fleeting-garden/src/pipelines/diffusion/diffusion-pipeline.ts
2026-05-16 15:05:35 +01:00

188 lines
5 KiB
TypeScript

import { appConfig } from '../../config';
import {
createCachedFloat32BufferWrite,
writeFloat32BufferIfChanged,
} from '../../utils/graphics/cached-buffer-write';
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad';
import { smartCompile } from '../../utils/graphics/smart-compile';
import { CommonState } from '../common-state/common-state';
import shader from './diffuse.wgsl?raw';
import { DiffusionSettings } from './diffusion-settings';
const MIN_DIFFUSION_RATE = appConfig.pipelines.diffusion.minDiffusionRate;
type DiffusionUniformSettings = Pick<
DiffusionSettings,
'diffusionRateTrails' | 'decayRateTrails' | 'diffusionRateBrush' | 'decayRateBrush'
>;
export const getSafeInverseDiffusionRate = (diffusionRate: number): number =>
1 /
(Number.isFinite(diffusionRate) && diffusionRate > MIN_DIFFUSION_RATE
? diffusionRate
: MIN_DIFFUSION_RATE);
export const setDiffusionUniformValues = (
target: Float32Array,
{
diffusionRateTrails,
decayRateTrails,
diffusionRateBrush,
decayRateBrush,
}: DiffusionUniformSettings
): void => {
target[0] = getSafeInverseDiffusionRate(diffusionRateTrails);
target[1] = decayRateTrails / 1000;
target[2] = getSafeInverseDiffusionRate(diffusionRateBrush);
target[3] = decayRateBrush / 1000;
};
export class DiffusionPipeline {
private static readonly UNIFORM_COUNT = 4;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
private readonly uniformValues = new Float32Array(DiffusionPipeline.UNIFORM_COUNT);
private readonly uniformCache = createCachedFloat32BufferWrite(
DiffusionPipeline.UNIFORM_COUNT
);
private readonly vertexBuffer: GPUBuffer;
private readonly bindGroupsByInput = new WeakMap<GPUTextureView, GPUBindGroup>();
public constructor(
private readonly device: GPUDevice,
private readonly commonState: CommonState
) {
this.bindGroupLayout = device.createBindGroupLayout(
DiffusionPipeline.bindGroupLayout
);
const { buffer, vertex } = setUpFullScreenQuad(device);
this.vertexBuffer = buffer;
this.pipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
}),
vertex,
fragment: {
module: smartCompile(device, CommonState.shaderCode, shader),
entryPoint: 'fragment',
targets: [
{
format: 'rgba16float',
},
],
},
primitive: {
topology: 'triangle-strip',
},
});
this.uniforms = this.device.createBuffer({
size: DiffusionPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
}
public setParameters({
diffusionRateTrails,
decayRateTrails,
diffusionRateBrush,
decayRateBrush,
}: DiffusionSettings) {
setDiffusionUniformValues(this.uniformValues, {
diffusionRateTrails,
decayRateTrails,
diffusionRateBrush,
decayRateBrush,
});
writeFloat32BufferIfChanged(
this.device,
this.uniforms,
this.uniformValues,
this.uniformCache
);
}
public execute(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTextureView,
trailMapOut: GPUTextureView
) {
const bindGroup = this.getBindGroup(trailMapIn);
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: trailMapOut,
clearValue: { r: 0, g: 0, b: 0, a: 0 },
loadOp: 'clear',
storeOp: 'store',
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, bindGroup);
passEncoder.draw(4, 1);
passEncoder.end();
}
private getBindGroup(trailMapIn: GPUTextureView): GPUBindGroup {
const cached = this.bindGroupsByInput.get(trailMapIn);
if (cached) {
return cached;
}
const bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 2,
resource: trailMapIn,
},
],
});
this.bindGroupsByInput.set(trailMapIn, bindGroup);
return bindGroup;
}
public destroy() {
this.vertexBuffer.destroy();
this.uniforms.destroy();
}
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
return {
entries: [
{
binding: 0,
visibility: GPUShaderStage.FRAGMENT,
buffer: {
type: 'uniform',
},
},
{
binding: 2,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: 'float',
},
},
],
};
}
}