Improve rendering
This commit is contained in:
parent
f6c7abf8dc
commit
afe2a67ba0
20 changed files with 147 additions and 95 deletions
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@ -48,7 +48,10 @@ export default class GameLoop {
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window.addEventListener('resize', this.resize.bind(this));
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window.addEventListener('resize', this.resize.bind(this));
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window.addEventListener('mousemove', this.onSwipe.bind(this));
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window.addEventListener('mousemove', this.onSwipe.bind(this));
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window.addEventListener('mousedown', (_) => (this.isSwipeActive = true));
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window.addEventListener('mousedown', (e) => {
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this.isSwipeActive = true;
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this.onSwipe(e);
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});
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window.addEventListener('mouseup', (_) => {
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window.addEventListener('mouseup', (_) => {
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this.isSwipeActive = false;
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this.isSwipeActive = false;
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this.brushPipeline.clearSwipes();
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this.brushPipeline.clearSwipes();
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@ -2,8 +2,8 @@ import '../assets/icons/info.svg';
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import GameLoop from './game-loop/game-loop';
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import GameLoop from './game-loop/game-loop';
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import './index.scss';
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import './index.scss';
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import { applyArrayPlugins } from './utils/array';
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import { applyArrayPlugins } from './utils/array';
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import { initializeGPU } from './utils/graphics/initialize-gpu';
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import { handleFullScreen } from './utils/handle-full-screen';
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import { handleFullScreen } from './utils/handle-full-screen';
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import { initializeGPU } from './utils/webgpu/initialize-gpu';
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declare global {
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declare global {
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interface Array<T> {
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interface Array<T> {
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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 { CommonParameters } from '../common-parameters';
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import { AGENT_SIZE_IN_BYTES, Agent } from './agent';
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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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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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this.pipeline = device.createComputePipeline({
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layout: 'auto',
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layout: 'auto',
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compute: {
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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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entryPoint: 'main',
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},
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},
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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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canvasSize,
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deltaTime,
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deltaTime,
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time,
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time,
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trailWeight,
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brushTrailWeight,
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moveSpeed,
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moveSpeed,
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turnSpeed,
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turnSpeed,
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sensorAngleDegrees,
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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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canvasSize[1],
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deltaTime,
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deltaTime,
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time,
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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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moveSpeed * deltaTime,
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turnSpeed * deltaTime,
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turnSpeed * deltaTime,
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(sensorAngleDegrees * Math.PI) / 180,
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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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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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moveSpeed: number;
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turnSpeed: number;
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turnSpeed: number;
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sensorAngleDegrees: 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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deltaTime: f32,
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time: 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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moveRate: f32,
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turnRate: f32,
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turnRate: f32,
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sensorAngle: 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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var agent = agents[id];
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if (agent.timeToLive <= 0.) {
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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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agent.position = vec2(
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random(id + u32(settings.time * 10 + agent.position.y * 10000)));
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random_with_seed(agent.position, f32(id) + settings.time),
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agent.angle = random(id + u32(settings.time)) * 3.14159265359 * 2.;
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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.species = 1;
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agent.timeToLive = 1000;
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agent.timeToLive = 1000;
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agents[id] = agent;
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agents[id] = agent;
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return;
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return;
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}
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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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let trailCurrent = sense(agent, 0, 0);
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var weight: f32;
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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 trailLeft = sense(agent, settings.sensorOffset, settings.sensorAngle);
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let trailRight = 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 weightForward: f32 = trailForward.a * settings.brushTrailWeight;
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var weightLeft: f32 = trailLeft.a;
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var weightLeft: f32 = trailLeft.a * settings.brushTrailWeight;
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var weightRight: f32 = trailRight.a;
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var weightRight: f32 = trailRight.a * settings.brushTrailWeight;
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if (agent.species == 0) {
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if (agent.species == 0) {
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weightForward += trailForward.r - trailForward.g;
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weightForward += trailForward.r - trailForward.g;
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weightLeft += trailLeft.r - trailLeft.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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return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0);
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}
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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 { 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 { CommonParameters } from '../common-parameters';
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import { BrushSettings } from './brush-settings';
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import { BrushSettings } from './brush-settings';
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import shader from './brush.wgsl';
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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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public constructor(private readonly device: GPUDevice) {
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this.noise = generateNoise({
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this.noise = generateNoise({
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device,
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device,
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octaves: 4,
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width: 512,
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amplitude: 0.7,
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height: 512,
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gain: 0.6,
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octaves: 16,
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lacunarity: 4,
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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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});
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this.vertexBuffer = device.createBuffer({
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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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deltaTime,
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time,
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time,
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brushWidth,
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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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}: CommonParameters & BrushSettings) {
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this.device.queue.writeBuffer(
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this.device.queue.writeBuffer(
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this.uniforms,
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this.uniforms,
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0,
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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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);
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// this.linePoints = [
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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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export interface BrushSettings {
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brushWidth: number;
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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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}
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@ -3,7 +3,7 @@ struct Settings {
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deltaTime: f32,
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deltaTime: f32,
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time: f32,
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time: f32,
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brushWidth: 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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};
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@group(0) @binding(0) var<uniform> settings: Settings;
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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(1) start: vec2<f32>,
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@location(2) end: vec2<f32>
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@location(2) end: vec2<f32>
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) -> @location(0) vec4<f32> {
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) -> @location(0) vec4<f32> {
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let pa = (screenPosition - start);
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var distance = distanceFromLine(screenPosition, start, end);
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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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let noise = textureSample(noise, Sampler, screenPosition / settings.size);
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let noise = textureSample(noise, Sampler, screenPosition / settings.size);
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distance += noise.r * settings.brushWidthRandomness;
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let distance = length(pa - direction * q) + noise.r * 5;
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if(distance > settings.brushWidth) {
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if(distance > settings.brushWidth) {
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discard;
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discard;
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}
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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, 1);
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return vec4(0, 0, 0, strength);
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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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}
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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(0) var<uniform> settings: Settings;
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@group(0) @binding(1) var Sampler: sampler;
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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(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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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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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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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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let neighbours: vec4<f32> = (
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textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / settings.size)
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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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+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size)
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) / 4;
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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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current.rgb,
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neighbours.rgb,
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current.a
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settings.diffusionRateTrails
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) - vec4(vec3(settings.decayRateTrails), settings.decayRateBrush) * settings.deltaTime * ((noise1 - 0.5) * 0.25 + 1);
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) * (1.0 - settings.decayRateTrails);
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let mixedBrush = mix(
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return clamp(decayed, vec4(0), vec4(1));
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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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}
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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 { 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 { 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 { CommonParameters } from '../common-parameters';
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import shader from './diffuse.wgsl';
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import shader from './diffuse.wgsl';
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import { DiffusionSettings } from './diffusion-settings';
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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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layout: 'auto',
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vertex,
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vertex,
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fragment: {
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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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entryPoint: 'fragment',
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targets: [
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targets: [
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{
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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 { 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 { CommonParameters } from '../common-parameters';
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import { RenderSettings } from './render-settings';
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import { RenderSettings } from './render-settings';
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import shader from './render.wgsl';
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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 pipeline: GPURenderPipeline;
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private readonly uniforms: GPUBuffer;
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private readonly uniforms: GPUBuffer;
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private readonly quadVertexBuffer: 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 bindGroup?: GPUBindGroup;
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private previousColorTexture?: GPUTexture;
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private previousColorTexture?: GPUTexture;
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@ -18,6 +21,16 @@ export class RenderPipeline {
|
||||||
private readonly context: GPUCanvasContext,
|
private readonly context: GPUCanvasContext,
|
||||||
private readonly device: GPUDevice
|
private readonly device: GPUDevice
|
||||||
) {
|
) {
|
||||||
|
this.noise = generateNoise({
|
||||||
|
device,
|
||||||
|
width: 512,
|
||||||
|
height: 512,
|
||||||
|
octaves: 16,
|
||||||
|
amplitude: 0.3,
|
||||||
|
gain: 0.8,
|
||||||
|
lacunarity: 80,
|
||||||
|
});
|
||||||
|
|
||||||
const { buffer, vertex } = setUpFullScreenQuad(device);
|
const { buffer, vertex } = setUpFullScreenQuad(device);
|
||||||
this.quadVertexBuffer = buffer;
|
this.quadVertexBuffer = buffer;
|
||||||
|
|
||||||
|
|
