fleeting-garden/src/pipelines/render/render-pipeline.ts
Andras Schmelczer ed5a4379db
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TypeScript

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