fleeting-garden/src/pipelines/render/render-pipeline.ts
2026-05-20 21:03:41 +01:00

238 lines
7 KiB
TypeScript

import {
createCachedFloat32BufferWrite,
writeFloat32BufferIfChanged,
} 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 { RenderSettings } from './render-settings';
import shader from './render.wgsl?raw';
export class RenderPipeline {
private static readonly UNIFORM_COUNT = 20;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly noSourcePipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
private readonly uniformValues = new Float32Array(RenderPipeline.UNIFORM_COUNT);
private readonly uniformCache = createCachedFloat32BufferWrite(
RenderPipeline.UNIFORM_COUNT
);
private readonly bindGroupsByTexture = new WeakMap<
GPUTextureView,
WeakMap<GPUTextureView, GPUBindGroup>
>();
public constructor(
private readonly context: GPUCanvasContext,
private readonly device: GPUDevice,
private readonly commonState: CommonState
) {
this.bindGroupLayout = device.createBindGroupLayout(RenderPipeline.bindGroupLayout);
const vertex = setUpFullScreenQuad(device);
const format = navigator.gpu.getPreferredCanvasFormat();
this.pipeline = this.createPipeline(format, vertex, 'fragment');
this.noSourcePipeline = this.createPipeline(format, vertex, 'fragmentNoSource');
this.uniforms = this.device.createBuffer({
size: RenderPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
}
private createPipeline(
format: GPUTextureFormat,
vertex: GPUVertexState,
fragmentEntryPoint: string
): GPURenderPipeline {
return this.device.createRenderPipeline({
layout: this.device.createPipelineLayout({
bindGroupLayouts: [this.commonState.bindGroupLayout, this.bindGroupLayout],
}),
vertex,
fragment: {
module: smartCompile(this.device, CommonState.shaderCode, shader),
entryPoint: fragmentEntryPoint,
targets: [
{
format,
},
],
},
primitive: {
topology: 'triangle-list',
},
});
}
public setParameters({
channelColors,
backgroundColor,
clarity,
renderTraceNormalizationFloor,
renderBrushColorBase,
renderBrushColorStrengthMultiplier,
backgroundGrainStrength,
}: 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]);
this.uniformValues[3] = 0;
this.uniformValues[4] = rgbChannelToUnit(b[0]);
this.uniformValues[5] = rgbChannelToUnit(b[1]);
this.uniformValues[6] = rgbChannelToUnit(b[2]);
this.uniformValues[7] = 0;
this.uniformValues[8] = rgbChannelToUnit(c[0]);
this.uniformValues[9] = rgbChannelToUnit(c[1]);
this.uniformValues[10] = rgbChannelToUnit(c[2]);
this.uniformValues[11] = 0;
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;
this.uniformValues[19] = backgroundGrainStrength;
writeFloat32BufferIfChanged(
this.device,
this.uniforms,
this.uniformValues,
this.uniformCache
);
}
public execute(
commandEncoder: GPUCommandEncoder,
colorTexture: GPUTextureView,
sourceTexture: GPUTextureView,
useSourceTexture = true
): GPUTexture {
const bindGroup = this.getBindGroup(colorTexture, sourceTexture);
const canvasTexture = this.context.getCurrentTexture();
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: canvasTexture.createView(),
clearValue: { r: 0, g: 0, b: 0, a: 1 },
loadOp: 'clear',
storeOp: 'store',
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(useSourceTexture ? this.pipeline : this.noSourcePipeline);
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, bindGroup);
passEncoder.draw(3, 1);
passEncoder.end();
return canvasTexture;
}
public executeToView(
commandEncoder: GPUCommandEncoder,
colorTexture: GPUTextureView,
sourceTexture: GPUTextureView,
outputTexture: GPUTextureView
) {
const bindGroup = this.getBindGroup(colorTexture, sourceTexture);
const passEncoder = commandEncoder.beginRenderPass({
colorAttachments: [
{
view: outputTexture,
clearValue: { r: 0, g: 0, b: 0, a: 1 },
loadOp: 'clear',
storeOp: 'store',
},
],
});
passEncoder.setPipeline(this.pipeline);
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, bindGroup);
passEncoder.draw(3, 1);
passEncoder.end();
}
private getBindGroup(
colorTexture: GPUTextureView,
sourceTexture: GPUTextureView
): GPUBindGroup {
let sourceTextureCache = this.bindGroupsByTexture.get(colorTexture);
if (!sourceTextureCache) {
sourceTextureCache = new WeakMap<GPUTextureView, GPUBindGroup>();
this.bindGroupsByTexture.set(colorTexture, sourceTextureCache);
}
const cached = sourceTextureCache.get(sourceTexture);
if (cached) {
return cached;
}
const bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 2,
resource: colorTexture,
},
{
binding: 3,
resource: sourceTexture,
},
],
});
sourceTextureCache.set(sourceTexture, bindGroup);
return bindGroup;
}
public destroy() {
this.uniforms.destroy();
}
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
return {
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',
},
},
],
};
}
}