Generate agents with compute shader

This commit is contained in:
Andras Schmelczer 2023-05-20 13:28:15 +01:00
commit 6b17a8e023
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GPG key ID: FC8F2C3D3D1A718C
15 changed files with 206 additions and 154 deletions

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@ -1,6 +1,8 @@
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, Agent } from './agent';
import agentSchme from './agent-generation/agent-schema.wgsl';
import { AgentSettings } from './agent-settings';
import shader from './agent.wgsl';
@ -11,7 +13,6 @@ export class AgentPipeline {
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPUComputePipeline;
private readonly uniforms: GPUBuffer;
private readonly agentsBuffer: GPUBuffer;
private bindGroup?: GPUBindGroup;
private previousTrailMapIn?: GPUTextureView;
@ -19,13 +20,9 @@ export class AgentPipeline {
public constructor(
private readonly device: GPUDevice,
agents: Array<Agent>,
private readonly commonState: CommonState
private readonly commonState: CommonState,
private readonly agentsBuffer: GPUBuffer
) {
if (agents.length === 0) {
throw new Error('No agents provided');
}
this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
this.pipeline = device.createComputePipeline({
@ -33,7 +30,7 @@ export class AgentPipeline {
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
}),
compute: {
module: smartCompile(device, CommonState.shaderCode, shader),
module: smartCompile(device, CommonState.shaderCode, random, agentSchme, shader),
entryPoint: 'main',
},
});
@ -42,23 +39,6 @@ export class AgentPipeline {
size: AgentPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
this.agentsBuffer = device.createBuffer({
size: agents.length * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE,
mappedAtCreation: true,
});
new Float32Array(this.agentsBuffer.getMappedRange()).set(
agents.flatMap((agent) => [
...agent.position,
agent.angle,
0, // padding
agent.species,
agent.timeToLive,
])
);
this.agentsBuffer.unmap();
}
public setParameters({
@ -81,25 +61,6 @@ export class AgentPipeline {
);
}
public executeRenderPass(
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();
}
public execute(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTextureView,