Improve rendering
This commit is contained in:
parent
f6c7abf8dc
commit
afe2a67ba0
20 changed files with 148 additions and 96 deletions
|
|
@ -48,7 +48,10 @@ export default class GameLoop {
|
|||
|
||||
window.addEventListener('resize', this.resize.bind(this));
|
||||
window.addEventListener('mousemove', this.onSwipe.bind(this));
|
||||
window.addEventListener('mousedown', (_) => (this.isSwipeActive = true));
|
||||
window.addEventListener('mousedown', (e) => {
|
||||
this.isSwipeActive = true;
|
||||
this.onSwipe(e);
|
||||
});
|
||||
window.addEventListener('mouseup', (_) => {
|
||||
this.isSwipeActive = false;
|
||||
this.brushPipeline.clearSwipes();
|
||||
|
|
|
|||
|
|
@ -2,8 +2,8 @@ import '../assets/icons/info.svg';
|
|||
import GameLoop from './game-loop/game-loop';
|
||||
import './index.scss';
|
||||
import { applyArrayPlugins } from './utils/array';
|
||||
import { initializeGPU } from './utils/graphics/initialize-gpu';
|
||||
import { handleFullScreen } from './utils/handle-full-screen';
|
||||
import { initializeGPU } from './utils/webgpu/initialize-gpu';
|
||||
|
||||
declare global {
|
||||
interface Array<T> {
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
import { smartCompile } from '../../utils/webgpu/smart-compile';
|
||||
import random from '../../utils/graphics/random.wgsl';
|
||||
import { smartCompile } from '../../utils/graphics/smart-compile';
|
||||
import { CommonParameters } from '../common-parameters';
|
||||
import { AGENT_SIZE_IN_BYTES, Agent } from './agent';
|
||||
import { AgentSettings } from './agent-settings';
|
||||
|
|
@ -24,7 +25,7 @@ export class AgentPipeline {
|
|||
this.pipeline = device.createComputePipeline({
|
||||
layout: 'auto',
|
||||
compute: {
|
||||
module: smartCompile(device, shader),
|
||||
module: smartCompile(device, random, shader),
|
||||
entryPoint: 'main',
|
||||
},
|
||||
});
|
||||
|
|
@ -57,7 +58,7 @@ export class AgentPipeline {
|
|||
canvasSize,
|
||||
deltaTime,
|
||||
time,
|
||||
trailWeight,
|
||||
brushTrailWeight,
|
||||
moveSpeed,
|
||||
turnSpeed,
|
||||
sensorAngleDegrees,
|
||||
|
|
@ -71,7 +72,7 @@ export class AgentPipeline {
|
|||
canvasSize[1],
|
||||
deltaTime,
|
||||
time,
|
||||
trailWeight,
|
||||
brushTrailWeight,
|
||||
moveSpeed * deltaTime,
|
||||
turnSpeed * deltaTime,
|
||||
(sensorAngleDegrees * Math.PI) / 180,
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
export interface AgentSettings {
|
||||
trailWeight: number;
|
||||
brushTrailWeight: number;
|
||||
moveSpeed: number;
|
||||
turnSpeed: number;
|
||||
sensorAngleDegrees: number;
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ struct Settings {
|
|||
deltaTime: f32,
|
||||
time: f32,
|
||||
|
||||
trailWeight: f32,
|
||||
brushTrailWeight: f32,
|
||||
moveRate: f32,
|
||||
turnRate: f32,
|
||||
sensorAngle: f32,
|
||||
|
|
@ -33,16 +33,18 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
var agent = agents[id];
|
||||
|
||||
if (agent.timeToLive <= 0.) {
|
||||
agent.position = vec2(random(id + u32(settings.time * 10 + agent.position.x * 10000)),
|
||||
random(id + u32(settings.time * 10 + agent.position.y * 10000)));
|
||||
agent.angle = random(id + u32(settings.time)) * 3.14159265359 * 2.;
