Improve drawing
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9f01a9e236
commit
de7fcc15d0
6 changed files with 221 additions and 56 deletions
143
src/pipelines/brush/brush-pipeline.ts
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143
src/pipelines/brush/brush-pipeline.ts
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@ -0,0 +1,143 @@
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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 = 2;
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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 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 bindGroup: GPUBindGroup;
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public constructor(private readonly device: GPUDevice) {
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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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Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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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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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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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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},
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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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entryPoint: 'fragment',
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targets: [
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{
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format: 'rgba16float',
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},
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],
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},
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primitive: {
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topology: 'triangle-list',
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},
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});
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this.uniforms = this.device.createBuffer({
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size: BrushPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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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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entries: [
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{
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binding: 0,
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resource: {
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buffer: this.uniforms,
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},
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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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}
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public clearSwipes() {
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this.linePoints.length = 0;
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}
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public setParameters({ width, height }: { width: number; height: number }) {
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this.device.queue.writeBuffer(this.uniforms, 0, new Float32Array([width, height]));
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this.device.queue.writeBuffer(
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this.vertexBuffer,
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0,
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new Float32Array(
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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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})
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)
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);
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}
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private get lineCount() {
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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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const dir = vec2.sub(vec2.create(), to, from);
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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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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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];
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}
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public execute(commandEncoder: GPUCommandEncoder, trailMapOut: GPUTexture) {
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const renderPassDescriptor: GPURenderPassDescriptor = {
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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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],
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};
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const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
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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.end();
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this.linePoints.splice(0, this.linePoints.length - 1); // clear the array
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}
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}
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23
src/pipelines/brush/brush.wgsl
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23
src/pipelines/brush/brush.wgsl
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@ -0,0 +1,23 @@
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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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}
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@vertex
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fn vertex(
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@location(0) uv : vec2<f32>
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) -> VertexOutput {
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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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}
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struct Settings {
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size : vec2<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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}
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@ -1,14 +1,11 @@
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struct Settings {
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size : vec2<f32>,
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swipePrevious : vec2<f32>,
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swipeCurrent : vec2<f32>,
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diffusionRate : f32,
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decayRate : f32,
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deltaTime : f32,
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time : f32,
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swipeRadius : f32,
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swipeBlur : f32,
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isSwipeActive : f32
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};
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@group(0) @binding(0) var<uniform> settings : Settings;
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@ -26,18 +23,6 @@ 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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if (settings.isSwipeActive == 1.0) {
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let pa = (uv - settings.swipePrevious) * normalize(settings.size);
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let direction = (settings.swipeCurrent - settings.swipePrevious) * normalize(settings.size);
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let q = clamp(dot(pa, direction) / dot(direction, direction), 0, 1);
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let distance = length(pa - direction * q) - settings.swipeRadius;
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if(distance < 0) {
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let opacity = -distance / settings.swipeBlur;
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return clamp(vec4(1), current, vec4(1));
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}
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}
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return mix(
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current,
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neighbours / 4.0,
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@ -1,19 +1,13 @@
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import { setUpFullScreenQuad } from '../../utils/full-screen-quad';
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import shader from './diffuse.wgsl';
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import { vec2 } from 'gl-matrix';
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export class DiffusionPipeline {
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private static readonly UNIFORM_COUNT = 14;
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private static readonly UNIFORM_COUNT = 16;
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private readonly pipeline: GPURenderPipeline;
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private readonly uniforms: GPUBuffer;
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private readonly quadVertexBuffer: GPUBuffer;
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private swipes: Array<vec2> = [
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vec2.fromValues(Number.NaN, Number.NaN),
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vec2.fromValues(Number.NaN, Number.NaN),
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];
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private bindGroup?: GPUBindGroup;
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private previousTrailMapIn?: GPUTexture;
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@ -53,40 +47,30 @@ export class DiffusionPipeline {
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decayRate,
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deltaTime,
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time,
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swipe,
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swipeRadius,
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swipeBlur,
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isSwipeActive,
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}: {
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width: number;
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height: number;
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swipe: vec2;
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diffusionRate: number;
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decayRate: number;
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deltaTime: number;
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time: number;
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swipeRadius: number;
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swipeBlur: number;
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isSwipeActive: boolean;
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}) {
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if (swipe) {
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this.swipes = [...this.swipes.slice(-1), swipe];
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}
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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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width,
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height,
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...this.swipes.flatMap((s) => [s[0], s[1]]),
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diffusionRate,
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decayRate,
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deltaTime,
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time,
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swipeRadius,
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swipeBlur,
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isSwipeActive ? 1.0 : 0.0,
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])
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);
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}
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