@ -25,7 +38,7 @@ export class RenderPipeline {
|
||||||
layout: 'auto',
|
layout: 'auto',
|
||||||
vertex,
|
vertex,
|
||||||
fragment: {
|
fragment: {
|
||||||
module: smartCompile(device, shader),
|
module: smartCompile(device, random, shader),
|
||||||
entryPoint: 'fragment',
|
entryPoint: 'fragment',
|
||||||
targets: [
|
targets: [
|
||||||
{
|
{
|
||||||
|
|
@ -112,6 +125,10 @@ export class RenderPipeline {
|
||||||
binding: 2,
|
binding: 2,
|
||||||
resource: colorTexture.createView(),
|
resource: colorTexture.createView(),
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
binding: 3,
|
||||||
|
resource: this.noise,
|
||||||
|
},
|
||||||
],
|
],
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -19,25 +19,25 @@ export const settings: GameLoopSettings &
|
||||||
BrushSettings &
|
BrushSettings &
|
||||||
DiffusionSettings &
|
DiffusionSettings &
|
||||||
RenderSettings = {
|
RenderSettings = {
|
||||||
agentCount: 1_000_000,
|
agentCount: 500_000,
|
||||||
renderSpeed: 1,
|
renderSpeed: 1,
|
||||||
startingRadius: 0.15,
|
startingRadius: 0.15,
|
||||||
|
|
||||||
brushWidth: 30,
|
brushWidth: 20,
|
||||||
brushBlurWidth: 8,
|
brushWidthRandomness: 8,
|
||||||
|
|
||||||
trailWeight: 5,
|
brushTrailWeight: 5,
|
||||||
moveSpeed: 0.025,
|
moveSpeed: 0.025,
|
||||||
turnSpeed: 6,
|
turnSpeed: 6,
|
||||||
sensorAngleDegrees: 30,
|
sensorAngleDegrees: 30,
|
||||||
sensorOffsetDst: 0.025,
|
sensorOffsetDst: 0.025,
|
||||||
|
|
||||||
diffusionRateTrails: 0.8,
|
diffusionRateTrails: 6,
|
||||||
decayRateTrails: 0.03,
|
decayRateTrails: 1,
|
||||||
diffusionRateBrush: 0.9,
|
diffusionRateBrush: 4,
|
||||||
decayRateBrush: 0.003,
|
decayRateBrush: 0.15,
|
||||||
|
|
||||||
brushColor: palette.yellow,
|
brushColor: palette.blue,
|
||||||
speciesColorA: palette.yellow,
|
speciesColorA: palette.yellow,
|
||||||
speciesColorB: palette.green,
|
speciesColorB: palette.green,
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
/** @internal */
|
|
||||||
const setIndexAlias = (name: string, index: number, type: any) => {
|
const setIndexAlias = (name: string, index: number, type: any) => {
|
||||||
if (!Object.prototype.hasOwnProperty.call(type.prototype, name)) {
|
if (!Object.prototype.hasOwnProperty.call(type.prototype, name)) {
|
||||||
Object.defineProperty(type.prototype, name, {
|
Object.defineProperty(type.prototype, name, {
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
import { smartCompile } from '../../webgpu/smart-compile';
|
import { smartCompile } from '../smart-compile';
|
||||||
import shader from './full-screen-quad.wgsl';
|
import shader from './full-screen-quad.wgsl';
|
||||||
|
|
||||||
export const setUpFullScreenQuad = (
|
export const setUpFullScreenQuad = (
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,7 @@
|
||||||
import { Random } from '../../random';
|
import { Random } from '../../random';
|
||||||
import { smartCompile } from '../../webgpu/smart-compile';
|
|
||||||
import { setUpFullScreenQuad } from '../full-screen-quad/full-screen-quad';
|
import { setUpFullScreenQuad } from '../full-screen-quad/full-screen-quad';
|
||||||
|
import random from '../random.wgsl';
|
||||||
|
import { smartCompile } from '../smart-compile';
|
||||||
import noise from './noise.wgsl';
|
import noise from './noise.wgsl';
|
||||||
|
|
||||||
const textureCache = new Map<string, GPUTexture>();
|
const textureCache = new Map<string, GPUTexture>();
|
||||||
|
|
@ -31,7 +32,7 @@ export const generateNoise = ({
|
||||||
layout: 'auto',
|
layout: 'auto',
|
||||||
vertex,
|
vertex,
|
||||||
fragment: {
|
fragment: {
|
||||||
module: smartCompile(device, noise),
|
module: smartCompile(device, random, noise),
|
||||||
entryPoint: 'fragment',
|
entryPoint: 'fragment',
|
||||||
constants: {
|
constants: {
|
||||||
octaves,
|
octaves,
|
||||||
|
|
|
||||||
|
|
@ -29,7 +29,8 @@ fn fbm(uv: vec2<f32>, seed: f32) -> f32 {
|
||||||
|
|
||||||
for (var i = 0; i < octaves; i++) {
|
for (var i = 0; i < octaves; i++) {
|
||||||
v += a * noise(st, seed);
|
v += a * noise(st, seed);
|
||||||
st = rot * st * lacunarity + shift;
|
st *= rot * lacunarity;
|
||||||
|
st += shift;
|
||||||
a *= gain;
|
a *= gain;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -40,10 +41,10 @@ fn noise (st: vec2<f32>, seed: f32) -> f32 {
|
||||||
let i = floor(st);
|
let i = floor(st);
|
||||||
let f = fract(st);
|
let f = fract(st);
|
||||||
|
|
||||||
let a = random(i, seed);
|
let a = random_with_seed(i, seed);
|
||||||
let b = random(i + vec2(1.0, 0.0), seed);
|
let b = random_with_seed(i + vec2(1.0, 0.0), seed);
|
||||||
let c = random(i + vec2(0.0, 1.0), seed);
|
let c = random_with_seed(i + vec2(0.0, 1.0), seed);
|
||||||
let d = random(i + vec2(1.0, 1.0), seed);
|
let d = random_with_seed(i + vec2(1.0, 1.0), seed);
|
||||||
|
|
||||||
let u = f * f * (3.0 - 2.0 * f);
|
let u = f * f * (3.0 - 2.0 * f);
|
||||||
|
|
||||||
|
|
@ -51,7 +52,3 @@ fn noise (st: vec2<f32>, seed: f32) -> f32 {
|
||||||
(c - a)* u.y * (1.0 - u.x) +
|
(c - a)* u.y * (1.0 - u.x) +
|
||||||
(d - b) * u.x * u.y;
|
(d - b) * u.x * u.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
fn random(st: vec2<f32>, seed: f32) -> f32 {
|
|
||||||
return fract(sin(dot(st.xy, vec2(12.9898 + seed, 78.233 + seed)))* 43758.5453123 + seed);
|
|
||||||
}
|
|
||||||
|
|
|
||||||
7
src/utils/graphics/random.wgsl
Normal file
7
src/utils/graphics/random.wgsl
Normal file
|
|
@ -0,0 +1,7 @@
|
||||||
|
fn random_with_seed(uv: vec2<f32>, seed: f32) -> f32 {
|
||||||
|
return fract(sin(dot(uv, vec2(12.9898 + seed, 78.233 + seed)))* 43758.5453123 + seed);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn random(uv: vec2<f32>) -> f32 {
|
||||||
|
return fract(sin(dot(uv, vec2(12.9898, 78.233)))* 43758.5453123);
|
||||||
|
}
|
||||||
21
src/utils/graphics/smart-compile.ts
Normal file
21
src/utils/graphics/smart-compile.ts
Normal file
|
|
@ -0,0 +1,21 @@
|
||||||
|
export const smartCompile = (device: GPUDevice, ...code: Array<string>) => {
|
||||||
|
const concatenated = code.join('\n\n');
|
||||||
|
|
||||||
|
const module = device.createShaderModule({
|
||||||
|
code: concatenated,
|
||||||
|
});
|
||||||
|
|
||||||
|
module
|
||||||
|
.getCompilationInfo()
|
||||||
|
.then((info) =>
|
||||||
|
info.messages.forEach((message) =>
|
||||||
|
console.warn(
|
||||||
|
message.type,
|
||||||
|
message.message,
|
||||||
|
concatenated.split('\n')[message.lineNum - 1]
|
||||||
|
)
|
||||||
|
)
|
||||||
|
);
|
||||||
|
|
||||||
|
return module;
|
||||||
|
};
|
||||||
|
|
@ -1,15 +0,0 @@
|
||||||
export const smartCompile = (device: GPUDevice, code: string) => {
|
|
||||||
const module = device.createShaderModule({
|
|
||||||
code,
|
|
||||||
});
|
|
||||||
|
|
||||||
module
|
|
||||||
.getCompilationInfo()
|
|
||||||
.then((info) =>
|
|
||||||
info.messages.forEach((message) =>
|
|
||||||
console.warn(message.type, message.message, code.split('\n')[message.lineNum - 1])
|
|
||||||
)
|
|
||||||
);
|
|
||||||
|
|
||||||
return module;
|
|
||||||
};
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue