import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad'; import { smartCompile } from '../../utils/smart-compile'; import { CommonParameters } from '../common-parameters'; import { RenderSettings } from './render-settings'; import shader from './render.wgsl'; export class RenderPipeline { private static readonly UNIFORM_COUNT = 16; private readonly pipeline: GPURenderPipeline; private readonly uniforms: GPUBuffer; private readonly quadVertexBuffer: GPUBuffer; private bindGroup?: GPUBindGroup; private previousColorTexture?: GPUTexture; public constructor( private readonly context: GPUCanvasContext, private readonly device: GPUDevice ) { const { buffer, vertex } = setUpFullScreenQuad(device); this.quadVertexBuffer = buffer; this.pipeline = device.createRenderPipeline({ layout: 'auto', vertex, fragment: { module: smartCompile(device, shader), entryPoint: 'fragment', targets: [ { format: navigator.gpu.getPreferredCanvasFormat(), }, ], }, primitive: { topology: 'triangle-strip', }, }); this.uniforms = this.device.createBuffer({ size: RenderPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, }); } public setParameters({ canvasSize, deltaTime, time, brushColor, speciesColorA, speciesColorB, }: CommonParameters & RenderSettings) { this.device.queue.writeBuffer( this.uniforms, 0, new Float32Array([ ...canvasSize, deltaTime, time, ...brushColor, 0, //padding ...speciesColorA, 0, //padding ...speciesColorB, 0, //padding ]) ); } public execute(commandEncoder: GPUCommandEncoder, colorTexture: GPUTexture) { this.ensureBindGroupExists(colorTexture); const renderPassDescriptor: GPURenderPassDescriptor = { colorAttachments: [ { view: this.context.getCurrentTexture().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(colorTexture: GPUTexture) { if (this.previousColorTexture !== colorTexture) { 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: colorTexture.createView(), }, ], }); this.previousColorTexture = colorTexture; } } }