Refactor and improve brush
This commit is contained in:
parent
9e582110ea
commit
d8a3ae7528
19 changed files with 368 additions and 93 deletions
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@ -1 +1 @@
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**/*.js
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webpack.config.js
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@ -6,21 +6,20 @@ 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 { sleep } from '../utils/sleep';
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import { vec2 } from 'gl-matrix';
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export default class Renderer {
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export default class GameLoop {
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private context: GPUCanvasContext;
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private adapter: GPUAdapter;
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private device: GPUDevice;
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private queue: GPUQueue;
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private agentPipeline: AgentPipeline;
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private renderPipeline: RenderPipeline;
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private brushPipeline: BrushPipeline;
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private diffusionPipeline: DiffusionPipeline;
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private preferredCanvasFormat: GPUTextureFormat;
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private trailMapA?: GPUTexture;
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private trailMapB?: GPUTexture;
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@ -35,13 +34,9 @@ export default class Renderer {
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this.resize();
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this.agentPipeline = new AgentPipeline(this.device, this.spawnAgents());
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this.renderPipeline = new RenderPipeline(
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this.context,
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this.device,
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this.preferredCanvasFormat
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);
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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(this.context, this.device);
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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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@ -59,12 +54,9 @@ export default class Renderer {
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return;
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}
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const uv = vec2.fromValues(
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event.clientX / this.canvas.width,
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1 - event.clientY / this.canvas.height
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this.brushPipeline.addSwipe(
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vec2.fromValues(event.clientX, this.canvas.height - event.clientY)
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);
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this.brushPipeline.addSwipe(uv);
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}
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private spawnAgents(): Array<Agent> {
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@ -127,13 +119,11 @@ export default class Renderer {
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this.adapter = await gpu.requestAdapter();
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this.device = await this.adapter.requestDevice(); // could request more resources
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this.queue = this.device.queue;
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this.context = this.canvas.getContext('webgpu') as any;
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this.preferredCanvasFormat = navigator.gpu.getPreferredCanvasFormat();
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this.context.configure({
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device: this.device,
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format: this.preferredCanvasFormat,
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format: gpu.getPreferredCanvasFormat(),
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alphaMode: 'premultiplied',
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});
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}
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@ -165,7 +155,7 @@ export default class Renderer {
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[this.trailMapA, this.trailMapB] = [this.trailMapB, this.trailMapA];
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}
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this.queue.submit([commandEncoder.finish()]);
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this.device.queue.submit([commandEncoder.finish()]);
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// await sleep(200);
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requestAnimationFrame(this.render.bind(this));
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@ -1,10 +1,10 @@
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import Renderer from './game-loop/game-loop';
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import GameLoop from './game-loop/game-loop';
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import './styles/index.scss';
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const main = () => {
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const canvas = document.querySelector('canvas');
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const renderer = new Renderer(canvas);
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renderer.start();
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const game = new GameLoop(canvas);
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game.start();
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};
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main();
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@ -1,3 +1,4 @@
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import { smartCompile } from '../../utils/smart-compile';
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import { CommonParameters } from '../common-parameters';
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import { AGENT_SIZE_IN_BYTES, Agent } from './agent';
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import { AgentSettings } from './agent-settings';
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@ -23,9 +24,7 @@ export class AgentPipeline {
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this.pipeline = device.createComputePipeline({
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layout: 'auto',
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compute: {
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module: device.createShaderModule({
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code: shader,
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}),
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module: smartCompile(device, shader),
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entryPoint: 'main',
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},
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});
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@ -1,3 +1,5 @@
