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223 lines
6.7 KiB
TypeScript
223 lines
6.7 KiB
TypeScript
import { createBindGroupCache } from '../../utils/graphics/bind-group-cache';
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import {
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createCachedBufferWrite,
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writeBufferIfChanged,
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} from '../../utils/graphics/cached-buffer-write';
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import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import { rgbChannelToUnit, type RgbColor } from '../../utils/rgb-color';
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import { CommonState } from '../common-state/common-state';
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import shader from './render.wgsl?raw';
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export interface RenderSettings {
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clarity: number;
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renderTraceNormalizationFloor: number;
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renderBrushColorBase: number;
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renderBrushColorStrengthMultiplier: number;
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}
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// 3 channel colors (vec3 + f32 padding) + bg color (vec3) + 4 scalars,
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// rounded up to 20 floats for 16-byte uniform alignment.
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const UNIFORM_COUNT = 20;
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export class RenderPipeline {
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPURenderPipeline;
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private readonly noSourcePipeline: GPURenderPipeline;
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private readonly uniforms: GPUBuffer;
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private readonly uniformValues = new Float32Array(UNIFORM_COUNT);
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private readonly uniformCache = createCachedBufferWrite(
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UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT
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);
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private readonly getBindGroup = createBindGroupCache<GPUTextureView, GPUTextureView>(
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(colorTexture, sourceTexture) =>
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this.device.createBindGroup({
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layout: this.bindGroupLayout,
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entries: [
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{ binding: 0, resource: { buffer: this.uniforms } },
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{ binding: 2, resource: colorTexture },
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{ binding: 3, resource: sourceTexture },
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],
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})
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);
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public constructor(
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private readonly context: GPUCanvasContext,
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private readonly device: GPUDevice,
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private readonly commonState: CommonState,
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private readonly canvasFormat: GPUTextureFormat
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) {
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this.bindGroupLayout = device.createBindGroupLayout({
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entries: [
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{
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binding: 0,
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visibility: GPUShaderStage.FRAGMENT,
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buffer: { type: 'uniform' },
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},
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{
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binding: 2,
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visibility: GPUShaderStage.FRAGMENT,
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texture: { sampleType: 'float' },
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},
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{
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binding: 3,
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visibility: GPUShaderStage.FRAGMENT,
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texture: { sampleType: 'float' },
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},
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],
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});
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const shaderModule = smartCompile(device, CommonState.shaderCode, shader);
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const vertex = setUpFullScreenQuad(device);
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const pipelineLayout = device.createPipelineLayout({
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bindGroupLayouts: [this.commonState.bindGroupLayout, this.bindGroupLayout],
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});
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this.pipeline = this.createPipeline(
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pipelineLayout,
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vertex,
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shaderModule,
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this.canvasFormat,
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'fragment'
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);
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this.noSourcePipeline = this.createPipeline(
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pipelineLayout,
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vertex,
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shaderModule,
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this.canvasFormat,
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'fragmentNoSource'
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);
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this.uniforms = device.createBuffer({
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size: UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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}
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private createPipeline(
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layout: GPUPipelineLayout,
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vertex: GPUVertexState,
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shaderModule: GPUShaderModule,
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format: GPUTextureFormat,
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fragmentEntryPoint: string
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): GPURenderPipeline {
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return this.device.createRenderPipeline({
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layout,
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vertex,
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fragment: {
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module: shaderModule,
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entryPoint: fragmentEntryPoint,
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targets: [{ format }],
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},
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primitive: { topology: 'triangle-list' },
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});
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}
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public setParameters({
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channelColors,
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backgroundColor,
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clarity,
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renderTraceNormalizationFloor,
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renderBrushColorBase,
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renderBrushColorStrengthMultiplier,
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}: RenderSettings & {
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channelColors: [RgbColor, RgbColor, RgbColor];
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backgroundColor: RgbColor;
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}) {
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const [a, b, c] = channelColors;
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this.uniformValues[0] = rgbChannelToUnit(a[0]);
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this.uniformValues[1] = rgbChannelToUnit(a[1]);
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this.uniformValues[2] = rgbChannelToUnit(a[2]);
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// uniformValues[3], [7], [11] are WGSL vec3→vec4 alignment padding.
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this.uniformValues[4] = rgbChannelToUnit(b[0]);
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this.uniformValues[5] = rgbChannelToUnit(b[1]);
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this.uniformValues[6] = rgbChannelToUnit(b[2]);
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this.uniformValues[8] = rgbChannelToUnit(c[0]);
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this.uniformValues[9] = rgbChannelToUnit(c[1]);
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this.uniformValues[10] = rgbChannelToUnit(c[2]);
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this.uniformValues[12] = rgbChannelToUnit(backgroundColor[0]);
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this.uniformValues[13] = rgbChannelToUnit(backgroundColor[1]);
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this.uniformValues[14] = rgbChannelToUnit(backgroundColor[2]);
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this.uniformValues[15] = clarity;
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this.uniformValues[16] = renderTraceNormalizationFloor;
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this.uniformValues[17] = renderBrushColorBase;
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this.uniformValues[18] = renderBrushColorStrengthMultiplier;
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writeBufferIfChanged(
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this.device,
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this.uniforms,
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this.uniformValues,
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this.uniformCache
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);
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}
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public execute(
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commandEncoder: GPUCommandEncoder,
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colorTexture: GPUTextureView,
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sourceTexture: GPUTextureView,
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useSourceTexture = true,
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timestampWrites?: GPURenderPassTimestampWrites
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): GPUTexture {
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const canvasTexture = this.context.getCurrentTexture();
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this.encodePass(
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commandEncoder,
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colorTexture,
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sourceTexture,
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canvasTexture.createView(),
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useSourceTexture,
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timestampWrites
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);
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return canvasTexture;
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}
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public executeToView(
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commandEncoder: GPUCommandEncoder,
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colorTexture: GPUTextureView,
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sourceTexture: GPUTextureView,
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outputTexture: GPUTextureView,
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useSourceTexture = true,
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timestampWrites?: GPURenderPassTimestampWrites
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) {
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this.encodePass(
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commandEncoder,
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colorTexture,
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sourceTexture,
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outputTexture,
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useSourceTexture,
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timestampWrites
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);
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}
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private encodePass(
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commandEncoder: GPUCommandEncoder,
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colorTexture: GPUTextureView,
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sourceTexture: GPUTextureView,
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output: GPUTextureView,
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useSourceTexture: boolean,
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timestampWrites?: GPURenderPassTimestampWrites
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) {
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const passEncoder = commandEncoder.beginRenderPass({
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colorAttachments: [
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{
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view: output,
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clearValue: { r: 0, g: 0, b: 0, a: 1 },
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loadOp: 'clear',
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storeOp: 'store',
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},
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],
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timestampWrites,
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});
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passEncoder.setPipeline(this.getPipeline(useSourceTexture));
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this.commonState.execute(passEncoder);
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passEncoder.setBindGroup(1, this.getBindGroup(colorTexture, sourceTexture));
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passEncoder.draw(3, 1);
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passEncoder.end();
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}
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private getPipeline(useSourceTexture: boolean): GPURenderPipeline {
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return useSourceTexture ? this.pipeline : this.noSourcePipeline;
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}
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public destroy() {
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this.uniforms.destroy();
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}
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}
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