Add resizing

This commit is contained in:
Andras Schmelczer 2023-05-01 18:12:25 +01:00
commit 058d6014b7
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GPG key ID: FC8F2C3D3D1A718C
18 changed files with 254 additions and 138 deletions

View file

@ -51,12 +51,10 @@ export class AgentPipeline {
new Float32Array(this.agentsBuffer.getMappedRange()).set(
agents.flatMap((agent) => [
agent.position[0],
agent.position[1],
agent.angle,
...agent.position,
...agent.direction,
agent.species,
agent.timeToLive,
0, // padding
])
);
this.agentsBuffer.unmap();
@ -66,8 +64,8 @@ export class AgentPipeline {
brushTrailWeight,
moveSpeed,
turnSpeed,
sensorAngleDegrees,
sensorOffsetDst,
sensorOffsetAngle,
sensorOffsetDistance,
}: AgentSettings) {
this.device.queue.writeBuffer(
this.uniforms,
@ -76,8 +74,8 @@ export class AgentPipeline {
brushTrailWeight,
moveSpeed,
turnSpeed,
(sensorAngleDegrees * Math.PI) / 180,
sensorOffsetDst,
(sensorOffsetAngle * Math.PI) / 180,
sensorOffsetDistance,
])
);
}

View file

@ -2,6 +2,6 @@ export interface AgentSettings {
brushTrailWeight: number;
moveSpeed: number;
turnSpeed: number;
sensorAngleDegrees: number;
sensorOffsetDst: number;
sensorOffsetAngle: number;
sensorOffsetDistance: number;
}

View file

@ -2,7 +2,7 @@ import { vec2 } from 'gl-matrix';
export interface Agent {
position: vec2;
angle: number;
direction: vec2;
species: number;
timeToLive: number;
}

View file

@ -1,6 +1,6 @@
struct Agent {
position: vec2<f32>,
angle: f32,
direction: vec2<f32>,
species: f32,
timeToLive: f32
}
@ -15,10 +15,10 @@ struct Settings {
@group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;
@group(1) @binding(2) var TrailMapIn: texture_2d<f32>;
@group(1) @binding(3) var TrailMapOut: texture_storage_2d<rgba16float, write>;
@group(1) @binding(2) var trailMapIn: texture_2d<f32>;
@group(1) @binding(3) var trailMapOut: texture_storage_2d<rgba16float, write>;
@compute @workgroup_size(8, 8)
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let id = global_id.x;
@ -29,20 +29,20 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
var agent = agents[id];
if (agent.timeToLive <= 0.) {
agent.position = vec2(
random_with_seed(agent.position, f32(id) + state.time),
random_with_seed(agent.position, f32(id) + state.time + 12),
);
agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
agent.species = 1;
agent.timeToLive = 1000;
agents[id] = agent;
// agent.position = vec2(
// random_with_seed(agent.position, f32(id) + state.time),
// random_with_seed(agent.position, f32(id) + state.time + 12),
// );
// agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
// agent.species = 1;
// agent.timeToLive = 1000;
// agents[id] = agent;
return;
}
let random = random_with_seed(agent.position, f32(id) + state.time);
let trailCurrent = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
let trailCurrent = sense(agent, 0, 0);
var weight: f32;
if(agent.species == 0) {
weight = trailCurrent.r - trailCurrent.g;
@ -53,10 +53,11 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
agent.timeToLive = 0;
return;
}
let trailForward = sense(agent, settings.sensorOffset, 0);
let trailLeft = sense(agent, settings.sensorOffset, settings.sensorAngle);
let trailRight = sense(agent, settings.sensorOffset, -settings.sensorAngle);
let trailForward = sense(agent.position, agent.direction, settings.sensorOffset, 0);
let trailLeft = sense(agent.position, agent.direction, settings.sensorOffset, settings.sensorAngle);
let trailRight = sense(agent.position, agent.direction, settings.sensorOffset, -settings.sensorAngle);
var weightForward: f32 = trailForward.a * settings.brushTrailWeight;
var weightLeft: f32 = trailLeft.a * settings.brushTrailWeight;
@ -71,42 +72,44 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
weightRight += trailRight.g - trailRight.r;
}
var rotation: f32 = 0;
if (weightForward < weightLeft && weightForward < weightRight) {
agent.angle += (random - 0.5) * 2. * settings.turnRate * state.deltaTime;
rotation = (random - 0.5) * 2. * settings.turnRate * state.deltaTime;
} else if (weightLeft < weightRight) {
agent.angle -= random * settings.turnRate * state.deltaTime;
rotation = random * -settings.turnRate * state.deltaTime;
} else if (weightRight < weightLeft) {
agent.angle += random * settings.turnRate * state.deltaTime;
rotation = random * settings.turnRate * state.deltaTime;
}
let direction = vec2(cos(agent.angle), sin(agent.angle));
var newPos = agent.position + direction / normalize(state.size) * settings.moveRate * state.deltaTime;
newPos = clamp(newPos, vec2<f32>(0, 0), vec2<f32>(1, 1));
if (newPos.x == 0. || newPos.x == 1. || newPos.y == 0. || newPos.y == 1.) {
agent.angle += 3.14159265359 + random - 0.5;
var nextDirection = agent.direction * mat2x2<f32>(cos(rotation), sin(rotation), -sin(rotation), cos(rotation));
var nextPosition = agent.position + agent.direction * settings.moveRate * state.deltaTime;
nextPosition = clamp(nextPosition, vec2<f32>(0, 0), state.size);
if nextPosition.x == 0 || nextPosition.x == state.size.x || nextPosition.y == 0 || nextPosition.y == state.size.y {
rotation = 3.14159265359 + random - 0.5;
nextDirection = agent.direction * mat2x2<f32>(cos(rotation), sin(rotation), -sin(rotation), cos(rotation));
}
var trail = vec4<f32>(0, 1, 0, 0);
if (agent.species == 0) {
trail = vec4(1, 0, 0, 0);
trail = vec4(0.1, 0, 0, 0);
}
textureStore(TrailMapOut, vec2<i32>(newPos * state.size), trail);
agent.position = newPos;
let current = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
textureStore(trailMapOut, vec2<i32>(nextPosition), vec4(trail.rgb + current.rgb, 0));
agent.position = nextPosition;
agent.direction = nextDirection;
agent.timeToLive -= state.deltaTime;
agents[id] = agent;
}
fn sense(agent: Agent, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
let sensorAngle = agent.angle + sensorOffsetAngle;
let sensorDir: vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(state.size);
let sensorPos: vec2<f32> = agent.position + sensorDir * sensorOffset;
return textureLoad(TrailMapIn, vec2<i32>(sensorPos * state.size), 0);
fn sense(agentPosition: vec2<f32>, agentDirection: vec2<f32>, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
let sensorDirection = agentDirection * mat2x2<f32>(cos(sensorOffsetAngle), sin(sensorOffsetAngle), -sin(sensorOffsetAngle), cos(sensorOffsetAngle));
let sensorPosition = vec2<i32>(agentPosition + sensorDirection * sensorOffset);
return textureLoad(trailMapIn, sensorPosition, 0);
}
fn random_with_seed(uv: vec2<f32>, seed: f32) -> f32 {
return fract(sin(dot(uv, vec2(12.9898 + seed, 78.233 + seed)))* 43758.5453123 + seed);
}

