Refactor & improve
This commit is contained in:
parent
b51cba28ad
commit
b3d9229af5
22 changed files with 714 additions and 335 deletions
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@ -1,17 +1,20 @@
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import { Agent } from '../pipelines/agents/agent';
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import { AgentPipeline } from '../pipelines/agents/agent-pipeline';
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import { BrushPipeline } from '../pipelines/brush/brush-pipeline';
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import { CommonState } from '../pipelines/common-state/common-state';
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import { CopyPipeline } from '../pipelines/copy/copy-pipeline';
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import { DiffusionPipeline } from '../pipelines/diffusion/diffusion-pipeline';
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import { RenderPipeline } from '../pipelines/render/render-pipeline';
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import { settings } from '../settings';
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import { DeltaTimeCalculator } from '../utils/delta-time-calculator';
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import { Random } from '../utils/random';
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import { spawnAgents } from './spawn-agents';
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import { vec2 } from 'gl-matrix';
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export default class GameLoop {
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private readonly deltaTimeCalculator = new DeltaTimeCalculator();
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private readonly commonState: CommonState;
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private readonly copyPipeline: CopyPipeline;
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private readonly agentPipeline: AgentPipeline;
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private readonly renderPipeline: RenderPipeline;
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private readonly brushPipeline: BrushPipeline;
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@ -19,6 +22,8 @@ export default class GameLoop {
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private trailMapA?: GPUTexture;
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private trailMapB?: GPUTexture;
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private trailMapAView?: GPUTextureView;
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private trailMapBView?: GPUTextureView;
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private hasFinished = false;
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private readonly hasFinishedPromise: Promise<void> = new Promise(
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@ -41,10 +46,16 @@ export default class GameLoop {
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this.resize();
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this.agentPipeline = new AgentPipeline(this.device, this.spawnAgents());
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this.brushPipeline = new BrushPipeline(this.device);
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this.diffusionPipeline = new DiffusionPipeline(this.device);
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this.renderPipeline = new RenderPipeline(context, this.device);
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this.commonState = new CommonState(this.device);
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this.copyPipeline = new CopyPipeline(this.device);
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this.agentPipeline = new AgentPipeline(
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this.device,
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spawnAgents(this.canvasSize, settings.agentCount),
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this.commonState
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);
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this.brushPipeline = new BrushPipeline(this.device, this.commonState);
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this.diffusionPipeline = new DiffusionPipeline(this.device, this.commonState);
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this.renderPipeline = new RenderPipeline(context, this.device, this.commonState);
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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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@ -73,33 +84,6 @@ export default class GameLoop {
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);
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}
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private spawnAgents(): Array<Agent> {
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const minSize = Math.min(this.canvas.width, this.canvas.height);
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const ratio = Math.max(this.canvas.width, this.canvas.height) / minSize;
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const size = vec2.fromValues(
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this.canvas.width / minSize,
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this.canvas.height / minSize
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);
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vec2.normalize(size, size);
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return new Array(settings.agentCount).fill(0).map(() => {
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const radius = Random.randomBetween(0, settings.startingRadius / ratio);
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const angle = Random.randomBetween(0, Math.PI * 2);
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const center = vec2.fromValues(0.5, 0.5);
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const delta = vec2.fromValues(Math.cos(angle) * radius, Math.sin(angle) * radius);
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vec2.divide(delta, delta, size);
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const position = vec2.add(vec2.create(), center, delta);
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return {
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position,
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angle: angle + Math.PI,
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species: 0,
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timeToLive: Random.randomBetween(10, 15000),
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};
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});
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}
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private resize() {
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const devicePixelRatio = window.devicePixelRatio || 1;
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this.canvas.width = this.canvas.clientWidth * devicePixelRatio;
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@ -107,19 +91,23 @@ export default class GameLoop {
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this.trailMapA?.destroy();
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this.trailMapA = this.createTrailMap();
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this.trailMapAView = this.trailMapA.createView();
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this.trailMapB?.destroy();
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this.trailMapB = this.createTrailMap();
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this.trailMapBView = this.trailMapB.createView();
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}
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private createTrailMap(): GPUTexture {
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return this.device.createTexture({
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format: 'rgba16float',
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dimension: '2d',
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mipLevelCount: 1,
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size: {
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width: this.canvas.width,
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height: this.canvas.height,
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depthOrArrayLayers: 1,
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},
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format: 'rgba16float',
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usage:
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GPUTextureUsage.STORAGE_BINDING |
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GPUTextureUsage.TEXTURE_BINDING |
