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Add iFrameRate builtin to Shadertoy utility (#453)
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* Add iFrameRate (naive)

* Add time_history

* Fix memory leak
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Vipitis committed Dec 18, 2023
1 parent 738583b commit de21e25
Showing 1 changed file with 20 additions and 2 deletions.
22 changes: 20 additions & 2 deletions wgpu/utils/shadertoy.py
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
import time
import ctypes
import collections

import wgpu
from wgpu.gui.auto import WgpuCanvas, run
Expand Down Expand Up @@ -33,6 +34,7 @@
float i_time;
float i_time_delta;
int i_frame;
float i_framerate;
layout(binding = 1) uniform texture2D i_channel0;
layout(binding = 2) uniform sampler sampler0;
Expand All @@ -56,6 +58,7 @@
#define iTime i_time
#define iTimeDelta i_time_delta
#define iFrame i_frame
#define iFrameRate i_framerate
#define mainImage shader_main
"""
Expand All @@ -71,6 +74,7 @@
float time;
float time_delta;
int frame;
float framerate;
};
layout(binding = 0) uniform ShadertoyInput input;
Expand All @@ -83,6 +87,7 @@
i_time = input.time;
i_time_delta = input.time_delta;
i_frame = input.frame;
i_framerate = input.framerate;
vec2 uv = vec2(uv.x, 1.0 - uv.y);
vec2 frag_coord = uv * i_resolution.xy;
Expand Down Expand Up @@ -127,6 +132,7 @@
var<private> i_time_delta: f32;
var<private> i_time: f32;
var<private> i_frame: u32;
var<private> i_framerate: f32;
// TODO: more global variables
// var<private> i_frag_coord: vec2<f32>;
Expand All @@ -143,6 +149,7 @@
time: f32,
time_delta: f32,
frame: u32,
framerate: f32,
};
struct Varyings {
Expand Down Expand Up @@ -180,6 +187,7 @@
i_time = input.time;
i_time_delta = input.time_delta;
i_frame = input.frame;
i_framerate = input.framerate;
let uv = vec2<f32>(in.uv.x, 1.0 - in.uv.y);
let frag_coord = uv * i_resolution.xy;
Expand Down Expand Up @@ -323,12 +331,13 @@ class Shadertoy:
* ``i_time``: the global time in seconds
* ``i_time_delta``: the time since last frame in seconds
* ``i_frame``: the frame number
* ``i_framerate``: the number of frames rendered in the last second.
For GLSL, you can also use the aliases ``iTime``, ``iTimeDelta``, ``iFrame``, ``iResolution``, ``iMouse`` and ``iDate`` of these built-in variables,
For GLSL, you can also use the aliases ``iTime``, ``iTimeDelta``, ``iFrame``, ``iResolution``, ``iMouse``, ``iDate`` and ``iFrameRate`` of these built-in variables,
the entry point function also has an alias ``mainImage``, so you can use the shader code copied from shadertoy website without making any changes.
"""

# todo: add more built-in variables
# todo: add remaining built-in variables (i_channel_time, i_channel_resolution)
# todo: support multiple render passes (`i_channel0`, `i_channel1`, etc.)

def __init__(
Expand All @@ -341,6 +350,7 @@ def __init__(
("time", "f", 1),
("time_delta", "f", 1),
("frame", "I", 1),
("framerate", "f", 1),
)

self._shader_code = shader_code
Expand Down Expand Up @@ -580,10 +590,18 @@ def _update(self):
if not hasattr(self, "_last_time"):
self._last_time = now

if not hasattr(self, "_time_history"):
self._time_history = collections.deque(maxlen=256)

time_delta = now - self._last_time
self._uniform_data["time_delta"] = time_delta
self._last_time = now
self._uniform_data["time"] += time_delta
self._time_history.append(self._uniform_data["time"])

self._uniform_data["framerate"] = sum(
[1 for t in self._time_history if t > self._uniform_data["time"] - 1]
)

if not hasattr(self, "_frame"):
self._frame = 0
Expand Down

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