Refactor & improve
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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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