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@ -134,28 +122,27 @@ export default class GameLoop {
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const deltaTime = this.deltaTimeCalculator.calculateDeltaTimeInSeconds(time);
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const params = {
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canvasSize: vec2.fromValues(this.canvas.width, this.canvas.height),
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time,
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deltaTime,
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...settings,
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};
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this.commonState.setParameters(this.canvasSize, deltaTime, time);
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[
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this.agentPipeline,
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this.brushPipeline,
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this.diffusionPipeline,
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this.renderPipeline,
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].forEach((pipeline) => pipeline.setParameters(params));
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].forEach((pipeline) => pipeline.setParameters(settings));
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const commandEncoder = this.device.createCommandEncoder();
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for (let i = 0; i < settings.renderSpeed; i++) {
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this.agentPipeline.execute(commandEncoder, this.trailMapA, this.trailMapB);
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this.brushPipeline.execute(commandEncoder, this.trailMapB);
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this.diffusionPipeline.execute(commandEncoder, this.trailMapB, this.trailMapA);
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this.renderPipeline.execute(commandEncoder, this.trailMapA);
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[this.trailMapA, this.trailMapB] = [this.trailMapB, this.trailMapA];
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this.copyPipeline.execute(commandEncoder, this.trailMapAView, this.trailMapBView);
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this.brushPipeline.execute(commandEncoder, this.trailMapBView);
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this.agentPipeline.execute(commandEncoder, this.trailMapAView, this.trailMapBView);
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this.diffusionPipeline.execute(
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commandEncoder,
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this.trailMapBView,
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this.trailMapAView
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);
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this.renderPipeline.execute(commandEncoder, this.trailMapAView);
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}
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this.device.queue.submit([commandEncoder.finish()]);
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@ -167,14 +154,20 @@ export default class GameLoop {
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public destroy() {
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this.hasFinished = true;
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this.copyPipeline?.destroy();
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this.agentPipeline?.destroy();
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this.brushPipeline?.destroy();
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this.diffusionPipeline?.destroy();
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this.renderPipeline?.destroy();
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this.commonState?.destroy();
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this.trailMapA?.destroy();
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this.trailMapB?.destroy();
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this.resolveHasFinished();
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}
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private get canvasSize(): vec2 {
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return vec2.fromValues(this.canvas.width, this.canvas.height);
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}
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}
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29
src/game-loop/spawn-agents.ts
Normal file
29
src/game-loop/spawn-agents.ts
Normal file
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@ -0,0 +1,29 @@
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import { Agent } from '../pipelines/agents/agent';
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import { settings } from '../settings';
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import { Random } from '../utils/random';
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import { vec2 } from 'gl-matrix';
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export const spawnAgents = (canvasSize: vec2, agentCount: number): Array<Agent> => {
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const minSize = Math.min(...canvasSize);
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const ratio = Math.max(...canvasSize) / minSize;
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const size = vec2.scale(vec2.create(), canvasSize, 1 / minSize);
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vec2.normalize(size, size);
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return new Array(agentCount).fill(0).map(() => {
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const radius = Random.randomBetween(0, settings.startingRadius / ratio);
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const angle = Random.randomBetween(0, Math.PI * 2);
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const center = vec2.fromValues(0.5, 0.5);
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const delta = vec2.fromValues(Math.cos(angle) * radius, Math.sin(angle) * radius);
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vec2.divide(delta, delta, size);
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const position = vec2.add(vec2.create(), center, delta);
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return {
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position,
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angle: angle + Math.PI,
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species: 0,
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timeToLive: Random.randomBetween(10, 15000),
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};
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});
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};
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13
src/index.ts
13
src/index.ts
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@ -4,7 +4,7 @@ import './index.scss';
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import { applyArrayPlugins } from './utils/array';
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import { ErrorHandler, Severity } from './utils/error-handler';
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import { FullScreenHandler } from './utils/full-screen-handler';
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import { initializeGPU } from './utils/graphics/initialize-gpu';
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import { initializeGpu } from './utils/graphics/initialize-gpu';
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declare global {
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interface Array<T> {
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@ -41,11 +41,15 @@ const getElements = () => ({
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const main = async () => {
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const elements = getElements();
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let shouldStop = false;
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let game: GameLoop | null = null;
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ErrorHandler.addOnErrorListener((error, metadata) => {
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elements.errorContainer.innerHTML += `
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<pre class="${error.severity}">${error.message}</div>
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<p>${JSON.stringify(metadata, null, 2)}</p>
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`;
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game?.destroy();
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shouldStop = true;
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});