View file

@ -1,10 +1,17 @@
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
import { smartCompile } from '../../utils/graphics/smart-compile';
import shader from './copy.wgsl';
import { vec2 } from 'gl-matrix';
export class CopyPipeline {
private static readonly UNIFORM_COUNT = 2;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly quadVertexBuffer: GPUBuffer;
private readonly uniforms: GPUBuffer;
private readonly vertexBuffer: GPUBuffer;
private bindGroup?: GPUBindGroup;
private previousTrailMapIn?: GPUTextureView;
@ -12,26 +19,50 @@ export class CopyPipeline {
public constructor(private readonly device: GPUDevice) {
this.bindGroupLayout = device.createBindGroupLayout(CopyPipeline.bindGroupLayout);
const { buffer, vertex } = setUpFullScreenQuad(device);
this.quadVertexBuffer = buffer;
this.uniforms = this.device.createBuffer({
size: CopyPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
this.vertexBuffer = device.createBuffer({
size: 2 * 4 * Float32Array.BYTES_PER_ELEMENT, // 4 x vec2<f32>
usage: GPUBufferUsage.VERTEX,
mappedAtCreation: true,
});
// prettier-ignore
const vertexData = [
// U V
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0,
];
new Float32Array(this.vertexBuffer.getMappedRange()).set(vertexData);
this.vertexBuffer.unmap();
this.pipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [this.bindGroupLayout],
}),
vertex,
vertex: {
module: smartCompile(device, shader),
entryPoint: 'vertex',
buffers: [
{
arrayStride: 2 * Float32Array.BYTES_PER_ELEMENT,
stepMode: 'vertex',
attributes: [
{
shaderLocation: 0,
offset: 0,
format: 'float32x2',
},
],
},
],
},
fragment: {
module: smartCompile(
device,
/* wgsl */ `
@group(0) @binding(0) var Sampler: sampler;
@group(0) @binding(1) var original: texture_2d<f32>;
@fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
return textureSample(original, Sampler, uv);
}`
),
module: smartCompile(device, shader),
entryPoint: 'fragment',
targets: [
{
@ -48,8 +79,11 @@ export class CopyPipeline {
public execute(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTextureView,
trailMapOut: GPUTextureView
trailMapOut: GPUTextureView,
scale: vec2 = vec2.fromValues(1, 1)
) {
this.device.queue.writeBuffer(this.uniforms, 0, new Float32Array(scale));
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
@ -64,13 +98,13 @@ export class CopyPipeline {
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
passEncoder.setBindGroup(0, this.bindGroup);
passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
passEncoder.draw(4, 1);
passEncoder.end();
}
public destroy() {
this.quadVertexBuffer.destroy();
this.vertexBuffer.destroy();
}
private ensureBindGroupExists(trailMapIn: GPUTextureView) {
@ -80,13 +114,19 @@ export class CopyPipeline {
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: this.device.createSampler({
magFilter: 'linear',
minFilter: 'linear',
}),
},
{
binding: 1,
binding: 2,
resource: trailMapIn,
},
],
@ -101,13 +141,20 @@ export class CopyPipeline {
entries: [
{
binding: 0,
visibility: GPUShaderStage.VERTEX,
buffer: {
type: 'uniform',
},
},
{
binding: 1,
visibility: GPUShaderStage.FRAGMENT,
sampler: {
type: 'filtering',
},
},
{
binding: 1,
binding: 2,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: 'float',

