Improve rendering
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afe2a67ba0
20 changed files with 148 additions and 96 deletions
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@ -1,4 +1,5 @@
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import { smartCompile } from '../../utils/webgpu/smart-compile';
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import random from '../../utils/graphics/random.wgsl';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import { CommonParameters } from '../common-parameters';
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import { AGENT_SIZE_IN_BYTES, Agent } from './agent';
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import { AgentSettings } from './agent-settings';
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@ -24,7 +25,7 @@ export class AgentPipeline {
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this.pipeline = device.createComputePipeline({
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layout: 'auto',
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compute: {
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module: smartCompile(device, shader),
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module: smartCompile(device, random, shader),
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entryPoint: 'main',
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},
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});
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@ -57,7 +58,7 @@ export class AgentPipeline {
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canvasSize,
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deltaTime,
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time,
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trailWeight,
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brushTrailWeight,
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moveSpeed,
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turnSpeed,
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sensorAngleDegrees,
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@ -71,7 +72,7 @@ export class AgentPipeline {
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canvasSize[1],
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deltaTime,
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time,
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trailWeight,
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brushTrailWeight,
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moveSpeed * deltaTime,
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turnSpeed * deltaTime,
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(sensorAngleDegrees * Math.PI) / 180,
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@ -1,5 +1,5 @@
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export interface AgentSettings {
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trailWeight: number;
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brushTrailWeight: number;
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moveSpeed: number;
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turnSpeed: number;
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sensorAngleDegrees: number;
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@ -10,7 +10,7 @@ struct Settings {
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deltaTime: f32,
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time: f32,
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trailWeight: f32,
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brushTrailWeight: f32,
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moveRate: f32,
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turnRate: f32,
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sensorAngle: f32,
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@ -33,16 +33,18 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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var agent = agents[id];
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if (agent.timeToLive <= 0.) {
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agent.position = vec2(random(id + u32(settings.time * 10 + agent.position.x * 10000)),
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random(id + u32(settings.time * 10 + agent.position.y * 10000)));
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agent.angle = random(id + u32(settings.time)) * 3.14159265359 * 2.;
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agent.position = vec2(
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random_with_seed(agent.position, f32(id) + settings.time),
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random_with_seed(agent.position, f32(id) + settings.time + 12),
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);
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agent.angle = random_with_seed(vec2(agent.angle), f32(id) + settings.time);
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agent.species = 1;
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agent.timeToLive = 1000;
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agents[id] = agent;
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return;
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}
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let random = random(id + u32(settings.time * 10000 + agent.position.y * 10 + agent.position.x));
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let random = random_with_seed(agent.position, f32(id) + settings.time);
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let trailCurrent = sense(agent, 0, 0);
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var weight: f32;
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@ -60,9 +62,9 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let trailLeft = sense(agent, settings.sensorOffset, settings.sensorAngle);
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let trailRight = sense(agent, settings.sensorOffset, -settings.sensorAngle);
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var weightForward: f32 = trailForward.a;
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var weightLeft: f32 = trailLeft.a;
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var weightRight: f32 = trailRight.a;
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var weightForward: f32 = trailForward.a * settings.brushTrailWeight;
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var weightLeft: f32 = trailLeft.a * settings.brushTrailWeight;
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var weightRight: f32 = trailRight.a * settings.brushTrailWeight;
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if (agent.species == 0) {
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weightForward += trailForward.r - trailForward.g;
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weightLeft += trailLeft.r - trailLeft.g;
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@ -107,13 +109,4 @@ fn sense(agent: Agent, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
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return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0);
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}
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fn random(state0: u32) -> f32 {
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var state: u32 = state0;
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state = state ^ 2747636419u;
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state = state * 2654435769u;
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state = state ^ (state >> 16u);
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state = state * 2654435769u;
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state = state ^ (state >> 16u);
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state = state * 2654435769u;
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return f32(state) / 4294967295.0;
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}
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@ -1,5 +1,5 @@
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import { generateNoise } from '../../utils/graphics/noise/noise';
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import { smartCompile } from '../../utils/webgpu/smart-compile';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import { CommonParameters } from '../common-parameters';
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import { BrushSettings } from './brush-settings';
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import shader from './brush.wgsl';
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@ -24,10 +24,12 @@ export class BrushPipeline {
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public constructor(private readonly device: GPUDevice) {
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this.noise = generateNoise({
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device,
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octaves: 4,
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amplitude: 0.7,
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gain: 0.6,
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lacunarity: 4,
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width: 512,
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height: 512,
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octaves: 16,
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amplitude: 0.5,
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gain: 0.8,
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lacunarity: 80,
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});
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this.vertexBuffer = device.createBuffer({
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@ -138,12 +140,18 @@ export class BrushPipeline {
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deltaTime,
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time,
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brushWidth,
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brushBlurWidth,
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brushWidthRandomness,
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}: CommonParameters & BrushSettings) {
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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new Float32Array([...canvasSize, deltaTime, time, brushWidth / 2, brushBlurWidth])
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new Float32Array([
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...canvasSize,
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deltaTime,
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time,
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brushWidth / 2,
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brushWidthRandomness,
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])
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);
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// this.linePoints = [
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@ -1,4 +1,4 @@
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export interface BrushSettings {
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brushWidth: number;
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brushBlurWidth: number;
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brushWidthRandomness: number;
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}
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@ -3,7 +3,7 @@ struct Settings {
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deltaTime: f32,
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time: f32,
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brushWidth: f32,
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brushBlurWidth: f32
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brushWidthRandomness: f32
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};
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@group(0) @binding(0) var<uniform> settings: Settings;
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@ -34,17 +34,20 @@ fn fragment(
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@location(1) start: vec2<f32>,
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@location(2) end: vec2<f32>
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) -> @location(0) vec4<f32> {
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let pa = (screenPosition - start);
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let direction = (end - start);
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let q = clamp(dot(pa, direction) / dot(direction, direction), 0, 1);
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var distance = distanceFromLine(screenPosition, start, end);
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let noise = textureSample(noise, Sampler, screenPosition / settings.size);
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let distance = length(pa - direction * q) + noise.r * 5;
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distance += noise.r * settings.brushWidthRandomness;
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if(distance > settings.brushWidth) {
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discard;
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}
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let strength = clamp((settings.brushWidth - distance) / settings.brushBlurWidth, 0, 1);
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return vec4(0, 0, 0, strength);
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return vec4(0, 0, 0, 1);
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}
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fn distanceFromLine(position: vec2<f32>, start: vec2<f32>, end: vec2<f32>) -> f32 {
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let pa = position - start;
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let direction = end - start;
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let q = clamp(dot(pa, direction) / dot(direction, direction), 0, 1);
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return length(pa - direction * q);
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}
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@ -12,12 +12,12 @@ struct Settings {
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@group(0) @binding(0) var<uniform> settings: Settings;
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@group(0) @binding(1) var Sampler: sampler;
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@group(0) @binding(2) var trailMap: texture_2d<f32>;
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@group(0) @binding(3) var noise: texture_2d<f32>;
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@group(0) @binding(3) var noiseMap: texture_2d<f32>;
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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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var current = textureSample(trailMap, Sampler, uv);
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let noise = textureSample(noise, Sampler, uv);
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let noise = textureSample(noiseMap, Sampler, uv);
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let neighbours: vec4<f32> = (
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textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / settings.size)
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@ -26,17 +26,33 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size)
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) / 4;
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let mixedTrails = mix(
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var q = vec4<f32>(0);
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for (var x: i32 = -1; x <= 1; x++) {
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for (var y: i32 = -1; y <= 1; y++) {
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if (x != 0 || y != 0) {
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let offset = vec2(f32(x), f32(y));
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let neighbour = textureSample(trailMap, Sampler, uv + offset / settings.size);
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// let noise = textureSample(noiseMap, Sampler, uv + offset / settings.size * 0.5).r;
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let noise = random(uv + offset / settings.size * 0.5);
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let difference = neighbour - current;
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q += vec4(
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min(1.0, length(neighbour.rgb)) * pow(noise, settings.diffusionRateTrails) * difference.rgb,
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min(1.0, length(neighbour.a)) * pow(noise, settings.diffusionRateBrush) * difference.a
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);
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}
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}
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}
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current += q / 4;
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let noise1 = random(uv);
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let decayed = vec4(
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current.rgb,
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neighbours.rgb,
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settings.diffusionRateTrails
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) * (1.0 - settings.decayRateTrails);
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let mixedBrush = mix(
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current.a + (noise.a - 0.5) * 0.1,
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neighbours.a ,
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settings.diffusionRateBrush
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) * (1.0 - settings.decayRateBrush);
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return clamp(vec4(mixedTrails, mixedBrush), vec4(0), vec4(1));
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current.a
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) - vec4(vec3(settings.decayRateTrails), settings.decayRateBrush) * settings.deltaTime * ((noise1 - 0.5) * 0.25 + 1);
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return clamp(decayed, vec4(0), vec4(1));
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}
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@ -1,6 +1,7 @@
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import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
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import { generateNoise } from '../../utils/graphics/noise/noise';
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import { smartCompile } from '../../utils/webgpu/smart-compile';
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import random from '../../utils/graphics/random.wgsl';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import { CommonParameters } from '../common-parameters';
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import shader from './diffuse.wgsl';
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import { DiffusionSettings } from './diffusion-settings';
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@ -34,7 +35,7 @@ export class DiffusionPipeline {
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layout: 'auto',
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vertex,
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fragment: {
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module: smartCompile(device, shader),
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module: smartCompile(device, random, shader),
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entryPoint: 'fragment',
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targets: [
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{
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@ -1,5 +1,7 @@
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import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
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import { smartCompile } from '../../utils/webgpu/smart-compile';
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import { generateNoise } from '../../utils/graphics/noise/noise';
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import random from '../../utils/graphics/random.wgsl';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import { CommonParameters } from '../common-parameters';
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import { RenderSettings } from './render-settings';
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import shader from './render.wgsl';
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@ -10,6 +12,7 @@ export class RenderPipeline {
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private readonly pipeline: GPURenderPipeline;
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private readonly uniforms: GPUBuffer;
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private readonly quadVertexBuffer: GPUBuffer;
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private readonly noise: GPUTextureView;
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private bindGroup?: GPUBindGroup;
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private previousColorTexture?: GPUTexture;
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@ -18,6 +21,16 @@ export class RenderPipeline {
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private readonly context: GPUCanvasContext,
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private readonly device: GPUDevice
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) {
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this.noise = generateNoise({
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device,
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width: 512,
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height: 512,
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octaves: 16,
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amplitude: 0.3,
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gain: 0.8,
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lacunarity: 80,
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});
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const { buffer, vertex } = setUpFullScreenQuad(device);
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this.quadVertexBuffer = buffer;
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@ -25,7 +38,7 @@ export class RenderPipeline {
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layout: 'auto',
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vertex,
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fragment: {
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module: smartCompile(device, shader),
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module: smartCompile(device, random, shader),
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entryPoint: 'fragment',
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targets: [
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{
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@ -112,6 +125,10 @@ export class RenderPipeline {
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binding: 2,
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resource: colorTexture.createView(),
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},
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{
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binding: 3,
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resource: this.noise,
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},
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],
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});
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