|
||||
agent.position = vec2(
|
||||
random_with_seed(agent.position, f32(id) + settings.time),
|
||||
random_with_seed(agent.position, f32(id) + settings.time + 12),
|
||||
);
|
||||
agent.angle = random_with_seed(vec2(agent.angle), f32(id) + settings.time);
|
||||
agent.species = 1;
|
||||
agent.timeToLive = 1000;
|
||||
agents[id] = agent;
|
||||
return;
|
||||
}
|
||||
|
||||
let random = random(id + u32(settings.time * 10000 + agent.position.y * 10 + agent.position.x));
|
||||
let random = random_with_seed(agent.position, f32(id) + settings.time);
|
||||
|
||||
let trailCurrent = sense(agent, 0, 0);
|
||||
var weight: f32;
|
||||
|
|
@ -60,9 +62,9 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
let trailLeft = sense(agent, settings.sensorOffset, settings.sensorAngle);
|
||||
let trailRight = sense(agent, settings.sensorOffset, -settings.sensorAngle);
|
||||
|
||||
var weightForward: f32 = trailForward.a;
|
||||
var weightLeft: f32 = trailLeft.a;
|
||||
var weightRight: f32 = trailRight.a;
|
||||
var weightForward: f32 = trailForward.a * settings.brushTrailWeight;
|
||||
var weightLeft: f32 = trailLeft.a * settings.brushTrailWeight;
|
||||
var weightRight: f32 = trailRight.a * settings.brushTrailWeight;
|
||||
if (agent.species == 0) {
|
||||
weightForward += trailForward.r - trailForward.g;
|
||||
weightLeft += trailLeft.r - trailLeft.g;
|
||||
|
|
@ -107,13 +109,4 @@ fn sense(agent: Agent, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
|
|||
return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0);
|
||||
}
|
||||
|
||||
fn random(state0: u32) -> f32 {
|
||||
var state: u32 = state0;
|
||||
state = state ^ 2747636419u;
|
||||
state = state * 2654435769u;
|
||||
state = state ^ (state >> 16u);
|
||||
state = state * 2654435769u;
|
||||
state = state ^ (state >> 16u);
|
||||
state = state * 2654435769u;
|
||||
return f32(state) / 4294967295.0;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
import { generateNoise } from '../../utils/graphics/noise/noise';
|
||||
import { smartCompile } from '../../utils/webgpu/smart-compile';
|
||||
import { smartCompile } from '../../utils/graphics/smart-compile';
|
||||
import { CommonParameters } from '../common-parameters';
|
||||
import { BrushSettings } from './brush-settings';
|
||||
import shader from './brush.wgsl';
|
||||
|
|
@ -24,10 +24,12 @@ export class BrushPipeline {
|
|||
public constructor(private readonly device: GPUDevice) {
|
||||
this.noise = generateNoise({
|
||||
device,
|
||||
octaves: 4,
|
||||
amplitude: 0.7,
|
||||
gain: 0.6,
|
||||
lacunarity: 4,
|
||||
width: 512,
|
||||
height: 512,
|
||||
octaves: 16,
|
||||
amplitude: 0.5,
|
||||
gain: 0.8,
|
||||
lacunarity: 80,
|
||||
});
|
||||
|
||||
this.vertexBuffer = device.createBuffer({
|
||||
|
|
@ -138,12 +140,18 @@ export class BrushPipeline {
|
|||
deltaTime,
|
||||
time,
|
||||
brushWidth,
|
||||
brushBlurWidth,
|
||||
brushWidthRandomness,
|
||||
}: CommonParameters & BrushSettings) {
|
||||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
0,
|
||||
new Float32Array([...canvasSize, deltaTime, time, brushWidth / 2, brushBlurWidth])
|
||||
new Float32Array([
|
||||
...canvasSize,
|
||||
deltaTime,
|
||||
time,
|
||||
brushWidth / 2,
|
||||
brushWidthRandomness,
|
||||
])
|
||||
);
|
||||
|
||||
// this.linePoints = [
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
export interface BrushSettings {
|
||||
brushWidth: number;
|
||||
brushBlurWidth: number;
|
||||
brushWidthRandomness: number;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ struct Settings {
|
|||
deltaTime: f32,
|
||||
time: f32,
|
||||
brushWidth: f32,
|
||||
brushBlurWidth: f32
|
||||
brushWidthRandomness: f32
|
||||
};
|
||||
|
||||
@group(0) @binding(0) var<uniform> settings: Settings;
|
||||
|
|
@ -34,17 +34,20 @@ fn fragment(
|
|||
@location(1) start: vec2<f32>,
|
||||
@location(2) end: vec2<f32>
|
||||
) -> @location(0) vec4<f32> {
|
||||
let pa = (screenPosition - start);
|
||||
let direction = (end - start);
|
||||
let q = clamp(dot(pa, direction) / dot(direction, direction), 0, 1);
|
||||
var distance = distanceFromLine(screenPosition, start, end);
|
||||
let noise = textureSample(noise, Sampler, screenPosition / settings.size);
|
||||
|
||||
let distance = length(pa - direction * q) + noise.r * 5;
|
||||
distance += noise.r * settings.brushWidthRandomness;
|
||||
|
||||
if(distance > settings.brushWidth) {
|
||||
discard;
|
||||
}
|
||||
|
||||
let strength = clamp((settings.brushWidth - distance) / settings.brushBlurWidth, 0, 1);
|
||||
return vec4(0, 0, 0, strength);
|
||||
return vec4(0, 0, 0, 1);
|
||||
}
|
||||
|
||||
fn distanceFromLine(position: vec2<f32>, start: vec2<f32>, end: vec2<f32>) -> f32 {
|
||||
let pa = position - start;
|
||||
let direction = end - start;
|
||||
let q = clamp(dot(pa, direction) / dot(direction, direction), 0, 1);
|
||||
return length(pa - direction * q);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,12 +12,12 @@ struct Settings {
|
|||
@group(0) @binding(0) var<uniform> settings: Settings;
|
||||
@group(0) @binding(1) var Sampler: sampler;
|
||||
@group(0) @binding(2) var trailMap: texture_2d<f32>;
|
||||
@group(0) @binding(3) var noise: texture_2d<f32>;
|
||||
@group(0) @binding(3) var noiseMap: texture_2d<f32>;
|
||||
|
||||
@fragment
|
||||
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
var current = textureSample(trailMap, Sampler, uv);
|
||||
let noise = textureSample(noise, Sampler, uv);
|
||||
let noise = textureSample(noiseMap, Sampler, uv);
|
||||
|
||||
let neighbours: vec4<f32> = (
|
||||
textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / settings.size)
|
||||
|
|
@ -26,17 +26,33 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
|||
+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size)
|
||||
) / 4;
|
||||
|
||||
let mixedTrails = mix(
|
||||
|
||||
var q = vec4<f32>(0);
|
||||
for (var x: i32 = -1; x <= 1; x++) {
|
||||
for (var y: i32 = -1; y <= 1; y++) {
|
||||
if (x != 0 || y != 0) {
|
||||
let offset = vec2(f32(x), f32(y));
|
||||
let neighbour = textureSample(trailMap, Sampler, uv + offset / settings.size);
|
||||
// let noise = textureSample(noiseMap, Sampler, uv + offset / settings.size * 0.5).r;
|
||||
let noise = random(uv + offset / settings.size * 0.5);
|
||||
let difference = neighbour - current;
|
||||
|
||||
q += vec4(
|
||||
min(1.0, length(neighbour.rgb)) * pow(noise, settings.diffusionRateTrails) * difference.rgb,
|
||||
min(1.0, length(neighbour.a)) * pow(noise, settings.diffusionRateBrush) * difference.a
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
current += q / 4;
|
||||
|
||||
let noise1 = random(uv);
|
||||
|
||||
|
||||
let decayed = vec4(
|
||||
current.rgb,
|
||||
neighbours.rgb,
|
||||
settings.diffusionRateTrails
|
||||
) * (1.0 - settings.decayRateTrails);
|
||||
current.a
|
||||
) - vec4(vec3(settings.decayRateTrails), settings.decayRateBrush) * settings.deltaTime * ((noise1 - 0.5) * 0.25 + 1);
|
||||
|
||||
let mixedBrush = mix(
|
||||
current.a + (noise.a - 0.5) * 0.1,
|
||||
neighbours.a ,
|
||||
settings.diffusionRateBrush
|
||||
) * (1.0 - settings.decayRateBrush);
|
||||
|
||||
return clamp(vec4(mixedTrails, mixedBrush), vec4(0), vec4(1));
|
||||
return clamp(decayed, vec4(0), vec4(1));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
|
||||
import { generateNoise } from '../../utils/graphics/noise/noise';
|
||||
import { smartCompile } from '../../utils/webgpu/smart-compile';
|
||||
import random from '../../utils/graphics/random.wgsl';
|
||||
import { smartCompile } from '../../utils/graphics/smart-compile';
|
||||
import { CommonParameters } from '../common-parameters';
|
||||
import shader from './diffuse.wgsl';
|
||||
import { DiffusionSettings } from './diffusion-settings';
|
||||
|
|
@ -34,7 +35,7 @@ export class DiffusionPipeline {
|
|||
layout: 'auto',
|
||||
vertex,
|
||||
fragment: {
|
||||
module: smartCompile(device, shader),
|
||||
module: smartCompile(device, random, shader),
|
||||
entryPoint: 'fragment',
|
||||
targets: [
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,5 +1,7 @@
|
|||
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
|
||||
import { smartCompile } from '../../utils/webgpu/smart-compile';
|
||||
import { generateNoise } from '../../utils/graphics/noise/noise';
|
||||
import random from '../../utils/graphics/random.wgsl';
|
||||
import { smartCompile } from '../../utils/graphics/smart-compile';
|
||||
import { CommonParameters } from '../common-parameters';
|
||||
import { RenderSettings } from './render-settings';
|
||||
import shader from './render.wgsl';
|
||||
|
|
@ -10,6 +12,7 @@ export class RenderPipeline {
|
|||
private readonly pipeline: GPURenderPipeline;
|
||||
private readonly uniforms: GPUBuffer;
|
||||
private readonly quadVertexBuffer: GPUBuffer;
|
||||
private readonly noise: GPUTextureView;
|
||||
|
||||
private bindGroup?: GPUBindGroup;
|
||||
private previousColorTexture?: GPUTexture;
|
||||
|
|
@ -18,6 +21,16 @@ export class RenderPipeline {
|
|||
private readonly context: GPUCanvasContext,
|
||||
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);
|
||||
this.quadVertexBuffer = buffer;
|
||||
|
||||
|
|
@ -25,7 +38,7 @@ export class RenderPipeline {
|
|||
layout: 'auto',
|
||||
vertex,
|
||||
fragment: {
|
||||
module: smartCompile(device, shader),
|
||||
module: smartCompile(device, random, shader),
|
||||
entryPoint: 'fragment',
|
||||
targets: [
|
||||
{
|
||||
|
|
@ -112,6 +125,10 @@ export class RenderPipeline {
|
|||
binding: 2,
|
||||
resource: colorTexture.createView(),
|
||||
},
|
||||
{
|
||||
binding: 3,
|
||||
resource: this.noise,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
|
|
|
|||
|
|
@ -19,25 +19,25 @@ export const settings: GameLoopSettings &
|
|||
BrushSettings &
|
||||
DiffusionSettings &
|
||||
RenderSettings = {
|
||||
agentCount: 1_000_000,
|
||||
agentCount: 500_000,
|
||||
renderSpeed: 1,
|
||||
startingRadius: 0.15,
|
||||
|
||||
brushWidth: 30,
|
||||
brushBlurWidth: 8,
|
||||
brushWidth: 20,
|
||||
brushWidthRandomness: 8,
|
||||
|
||||
trailWeight: 5,
|
||||
brushTrailWeight: 5,
|
||||
moveSpeed: 0.025,
|
||||
turnSpeed: 6,
|
||||
sensorAngleDegrees: 30,
|
||||
sensorOffsetDst: 0.025,
|
||||
|
||||
diffusionRateTrails: 0.8,
|
||||
decayRateTrails: 0.03,
|
||||
diffusionRateBrush: 0.9,
|
||||
decayRateBrush: 0.003,
|
||||
diffusionRateTrails: 6,
|
||||
decayRateTrails: 1,
|
||||
diffusionRateBrush: 4,
|
||||
decayRateBrush: 0.15,
|
||||
|
||||
brushColor: palette.yellow,
|
||||
brushColor: palette.blue,
|
||||
speciesColorA: palette.yellow,
|
||||
speciesColorB: palette.green,
|
||||
};
|
||||
|
|
|
|||
|
|
@ -1,4 +1,3 @@
|
|||
/** @internal */
|
||||
const setIndexAlias = (name: string, index: number, type: any) => {
|
||||
if (!Object.prototype.hasOwnProperty.call(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';
|
||||
|
||||
export const setUpFullScreenQuad = (
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
import { Random } from '../../random';
|
||||
import { smartCompile } from '../../webgpu/smart-compile';
|
||||
import { setUpFullScreenQuad } from '../full-screen-quad/full-screen-quad';
|
||||
import random from '../random.wgsl';
|
||||
import { smartCompile } from '../smart-compile';
|
||||
import noise from './noise.wgsl';
|
||||
|
||||
const textureCache = new Map<string, GPUTexture>();
|
||||
|
|
@ -31,7 +32,7 @@ export const generateNoise = ({
|
|||
layout: 'auto',
|
||||
vertex,
|
||||
fragment: {
|
||||
module: smartCompile(device, noise),
|
||||
module: smartCompile(device, random, noise),
|
||||
entryPoint: 'fragment',
|
||||
constants: {
|
||||
octaves,
|
||||
|
|
|
|||
|
|
@ -29,7 +29,8 @@ fn fbm(uv: vec2<f32>, seed: f32) -> f32 {
|
|||
|
||||
for (var i = 0; i < octaves; i++) {
|
||||
v += a * noise(st, seed);
|
||||
st = rot * st * lacunarity + shift;
|
||||
st *= rot * lacunarity;
|
||||
st += shift;
|
||||
a *= gain;
|
||||
}
|
||||
|
||||
|
|
@ -40,10 +41,10 @@ fn noise (st: vec2<f32>, seed: f32) -> f32 {
|
|||
let i = floor(st);
|
||||
let f = fract(st);
|
||||
|
||||
let a = random(i, seed);
|
||||
let b = random(i + vec2(1.0, 0.0), seed);
|
||||
let c = random(i + vec2(0.0, 1.0), seed);
|
||||
let d = random(i + vec2(1.0, 1.0), seed);
|
||||
let a = random_with_seed(i, seed);
|
||||
let b = random_with_seed(i + vec2(1.0, 0.0), seed);
|
||||
let c = random_with_seed(i + vec2(0.0, 1.0), seed);
|
||||
let d = random_with_seed(i + vec2(1.0, 1.0), seed);
|
||||
|
||||
let u = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
|
|
@ -51,7 +52,3 @@ fn noise (st: vec2<f32>, seed: f32) -> f32 {
|
|||
(c - a)* u.y * (1.0 - u.x) +
|
||||
(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