fleeting-garden/src/pipelines/agents/agent-pipeline.ts

182 lines
4.8 KiB
TypeScript

import random from '../../utils/graphics/random.wgsl';
import { smartCompile } from '../../utils/graphics/smart-compile';
import { CommonState } from '../common-state/common-state';
import { AGENT_SIZE_IN_BYTES } from './agent-generation/agent';
import agentSchme from './agent-generation/agent-schema.wgsl';
import { AgentSettings } from './agent-settings';
import shader from './agent.wgsl';
import { vec2 } from 'gl-matrix';
export class AgentPipeline {
private static readonly WORKGROUP_SIZE = 64;
private static readonly UNIFORM_COUNT = 16;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPUComputePipeline;
private readonly uniforms: GPUBuffer;
private bindGroup?: GPUBindGroup;
private previousTrailMapIn?: GPUTextureView;
private previousTrailMapOut?: GPUTextureView;
public constructor(
private readonly device: GPUDevice,
private readonly commonState: CommonState,
private readonly agentsBuffer: GPUBuffer // doesn't get destroyed
) {
this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
this.pipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
}),
compute: {
module: smartCompile(device, CommonState.shaderCode, random, agentSchme, shader),
entryPoint: 'main',
},
});
this.uniforms = this.device.createBuffer({
size: AgentPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
}
public setParameters({
brushTrailWeight,
moveSpeed,
turnSpeed,
sensorOffsetAngle,
sensorOffsetDistance,
evenGenerationAggression,
oddGenerationAggression,
nextGenerationId,
center,
radius,
turnWhenGoingInTheRightDirection,
turnWhenLost,
individualTrailWeight,
deinfectionProbability,
}: AgentSettings & {
evenGenerationAggression: number;
oddGenerationAggression: number;
nextGenerationId: number;
center: vec2;
radius: number;
}) {
this.device.queue.writeBuffer(
this.uniforms,
0,
new Float32Array([
brushTrailWeight,
moveSpeed,
turnSpeed,
(sensorOffsetAngle * Math.PI) / 180,
sensorOffsetDistance,
evenGenerationAggression,
oddGenerationAggression,
nextGenerationId,
...center,
radius,
turnWhenGoingInTheRightDirection,
turnWhenLost,
individualTrailWeight,
deinfectionProbability,
])
);
}
public execute(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTextureView,
trailMapOut: GPUTextureView
) {
this.ensureBindGroupExists(trailMapIn, trailMapOut);
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(this.pipeline);
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.dispatchWorkgroups(
Math.ceil(
this.agentsBuffer.size / AGENT_SIZE_IN_BYTES / AgentPipeline.WORKGROUP_SIZE
)
);
passEncoder.end();
}
private ensureBindGroupExists(trailMapIn: GPUTextureView, trailMapOut: GPUTextureView) {
if (
this.previousTrailMapIn !== trailMapIn ||
this.previousTrailMapOut !== trailMapOut
) {
this.bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: {
buffer: this.agentsBuffer,
},
},
{
binding: 2,
resource: trailMapIn,
},
{
binding: 3,
resource: trailMapOut,
},
],
});
this.previousTrailMapIn = trailMapIn;
this.previousTrailMapOut = trailMapOut;
}
}
public destroy() {
this.uniforms.destroy();
}
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
return {
entries: [
{
binding: 0,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: 'uniform',
},
},
{
binding: 1,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: 'storage',
},
},
{
binding: 2,
visibility: GPUShaderStage.COMPUTE,
texture: {
sampleType: 'float',
},
},
{
binding: 3,
visibility: GPUShaderStage.COMPUTE,
storageTexture: {
format: 'rgba16float',
},
},
],
};
}
}