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import { generateNoise } from '../../utils/graphics/noise/noise';
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import { smartCompile } from '../../utils/smart-compile';
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import { CommonParameters } from '../common-parameters';
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import { BrushSettings } from './brush-settings';
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import shader from './brush.wgsl';
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@ -5,22 +7,34 @@ import shader from './brush.wgsl';
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import { vec2 } from 'gl-matrix';
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export class BrushPipeline {
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private static readonly UNIFORM_COUNT = 4;
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private static readonly UNIFORM_COUNT = 9;
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private static readonly MAX_LINE_COUNT = 100;
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private static readonly VERTICES_PER_LINE_SEGMENT = 6;
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private static readonly ATTRIBUTES_PER_LINE_SEGMENT = 6;
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private readonly pipeline: GPURenderPipeline;
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private readonly uniforms: GPUBuffer;
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private readonly vertexBuffer: GPUBuffer;
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private readonly linePoints: Array<vec2> = [];
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private readonly noise: GPUTexture;
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private linePoints: Array<vec2> = [];
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private previousPoints: Array<vec2> = [];
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private nextPoint: vec2 | null = null;
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private bindGroup: GPUBindGroup;
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public constructor(private readonly device: GPUDevice) {
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this.noise = generateNoise({
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device,
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octaves: 4,
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amplitude: 0.7,
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gain: 0.6,
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lacunarity: 4,
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});
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this.vertexBuffer = device.createBuffer({
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size:
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BrushPipeline.MAX_LINE_COUNT *
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BrushPipeline.VERTICES_PER_LINE_SEGMENT *
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2 *
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BrushPipeline.ATTRIBUTES_PER_LINE_SEGMENT *
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Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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@ -28,31 +42,45 @@ export class BrushPipeline {
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this.pipeline = device.createRenderPipeline({
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layout: 'auto',
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vertex: {
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module: device.createShaderModule({
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code: shader,
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}),
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module: smartCompile(device, shader),
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entryPoint: 'vertex',
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buffers: [
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{
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arrayStride: Float32Array.BYTES_PER_ELEMENT * 2,
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arrayStride: Float32Array.BYTES_PER_ELEMENT * 6,
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attributes: [
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{
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shaderLocation: 0,
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format: 'float32x2',
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offset: 0,
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},
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{
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shaderLocation: 1,
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format: 'float32x2',
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offset: Float32Array.BYTES_PER_ELEMENT * 2,
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},
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{
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shaderLocation: 2,
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format: 'float32x2',
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offset: Float32Array.BYTES_PER_ELEMENT * 4,
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},
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],
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},
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],
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},
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fragment: {
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module: device.createShaderModule({
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code: shader,
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}),
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module: smartCompile(device, shader),
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entryPoint: 'fragment',
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targets: [
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{
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format: 'rgba16float',
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blend: {
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color: {
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operation: 'max',
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srcFactor: 'one',
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dstFactor: 'one',
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},
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alpha: {},
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},
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},
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],
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},
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@ -75,29 +103,75 @@ export class BrushPipeline {
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buffer: this.uniforms,
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},
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},
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{
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binding: 1,
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resource: this.device.createSampler({
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magFilter: 'linear',
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minFilter: 'linear',
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}),
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},
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{
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binding: 2,
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resource: this.noise.createView(),
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},
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],
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});
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}
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public addSwipe(position: vec2) {
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this.linePoints.push(position);
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this.nextPoint = position;
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// this.linePoints.push(position);
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}
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public clearSwipes() {
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this.linePoints.length = 0;
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this.previousPoints.length = 0;
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this.nextPoint = null;
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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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brushWidth,
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brushBlurWidth,
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}: CommonParameters & BrushSettings) {
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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new Float32Array([canvasSize[0], canvasSize[1], deltaTime, time])
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new Float32Array([...canvasSize, deltaTime, time, brushWidth / 2, brushBlurWidth])
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);
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// this.linePoints = [
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// vec2.fromValues(0.1, 0.1),
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// vec2.fromValues(0.8, 0.2),
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// vec2.fromValues(0.75, 0.8),
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// vec2.fromValues(0.1, 0.4),
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// ].map((v) => vec2.multiply(v, v, canvasSize));
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if (this.nextPoint == null) {
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return;
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}
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this.previousPoints.push(this.nextPoint);
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if (this.previousPoints.length < 3) {
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return;
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}
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this.linePoints = [];
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for (let t = 0; t < 1; t += 1 / BrushPipeline.MAX_LINE_COUNT) {
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this.linePoints.push(
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catmullRomInterpolation(
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this.previousPoints[0],
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this.previousPoints[1],
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this.previousPoints[2],
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this.nextPoint,
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t
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)
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);
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}
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this.previousPoints.splice(0, this.previousPoints.length - 3);
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this.device.queue.writeBuffer(
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this.vertexBuffer,
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0,
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@ -105,8 +179,8 @@ export class BrushPipeline {
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new Array(this.lineCount).fill(0).flatMap((_, i) => {
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const from = this.linePoints[i];
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const to = this.linePoints[i + 1];
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const [a, b, c, d] = this.lineToRectangle(from, to, 0.01);
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return [...a, ...b, ...c, ...b, ...c, ...d];
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const [a, b, c, d] = this.getSegmentBoundingBox(from, to, brushWidth / 2);
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return [a, b, c, b, c, d].flatMap((v) => [...v, ...from, ...to]);
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})
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)
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);
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@ -116,16 +190,23 @@ export class BrushPipeline {
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return Math.max(0, this.linePoints.length - 1);
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}
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private lineToRectangle(from: vec2, to: vec2, width: number): [vec2, vec2, vec2, vec2] {
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private getSegmentBoundingBox(from: vec2, to: vec2, width: number): Array<vec2> {
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const dir = vec2.sub(vec2.create(), to, from);
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vec2.normalize(dir, dir);
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const perp = vec2.fromValues(dir[1], -dir[0]);
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vec2.normalize(perp, perp);
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vec2.scale(perp, perp, width / 2);
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vec2.scale(dir, dir, width);
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vec2.scale(perp, perp, width);
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const offsetStart = vec2.sub(vec2.create(), from, dir);
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const offsetEnd = vec2.add(vec2.create(), to, dir);
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return [
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vec2.add(vec2.create(), from, perp),
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vec2.sub(vec2.create(), from, perp),
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vec2.add(vec2.create(), to, perp),
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vec2.sub(vec2.create(), to, perp),
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vec2.add(vec2.create(), offsetStart, perp),
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vec2.sub(vec2.create(), offsetStart, perp),
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vec2.add(vec2.create(), offsetEnd, perp),
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vec2.sub(vec2.create(), offsetEnd, perp),
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];
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}
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@ -134,7 +215,6 @@ export class BrushPipeline {
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colorAttachments: [
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{
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view: trailMapOut.createView(),
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clearValue: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 },
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loadOp: 'load',
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storeOp: 'store',
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},
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@ -145,9 +225,36 @@ export class BrushPipeline {
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passEncoder.setPipeline(this.pipeline);
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passEncoder.setBindGroup(0, this.bindGroup);
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passEncoder.setVertexBuffer(0, this.vertexBuffer);
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passEncoder.draw(this.lineCount * BrushPipeline.VERTICES_PER_LINE_SEGMENT, 1);
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passEncoder.draw(BrushPipeline.VERTICES_PER_LINE_SEGMENT * this.lineCount, 1);
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passEncoder.end();
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this.linePoints.splice(0, this.linePoints.length - 1); // clear the array
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this.linePoints.splice(0, this.linePoints.length - 1);
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}
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}
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const catmullRomInterpolation = (
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p0: vec2,
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p1: vec2,
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p2: vec2,
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p3: vec2,
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t: number
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): vec2 => {
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const t2 = t * t;
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const t3 = t2 * t;
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const x =
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0.5 *
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(2 * p1[0] +
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(-p0[0] + p2[0]) * t +
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(2 * p0[0] - 5 * p1[0] + 4 * p2[0] - p3[0]) * t2 +
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(-p0[0] + 3 * p1[0] - 3 * p2[0] + p3[0]) * t3);
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const y =
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0.5 *
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(2 * p1[1] +
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(-p0[1] + p2[1]) * t +
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(2 * p0[1] - 5 * p1[1] + 4 * p2[1] - p3[1]) * t2 +
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(-p0[1] + 3 * p1[1] - 3 * p2[1] + p3[1]) * t3);
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return [x, y];
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};
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@ -1 +1,4 @@
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export interface BrushSettings {}
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export interface BrushSettings {
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brushWidth: number;
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brushBlurWidth: number;
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}
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@ -1,25 +1,49 @@
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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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brushWidth: f32,
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brushBlurWidth: 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 Sampler: sampler;
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@group(0) @binding(2) var noise : texture_2d<f32>;
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struct VertexOutput {
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@builtin(position) position : vec4<f32>,
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@location(0) uv : vec2<f32>
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@location(0) screenPosition : vec2<f32>,
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@location(1) start : vec2<f32>,
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@location(2) end : vec2<f32>
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}
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@vertex
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fn vertex(
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@location(0) uv : vec2<f32>
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@location(0) screenPosition : vec2<f32>,
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@location(1) @interpolate(flat) start : vec2<f32>,
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@location(2) @interpolate(flat) end : vec2<f32>
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) -> VertexOutput {
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let uv = screenPosition / settings.size;
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let position = uv * 2.0 - 1.0;
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return VertexOutput(vec4(position, 0.0, 1.0), uv);
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return VertexOutput(vec4(position, 0.0, 1.0), screenPosition, start, end);
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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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};
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@group(0) @binding(0) var<uniform> settings : Settings;
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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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return vec4(1, settings.size.x * 0, 0, 1);
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fn fragment(
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@location(0) screenPosition: vec2<f32>,
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@location(1) start: vec2<f32>,
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@location(2) end: vec2<f32>
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) -> @location(0) vec4<f32> {
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let pa = (screenPosition - start);
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let direction = (end - start);
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let q = clamp(dot(pa, direction) / dot(direction, direction), 0, 1);
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let noise = textureSample(noise, Sampler, screenPosition / settings.size);
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let distance = length(pa - direction * q) + noise.r * 5;
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if(distance > settings.brushWidth) {
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discard;
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}
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return vec4(clamp((settings.brushWidth - distance) / settings.brushBlurWidth, 0, 1));
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}
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@ -5,8 +5,6 @@ struct Settings {
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diffusionRate : f32,
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decayRate : f32,
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swipeRadius : f32,
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swipeBlur : f32,
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};
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@group(0) @binding(0) var<uniform> settings : Settings;
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@ -24,9 +22,11 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size)
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);
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return mix(
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let mixed = mix(
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current,
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neighbours / 4.0,
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settings.diffusionRate
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) * (1.0 - settings.decayRate);
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return clamp(mixed, vec4(0), vec4(1));
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}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
import { setUpFullScreenQuad } from '../../utils/full-screen-quad';
|
||||
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
|
||||
import { smartCompile } from '../../utils/smart-compile';
|
||||
import { CommonParameters } from '../common-parameters';
|
||||
import shader from './diffuse.wgsl';
|
||||
import { DiffusionSettings } from './diffusion-settings';
|
||||
|
|
@ -21,9 +22,7 @@ export class DiffusionPipeline {
|
|||
layout: 'auto',
|
||||
vertex,
|
||||
fragment: {
|
||||
module: device.createShaderModule({
|
||||
code: shader,
|
||||
}),
|
||||
module: smartCompile(device, shader),
|
||||
entryPoint: 'fragment',
|
||||
targets: [
|
||||
{
|
||||
|
|
@ -48,8 +47,6 @@ export class DiffusionPipeline {
|
|||
time,
|
||||
diffusionRate,
|
||||
decayRate,
|
||||
swipeRadius,
|
||||
swipeBlur,
|
||||
}: CommonParameters & DiffusionSettings) {
|
||||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
|
|
@ -61,8 +58,6 @@ export class DiffusionPipeline {
|
|||
time,
|
||||
diffusionRate,
|
||||
decayRate,
|
||||
swipeRadius,
|
||||
swipeBlur,
|
||||
])
|
||||
);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,4 @@
|
|||
export interface DiffusionSettings {
|
||||
diffusionRate: number;
|
||||
decayRate: number;
|
||||
swipeRadius: number;
|
||||
swipeBlur: number;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
import { setUpFullScreenQuad } from '../../utils/full-screen-quad';
|
||||
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
|
||||
import { smartCompile } from '../../utils/smart-compile';
|
||||
import { CommonParameters } from '../common-parameters';
|
||||
import { RenderSettings } from './render-settings';
|
||||
import shader from './render.wgsl';
|
||||
|
|
@ -15,8 +16,7 @@ export class RenderPipeline {
|
|||
|
||||
public constructor(
|
||||
private readonly context: GPUCanvasContext,
|
||||
private readonly device: GPUDevice,
|
||||
preferredCanvasFormat: GPUTextureFormat
|
||||
private readonly device: GPUDevice
|
||||
) {
|
||||
const { buffer, vertex } = setUpFullScreenQuad(device);
|
||||
this.quadVertexBuffer = buffer;
|
||||
|
|
@ -25,13 +25,11 @@ export class RenderPipeline {
|
|||
layout: 'auto',
|
||||
vertex,
|
||||
fragment: {
|
||||
module: device.createShaderModule({
|
||||
code: shader,
|
||||
}),
|
||||
module: smartCompile(device, shader),
|
||||
entryPoint: 'fragment',
|
||||
targets: [
|
||||
{
|
||||
format: preferredCanvasFormat,
|
||||
format: navigator.gpu.getPreferredCanvasFormat(),
|
||||
},
|
||||
],
|
||||
},
|
||||
|
|
@ -54,7 +52,7 @@ export class RenderPipeline {
|
|||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
0,
|
||||
new Float32Array([canvasSize[0], canvasSize[1], deltaTime, time])
|
||||
new Float32Array([...canvasSize, deltaTime, time])
|
||||
);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -10,5 +10,6 @@ struct Settings {
|
|||
|
||||
@fragment
|
||||
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
return vec4(textureSample(TargetTexture, mySampler, uv).r * 1.0, settings.deltaTime * 0.0, 0.0, 1.0);
|
||||
return vec4(textureSample(TargetTexture, mySampler, uv).rgb, 1.0);
|
||||
return vec4(0, settings.deltaTime * 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,15 +13,15 @@ export const settings: GameLoopSettings &
|
|||
renderSpeed: 1,
|
||||
startingRadius: 0.15,
|
||||
|
||||
brushWidth: 20,
|
||||
brushBlurWidth: 5,
|
||||
|
||||
trailWeight: 5,
|
||||
moveSpeed: 0.025,
|
||||
turnSpeed: 6,
|
||||
sensorAngleDegrees: 30,
|
||||
sensorOffsetDst: 0.025,
|
||||
|
||||
decayRate: 0.02,
|
||||
decayRate: 0.005,
|
||||
diffusionRate: 0.8,
|
||||
|
||||
swipeRadius: 0.003,
|
||||
swipeBlur: 0.002,
|
||||
};
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
import { smartCompile } from '../../smart-compile';
|
||||
import shader from './full-screen-quad.wgsl';
|
||||
|
||||
export const setUpFullScreenQuad = (
|
||||
|
|
@ -25,9 +26,7 @@ export const setUpFullScreenQuad = (
|
|||
return {
|
||||
buffer,
|
||||
vertex: {
|
||||
module: device.createShaderModule({
|
||||
code: shader,
|
||||
}),
|
||||
module: smartCompile(device, shader),
|
||||
entryPoint: 'vertex',
|
||||
buffers: [
|
||||
{
|
||||
85
src/utils/graphics/noise/noise.ts
Normal file
85
src/utils/graphics/noise/noise.ts
Normal file
|
|
@ -0,0 +1,85 @@
|
|||
import { Random } from '../../random';
|
||||
import { smartCompile } from '../../smart-compile';
|
||||
import { setUpFullScreenQuad } from '../full-screen-quad/full-screen-quad';
|
||||
import noise from './noise.wgsl';
|
||||
|
||||
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;
|
||||
}) => {
|
||||
const { buffer, vertex } = setUpFullScreenQuad(device);
|
||||
const quadVertexBuffer = buffer;
|
||||
|
||||
const pipeline = device.createRenderPipeline({
|
||||
layout: 'auto',
|
||||
vertex,
|
||||
fragment: {
|
||||
module: smartCompile(device, noise),
|
||||
entryPoint: 'fragment',
|
||||
constants: {
|
||||
octaves,
|
||||
lacunarity,
|
||||
amplitude,
|
||||
gain,
|
||||
seedR: Random.getRandom(),
|
||||
seedG: Random.getRandom(),
|
||||
seedB: Random.getRandom(),
|
||||
seedA: Random.getRandom(),
|
||||
},
|
||||
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()]);
|
||||
|
||||
return colorTexture;
|
||||
};
|
||||
57
src/utils/graphics/noise/noise.wgsl
Normal file
57
src/utils/graphics/noise/noise.wgsl
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
override octaves: i32;
|
||||
override amplitude: f32;
|
||||
override gain: f32;
|
||||
override lacunarity: f32;
|
||||
|
||||
override seedR: f32;
|
||||
override seedG: f32;
|
||||
override seedB: f32;
|
||||
override seedA: f32;
|
||||
|
||||
@fragment
|
||||
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
return vec4(
|
||||
fbm(uv, seedR),
|
||||
fbm(uv, seedG),
|
||||
fbm(uv, seedB),
|
||||
fbm(uv, seedA),
|
||||
);
|
||||
}
|
||||
|
||||
fn fbm(uv: vec2<f32>, seed: f32) -> f32 {
|
||||
var st = uv;
|
||||
var v = 0.0;
|
||||
var a = amplitude;
|
||||
|
||||
let shift = vec2(100.0);
|
||||
let rot = mat2x2(cos(0.5), sin(0.5),
|
||||
-sin(0.5), cos(0.50));
|
||||
|
||||
for (var i = 0; i < octaves; i++) {
|
||||
v += a * noise(st, seed);
|
||||
st = rot * st * lacunarity + shift;
|
||||
a *= gain;
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
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 u = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
return mix(a, b, u.x) +
|
||||
(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);
|
||||
}
|
||||
|
|
@ -7,11 +7,15 @@ export abstract class Random {
|
|||
Random._seed = value;
|
||||
}
|
||||
|
||||
public static getRandom(): number {
|
||||
public static getRandomInt(): number {
|
||||
let t = (Random._seed += 0x6d2b79f5);
|
||||
t = Math.imul(t ^ (t >>> 15), t | 1);
|
||||
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
|
||||
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
||||
return (t ^ (t >>> 14)) >>> 0;
|
||||
}
|
||||
|
||||
public static getRandom(): number {
|
||||
return Random.getRandomInt() / 4294967296;
|
||||
}
|
||||
|
||||
public static randomBetween(from: number, to: number): number {
|
||||
|
|
|
|||
15
src/utils/smart-compile.ts
Normal file
15
src/utils/smart-compile.ts
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
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