View file

@ -0,0 +1,19 @@
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vertex(@location(0) uv: vec2<f32>) -> VertexOutput {
let ndc = uv * sourceScaler * vec2(2) - vec2(1);
return VertexOutput(vec4(ndc.x, -ndc.y, 0, 1), uv);
}
@group(0) @binding(0) var<uniform> sourceScaler: vec2<f32>;
@group(0) @binding(1) var Sampler: sampler;
@group(0) @binding(2) var original: texture_2d<f32>;
@fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
return textureSample(original, Sampler, uv);
}

View file

@ -40,9 +40,9 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
current += change / 4;
let decayed = vec4(
current.rgb,
current.a
) - vec4(vec3(settings.decayRateTrails), settings.decayRateBrush) * state.deltaTime;
current.rgb * settings.decayRateTrails,
current.a * settings.decayRateBrush
);
return clamp(decayed, vec4(0), vec4(1));
}

View file

@ -10,7 +10,7 @@ export class DiffusionPipeline {
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
private readonly quadVertexBuffer: GPUBuffer;
private readonly vertexBuffer: GPUBuffer;
private readonly noise: GPUTextureView;
private bindGroup?: GPUBindGroup;
@ -25,7 +25,7 @@ export class DiffusionPipeline {
);
const { buffer, vertex } = setUpFullScreenQuad(device);
this.quadVertexBuffer = buffer;
this.vertexBuffer = buffer;
this.pipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
@ -90,7 +90,7 @@ export class DiffusionPipeline {
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.draw(4, 1);
@ -127,7 +127,7 @@ export class DiffusionPipeline {
}
public destroy() {
this.quadVertexBuffer.destroy();
this.vertexBuffer.destroy();
this.uniforms.destroy();
}

View file

@ -11,7 +11,7 @@ export class RenderPipeline {
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
private readonly quadVertexBuffer: GPUBuffer;
private readonly vertexBuffer: GPUBuffer;
private bindGroup?: GPUBindGroup;
private previousColorTexture?: GPUTextureView;
@ -24,7 +24,7 @@ export class RenderPipeline {
this.bindGroupLayout = device.createBindGroupLayout(RenderPipeline.bindGroupLayout);
const { buffer, vertex } = setUpFullScreenQuad(device);
this.quadVertexBuffer = buffer;
this.vertexBuffer = buffer;
this.pipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
@ -82,7 +82,7 @@ export class RenderPipeline {
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
this.commonState.execute(passEncoder);
passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.draw(4, 1);
passEncoder.end();
@ -118,7 +118,7 @@ export class RenderPipeline {
}
public destroy() {
this.quadVertexBuffer.destroy();
this.vertexBuffer.destroy();
this.uniforms.destroy();
}

View file

@ -18,13 +18,13 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
let brushStrength = traces.a;
let rgbColor = sqrt(vec3(
settings.speciesColorA * speciesAStrength +
settings.speciesColorB * speciesBStrength +
settings.speciesColorA * clamp(speciesAStrength, 0, 1) +
settings.speciesColorB * clamp(speciesBStrength, 0, 1) +
settings.brushColor * brushStrength
));
let bg = vec3(0.9) + 0.05 * (random.r - 0.5);
let bg = vec3(0.9) + 0.075 * random.r;
return vec4(bg - rgbColor, 1);