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try {
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@ -67,12 +71,11 @@ const main = async () => {
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document.body
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);
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const gpu = await initializeGPU();
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let game: GameLoop | null = null;
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const gpu = await initializeGpu();
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elements.restartButton.addEventListener('click', () => game?.destroy());
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while (true) {
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while (!shouldStop) {
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game = new GameLoop(elements.canvas, gpu);
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await game.start();
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}
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@ -1,31 +1,39 @@
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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 { CommonState } from '../common-state/common-state';
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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 shader from './agent.wgsl';
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export class AgentPipeline {
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private static readonly WORKGROUP_SIZE = 64;
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private static readonly UNIFORM_COUNT = 10;
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private static readonly UNIFORM_COUNT = 5;
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPUComputePipeline;
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private readonly uniforms: GPUBuffer;
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private readonly agentsBuffer: GPUBuffer;
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private bindGroup?: GPUBindGroup;
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private previousTrailMapIn?: GPUTexture;
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private previousTrailMapOut?: GPUTexture;
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private previousTrailMapIn?: GPUTextureView;
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private previousTrailMapOut?: GPUTextureView;
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public constructor(private readonly device: GPUDevice, agents: Array<Agent>) {
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public constructor(
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private readonly device: GPUDevice,
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agents: Array<Agent>,
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private readonly commonState: CommonState
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) {
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if (agents.length === 0) {
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throw new Error('No agents provided');
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}
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this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
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this.pipeline = device.createComputePipeline({
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layout: 'auto',
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layout: device.createPipelineLayout({
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bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
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}),
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compute: {
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module: smartCompile(device, random, shader),
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module: smartCompile(device, CommonState.shaderCode, shader),
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entryPoint: 'main',
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},
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});
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@ -55,42 +63,36 @@ export class AgentPipeline {
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}
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public setParameters({
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canvasSize,
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deltaTime,
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time,
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brushTrailWeight,
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moveSpeed,
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turnSpeed,
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sensorAngleDegrees,
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sensorOffsetDst,
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}: CommonParameters & AgentSettings) {
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}: AgentSettings) {
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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([
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canvasSize[0],
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canvasSize[1],
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deltaTime,
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time,
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brushTrailWeight,
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moveSpeed * deltaTime,
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turnSpeed * deltaTime,
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moveSpeed,
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turnSpeed,
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(sensorAngleDegrees * Math.PI) / 180,
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sensorOffsetDst,
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])
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);
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}
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public execute(
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public executeRenderPass(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTexture,
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trailMapOut: GPUTexture
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trailMapIn: GPUTextureView,
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trailMapOut: GPUTextureView
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) {
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this.ensureBindGroupExists(trailMapIn, trailMapOut);
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const passEncoder = commandEncoder.beginComputePass();
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passEncoder.setPipeline(this.pipeline);
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passEncoder.setBindGroup(0, this.bindGroup);
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this.commonState.execute(passEncoder);
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passEncoder.setBindGroup(1, this.bindGroup);
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passEncoder.dispatchWorkgroups(
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Math.ceil(
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this.agentsBuffer.size / AGENT_SIZE_IN_BYTES / AgentPipeline.WORKGROUP_SIZE
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@ -99,13 +101,32 @@ export class AgentPipeline {
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passEncoder.end();
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}
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private ensureBindGroupExists(trailMapIn: GPUTexture, trailMapOut: GPUTexture) {
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public execute(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTextureView,
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trailMapOut: GPUTextureView
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) {
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this.ensureBindGroupExists(trailMapIn, trailMapOut);
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const passEncoder = commandEncoder.beginComputePass();
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passEncoder.setPipeline(this.pipeline);
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this.commonState.execute(passEncoder);
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passEncoder.setBindGroup(1, this.bindGroup);
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passEncoder.dispatchWorkgroups(
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Math.ceil(
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this.agentsBuffer.size / AGENT_SIZE_IN_BYTES / AgentPipeline.WORKGROUP_SIZE
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)
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);
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passEncoder.end();
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}
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private ensureBindGroupExists(trailMapIn: GPUTextureView, trailMapOut: GPUTextureView) {
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if (
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this.previousTrailMapIn !== trailMapIn ||
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this.previousTrailMapOut !== trailMapOut
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) {
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this.bindGroup = this.device.createBindGroup({
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layout: this.pipeline.getBindGroupLayout(0),
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layout: this.bindGroupLayout,
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entries: [
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{
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binding: 0,
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@ -121,11 +142,11 @@ export class AgentPipeline {
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},
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{
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binding: 2,
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resource: trailMapIn.createView(),
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resource: trailMapIn,
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},
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{
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binding: 3,
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resource: trailMapOut.createView(),
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resource: trailMapOut,
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},
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],
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});
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@ -139,4 +160,39 @@ export class AgentPipeline {
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this.uniforms.destroy();
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this.agentsBuffer.destroy();
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}
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private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
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return {
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entries: [
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{
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binding: 0,
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visibility: GPUShaderStage.COMPUTE,
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buffer: {
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type: 'uniform',
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},
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},
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{
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binding: 1,
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visibility: GPUShaderStage.COMPUTE,
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buffer: {
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type: 'storage',
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},
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},
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{
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binding: 2,
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visibility: GPUShaderStage.COMPUTE,
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texture: {
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sampleType: 'float',
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},
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},
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{
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binding: 3,
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visibility: GPUShaderStage.COMPUTE,
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storageTexture: {
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format: 'rgba16float',
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},
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},
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],
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};
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}
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}
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|
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@ -6,10 +6,6 @@ struct Agent {
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}
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struct Settings {
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size: vec2<f32>,
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deltaTime: f32,
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time: f32,
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brushTrailWeight: f32,
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moveRate: f32,
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turnRate: f32,
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@ -17,10 +13,10 @@ struct Settings {
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sensorOffset: f32,
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};
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@group(0) @binding(0) var<uniform> settings: Settings;
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@group(0) @binding(1) var<storage, read_write> agents: array<Agent>;
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@group(0) @binding(2) var TrailMapIn: texture_2d<f32>;
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@group(0) @binding(3) var TrailMapOut: texture_storage_2d<rgba16float, write>;
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@group(1) @binding(0) var<uniform> settings: Settings;
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@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;
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@group(1) @binding(2) var TrailMapIn: texture_2d<f32>;
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@group(1) @binding(3) var TrailMapOut: texture_storage_2d<rgba16float, write>;
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@compute @workgroup_size(8, 8)
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fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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@ -34,17 +30,17 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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if (agent.timeToLive <= 0.) {
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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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random_with_seed(agent.position, f32(id) + state.time),
|
||||
random_with_seed(agent.position, f32(id) + state.time + 12),
|
||||
);
|
||||
agent.angle = random_with_seed(vec2(agent.angle), f32(id) + settings.time);
|
||||
agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
|
||||
agent.species = 1;
|
||||
agent.timeToLive = 1000;
|
||||
agents[id] = agent;
|
||||
return;
|
||||
}
|
||||
|
||||
let random = random_with_seed(agent.position, f32(id) + settings.time);
|
||||
let random = random_with_seed(agent.position, f32(id) + state.time);
|
||||
|
||||
let trailCurrent = sense(agent, 0, 0);
|
||||
var weight: f32;
|
||||
|
|
@ -76,15 +72,15 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
}
|
||||
|
||||
if (weightForward < weightLeft && weightForward < weightRight) {
|
||||
agent.angle += (random - 0.5) * 2. * settings.turnRate;
|
||||
agent.angle += (random - 0.5) * 2. * settings.turnRate * state.deltaTime;
|
||||
} else if (weightLeft < weightRight) {
|
||||
agent.angle -= random * settings.turnRate;
|
||||
agent.angle -= random * settings.turnRate * state.deltaTime;
|
||||
} else if (weightRight < weightLeft) {
|
||||
agent.angle += random * settings.turnRate;
|
||||
agent.angle += random * settings.turnRate * state.deltaTime;
|
||||
}
|
||||
|
||||
let direction = vec2(cos(agent.angle), sin(agent.angle));
|
||||
var newPos = agent.position + direction / normalize(settings.size) * settings.moveRate;
|
||||
var newPos = agent.position + direction / normalize(state.size) * settings.moveRate * state.deltaTime;
|
||||
newPos = clamp(newPos, vec2<f32>(0, 0), vec2<f32>(1, 1));
|
||||
if (newPos.x == 0. || newPos.x == 1. || newPos.y == 0. || newPos.y == 1.) {
|
||||
agent.angle += 3.14159265359 + random - 0.5;
|
||||
|
|
@ -94,19 +90,23 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
if (agent.species == 0) {
|
||||
