'filtering',
|
|
},
|
|
},
|
|
{
|
|
binding: 2,
|
|
visibility: GPUShaderStage.COMPUTE | GPUShaderStage.FRAGMENT,
|
|
texture: {
|
|
sampleType: 'float',
|
|
},
|
|
},
|
|
],
|
|
});
|
|
|
|
this.bindGroup = this.device.createBindGroup({
|
|
layout: this.bindGroupLayout,
|
|
entries: [
|
|
{
|
|
binding: 0,
|
|
resource: {
|
|
buffer: this.uniforms,
|
|
},
|
|
},
|
|
{
|
|
binding: 1,
|
|
resource: this.device.createSampler({
|
|
addressModeU: 'repeat',
|
|
addressModeV: 'repeat',
|
|
magFilter: 'linear',
|
|
minFilter: 'linear',
|
|
}),
|
|
},
|
|
{
|
|
binding: 2,
|
|
resource: noise.view,
|
|
},
|
|
],
|
|
});
|
|
}
|
|
|
|
public setParameters({ canvasSize }: { canvasSize: vec2 }) {
|
|
this.uniformValues[0] = canvasSize[0];
|
|
this.uniformValues[1] = canvasSize[1];
|
|
writeBufferIfChanged(
|
|
this.device,
|
|
this.uniforms,
|
|
this.uniformValues,
|
|
this.uniformCache
|
|
);
|
|
}
|
|
|
|
public execute(passEncoder: GPUComputePassEncoder | GPURenderPassEncoder) {
|
|
passEncoder.setBindGroup(0, this.bindGroup);
|
|
}
|
|
|
|
public destroy() {
|
|
this.uniforms.destroy();
|
|
this.noise.destroy();
|
|
}
|
|
}
|