trail = vec4(1, 0, 0, 0);
|
||||
}
|
||||
textureStore(TrailMapOut, vec2<i32>(newPos * settings.size), trail);
|
||||
textureStore(TrailMapOut, vec2<i32>(newPos * state.size), trail);
|
||||
|
||||
agent.position = newPos;
|
||||
agent.timeToLive -= settings.deltaTime;
|
||||
agent.timeToLive -= state.deltaTime;
|
||||
agents[id] = agent;
|
||||
}
|
||||
|
||||
fn sense(agent: Agent, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
|
||||
let sensorAngle = agent.angle + sensorOffsetAngle;
|
||||
|
||||
let sensorDir: vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(settings.size);
|
||||
let sensorDir: vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(state.size);
|
||||
let sensorPos: vec2<f32> = agent.position + sensorDir * sensorOffset;
|
||||
return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0);
|
||||
return textureLoad(TrailMapIn, vec2<i32>(sensorPos * state.size), 0);
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,36 +1,33 @@
|
|||
import { generateNoise } from '../../utils/graphics/noise/noise';
|
||||
import { catmullRomInterpolation } from '../../utils/catmull-rom-interpolation';
|
||||
import { generateFbmNoise } from '../../utils/graphics/fbm-noise/fbm-noise';
|
||||
import { smartCompile } from '../../utils/graphics/smart-compile';
|
||||
import { CommonParameters } from '../common-parameters';
|
||||
import { CommonState } from '../common-state/common-state';
|
||||
import { BrushSettings } from './brush-settings';
|
||||
import shader from './brush.wgsl';
|
||||
|
||||
import { vec2 } from 'gl-matrix';
|
||||
|
||||
export class BrushPipeline {
|
||||
private static readonly UNIFORM_COUNT = 9;
|
||||
private static readonly UNIFORM_COUNT = 2;
|
||||
private static readonly MAX_LINE_COUNT = 100;
|
||||
private static readonly VERTICES_PER_LINE_SEGMENT = 6;
|
||||
private static readonly ATTRIBUTES_PER_LINE_SEGMENT = 6;
|
||||
|
||||
private readonly bindGroupLayout: GPUBindGroupLayout;
|
||||
private readonly bindGroup: GPUBindGroup;
|
||||
private readonly pipeline: GPURenderPipeline;
|
||||
private readonly uniforms: GPUBuffer;
|
||||
private readonly vertexBuffer: GPUBuffer;
|
||||
private readonly noise: GPUTextureView;
|
||||
|
||||
private linePoints: Array<vec2> = [];
|
||||
private previousPoints: Array<vec2> = [];
|
||||
private nextPoint: vec2 | null = null;
|
||||
private bindGroup: GPUBindGroup;
|
||||
|
||||
public constructor(private readonly device: GPUDevice) {
|
||||
this.noise = generateNoise({
|
||||
device,
|
||||
width: 512,
|
||||
height: 512,
|
||||
octaves: 16,
|
||||
amplitude: 0.5,
|
||||
gain: 0.8,
|
||||
lacunarity: 80,
|
||||
});
|
||||
public constructor(
|
||||
private readonly device: GPUDevice,
|
||||
private readonly commonState: CommonState
|
||||
) {
|
||||
this.bindGroupLayout = device.createBindGroupLayout(BrushPipeline.bindGroupLayout);
|
||||
|
||||
this.vertexBuffer = device.createBuffer({
|
||||
size:
|
||||
|
|
@ -42,9 +39,11 @@ export class BrushPipeline {
|
|||
});
|
||||
|
||||
this.pipeline = device.createRenderPipeline({
|
||||
layout: 'auto',
|
||||
layout: device.createPipelineLayout({
|
||||
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
|
||||
}),
|
||||
vertex: {
|
||||
module: smartCompile(device, shader),
|
||||
module: smartCompile(device, CommonState.shaderCode, shader),
|
||||
entryPoint: 'vertex',
|
||||
buffers: [
|
||||
{
|
||||
|
|
@ -70,7 +69,7 @@ export class BrushPipeline {
|
|||
],
|
||||
},
|
||||
fragment: {
|
||||
module: smartCompile(device, shader),
|
||||
module: smartCompile(device, CommonState.shaderCode, shader),
|
||||
entryPoint: 'fragment',
|
||||
targets: [
|
||||
{
|
||||
|
|
@ -100,8 +99,8 @@ export class BrushPipeline {
|
|||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
||||
});
|
||||
|
||||
this.bindGroup = this.device.createBindGroup({
|
||||
layout: this.pipeline.getBindGroupLayout(0),
|
||||
this.bindGroup = this.bindGroup = this.device.createBindGroup({
|
||||
layout: this.bindGroupLayout,
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
|
|
@ -109,17 +108,6 @@ export class BrushPipeline {
|
|||
buffer: this.uniforms,
|
||||
},
|
||||
},
|
||||
{
|
||||
binding: 1,
|
||||
resource: this.device.createSampler({
|
||||
magFilter: 'linear',
|
||||
minFilter: 'linear',
|
||||
}),
|
||||
},
|
||||
{
|
||||
binding: 2,
|
||||
resource: this.noise,
|
||||
},
|
||||
],
|
||||
});
|
||||
}
|
||||
|
|
@ -135,32 +123,13 @@ export class BrushPipeline {
|
|||
this.nextPoint = null;
|
||||
}
|
||||
|
||||
public setParameters({
|
||||
canvasSize,
|
||||
deltaTime,
|
||||
time,
|
||||
brushWidth,
|
||||
brushWidthRandomness,
|
||||
}: CommonParameters & BrushSettings) {
|
||||
public setParameters({ brushWidth, brushWidthRandomness }: BrushSettings) {
|
||||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
0,
|
||||
new Float32Array([
|
||||
...canvasSize,
|
||||
deltaTime,
|
||||
time,
|
||||
brushWidth / 2,
|
||||
brushWidthRandomness,
|
||||
])
|
||||
new Float32Array([brushWidth / 2, brushWidthRandomness])
|
||||
);
|
||||
|
||||
// this.linePoints = [
|
||||
// vec2.fromValues(0.1, 0.1),
|
||||
// vec2.fromValues(0.8, 0.2),
|
||||
// vec2.fromValues(0.75, 0.8),
|
||||
// vec2.fromValues(0.1, 0.4),
|
||||
// ].map((v) => vec2.multiply(v, v, canvasSize));
|
||||
|
||||
if (this.nextPoint == null) {
|
||||
return;
|
||||
}
|
||||
|
|
@ -222,11 +191,11 @@ export class BrushPipeline {
|
|||
];
|
||||
}
|
||||
|
||||
public execute(commandEncoder: GPUCommandEncoder, trailMapOut: GPUTexture) {
|
||||
public execute(commandEncoder: GPUCommandEncoder, trailMapOut: GPUTextureView) {
|
||||
const renderPassDescriptor: GPURenderPassDescriptor = {
|
||||
colorAttachments: [
|
||||
{
|
||||
view: trailMapOut.createView(),
|
||||
view: trailMapOut,
|
||||
loadOp: 'load',
|
||||
storeOp: 'store',
|
||||
},
|
||||
|
|
@ -235,7 +204,8 @@ export class BrushPipeline {
|
|||
|
||||
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
|
||||
passEncoder.setPipeline(this.pipeline);
|
||||
passEncoder.setBindGroup(0, this.bindGroup);
|
||||
this.commonState.execute(passEncoder);
|
||||
passEncoder.setBindGroup(1, this.bindGroup);
|
||||
passEncoder.setVertexBuffer(0, this.vertexBuffer);
|
||||
passEncoder.draw(BrushPipeline.VERTICES_PER_LINE_SEGMENT * this.lineCount, 1);
|
||||
passEncoder.end();
|
||||
|
|
@ -247,31 +217,18 @@ export class BrushPipeline {
|
|||
this.vertexBuffer.destroy();
|
||||
this.uniforms.destroy();
|
||||
}
|
||||
|
||||
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
|
||||
return {
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
buffer: {
|
||||
type: 'uniform',
|
||||
},
|
||||
},
|
||||
],
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
const catmullRomInterpolation = (
|
||||
p0: vec2,
|
||||
p1: vec2,
|
||||
p2: vec2,
|
||||
p3: vec2,
|
||||
t: number
|
||||
): vec2 => {
|
||||
const t2 = t * t;
|
||||
const t3 = t2 * t;
|
||||
|
||||
const x =
|
||||
0.5 *
|
||||
(2 * p1[0] +
|
||||
(-p0[0] + p2[0]) * t +
|
||||
(2 * p0[0] - 5 * p1[0] + 4 * p2[0] - p3[0]) * t2 +
|
||||
(-p0[0] + 3 * p1[0] - 3 * p2[0] + p3[0]) * t3);
|
||||
|
||||
const y =
|
||||
0.5 *
|
||||
(2 * p1[1] +
|
||||
(-p0[1] + p2[1]) * t +
|
||||
(2 * p0[1] - 5 * p1[1] + 4 * p2[1] - p3[1]) * t2 +
|
||||
(-p0[1] + 3 * p1[1] - 3 * p2[1] + p3[1]) * t3);
|
||||
|
||||
return [x, y];
|
||||
};
|
||||
|
|
|
|||
|
|
@ -1,14 +1,9 @@
|
|||
struct Settings {
|
||||
size: vec2<f32>,
|
||||
deltaTime: f32,
|
||||
time: f32,
|
||||
brushWidth: f32,
|
||||
brushWidthRandomness: f32
|
||||
};
|
||||
|
||||
@group(0) @binding(0) var<uniform> settings: Settings;
|
||||
@group(0) @binding(1) var Sampler: sampler;
|
||||
@group(0) @binding(2) var noise: texture_2d<f32>;
|
||||
@group(1) @binding(0) var<uniform> settings: Settings;
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
|
|
@ -23,7 +18,7 @@ fn vertex(
|
|||
@location(1) @interpolate(flat) start: vec2<f32>,
|
||||
@location(2) @interpolate(flat) end: vec2<f32>
|
||||
) -> VertexOutput {
|
||||
let uv = screenPosition / settings.size;
|
||||
let uv = screenPosition / state.size;
|
||||
let position = uv * 2.0 - 1.0;
|
||||
return VertexOutput(vec4(position, 0.0, 1.0), screenPosition, start, end);
|
||||
}
|
||||
|
|
@ -35,7 +30,7 @@ fn fragment(
|
|||
@location(2) end: vec2<f32>
|
||||
) -> @location(0) vec4<f32> {
|
||||
var distance = distanceFromLine(screenPosition, start, end);
|
||||
let noise = textureSample(noise, Sampler, screenPosition / settings.size);
|
||||
let noise = textureSample(noise, noiseSampler, screenPosition / state.size / 50);
|
||||
distance += noise.r * settings.brushWidthRandomness;
|
||||
|
||||
if(distance > settings.brushWidth) {
|
||||
|
|
|
|||
|
|
@ -1,7 +0,0 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
|
||||
export interface CommonParameters {
|
||||
canvasSize: vec2;
|
||||
deltaTime: number;
|
||||
time: number;
|
||||
}
|
||||
104
src/pipelines/common-state/common-state.ts
Normal file
104
src/pipelines/common-state/common-state.ts
Normal file
|
|
@ -0,0 +1,104 @@
|
|||
import { generateNoise } from '../../utils/graphics/noise/noise';
|
||||
|
||||
import { vec2 } from 'gl-matrix';
|
||||
|
||||
export class CommonState {
|
||||
private static readonly UNIFORM_COUNT = 4;
|
||||
|
||||
private readonly uniforms: GPUBuffer;
|
||||
private readonly noise: GPUTextureView;
|
||||
private readonly bindGroup: GPUBindGroup;
|
||||
|
||||
public readonly bindGroupLayout: GPUBindGroupLayout;
|
||||
|
||||
public static readonly shaderCode = /* wgsl */ `
|
||||
struct State {
|
||||
size: vec2<f32>,
|
||||
deltaTime: f32,
|
||||
time: f32,
|
||||
};
|
||||
|
||||
@group(0) @binding(0) var<uniform> state: State;
|
||||
@group(0) @binding(1) var noiseSampler: sampler;
|
||||
@group(0) @binding(2) var noise: texture_2d<f32>;
|
||||
`;
|
||||
|
||||
public constructor(private readonly device: GPUDevice) {
|
||||
this.uniforms = this.device.createBuffer({
|
||||
size: CommonState.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
|
||||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
||||
});
|
||||
|
||||
this.noise = generateNoise({
|
||||
device,
|
||||
width: 2048,
|
||||
height: 2048,
|
||||
});
|
||||
|
||||
this.bindGroupLayout = device.createBindGroupLayout({
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
visibility:
|
||||
GPUShaderStage.COMPUTE | GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
|
||||
buffer: {
|
||||
type: 'uniform',
|
||||
},
|
||||
},
|
||||
{
|
||||
binding: 1,
|
||||
visibility: GPUShaderStage.COMPUTE | GPUShaderStage.FRAGMENT,
|
||||
sampler: {
|
||||
type: 'filtering',
|
||||
},
|
||||
},
|
||||
{
|
||||
binding: 2,
|
||||
visibility: GPUShaderStage.COMPUTE | GPUShaderStage.FRAGMENT,
|
||||
texture: {
|
||||
sampleType: 'float',
|
||||
},
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
this.bindGroup = this.device.createBindGroup({
|
||||
layout: this.bindGroupLayout,
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
resource: {
|
||||
buffer: this.uniforms,
|
||||
},
|
||||
},
|
||||
{
|
||||
binding: 1,
|
||||
resource: this.device.createSampler({
|
||||
magFilter: 'linear',
|
||||
minFilter: 'linear',
|
||||
}),
|
||||
},
|
||||
{
|
||||
binding: 2,
|
||||
resource: this.noise,
|
||||
},
|
||||
],
|
||||
});
|
||||
}
|
||||
|
||||
public setParameters(canvasSize: vec2, deltaTime: number, time: number) {
|
||||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
0,
|
||||
new Float32Array([...canvasSize, deltaTime, time])
|
||||
);
|
||||
}
|
||||
|
||||
public execute(passEncoder: GPUComputePassEncoder | GPURenderPassEncoder) {
|
||||
passEncoder.setBindGroup(0, this.bindGroup);
|
||||
}
|
||||
|
||||
public destroy() {
|
||||
this.uniforms.destroy();
|
||||
}
|
||||
}
|
||||
119
src/pipelines/copy/copy-pipeline.ts
Normal file
119
src/pipelines/copy/copy-pipeline.ts
Normal file
|
|
@ -0,0 +1,119 @@
|
|||
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
|
||||
import { smartCompile } from '../../utils/graphics/smart-compile';
|
||||
|
||||
export class CopyPipeline {
|
||||
private readonly bindGroupLayout: GPUBindGroupLayout;
|
||||
private readonly pipeline: GPURenderPipeline;
|
||||
private readonly quadVertexBuffer: GPUBuffer;
|
||||
|
||||
private bindGroup?: GPUBindGroup;
|
||||
private previousTrailMapIn?: GPUTextureView;
|
||||
|
||||
public constructor(private readonly device: GPUDevice) {
|
||||
this.bindGroupLayout = device.createBindGroupLayout(CopyPipeline.bindGroupLayout);
|
||||
|
||||
const { buffer, vertex } = setUpFullScreenQuad(device);
|
||||
this.quadVertexBuffer = buffer;
|
||||
|
||||
this.pipeline = device.createRenderPipeline({
|
||||
layout: device.createPipelineLayout({
|
||||
bindGroupLayouts: [this.bindGroupLayout],
|
||||
}),
|
||||
vertex,
|
||||
fragment: {
|
||||
module: smartCompile(
|
||||
device,
|
||||
/* wgsl */ `
|
||||
@group(0) @binding(0) var Sampler: sampler;
|
||||
@group(0) @binding(1) var original: texture_2d<f32>;
|
||||
|
||||
@fragment
|
||||
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
return textureSample(original, Sampler, uv);
|
||||
}`
|
||||
),
|
||||
entryPoint: 'fragment',
|
||||
targets: [
|
||||
{
|
||||
format: 'rgba16float',
|
||||
},
|
||||
],
|
||||
},
|
||||
primitive: {
|
||||
topology: 'triangle-strip',
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
public execute(
|
||||
commandEncoder: GPUCommandEncoder,
|
||||
trailMapIn: GPUTextureView,
|
||||
trailMapOut: GPUTextureView
|
||||
) {
|
||||
const renderPassDescriptor: GPURenderPassDescriptor = {
|
||||
colorAttachments: [
|
||||
{
|
||||
view: trailMapOut,
|
||||
loadOp: 'clear',
|
||||
storeOp: 'store',
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
this.ensureBindGroupExists(trailMapIn);
|
||||
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
|
||||
passEncoder.setPipeline(this.pipeline);
|
||||
passEncoder.setBindGroup(0, this.bindGroup);
|
||||
passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
|
||||
passEncoder.draw(4, 1);
|
||||
passEncoder.end();
|
||||
}
|
||||
|
||||
public destroy() {
|
||||
this.quadVertexBuffer.destroy();
|
||||
}
|
||||
|
||||
private ensureBindGroupExists(trailMapIn: GPUTextureView) {
|
||||
if (this.previousTrailMapIn !== trailMapIn) {
|
||||
this.bindGroup = this.device.createBindGroup({
|
||||
layout: this.bindGroupLayout,
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
resource: this.device.createSampler({
|
||||
magFilter: 'linear',
|
||||
minFilter: 'linear',
|
||||
}),
|
||||
},
|
||||
{
|
||||
binding: 1,
|
||||
resource: trailMapIn,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
this.previousTrailMapIn = trailMapIn;
|
||||
}
|
||||
}
|
||||
|
||||
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
|
||||
return {
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
sampler: {
|
||||
type: 'filtering',
|
||||
},
|
||||
},
|
||||
{
|
||||
binding: 1,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
texture: {
|
||||
sampleType: 'float',
|
||||
},
|
||||
},
|
||||
],
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
@ -1,58 +1,48 @@
|
|||
struct Settings {
|
||||
size: vec2<f32>,
|
||||
deltaTime: f32,
|
||||
time: f32,
|
||||
|
||||
diffusionRateTrails: f32,
|
||||
decayRateTrails: f32,
|
||||
diffusionRateBrush: f32,
|
||||
decayRateBrush: f32,
|
||||
};
|
||||
|
||||
@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 noiseMap: texture_2d<f32>;
|
||||
@group(1) @binding(0) var<uniform> settings: Settings;
|
||||
@group(1) @binding(1) var Sampler: sampler;
|
||||
@group(1) @binding(2) var trailMap: texture_2d<f32>;
|
||||
|
||||
@fragment
|
||||
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
var current = textureSample(trailMap, Sampler, uv);
|
||||
let noise = textureSample(noiseMap, Sampler, uv);
|
||||
|
||||
let neighbours: vec4<f32> = (
|
||||
textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / settings.size)
|
||||
+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / settings.size)
|
||||
+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / settings.size)
|
||||
+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size)
|
||||
textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / state.size)
|
||||
+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / state.size)
|
||||
+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / state.size)
|
||||
+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / state.size)
|
||||
) / 4;
|
||||
|
||||
|
||||
var q = vec4<f32>(0);
|
||||
var change = 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 neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
|
||||
let random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
|
||||
|
||||
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
|
||||
change += vec4(
|
||||
length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb,
|
||||
min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
current += q / 4;
|
||||
|
||||
let noise1 = random(uv);
|
||||
|
||||
current += change / 4;
|
||||
|
||||
let decayed = vec4(
|
||||
current.rgb,
|
||||
current.a
|
||||
) - vec4(vec3(settings.decayRateTrails), settings.decayRateBrush) * settings.deltaTime * ((noise1 - 0.5) * 0.25 + 1);
|
||||
) - vec4(vec3(settings.decayRateTrails), settings.decayRateBrush) * state.deltaTime;
|
||||
|
||||
return clamp(decayed, vec4(0), vec4(1));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,41 +1,39 @@
|
|||
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
|
||||
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 { CommonState } from '../common-state/common-state';
|
||||
import shader from './diffuse.wgsl';
|
||||
import { DiffusionSettings } from './diffusion-settings';
|
||||
|
||||
export class DiffusionPipeline {
|
||||
private static readonly UNIFORM_COUNT = 18;
|
||||
private static readonly UNIFORM_COUNT = 4;
|
||||
|
||||
private readonly bindGroupLayout: GPUBindGroupLayout;
|
||||
private readonly pipeline: GPURenderPipeline;
|
||||
private readonly uniforms: GPUBuffer;
|
||||
private readonly quadVertexBuffer: GPUBuffer;
|
||||
private readonly noise: GPUTextureView;
|
||||
|
||||
private bindGroup?: GPUBindGroup;
|
||||
private previousTrailMapIn?: GPUTexture;
|
||||
private previousTrailMapIn?: GPUTextureView;
|
||||
|
||||
public constructor(private readonly device: GPUDevice) {
|
||||
this.noise = generateNoise({
|
||||
device,
|
||||
width: 256,
|
||||
height: 256,
|
||||
octaves: 8,
|
||||
amplitude: 0.12,
|
||||
gain: 0.7,
|
||||
lacunarity: 80,
|
||||
});
|
||||
public constructor(
|
||||
private readonly device: GPUDevice,
|
||||
private readonly commonState: CommonState
|
||||
) {
|
||||
this.bindGroupLayout = device.createBindGroupLayout(
|
||||
DiffusionPipeline.bindGroupLayout
|
||||
);
|
||||
|
||||
const { buffer, vertex } = setUpFullScreenQuad(device);
|
||||
this.quadVertexBuffer = buffer;
|
||||
|
||||
this.pipeline = device.createRenderPipeline({
|
||||
layout: 'auto',
|
||||
layout: device.createPipelineLayout({
|
||||
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
|
||||
}),
|
||||
vertex,
|
||||
fragment: {
|
||||
module: smartCompile(device, random, shader),
|
||||
module: smartCompile(device, CommonState.shaderCode, shader),
|
||||
entryPoint: 'fragment',
|
||||
targets: [
|
||||
{
|
||||
|
|
@ -55,22 +53,15 @@ export class DiffusionPipeline {
|
|||
}
|
||||
|
||||
public setParameters({
|
||||
canvasSize,
|
||||
deltaTime,
|
||||
time,
|
||||
diffusionRateTrails,
|
||||
decayRateTrails,
|
||||
diffusionRateBrush,
|
||||
decayRateBrush,
|
||||
}: CommonParameters & DiffusionSettings) {
|
||||
}: DiffusionSettings) {
|
||||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
0,
|
||||
new Float32Array([
|
||||
canvasSize[0],
|
||||
canvasSize[1],
|
||||
deltaTime,
|
||||
time,
|
||||
diffusionRateTrails,
|
||||
decayRateTrails,
|
||||
diffusionRateBrush,
|
||||
|
|
@ -81,16 +72,16 @@ export class DiffusionPipeline {
|
|||
|
||||
public execute(
|
||||
commandEncoder: GPUCommandEncoder,
|
||||
trailMapIn: GPUTexture,
|
||||
trailMapOut: GPUTexture
|
||||
trailMapIn: GPUTextureView,
|
||||
trailMapOut: GPUTextureView
|
||||
) {
|
||||
this.ensureBindGroupExists(trailMapIn);
|
||||
|
||||
const renderPassDescriptor: GPURenderPassDescriptor = {
|
||||
colorAttachments: [
|
||||
{
|
||||
view: trailMapOut.createView(),
|
||||
clearValue: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 },
|
||||
view: trailMapOut,
|
||||
clearValue: { r: 0, g: 0, b: 0, a: 0 },
|
||||
loadOp: 'clear',
|
||||
storeOp: 'store',
|
||||
},
|
||||
|
|
@ -100,15 +91,16 @@ export class DiffusionPipeline {
|
|||
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
|
||||
passEncoder.setPipeline(this.pipeline);
|
||||
passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
|
||||
passEncoder.setBindGroup(0, this.bindGroup);
|
||||
this.commonState.execute(passEncoder);
|
||||
passEncoder.setBindGroup(1, this.bindGroup);
|
||||
passEncoder.draw(4, 1);
|
||||
passEncoder.end();
|
||||
}
|
||||
|
||||
private ensureBindGroupExists(trailMapIn: GPUTexture) {
|
||||
private ensureBindGroupExists(trailMapIn: GPUTextureView) {
|
||||
if (this.previousTrailMapIn !== trailMapIn) {
|
||||
this.bindGroup = this.device.createBindGroup({
|
||||
layout: this.pipeline.getBindGroupLayout(0),
|
||||
layout: this.bindGroupLayout,
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
|
|
@ -125,11 +117,7 @@ export class DiffusionPipeline {
|
|||
},
|
||||
{
|
||||
binding: 2,
|
||||
resource: trailMapIn.createView(),
|
||||
},
|
||||
{
|
||||
binding: 3,
|
||||
resource: this.noise,
|
||||
resource: trailMapIn,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
|
@ -142,4 +130,32 @@ export class DiffusionPipeline {
|
|||
this.quadVertexBuffer.destroy();
|
||||
this.uniforms.destroy();
|
||||
}
|
||||
|
||||
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
|
||||
return {
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
buffer: {
|
||||
type: 'uniform',
|
||||
},
|
||||
},
|
||||
{
|
||||
binding: 1,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
sampler: {
|
||||
type: 'filtering',
|
||||
},
|
||||
},
|
||||
{
|
||||
binding: 2,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
texture: {
|
||||
sampleType: 'float',
|
||||
},
|
||||
},
|
||||
],
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,44 +1,38 @@
|
|||
import { generateFbmNoise } from '../../utils/graphics/fbm-noise/fbm-noise';
|
||||
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
|
||||
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 { CommonState } from '../common-state/common-state';
|
||||
import { RenderSettings } from './render-settings';
|
||||
import shader from './render.wgsl';
|
||||
|
||||
export class RenderPipeline {
|
||||
private static readonly UNIFORM_COUNT = 16;
|
||||
private static readonly UNIFORM_COUNT = 12;
|
||||
|
||||
private readonly bindGroupLayout: GPUBindGroupLayout;
|
||||
private readonly pipeline: GPURenderPipeline;
|
||||
private readonly uniforms: GPUBuffer;
|
||||
private readonly quadVertexBuffer: GPUBuffer;
|
||||
private readonly noise: GPUTextureView;
|
||||
|
||||
private bindGroup?: GPUBindGroup;
|
||||
private previousColorTexture?: GPUTexture;
|
||||
private previousColorTexture?: GPUTextureView;
|
||||
|
||||
public constructor(
|
||||
private readonly context: GPUCanvasContext,
|
||||
private readonly device: GPUDevice
|
||||
private readonly device: GPUDevice,
|
||||
private readonly commonState: CommonState
|
||||
) {
|
||||
this.noise = generateNoise({
|
||||
device,
|
||||
width: 512,
|
||||
height: 512,
|
||||
octaves: 16,
|
||||
amplitude: 0.3,
|
||||
gain: 0.8,
|
||||
lacunarity: 80,
|
||||
});
|
||||
this.bindGroupLayout = device.createBindGroupLayout(RenderPipeline.bindGroupLayout);
|
||||
|
||||
const { buffer, vertex } = setUpFullScreenQuad(device);
|
||||
this.quadVertexBuffer = buffer;
|
||||
|
||||
this.pipeline = device.createRenderPipeline({
|
||||
layout: 'auto',
|
||||
layout: device.createPipelineLayout({
|
||||
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
|
||||
}),
|
||||
vertex,
|
||||
fragment: {
|
||||
module: smartCompile(device, random, shader),
|
||||
module: smartCompile(device, CommonState.shaderCode, shader),
|
||||
entryPoint: 'fragment',
|
||||
targets: [
|
||||
{
|
||||
|
|
@ -57,21 +51,11 @@ export class RenderPipeline {
|
|||
});
|
||||
}
|
||||
|
||||
public setParameters({
|
||||
canvasSize,
|
||||
deltaTime,
|
||||
time,
|
||||
brushColor,
|
||||
speciesColorA,
|
||||
speciesColorB,
|
||||
}: CommonParameters & RenderSettings) {
|
||||
public setParameters({ brushColor, speciesColorA, speciesColorB }: RenderSettings) {
|
||||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
0,
|
||||
new Float32Array([
|
||||
...canvasSize,
|
||||
deltaTime,
|
||||
time,
|
||||
...brushColor,
|
||||
0, //padding
|
||||
...speciesColorA,
|
||||
|
|
@ -82,14 +66,14 @@ export class RenderPipeline {
|
|||
);
|
||||
}
|
||||
|
||||
public execute(commandEncoder: GPUCommandEncoder, colorTexture: GPUTexture) {
|
||||
public execute(commandEncoder: GPUCommandEncoder, colorTexture: GPUTextureView) {
|
||||
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 },
|
||||
clearValue: { r: 0, g: 1, b: 1, a: 1 },
|
||||
loadOp: 'clear',
|
||||
storeOp: 'store',
|
||||
},
|
||||
|
|
@ -97,16 +81,17 @@ export class RenderPipeline {
|
|||
};
|
||||
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
|
||||
passEncoder.setPipeline(this.pipeline);
|
||||
this.commonState.execute(passEncoder);
|
||||
passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
|
||||
passEncoder.setBindGroup(0, this.bindGroup);
|
||||
passEncoder.setBindGroup(1, this.bindGroup);
|
||||
passEncoder.draw(4, 1);
|
||||
passEncoder.end();
|
||||
}
|
||||
|
||||
private ensureBindGroupExists(colorTexture: GPUTexture) {
|
||||
private ensureBindGroupExists(colorTexture: GPUTextureView) {
|
||||
if (this.previousColorTexture !== colorTexture) {
|
||||
this.bindGroup = this.device.createBindGroup({
|
||||
layout: this.pipeline.getBindGroupLayout(0),
|
||||
layout: this.bindGroupLayout,
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
|
|
@ -123,11 +108,7 @@ export class RenderPipeline {
|
|||
},
|
||||
{
|
||||
binding: 2,
|
||||
resource: colorTexture.createView(),
|
||||
},
|
||||
{
|
||||
binding: 3,
|
||||
resource: this.noise,
|
||||
resource: colorTexture,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
|
@ -140,4 +121,32 @@ export class RenderPipeline {
|
|||
this.quadVertexBuffer.destroy();
|
||||
this.uniforms.destroy();
|
||||
}
|
||||
|
||||
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
|
||||
return {
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
buffer: {
|
||||
type: 'uniform',
|
||||
},
|
||||
},
|
||||
{
|
||||
binding: 1,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
sampler: {
|
||||
type: 'filtering',
|
||||
},
|
||||
},
|
||||
{
|
||||
binding: 2,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
texture: {
|
||||
sampleType: 'float',
|
||||
},
|
||||
},
|
||||
],
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,21 +1,17 @@
|
|||
struct Settings {
|
||||
size: vec2<f32>,
|
||||
deltaTime: f32,
|
||||
time: f32,
|
||||
brushColor: vec3<f32>,
|
||||
speciesColorA: vec3<f32>,
|
||||
speciesColorB: vec3<f32>,
|
||||
};
|
||||
|
||||
@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 noiseMap: texture_2d<f32>;
|
||||
@group(1) @binding(0) var<uniform> settings: Settings;
|
||||
@group(1) @binding(1) var Sampler: sampler;
|
||||
@group(1) @binding(2) var trailMap: texture_2d<f32>;
|
||||
|
||||
@fragment
|
||||
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
let traces = textureSample(trailMap, Sampler, uv);
|
||||
let noise = textureSample(noiseMap, Sampler, uv);
|
||||
let random = textureSample(noise, noiseSampler, uv);
|
||||
|
||||
let speciesAStrength = traces.r;
|
||||
let speciesBStrength = traces.g;
|
||||
|
|
@ -28,7 +24,7 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
|||
));
|
||||
|
||||
|
||||
let bg = vec3(0.9) + 0.2 * (noise.r - 0.5);
|
||||
let bg = vec3(0.9) + 0.05 * (random.r - 0.5);
|
||||
|
||||
|
||||
return vec4(bg - rgbColor, 1);
|
||||
|
|
|
|||
|
|
@ -32,12 +32,12 @@ export const settings: GameLoopSettings &
|
|||
sensorAngleDegrees: 30,
|
||||
sensorOffsetDst: 0.025,
|
||||
|
||||
diffusionRateTrails: 6,
|
||||
decayRateTrails: 1,
|
||||
diffusionRateTrails: 4,
|
||||
decayRateTrails: 1.5,
|
||||
diffusionRateBrush: 4,
|
||||
decayRateBrush: 0.15,
|
||||
|
||||
brushColor: palette.blue,
|
||||
speciesColorA: palette.yellow,
|
||||
speciesColorB: palette.green,
|
||||
speciesColorB: palette.purple,
|
||||
};
|
||||
|
|
|
|||
28
src/utils/catmull-rom-interpolation.ts
Normal file
28
src/utils/catmull-rom-interpolation.ts
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
|
||||
export const catmullRomInterpolation = (
|
||||
p0: vec2,
|
||||
p1: vec2,
|
||||
p2: vec2,
|
||||
p3: vec2,
|
||||
t: number
|
||||
): vec2 => {
|
||||
const t2 = t * t;
|
||||
const t3 = t2 * t;
|
||||
|
||||
const x =
|
||||
0.5 *
|
||||
(2 * p1[0] +
|
||||
(-p0[0] + p2[0]) * t +
|
||||
(2 * p0[0] - 5 * p1[0] + 4 * p2[0] - p3[0]) * t2 +
|
||||
(-p0[0] + 3 * p1[0] - 3 * p2[0] + p3[0]) * t3);
|
||||
|
||||
const y =
|
||||
0.5 *
|
||||
(2 * p1[1] +
|
||||
(-p0[1] + p2[1]) * t +
|
||||
(2 * p0[1] - 5 * p1[1] + 4 * p2[1] - p3[1]) * t2 +
|
||||
(-p0[1] + 3 * p1[1] - 3 * p2[1] + p3[1]) * t3);
|
||||
|
||||
return [x, y];
|
||||
};
|
||||
|
|
@ -1,7 +1,7 @@
|
|||
export class DeltaTimeCalculator {
|
||||
private previousTime: DOMHighResTimeStamp | null = null;
|
||||
|
||||
constructor() {
|
||||
constructor(private readonly maxDeltaTimeInSeconds: number = 1 / 30) {
|
||||
document.addEventListener('visibilitychange', this.handleVisibilityChange.bind(this));
|
||||
}
|
||||
|
||||
|
|
@ -14,7 +14,7 @@ export class DeltaTimeCalculator {
|
|||
|
||||
const delta = currentTime - this.previousTime;
|
||||
this.previousTime = currentTime;
|
||||
return delta / 1000;
|
||||
return Math.min(delta / 1000, this.maxDeltaTimeInSeconds);
|
||||
}
|
||||
|
||||
private handleVisibilityChange() {
|
||||
|
|
|
|||
93
src/utils/graphics/fbm-noise/fbm-noise.ts
Normal file
93
src/utils/graphics/fbm-noise/fbm-noise.ts
Normal file
|
|
@ -0,0 +1,93 @@
|
|||
import { Random } from '../../random';
|
||||
import { setUpFullScreenQuad } from '../full-screen-quad/full-screen-quad';
|
||||
import random from '../random.wgsl';
|
||||
import { smartCompile } from '../smart-compile';
|
||||
import noise from './fbm-noise.wgsl';
|
||||
|
||||
const textureCache = new Map<string, GPUTexture>();
|
||||
|
||||
export const generateFbmNoise = ({
|
||||
device,
|
||||
width = 1024,
|
||||
height = 1024,
|
||||
octaves = 8,
|
||||
lacunarity = 2,
|
||||
amplitude = 0.5,
|
||||
gain = 0.5,
|
||||
}: {
|
||||
device: GPUDevice;
|
||||
width?: number;
|
||||
height?: number;
|
||||
octaves?: number;
|
||||
lacunarity?: number;
|
||||
amplitude?: number;
|
||||
gain?: number;
|
||||
}): GPUTextureView => {
|
||||
const constants = {
|
||||
octaves,
|
||||
lacunarity,
|
||||
amplitude,
|
||||
gain,
|
||||
seedR: Random.getRandom(),
|
||||
seedG: Random.getRandom(),
|
||||
seedB: Random.getRandom(),
|
||||
seedA: Random.getRandom(),
|
||||
};
|
||||
const cacheKey = `${width}x${height}x${JSON.stringify(constants)}`;
|
||||
if (!textureCache.has(cacheKey)) {
|
||||
const { buffer, vertex } = setUpFullScreenQuad(device);
|
||||
const quadVertexBuffer = buffer;
|
||||
|
||||
const pipeline = device.createRenderPipeline({
|
||||
layout: 'auto',
|
||||
vertex,
|
||||
fragment: {
|
||||
module: smartCompile(device, random, noise),
|
||||
entryPoint: 'fragment',
|
||||
constants,
|
||||
targets: [
|
||||
{
|
||||
format: 'rgba16float',
|
||||
},
|
||||
],
|
||||
},
|
||||
primitive: {
|
||||
topology: 'triangle-strip',
|
||||
},
|
||||
});
|
||||
|
||||
const colorTexture = device.createTexture({
|
||||
size: {
|
||||
width,
|
||||
height,
|
||||
depthOrArrayLayers: 1,
|
||||
},
|
||||
format: 'rgba16float',
|
||||
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
|
||||
});
|
||||
|
||||
const renderPassDescriptor: GPURenderPassDescriptor = {
|
||||
colorAttachments: [
|
||||
{
|
||||
view: colorTexture.createView(),
|
||||
clearValue: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 },
|
||||
loadOp: 'clear',
|
||||
storeOp: 'store',
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
const commandEncoder = device.createCommandEncoder();
|
||||
|
||||
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
|
||||
passEncoder.setPipeline(pipeline);
|
||||
passEncoder.setVertexBuffer(0, quadVertexBuffer);
|
||||
passEncoder.draw(4, 1);
|
||||
passEncoder.end();
|
||||
|
||||
device.queue.submit([commandEncoder.finish()]);
|
||||
textureCache.set(cacheKey, colorTexture);
|
||||
}
|
||||
|
||||
return textureCache.get(cacheKey).createView();
|
||||
};
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
import { ErrorHandler, Severity } from '../error-handler';
|
||||
|
||||
export const initializeGPU = async (): Promise<GPUDevice> => {
|
||||
export const initializeGpu = async (): Promise<GPUDevice> => {
|
||||
const gpu = navigator.gpu;
|
||||
if (!gpu) {
|
||||
throw new Error('WebGPU is not supported in your browser');
|
||||
|
|
|
|||
|
|
@ -1,8 +1,6 @@
|
|||
import { Random } from '../../random';
|
||||
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>();
|
||||
|
||||
|
|
@ -10,20 +8,12 @@ export const generateNoise = ({
|
|||
device,
|
||||
width = 1024,
|
||||
height = 1024,
|
||||
octaves = 8,
|
||||
lacunarity = 2,
|
||||
amplitude = 0.5,
|
||||
gain = 0.5,
|
||||
}: {
|
||||
device: GPUDevice;
|
||||
width?: number;
|
||||
height?: number;
|
||||
octaves?: number;
|
||||
lacunarity?: number;
|
||||
amplitude?: number;
|
||||
gain?: number;
|
||||
}): GPUTextureView => {
|
||||
const cacheKey = `${width}x${height}x${octaves}x${lacunarity}x${amplitude}x${gain}`;
|
||||
const cacheKey = `${width}x${height}`;
|
||||
if (!textureCache.has(cacheKey)) {
|
||||
const { buffer, vertex } = setUpFullScreenQuad(device);
|
||||
const quadVertexBuffer = buffer;
|
||||
|
|
@ -32,18 +22,21 @@ export const generateNoise = ({
|
|||
layout: 'auto',
|
||||
vertex,
|
||||
fragment: {
|
||||
module: smartCompile(device, random, noise),
|
||||
module: smartCompile(
|
||||
device,
|
||||
random,
|
||||
/* wgsl */ `
|
||||
@fragment
|
||||
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
return vec4(
|
||||
random_with_seed(uv, 1),
|
||||
random_with_seed(uv, 2),
|
||||
random_with_seed(uv, 3),
|
||||
random_with_seed(uv, 4),
|
||||
);
|
||||
}`
|
||||
),
|
||||
entryPoint: 'fragment',
|
||||
constants: {
|
||||
octaves,
|
||||
lacunarity,
|
||||
amplitude,
|
||||
gain,
|
||||
seedR: Random.getRandom(),
|
||||
seedG: Random.getRandom(),
|
||||
seedB: Random.getRandom(),
|
||||
seedA: Random.getRandom(),
|
||||
},
|
||||
targets: [
|
||||
{
|
||||
format: 'rgba16float',
|
||||
|
|
|
|||
|
|
@ -1,6 +1,9 @@
|
|||
import { ErrorHandler, Severity } from '../error-handler';
|
||||
|
||||
export const smartCompile = (device: GPUDevice, ...code: Array<string>) => {
|
||||
export const smartCompile = (
|
||||
device: GPUDevice,
|
||||
...code: Array<string>
|
||||
): GPUShaderModule => {
|
||||
const concatenated = code.join('\n\n');
|
||||
|
||||
const module = device.createShaderModule({
|
||||
|
|
@ -15,7 +18,9 @@ export const smartCompile = (device: GPUDevice, ...code: Array<string>) => {
|
|||
warning: Severity.WARNING,
|
||||
error: Severity.ERROR,
|
||||
}[message.type],
|
||||
`${message.message}\n${concatenated.split('\n')[message.lineNum - 1]}`
|
||||
`${message.message}\n${
|
||||
concatenated.split('\n')[message.lineNum - 1]
|
||||
}\n\nCode:\n${concatenated}\n`
|
||||
)
|
||||
)
|
||||
);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue