This commit is contained in:
Andras Schmelczer 2026-05-17 14:12:01 +01:00
commit 80ed37298b
73 changed files with 3619 additions and 1295 deletions

View file

@ -15,7 +15,6 @@ struct Counters {
var<workgroup> workgroupAliveCount: atomic<u32>;
var<workgroup> workgroupCompactedOffset: u32;
var<workgroup> workgroupCopyCount: u32;
@compute @workgroup_size(64)
fn main(
@ -31,9 +30,12 @@ fn main(
workgroupBarrier();
var localCompactedIndex = 0u;
var agent = Agent(vec2<f32>(0.0, 0.0), 0.0, -1.0, vec2<f32>(-1.0, -1.0), 0.0, 0.0);
var isAlive = false;
if id < settings.agentCount {
let agent = agents[id];
if agent.colorIndex >= 0.0 {
agent = agents[id];
isAlive = agent.colorIndex >= 0.0;
if isAlive {
localCompactedIndex = atomicAdd(&workgroupAliveCount, 1u);
}
}
@ -51,30 +53,7 @@ fn main(
workgroupBarrier();
if id < settings.agentCount {
let agent = agents[id];
if agent.colorIndex >= 0.0 {
compactedAgents[workgroupCompactedOffset + localCompactedIndex] = agent;
}
if isAlive {
compactedAgents[workgroupCompactedOffset + localCompactedIndex] = agent;
}
}
@compute @workgroup_size(64)
fn copyCompactedAgents(
@builtin(global_invocation_id) global_id: vec3<u32>,
@builtin(local_invocation_id) local_id: vec3<u32>
) {
let id = get_id(global_id);
if local_id.x == 0u {
workgroupCopyCount = atomicLoad(&counters.aliveAgentCount);
}
workgroupBarrier();
if id >= workgroupCopyCount {
return;
}
agents[id] = compactedAgents[id];
}

View file

@ -177,17 +177,14 @@ const createPipeline = (compactedCount: number) => {
};
describe('AgentGenerationPipeline compaction', () => {
it('copies compacted agents back with compute instead of a full agent buffer copy', async () => {
it('swaps compacted agents into the active buffer without a copy-back dispatch', async () => {
const agentCount = 10;
const { device, pipeline } = createPipeline(3);
await expect(pipeline.compactAgents(agentCount)).resolves.toBe(3);
expect(device.createdComputeEntryPoints).toContain('copyCompactedAgents');
expect(device.dispatchCalls.map((call) => call.entryPoint)).toEqual([
'main',
'copyCompactedAgents',
]);
expect(device.createdComputeEntryPoints).not.toContain('copyCompactedAgents');
expect(device.dispatchCalls.map((call) => call.entryPoint)).toEqual(['main']);
expect(device.copyCalls.map((call) => call.size)).toEqual([
Uint32Array.BYTES_PER_ELEMENT,
]);

View file

@ -14,14 +14,16 @@ export class AgentGenerationPipeline {
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly uniforms: GPUBuffer;
private readonly bindGroup: GPUBindGroup;
private readonly bindGroupsByActiveBuffer = new WeakMap<
GPUBuffer,
WeakMap<GPUBuffer, GPUBindGroup>
>();
private readonly resizePipeline: GPUComputePipeline;
private readonly compactionPipeline: GPUComputePipeline;
private readonly compactedAgentsCopyPipeline: GPUComputePipeline;
public readonly agentsBuffer: GPUBuffer;
private readonly compactedAgentsBuffer: GPUBuffer;
private activeAgentsBuffer: GPUBuffer;
private inactiveAgentsBuffer: GPUBuffer;
private readonly countersBuffer: GPUBuffer;
private readonly countersStagingBuffer: GPUBuffer;
private readonly counterClearValues = new Uint32Array(
@ -69,15 +71,8 @@ export class AgentGenerationPipeline {
],
});
this.agentsBuffer = this.device.createBuffer({
size: this.maxAgentCount * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
this.compactedAgentsBuffer = this.device.createBuffer({
size: this.maxAgentCount * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE,
});
this.activeAgentsBuffer = this.createAgentsBuffer();
this.inactiveAgentsBuffer = this.createAgentsBuffer();
this.countersBuffer = this.device.createBuffer({
size: AgentGenerationPipeline.COUNTER_COUNT * Uint32Array.BYTES_PER_ELEMENT,
@ -94,36 +89,6 @@ export class AgentGenerationPipeline {
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
this.bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: {
buffer: this.agentsBuffer,
},
},
{
binding: 2,
resource: {
buffer: this.countersBuffer,
},
},
{
binding: 3,
resource: {
buffer: this.compactedAgentsBuffer,
},
},
],
});
this.resizePipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [emptyBindGroupLayout, this.bindGroupLayout],
@ -145,15 +110,16 @@ export class AgentGenerationPipeline {
entryPoint: 'main',
},
});
}
this.compactedAgentsCopyPipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [emptyBindGroupLayout, this.bindGroupLayout],
}),
compute: {
module: compactionModule,
entryPoint: 'copyCompactedAgents',
},
public get agentsBuffer(): GPUBuffer {
return this.activeAgentsBuffer;
}
private createAgentsBuffer(): GPUBuffer {
return this.device.createBuffer({
size: this.maxAgentCount * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
}
@ -163,6 +129,10 @@ export class AgentGenerationPipeline {
? this.maxAgentCountUpperLimit
: Number.POSITIVE_INFINITY,
Math.floor(this.device.limits.maxBufferSize / AGENT_SIZE_IN_BYTES) - 1,
Math.floor(
((this.device.limits as GPUSupportedLimits).maxStorageBufferBindingSize ??
this.device.limits.maxBufferSize) / AGENT_SIZE_IN_BYTES
) - 1,
this.device.limits.maxComputeWorkgroupsPerDimension *
AgentGenerationPipeline.WORKGROUP_SIZE
);
@ -170,7 +140,7 @@ export class AgentGenerationPipeline {
public writeAgents(agentOffset: number, data: Float32Array): void {
this.device.queue.writeBuffer(
this.agentsBuffer,
this.activeAgentsBuffer,
agentOffset * AGENT_SIZE_IN_BYTES,
data
);
@ -190,7 +160,7 @@ export class AgentGenerationPipeline {
const commandEncoder = this.device.createCommandEncoder();
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(this.resizePipeline);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.setBindGroup(1, this.getBindGroup());
passEncoder.dispatchWorkgroups(
getWorkgroupCount(agentCount, AgentGenerationPipeline.WORKGROUP_SIZE)
);
@ -204,8 +174,6 @@ export class AgentGenerationPipeline {
return 0;
}
this.counterClearValues.fill(0);
this.agentCountUniformValues.fill(0);
this.agentCountUniformValues[0] = agentCount;
this.device.queue.writeBuffer(this.countersBuffer, 0, this.counterClearValues);
this.device.queue.writeBuffer(this.uniforms, 0, this.agentCountUniformValues);
@ -213,20 +181,12 @@ export class AgentGenerationPipeline {
const commandEncoder = this.device.createCommandEncoder();
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(this.compactionPipeline);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.setBindGroup(1, this.getBindGroup());
passEncoder.dispatchWorkgroups(
getWorkgroupCount(agentCount, AgentGenerationPipeline.WORKGROUP_SIZE)
);
passEncoder.end();
const copyPassEncoder = commandEncoder.beginComputePass();
copyPassEncoder.setPipeline(this.compactedAgentsCopyPipeline);
copyPassEncoder.setBindGroup(1, this.bindGroup);
copyPassEncoder.dispatchWorkgroups(
getWorkgroupCount(agentCount, AgentGenerationPipeline.WORKGROUP_SIZE)
);
copyPassEncoder.end();
commandEncoder.copyBufferToBuffer(
this.countersBuffer,
0,
@ -239,18 +199,74 @@ export class AgentGenerationPipeline {
await this.countersStagingBuffer.mapAsync(GPUMapMode.READ);
const compactedCount = new Uint32Array(
this.countersStagingBuffer.getMappedRange().slice(0, Uint32Array.BYTES_PER_ELEMENT)
this.countersStagingBuffer.getMappedRange(),
0,
1
)[0];
this.countersStagingBuffer.unmap();
this.swapAgentBuffers();
return compactedCount;
}
private getBindGroup(): GPUBindGroup {
let inactiveCache = this.bindGroupsByActiveBuffer.get(this.activeAgentsBuffer);
if (!inactiveCache) {
inactiveCache = new WeakMap<GPUBuffer, GPUBindGroup>();
this.bindGroupsByActiveBuffer.set(this.activeAgentsBuffer, inactiveCache);
}
const cached = inactiveCache.get(this.inactiveAgentsBuffer);
if (cached) {
return cached;
}
const bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: {
buffer: this.activeAgentsBuffer,
},
},
{
binding: 2,
resource: {
buffer: this.countersBuffer,
},
},
{
binding: 3,
resource: {
buffer: this.inactiveAgentsBuffer,
},
},
],
});
inactiveCache.set(this.inactiveAgentsBuffer, bindGroup);
return bindGroup;
}
private swapAgentBuffers(): void {
[this.activeAgentsBuffer, this.inactiveAgentsBuffer] = [
this.inactiveAgentsBuffer,
this.activeAgentsBuffer,
];
}
public destroy() {
this.uniforms.destroy();
this.countersBuffer.destroy();
this.countersStagingBuffer.destroy();
this.compactedAgentsBuffer.destroy();
this.agentsBuffer.destroy();
this.inactiveAgentsBuffer.destroy();
this.activeAgentsBuffer.destroy();
}
}

View file

@ -16,12 +16,6 @@ fn main(
return;
}
var agent = agents[id];
agent.position *= resizeSettings.scale;
if agent.targetPosition.x >= 0.0 && agent.targetPosition.y >= 0.0 {
agent.targetPosition *= resizeSettings.scale;
}
agents[id] = agent;
agents[id].position = agents[id].position * resizeSettings.scale;
agents[id].targetPosition = agents[id].targetPosition * resizeSettings.scale;
}

View file

@ -67,13 +67,12 @@ describe('Agent TS/WGSL contract', () => {
expect(compactionShader).toContain('if id < settings.agentCount');
});
it('keeps compaction copy-back bounded by the compacted count', () => {
expect(compactionShader).toContain('fn copyCompactedAgents');
it('keeps compaction as a ping-pong write without copy-back shader work', () => {
expect(compactionShader).not.toContain('fn copyCompactedAgents');
expect(compactionShader).not.toContain('agents[id] = compactedAgents[id];');
expect(compactionShader).toContain(
'workgroupCopyCount = atomicLoad(&counters.aliveAgentCount);'
'compactedAgents[workgroupCompactedOffset + localCompactedIndex] = agent;'
);
expect(compactionShader).toContain('if id >= workgroupCopyCount');
expect(compactionShader).toContain('agents[id] = compactedAgents[id];');
});
it('uses workgroup-local counting before allocating global compacted ranges', () => {

View file

@ -11,7 +11,7 @@ import shader from './agent.wgsl?raw';
export class AgentPipeline {
private static readonly WORKGROUP_SIZE = 64;
private static readonly UNIFORM_COUNT = 17;
private static readonly UNIFORM_COUNT = 33;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPUComputePipeline;
@ -20,9 +20,12 @@ export class AgentPipeline {
private readonly uniformCache = createCachedFloat32BufferWrite(
AgentPipeline.UNIFORM_COUNT
);
private readonly bindGroupsByTexture = new WeakMap<
GPUTextureView,
WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>
private readonly bindGroupsByAgentsBuffer = new WeakMap<
GPUBuffer,
WeakMap<
GPUTextureView,
WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>
>
>();
private agentCount = 0;
@ -30,7 +33,7 @@ export class AgentPipeline {
public constructor(
private readonly device: GPUDevice,
private readonly commonState: CommonState,
private readonly agentsBuffer: GPUBuffer // doesn't get destroyed
private readonly getAgentsBuffer: () => GPUBuffer // doesn't get destroyed
) {
this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
@ -67,6 +70,21 @@ export class AgentPipeline {
color3ToColor1,
color3ToColor2,
color3ToColor3,
sourceAttractionWeight,
sourceSlowMoveRate,
sourceTrailWeightMultiplier,
forwardRotationScale,
introNearDistanceInner,
introNearDistanceMin,
introNearSensorOffsetMultiplier,
introTargetAngleBlend,
introProgressCutoff,
introTurnRateMultiplier,
introRandomTurnMultiplier,
introFarMoveMultiplier,
introNearMoveMultiplier,
introStepStopDistance,
randomTimeScale,
agentCount,
introProgress,
}: AgentSettings & {
@ -77,21 +95,38 @@ export class AgentPipeline {
this.agentCount = agentCount;
this.uniformValues[0] = moveSpeed * deltaTime;
this.uniformValues[1] = turnSpeed * deltaTime;
this.uniformValues[2] = (sensorOffsetAngle * Math.PI) / 180;
this.uniformValues[3] = sensorOffsetDistance;
this.uniformValues[4] = turnWhenLost;
this.uniformValues[5] = individualTrailWeight;
this.uniformValues[6] = agentCount;
this.uniformValues[7] = introProgress ?? 1;
this.uniformValues[8] = color1ToColor1;
this.uniformValues[9] = color1ToColor2;
this.uniformValues[10] = color1ToColor3;
this.uniformValues[11] = color2ToColor1;
this.uniformValues[12] = color2ToColor2;
this.uniformValues[13] = color2ToColor3;
this.uniformValues[14] = color3ToColor1;
this.uniformValues[15] = color3ToColor2;
this.uniformValues[16] = color3ToColor3;
const sensorAngle = (sensorOffsetAngle * Math.PI) / 180;
this.uniformValues[2] = Math.sin(sensorAngle);
this.uniformValues[3] = Math.cos(sensorAngle);
this.uniformValues[4] = sensorOffsetDistance;
this.uniformValues[5] = turnWhenLost;
this.uniformValues[6] = individualTrailWeight;
this.uniformValues[7] = agentCount;
this.uniformValues[8] = introProgress ?? 1;
this.uniformValues[9] = color1ToColor1;
this.uniformValues[10] = color1ToColor2;
this.uniformValues[11] = color1ToColor3;
this.uniformValues[12] = color2ToColor1;
this.uniformValues[13] = color2ToColor2;
this.uniformValues[14] = color2ToColor3;
this.uniformValues[15] = color3ToColor1;
this.uniformValues[16] = color3ToColor2;
this.uniformValues[17] = color3ToColor3;
this.uniformValues[18] = sourceAttractionWeight;
this.uniformValues[19] = sourceSlowMoveRate;
this.uniformValues[20] = sourceTrailWeightMultiplier;
this.uniformValues[21] = forwardRotationScale;
this.uniformValues[22] = introNearDistanceInner;
this.uniformValues[23] = introNearDistanceMin;
this.uniformValues[24] = introNearSensorOffsetMultiplier;
this.uniformValues[25] = introTargetAngleBlend;
this.uniformValues[26] = introProgressCutoff;
this.uniformValues[27] = introTurnRateMultiplier;
this.uniformValues[28] = introRandomTurnMultiplier;
this.uniformValues[29] = introFarMoveMultiplier;
this.uniformValues[30] = introNearMoveMultiplier;
this.uniformValues[31] = introStepStopDistance;
this.uniformValues[32] = randomTimeScale;
writeFloat32BufferIfChanged(
this.device,
this.uniforms,
@ -127,10 +162,20 @@ export class AgentPipeline {
trailMapOut: GPUTextureView,
sourceMap: GPUTextureView
): GPUBindGroup {
let outputCache = this.bindGroupsByTexture.get(trailMapIn);
const agentsBuffer = this.getAgentsBuffer();
let textureCache = this.bindGroupsByAgentsBuffer.get(agentsBuffer);
if (!textureCache) {
textureCache = new WeakMap<
GPUTextureView,
WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>
>();
this.bindGroupsByAgentsBuffer.set(agentsBuffer, textureCache);
}
let outputCache = textureCache.get(trailMapIn);
if (!outputCache) {
outputCache = new WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>();
this.bindGroupsByTexture.set(trailMapIn, outputCache);
textureCache.set(trailMapIn, outputCache);
}
let sourceCache = outputCache.get(trailMapOut);
@ -156,7 +201,7 @@ export class AgentPipeline {
{
binding: 1,
resource: {
buffer: this.agentsBuffer,
buffer: agentsBuffer,
},
},
{

View file

@ -14,4 +14,19 @@ export interface AgentSettings {
sensorOffsetDistance: number;
turnWhenLost: number;
individualTrailWeight: number;
sourceAttractionWeight: number;
sourceSlowMoveRate: number;
sourceTrailWeightMultiplier: number;
forwardRotationScale: number;
introNearDistanceMin: number;
introNearSensorOffsetMultiplier: number;
introTargetAngleBlend: number;
introProgressCutoff: number;
introNearDistanceInner: number;
introTurnRateMultiplier: number;
introRandomTurnMultiplier: number;
introFarMoveMultiplier: number;
introNearMoveMultiplier: number;
introStepStopDistance: number;
randomTimeScale: number;
}

View file

@ -1,7 +1,8 @@
struct Settings {
moveRate: f32,
turnRate: f32,
sensorAngle: f32,
sensorAngleSin: f32,
sensorAngleCos: f32,
sensorOffset: f32,
turnWhenLost: f32,
individualTrailWeight: f32,
@ -16,6 +17,21 @@ struct Settings {
color3ToColor1: f32,
color3ToColor2: f32,
color3ToColor3: f32,
sourceAttractionWeight: f32,
sourceSlowMoveRate: f32,
sourceTrailWeightMultiplier: f32,
forwardRotationScale: f32,
introNearDistanceInner: f32,
introNearDistanceMin: f32,
introNearSensorOffsetMultiplier: f32,
introTargetAngleBlend: f32,
introProgressCutoff: f32,
introTurnRateMultiplier: f32,
introRandomTurnMultiplier: f32,
introFarMoveMultiplier: f32,
introNearMoveMultiplier: f32,
introStepStopDistance: f32,
randomTimeScale: f32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@ -33,25 +49,38 @@ fn main(
return;
}
var agent = agents[id];
if agent.colorIndex < 0.0 || agent.colorIndex >= 2.5 {
let colorIndex = agents[id].colorIndex;
if colorIndex < 0.0 || colorIndex >= 2.5 {
return;
}
let hasIntroTarget =
settings.introProgress < 0.999 &&
agent.targetPosition.x >= 0.0 &&
agent.targetPosition.y >= 0.0;
if hasIntroTarget && settings.introProgress < agent.introDelay {
return;
var position = agents[id].position;
var angle = agents[id].angle;
var targetPosition = vec2<f32>(-1.0, -1.0);
var hasIntroTarget = false;
if settings.introProgress < settings.introProgressCutoff {
targetPosition = agents[id].targetPosition;
hasIntroTarget = targetPosition.x >= 0.0 && targetPosition.y >= 0.0;
if hasIntroTarget && settings.introProgress < agents[id].introDelay {
return;
}
}
let random = random_vec4(id, state.time);
let randomSeed = random_seed(id, state.time);
let randomTurn = random_float(randomSeed);
let direction = vec2(cos(angle), sin(angle));
let forwardSensor = sensor_position(agent.position, agent.angle, settings.sensorOffset, 0);
let leftSensor = sensor_position(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
let rightSensor = sensor_position(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle);
let forwardSensor = sensor_position(position, direction, settings.sensorOffset);
let leftSensor = sensor_position(
position,
rotate_direction(direction, settings.sensorAngleSin, settings.sensorAngleCos),
settings.sensorOffset
);
let rightSensor = sensor_position(
position,
rotate_direction(direction, -settings.sensorAngleSin, settings.sensorAngleCos),
settings.sensorOffset
);
let trailForward = textureLoad(trailMapIn, forwardSensor, 0);
let trailLeft = textureLoad(trailMapIn, leftSensor, 0);
@ -60,8 +89,8 @@ fn main(
let sourceLeftSample = textureLoad(sourceMap, leftSensor, 0);
let sourceRightSample = textureLoad(sourceMap, rightSensor, 0);
let channelMask = get_channel_mask(agent.colorIndex);
let reactionMask = get_reaction_mask(agent.colorIndex);
let channelMask = get_channel_mask(colorIndex);
let reactionMask = get_reaction_mask(colorIndex);
let trailForwardWeight = dot(trailForward.rgb, reactionMask);
let trailLeftWeight = dot(trailLeft.rgb, reactionMask);
@ -71,76 +100,105 @@ fn main(
let sourceLeftWeight = dot(sourceLeftSample.rgb, reactionMask);
let sourceRightWeight = dot(sourceRightSample.rgb, reactionMask);
let weightForward = trailForwardWeight + sourceForwardWeight * 24.0;
let weightLeft = trailLeftWeight + sourceLeftWeight * 24.0;
let weightRight = trailRightWeight + sourceRightWeight * 24.0;
let weightForward =
trailForwardWeight + sourceForwardWeight * settings.sourceAttractionWeight;
let weightLeft = trailLeftWeight + sourceLeftWeight * settings.sourceAttractionWeight;
let weightRight =
trailRightWeight + sourceRightWeight * settings.sourceAttractionWeight;
var rotation = (random.r - 0.5) * settings.turnWhenLost;
var rotation = (randomTurn - 0.5) * settings.turnWhenLost;
if weightForward >= weightLeft && weightForward >= weightRight {
rotation = rotation * 0.25;
rotation = rotation * settings.forwardRotationScale;
} else {
rotation += sign(weightLeft - weightRight) * settings.turnRate;
}
let sourceAtAgent = textureLoad(sourceMap, vec2<i32>(agent.position), 0);
let sourceAtAgent = textureLoad(sourceMap, vec2<i32>(position), 0);
let positiveReactionMask = max(reactionMask, vec3<f32>(0.0));
let sourceAtAgentStrength = clamp(dot(sourceAtAgent.rgb, positiveReactionMask), 0.0, 1.0);
var moveRate = settings.moveRate * mix(1.0, 0.08, sourceAtAgentStrength);
var moveRate = settings.moveRate * mix(1.0, settings.sourceSlowMoveRate, sourceAtAgentStrength);
var introTargetOffset = vec2<f32>(0.0, 0.0);
var introTargetDistance = 0.0;
if hasIntroTarget {
introTargetOffset = agent.targetPosition - agent.position;
introTargetOffset = targetPosition - position;
introTargetDistance = length(introTargetOffset);
let targetAngle = atan2(introTargetOffset.y, introTargetOffset.x);
let nearTitle = 1.0 - smoothstep(4.0, max(28.0, settings.sensorOffset * 0.75), introTargetDistance);
let desiredAngle = mix(targetAngle, agent.targetAngle, nearTitle * 0.2);
let introTurn = angle_delta(agent.angle, desiredAngle);
let nearTitle = 1.0 - smoothstep(
settings.introNearDistanceInner,
max(
settings.introNearDistanceMin,
settings.sensorOffset * settings.introNearSensorOffsetMultiplier
),
introTargetDistance
);
let desiredAngle = mix(
targetAngle,
agents[id].targetAngle,
nearTitle * settings.introTargetAngleBlend
);
let introTurn = angle_delta(angle, desiredAngle);
rotation = clamp(introTurn, -settings.turnRate * 3.4, settings.turnRate * 3.4)
+ (random.g - 0.5) * settings.turnWhenLost * 0.18;
moveRate = min(settings.moveRate * mix(2.65, 0.01, nearTitle), introTargetDistance);
rotation = clamp(
introTurn,
-settings.turnRate * settings.introTurnRateMultiplier,
settings.turnRate * settings.introTurnRateMultiplier
)
+ (random_float(randomSeed + 1013904223u) - 0.5) *
settings.turnWhenLost *
settings.introRandomTurnMultiplier;
moveRate = min(
settings.moveRate *
mix(settings.introFarMoveMultiplier, settings.introNearMoveMultiplier, nearTitle),
introTargetDistance
);
}
var step = vec2(cos(agent.angle), sin(agent.angle)) * moveRate;
var step = direction * moveRate;
if hasIntroTarget {
step = vec2<f32>(0.0, 0.0);
if introTargetDistance > 0.5 {
if introTargetDistance > settings.introStepStopDistance {
step = introTargetOffset / introTargetDistance * moveRate;
}
}
let maxPosition = state.size - vec2<f32>(1.0, 1.0);
let nextPosition = clamp(agent.position + step, vec2<f32>(0, 0), maxPosition);
let nextPosition = clamp(position + step, vec2<f32>(0, 0), maxPosition);
if nextPosition.x == 0 || nextPosition.x == maxPosition.x || nextPosition.y == 0 || nextPosition.y == maxPosition.y {
rotation = 3.14159265359 + random.a - 0.5;
rotation = 3.14159265359 + random_float(randomSeed + 22695477u) - 0.5;
}
let sourceBelow = textureLoad(sourceMap, vec2<i32>(nextPosition), 0);
let sourceBelowStrength = clamp(dot(sourceBelow.rgb, positiveReactionMask), 0.0, 1.0);
let trailWeight = settings.individualTrailWeight * (1.0 + sourceBelowStrength * 16.0);
let trailWeight =
settings.individualTrailWeight *
(1.0 + sourceBelowStrength * settings.sourceTrailWeightMultiplier);
var trailBelow = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
trailBelow = vec4<f32>(
trailBelow.rgb + channelMask * trailWeight,
max(trailBelow.a, 0.0)
);
agent.angle += rotation;
agent.position = nextPosition;
textureStore(trailMapOut, vec2<i32>(nextPosition), trailBelow);
agents[id] = agent;
agents[id].angle = angle + rotation;
agents[id].position = nextPosition;
}
fn sensor_position(agentPosition: vec2<f32>, agentAngle: f32, sensorOffset: f32, sensorOffsetAngle: f32) -> vec2<i32> {
let sensorAngle = agentAngle + sensorOffsetAngle;
fn sensor_position(agentPosition: vec2<f32>, direction: vec2<f32>, sensorOffset: f32) -> vec2<i32> {
return vec2<i32>(clamp(
agentPosition + vec2(cos(sensorAngle), sin(sensorAngle)) * sensorOffset,
agentPosition + direction * sensorOffset,
vec2<f32>(0, 0),
state.size - vec2<f32>(1, 1)
));
}
fn rotate_direction(direction: vec2<f32>, angleSin: f32, angleCos: f32) -> vec2<f32> {
return vec2<f32>(
direction.x * angleCos - direction.y * angleSin,
direction.x * angleSin + direction.y * angleCos
);
}
fn get_channel_mask(colorIndex: f32) -> vec3<f32> {
if colorIndex < 0.5 {
return vec3<f32>(1, 0, 0);
@ -183,15 +241,9 @@ fn angle_delta(sourceAngle: f32, targetAngle: f32) -> f32 {
return atan2(sin(targetAngle - sourceAngle), cos(targetAngle - sourceAngle));
}
fn random_vec4(id: u32, time: f32) -> vec4<f32> {
let timeSeed = u32(time * 0.34816);
let seed = id * 747796405u + timeSeed * 2891336453u;
return vec4<f32>(
random_float(seed),
random_float(seed + 1013904223u),
random_float(seed + 1664525u),
random_float(seed + 22695477u)
);
fn random_seed(id: u32, time: f32) -> u32 {
let timeSeed = u32(time * settings.randomTimeScale);
return id * 747796405u + timeSeed * 2891336453u;
}
fn random_float(seed: u32) -> f32 {

View file

@ -16,11 +16,10 @@ interface LineSegment {
}
export class BrushPipeline {
private static readonly UNIFORM_COUNT = 8;
private static readonly UNIFORM_COUNT = 16;
private static readonly MAX_LINE_COUNT = appConfig.pipelines.brush.maxLineCount;
private static readonly VERTICES_PER_LINE_SEGMENT = 6;
private static readonly ATTRIBUTES_PER_LINE_SEGMENT = 6;
private static readonly FEATHER_RADIUS_RATIO = 0.22;
private static readonly ATTRIBUTES_PER_LINE_SEGMENT = 4;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly bindGroup: GPUBindGroup;
@ -91,22 +90,40 @@ export class BrushPipeline {
public setParameters({
brushSize,
brushSizeVariation,
brushAlpha,
brushFeatherRatio,
brushMinimumFeather,
brushDiscardThreshold,
brushCoarseNoiseScale,
brushGrainNoiseScale,
brushGrainNoiseOffsetX,
brushGrainNoiseOffsetY,
brushGrainMinStrength,
brushGrainMaxStrength,
selectedColorIndex,
}: BrushSettings & { selectedColorIndex: number }) {
const brushRadius = brushSize / 2;
const brushRadiusVariation = Math.floor(brushRadius * brushSizeVariation);
const brushFeather = Math.max(1, brushRadius * BrushPipeline.FEATHER_RADIUS_RATIO);
const brushFeather = Math.max(brushMinimumFeather, brushRadius * brushFeatherRatio);
const brushGeometryRadius =
brushRadius + Math.max(0, brushRadiusVariation) + brushFeather;
this.uniformValues[0] = brushRadius;
this.uniformValues[1] = brushRadiusVariation;
this.uniformValues[2] = 0;
this.uniformValues[3] = 0;
this.uniformValues[2] = brushFeatherRatio;
this.uniformValues[3] = brushMinimumFeather;
this.uniformValues[4] = selectedColorIndex === 0 ? 1 : 0;
this.uniformValues[5] = selectedColorIndex === 1 ? 1 : 0;
this.uniformValues[6] = selectedColorIndex === 2 ? 1 : 0;
this.uniformValues[7] = 1;
this.uniformValues[7] = brushAlpha;
this.uniformValues[8] = brushCoarseNoiseScale;
this.uniformValues[9] = brushGrainNoiseScale;
this.uniformValues[10] = brushGrainNoiseOffsetX;
this.uniformValues[11] = brushGrainNoiseOffsetY;
this.uniformValues[12] = brushDiscardThreshold;
this.uniformValues[13] = brushGrainMinStrength;
this.uniformValues[14] = brushGrainMaxStrength;
this.uniformValues[15] = brushGeometryRadius;
writeFloat32BufferIfChanged(
this.device,
this.uniforms,
@ -133,8 +150,7 @@ export class BrushPipeline {
this.vertexUploadData,
floatOffset,
segment.from,
segment.to,
brushGeometryRadius
segment.to
);
}
@ -167,84 +183,8 @@ export class BrushPipeline {
target: Float32Array,
offset: number,
from: vec2,
to: vec2,
width: number
): number {
const dx = to[0] - from[0];
const dy = to[1] - from[1];
const length = Math.hypot(dx, dy);
const directionX = length > 0 ? dx / length : 1;
const directionY = length > 0 ? dy / length : 0;
const scaledDirectionX = directionX * width;
const scaledDirectionY = directionY * width;
const perpendicularX = directionY * width;
const perpendicularY = -directionX * width;
const startX = from[0] - scaledDirectionX;
const startY = from[1] - scaledDirectionY;
const endX = to[0] + scaledDirectionX;
const endY = to[1] + scaledDirectionY;
offset = this.writeVertex(
target,
offset,
startX + perpendicularX,
startY + perpendicularY,
from,
to
);
offset = this.writeVertex(
target,
offset,
startX - perpendicularX,
startY - perpendicularY,
from,
to
);
offset = this.writeVertex(
target,
offset,
endX + perpendicularX,
endY + perpendicularY,
from,
to
);
offset = this.writeVertex(
target,
offset,
startX - perpendicularX,
startY - perpendicularY,
from,
to
);
offset = this.writeVertex(
target,
offset,
endX + perpendicularX,
endY + perpendicularY,
from,
to
);
return this.writeVertex(
target,
offset,
endX - perpendicularX,
endY - perpendicularY,
from,
to
);
}
private writeVertex(
target: Float32Array,
offset: number,
screenX: number,
screenY: number,
from: vec2,
to: vec2
): number {
target[offset++] = screenX;
target[offset++] = screenY;
target[offset++] = from[0];
target[offset++] = from[1];
target[offset++] = to[0];
@ -285,7 +225,7 @@ export class BrushPipeline {
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
passEncoder.draw(BrushPipeline.VERTICES_PER_LINE_SEGMENT * this.lineCount, 1);
passEncoder.draw(BrushPipeline.VERTICES_PER_LINE_SEGMENT, this.lineCount);
passEncoder.end();
}
@ -308,7 +248,9 @@ export class BrushPipeline {
entryPoint: 'vertex',
buffers: [
{
arrayStride: Float32Array.BYTES_PER_ELEMENT * 6,
arrayStride:
Float32Array.BYTES_PER_ELEMENT * BrushPipeline.ATTRIBUTES_PER_LINE_SEGMENT,
stepMode: 'instance',
attributes: [
{
shaderLocation: 0,
@ -320,11 +262,6 @@ export class BrushPipeline {
format: 'float32x2',
offset: Float32Array.BYTES_PER_ELEMENT * 2,
},
{
shaderLocation: 2,
format: 'float32x2',
offset: Float32Array.BYTES_PER_ELEMENT * 4,
},
],
},
],
@ -366,7 +303,7 @@ export class BrushPipeline {
entries: [
{
binding: 0,
visibility: GPUShaderStage.FRAGMENT,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
buffer: {
type: 'uniform',
},

View file

@ -1,4 +1,14 @@
export interface BrushSettings {
brushSize: number;
brushSizeVariation: number;
brushAlpha: number;
brushFeatherRatio: number;
brushMinimumFeather: number;
brushDiscardThreshold: number;
brushCoarseNoiseScale: number;
brushGrainNoiseScale: number;
brushGrainNoiseOffsetX: number;
brushGrainNoiseOffsetY: number;
brushGrainMinStrength: number;
brushGrainMaxStrength: number;
}

View file

@ -1,9 +1,17 @@
struct Settings {
brushSize: f32,
brushSizeVariation: f32,
padding0: f32,
padding1: f32,
brushFeatherRatio: f32,
brushMinimumFeather: f32,
brushValue: vec4<f32>,
brushCoarseNoiseScale: f32,
brushGrainNoiseScale: f32,
brushGrainNoiseOffsetX: f32,
brushGrainNoiseOffsetY: f32,
brushDiscardThreshold: f32,
brushGrainMinStrength: f32,
brushGrainMaxStrength: f32,
brushGeometryRadius: f32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@ -11,8 +19,8 @@ struct Settings {
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) screenPosition: vec2<f32>,
@location(1) start: vec2<f32>,
@location(2) end: vec2<f32>
@location(1) @interpolate(flat) start: vec2<f32>,
@location(2) @interpolate(flat) end: vec2<f32>
}
struct BrushTargets {
@ -22,10 +30,11 @@ struct BrushTargets {
@vertex
fn vertex(
@location(0) screenPosition: vec2<f32>,
@location(1) @interpolate(flat) start: vec2<f32>,
@location(2) @interpolate(flat) end: vec2<f32>
@builtin(vertex_index) vertexIndex: u32,
@location(0) start: vec2<f32>,
@location(1) end: vec2<f32>
) -> VertexOutput {
let screenPosition = segment_vertex_position(vertexIndex, start, end, settings.brushGeometryRadius);
let uv = screenPosition / state.size;
let position = vec2(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);
return VertexOutput(vec4(position, 0.0, 1.0), screenPosition, start, end);
@ -34,12 +43,17 @@ fn vertex(
@fragment
fn fragmentMrt(
@location(0) screenPosition: vec2<f32>,
@location(1) start: vec2<f32>,
@location(2) end: vec2<f32>
@location(1) @interpolate(flat) start: vec2<f32>,
@location(2) @interpolate(flat) end: vec2<f32>
) -> BrushTargets {
let strength = brushStrength(screenPosition, start, end);
let distanceSquared = distanceSquaredFromLine(screenPosition, start, end);
if distanceSquared > settings.brushGeometryRadius * settings.brushGeometryRadius {
discard;
}
if(strength < 0.02) {
let strength = brushStrength(screenPosition, start, end, distanceSquared);
if(strength < settings.brushDiscardThreshold) {
discard;
}
@ -47,33 +61,77 @@ fn fragmentMrt(
return BrushTargets(color, color);
}
fn brushStrength(screenPosition: vec2<f32>, start: vec2<f32>, end: vec2<f32>) -> f32 {
let distance = distanceFromLine(screenPosition, start, end);
let coarseNoise = textureSample(noise, noiseSampler, fract(screenPosition / 160.0)).r;
fn brushStrength(
screenPosition: vec2<f32>,
start: vec2<f32>,
end: vec2<f32>,
distanceSquared: f32
) -> f32 {
let distance = sqrt(distanceSquared);
let coarseNoise = textureSample(
noise,
noiseSampler,
fract(screenPosition / settings.brushCoarseNoiseScale)
).r;
let grainNoise = textureSample(
noise,
noiseSampler,
fract(screenPosition / 22.0 + vec2(0.31, 0.67))
fract(
screenPosition / settings.brushGrainNoiseScale +
vec2(settings.brushGrainNoiseOffsetX, settings.brushGrainNoiseOffsetY)
)
).r;
let radius = settings.brushSize + (coarseNoise - 0.5) * settings.brushSizeVariation * 2.0;
let feather = max(1.0, settings.brushSize * 0.22);
let feather = max(settings.brushMinimumFeather, settings.brushSize * settings.brushFeatherRatio);
let edge = 1.0 - smoothstep(radius - feather, radius + feather, distance);
return edge * mix(0.45, 1.0, grainNoise);
return edge * mix(settings.brushGrainMinStrength, settings.brushGrainMaxStrength, grainNoise);
}
fn brushOutput(strength: f32) -> vec4<f32> {
return vec4(settings.brushValue.rgb * strength, settings.brushValue.a * strength);
}
fn distanceFromLine(position: vec2<f32>, start: vec2<f32>, end: vec2<f32>) -> f32 {
fn distanceSquaredFromLine(position: vec2<f32>, start: vec2<f32>, end: vec2<f32>) -> f32 {
let pa = position - start;
let direction = end - start;
let denominator = dot(direction, direction);
if denominator <= 0.0001 {
return length(pa);
return dot(pa, pa);
}
let q = clamp(dot(pa, direction) / denominator, 0, 1);
return length(pa - direction * q);
let nearestOffset = pa - direction * q;
return dot(nearestOffset, nearestOffset);
}
fn segment_vertex_position(
vertexIndex: u32,
start: vec2<f32>,
end: vec2<f32>,
radius: f32
) -> vec2<f32> {
let directionVector = end - start;
let segmentLength = length(directionVector);
var direction = vec2<f32>(1.0, 0.0);
if segmentLength > 0.0 {
direction = directionVector / segmentLength;
}
let perpendicular = vec2<f32>(direction.y, -direction.x);
let corner = segment_vertex_corner(vertexIndex % 6u);
let center = mix(start, end, (corner.x + 1.0) * 0.5);
return center + direction * corner.x * radius + perpendicular * corner.y * radius;
}
fn segment_vertex_corner(index: u32) -> vec2<f32> {
if index == 0u {
return vec2<f32>(-1.0, 1.0);
}
if index == 1u || index == 3u {
return vec2<f32>(-1.0, -1.0);
}
if index == 2u || index == 4u {
return vec2<f32>(1.0, 1.0);
}
return vec2<f32>(1.0, -1.0);
}

View file

@ -1,5 +1,6 @@
import { vec2 } from 'gl-matrix';
import { appConfig } from '../../config';
import {
createCachedFloat32BufferWrite,
writeFloat32BufferIfChanged,
@ -8,7 +9,6 @@ import { generateNoise } from '../../utils/graphics/noise';
export class CommonState {
private static readonly UNIFORM_COUNT = 4;
private static readonly NOISE_TEXTURE_SIZE = 2048;
private readonly uniforms: GPUBuffer;
private readonly uniformValues = new Float32Array(CommonState.UNIFORM_COUNT);
@ -40,8 +40,8 @@ export class CommonState {
this.noise = generateNoise({
device,
width: CommonState.NOISE_TEXTURE_SIZE,
height: CommonState.NOISE_TEXTURE_SIZE,
width: appConfig.pipelines.common.noiseTextureSize,
height: appConfig.pipelines.common.noiseTextureSize,
});
this.bindGroupLayout = device.createBindGroupLayout({

View file

@ -1,189 +0,0 @@
import { vec2 } from 'gl-matrix';
import {
createCachedFloat32BufferWrite,
writeFloat32BufferIfChanged,
} from '../../utils/graphics/cached-buffer-write';
import { smartCompile } from '../../utils/graphics/smart-compile';
import shader from './copy.wgsl?raw';
export class CopyPipeline {
private static readonly UNIFORM_COUNT = 2;
private static readonly DEFAULT_SCALE = vec2.fromValues(1, 1);
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
private readonly uniformValues = new Float32Array(CopyPipeline.UNIFORM_COUNT);
private readonly uniformCache = createCachedFloat32BufferWrite(
CopyPipeline.UNIFORM_COUNT
);
private readonly sampler: GPUSampler;
private readonly vertexBuffer: GPUBuffer;
private readonly bindGroupsByInput = new WeakMap<GPUTextureView, GPUBindGroup>();
public constructor(private readonly device: GPUDevice) {
this.bindGroupLayout = device.createBindGroupLayout(CopyPipeline.bindGroupLayout);
this.uniforms = this.device.createBuffer({
size: CopyPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
this.sampler = this.device.createSampler({
magFilter: 'linear',
minFilter: 'linear',
});
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();
const shaderModule = smartCompile(device, shader);
this.pipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [this.bindGroupLayout],
}),
vertex: {
module: shaderModule,
entryPoint: 'vertex',
buffers: [
{
arrayStride: 2 * Float32Array.BYTES_PER_ELEMENT,
stepMode: 'vertex',
attributes: [
{
shaderLocation: 0,
offset: 0,
format: 'float32x2',
},
],
},
],
},
fragment: {
module: shaderModule,
entryPoint: 'fragment',
targets: [
{
format: 'rgba16float',
},
],
},
primitive: {
topology: 'triangle-strip',
},
});
}
public execute(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTextureView,
trailMapOut: GPUTextureView,
scale: vec2 = CopyPipeline.DEFAULT_SCALE
) {
this.uniformValues[0] = scale[0];
this.uniformValues[1] = scale[1];
writeFloat32BufferIfChanged(
this.device,
this.uniforms,
this.uniformValues,
this.uniformCache
);
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: trailMapOut,
loadOp: 'clear',
storeOp: 'store',
},
],
};
const bindGroup = this.getBindGroup(trailMapIn);
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
passEncoder.setBindGroup(0, bindGroup);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
passEncoder.draw(4, 1);
passEncoder.end();
}
public destroy() {
this.vertexBuffer.destroy();
this.uniforms.destroy();
}
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: 1,
resource: this.sampler,
},
{
binding: 2,
resource: trailMapIn,
},
],
});
this.bindGroupsByInput.set(trailMapIn, bindGroup);
return bindGroup;
}
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
return {
entries: [
{
binding: 0,
visibility: GPUShaderStage.VERTEX,
buffer: {
type: 'uniform',
},
},
{
binding: 1,
visibility: GPUShaderStage.FRAGMENT,
sampler: {
type: 'filtering',
},
},
{
binding: 2,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: 'float',
},
},
],
};
}
}

View file

@ -1,19 +0,0 @@
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

@ -3,56 +3,96 @@ struct Settings {
decayRateTrails: f32,
inverseDiffusionRateBrush: f32,
decayRateBrush: f32,
diffusionNeighborDivisor: f32,
brushDecayAlphaOffset: f32,
padding0: f32,
padding1: f32,
};
const WORKGROUP_SIZE_X = 16u;
const WORKGROUP_SIZE_Y = 16u;
const TILE_SIZE_X = WORKGROUP_SIZE_X + 2u;
const TILE_SIZE_Y = WORKGROUP_SIZE_Y + 2u;
const TILE_TEXEL_COUNT = TILE_SIZE_X * TILE_SIZE_Y;
@group(0) @binding(0) var<uniform> settings: Settings;
@group(0) @binding(2) var trailMap: texture_2d<f32>;
@group(0) @binding(1) var trailMap: texture_2d<f32>;
@group(0) @binding(2) var trailMapOut: texture_storage_2d<rgba16float, write>;
var<workgroup> tile: array<vec4<f32>, 324>;
@fragment
fn fragment(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
@compute @workgroup_size(16, 16)
fn main(
@builtin(global_invocation_id) global_id: vec3<u32>,
@builtin(local_invocation_id) local_id: vec3<u32>,
@builtin(workgroup_id) workgroup_id: vec3<u32>
) {
let textureSize = vec2<i32>(textureDimensions(trailMap, 0));
let pixel = clamp(vec2<i32>(position.xy), vec2<i32>(0), textureSize - vec2<i32>(1));
var current = textureLoad(trailMap, pixel, 0);
let localLinearIndex = local_id.y * WORKGROUP_SIZE_X + local_id.x;
var tileIndex = localLinearIndex;
loop {
if tileIndex >= TILE_TEXEL_COUNT {
break;
}
let tilePosition = vec2<u32>(tileIndex % TILE_SIZE_X, tileIndex / TILE_SIZE_X);
let sourcePixelU32 =
workgroup_id.xy * vec2<u32>(WORKGROUP_SIZE_X, WORKGROUP_SIZE_Y) +
tilePosition;
let sourcePixel = clamp(
vec2<i32>(i32(sourcePixelU32.x), i32(sourcePixelU32.y)) - vec2<i32>(1, 1),
vec2<i32>(0, 0),
textureSize - vec2<i32>(1, 1)
);
tile[tileIndex] = textureLoad(trailMap, sourcePixel, 0);
tileIndex += WORKGROUP_SIZE_X * WORKGROUP_SIZE_Y;
}
workgroupBarrier();
let pixel = vec2<i32>(i32(global_id.x), i32(global_id.y));
if pixel.x >= textureSize.x || pixel.y >= textureSize.y {
return;
}
let centerTilePosition = local_id.xy + vec2<u32>(1u, 1u);
let centerTileIndex = centerTilePosition.y * TILE_SIZE_X + centerTilePosition.x;
var current = tile[centerTileIndex];
let random = random_from_pixel(pixel);
let trailWeight = diffusion_weight(random, settings.inverseDiffusionRateTrails);
let brushWeight = diffusion_weight(random, settings.inverseDiffusionRateBrush);
current += (
propagate(pixel, textureSize, vec2<i32>(-1, -1), current, trailWeight, brushWeight)
+ propagate(pixel, textureSize, vec2<i32>(-1, 1), current, trailWeight, brushWeight)
+ propagate(pixel, textureSize, vec2<i32>(1, -1), current, trailWeight, brushWeight)
+ propagate(pixel, textureSize, vec2<i32>(1, 1), current, trailWeight, brushWeight)
propagate(centerTileIndex, -1, -1, current, trailWeight, brushWeight)
+ propagate(centerTileIndex, -1, 1, current, trailWeight, brushWeight)
+ propagate(centerTileIndex, 1, -1, current, trailWeight, brushWeight)
+ propagate(centerTileIndex, 1, 1, current, trailWeight, brushWeight)
+ propagate(pixel, textureSize, vec2<i32>(-1, 0), current, trailWeight, brushWeight)
+ propagate(pixel, textureSize, vec2<i32>(0, -1), current, trailWeight, brushWeight)
+ propagate(pixel, textureSize, vec2<i32>(1, 0), current, trailWeight, brushWeight)
+ propagate(pixel, textureSize, vec2<i32>(0, 1), current, trailWeight, brushWeight)
) / 8;
+ propagate(centerTileIndex, -1, 0, current, trailWeight, brushWeight)
+ propagate(centerTileIndex, 0, -1, current, trailWeight, brushWeight)
+ propagate(centerTileIndex, 1, 0, current, trailWeight, brushWeight)
+ propagate(centerTileIndex, 0, 1, current, trailWeight, brushWeight)
) / max(1.0, settings.diffusionNeighborDivisor);
let decayed = clamp(vec4(
current.rgb * settings.decayRateTrails,
max(0, current.a + (current.a - 1.001) * settings.decayRateBrush)
max(0, current.a + (current.a - settings.brushDecayAlphaOffset) * settings.decayRateBrush)
), vec4(0), vec4(1));
return decayed;
textureStore(trailMapOut, pixel, decayed);
}
fn propagate(
pixel: vec2<i32>,
textureSize: vec2<i32>,
offset: vec2<i32>,
centerTileIndex: u32,
offsetX: i32,
offsetY: i32,
currentColor: vec4<f32>,
trailWeight: f32,
brushWeight: f32
) -> vec4<f32> {
let neighbour = textureLoad(
trailMap,
clamp(pixel + offset, vec2<i32>(0), textureSize - vec2<i32>(1)),
0
);
let neighbourIndex = i32(centerTileIndex) + offsetY * i32(TILE_SIZE_X) + offsetX;
let neighbour = tile[u32(neighbourIndex)];
let difference = clamp(neighbour - currentColor, vec4(0), vec4(1));
return vec4(
@ -72,9 +112,6 @@ fn random_from_pixel(pixel: vec2<i32>) -> f32 {
fn diffusion_weight(random: f32, inverseRate: f32) -> f32 {
let r = clamp(random, 0.0, 1.0);
let r2 = r * r;
let r4 = r2 * r2;
let r8 = r4 * r4;
if inverseRate < 1.0 {
let rootApproximation = r / max(0.5 + r * 0.5, 0.0001);
@ -85,14 +122,17 @@ fn diffusion_weight(random: f32, inverseRate: f32) -> f32 {
);
}
let r2 = r * r;
if inverseRate < 2.0 {
return mix(r, r2, inverseRate - 1.0);
}
let r4 = r2 * r2;
if inverseRate < 4.0 {
return mix(r2, r4, (inverseRate - 2.0) * 0.5);
}
let r8 = r4 * r4;
if inverseRate < 8.0 {
return mix(r4, r8, (inverseRate - 4.0) * 0.25);
}

View file

@ -8,11 +8,14 @@ import {
describe('diffusion pipeline parameters', () => {
it('keeps zero diffusion rates finite before writing shader uniforms', () => {
const uniformValues = new Float32Array(4);
const uniformValues = new Float32Array(8);
setDiffusionUniformValues(uniformValues, {
brushDecayAlphaOffset: 1.001,
decayRateBrush: 900,
decayRateTrails: 970,
diffusionDecayRateDivisor: 1000,
diffusionNeighborDivisor: 8,
diffusionRateBrush: 0,
diffusionRateTrails: 0,
});
@ -28,7 +31,9 @@ describe('diffusion pipeline parameters', () => {
expect(getSafeInverseDiffusionRate(0.25)).toBe(4);
});
it('keeps the diffusion shader on the low-cost trail sampling path', () => {
it('keeps the diffusion shader on the tiled compute sampling path', () => {
expect(shader).toContain('@compute @workgroup_size(16, 16)');
expect(shader).toContain('var<workgroup> tile');
expect(shader).toContain('textureLoad');
expect(shader).not.toContain('textureSample');
expect(shader).not.toContain('pow(');
@ -37,7 +42,8 @@ describe('diffusion pipeline parameters', () => {
it('keeps shader resource groups aligned with the simplified pipeline layout', () => {
expect(shader).toContain('@group(0) @binding(0) var<uniform> settings');
expect(shader).toContain('@group(0) @binding(2) var trailMap');
expect(shader).toContain('@group(0) @binding(1) var trailMap');
expect(shader).toContain('@group(0) @binding(2) var trailMapOut');
expect(shader).not.toContain('@group(1)');
});
});

View file

@ -1,25 +1,32 @@
import { vec2 } from 'gl-matrix';
import { appConfig } from '../../config';
import {
createCachedFloat32BufferWrite,
writeFloat32BufferIfChanged,
} from '../../utils/graphics/cached-buffer-write';
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad';
import { getWorkgroupCount } from '../../utils/graphics/get-workgroup-count';
import { smartCompile } from '../../utils/graphics/smart-compile';
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'
| 'diffusionRateTrails'
| 'decayRateTrails'
| 'diffusionRateBrush'
| 'decayRateBrush'
| 'diffusionDecayRateDivisor'
| 'diffusionNeighborDivisor'
| 'brushDecayAlphaOffset'
>;
export const getSafeInverseDiffusionRate = (diffusionRate: number): number =>
1 /
(Number.isFinite(diffusionRate) && diffusionRate > MIN_DIFFUSION_RATE
(Number.isFinite(diffusionRate) &&
diffusionRate > appConfig.pipelines.diffusion.minDiffusionRate
? diffusionRate
: MIN_DIFFUSION_RATE);
: appConfig.pipelines.diffusion.minDiffusionRate);
export const setDiffusionUniformValues = (
target: Float32Array,
@ -28,52 +35,48 @@ export const setDiffusionUniformValues = (
decayRateTrails,
diffusionRateBrush,
decayRateBrush,
diffusionDecayRateDivisor,
diffusionNeighborDivisor,
brushDecayAlphaOffset,
}: DiffusionUniformSettings
): void => {
const decayDivisor = Math.max(Number.EPSILON, diffusionDecayRateDivisor);
target[0] = getSafeInverseDiffusionRate(diffusionRateTrails);
target[1] = decayRateTrails / 1000;
target[1] = decayRateTrails / decayDivisor;
target[2] = getSafeInverseDiffusionRate(diffusionRateBrush);
target[3] = decayRateBrush / 1000;
target[3] = decayRateBrush / decayDivisor;
target[4] = diffusionNeighborDivisor;
target[5] = brushDecayAlphaOffset;
};
export class DiffusionPipeline {
private static readonly UNIFORM_COUNT = 4;
private static readonly WORKGROUP_SIZE = 16;
private static readonly UNIFORM_COUNT = 8;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly pipeline: GPUComputePipeline;
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>();
private readonly bindGroupsByInput = new WeakMap<
GPUTextureView,
WeakMap<GPUTextureView, GPUBindGroup>
>();
public constructor(private readonly device: GPUDevice) {
this.bindGroupLayout = device.createBindGroupLayout(
DiffusionPipeline.bindGroupLayout
);
const { buffer, vertex } = setUpFullScreenQuad(device);
this.vertexBuffer = buffer;
this.pipeline = device.createRenderPipeline({
this.pipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [this.bindGroupLayout],
}),
vertex,
fragment: {
compute: {
module: smartCompile(device, shader),
entryPoint: 'fragment',
targets: [
{
format: 'rgba16float',
},
],
},
primitive: {
topology: 'triangle-strip',
entryPoint: 'main',
},
});
@ -88,12 +91,18 @@ export class DiffusionPipeline {
decayRateTrails,
diffusionRateBrush,
decayRateBrush,
diffusionDecayRateDivisor,
diffusionNeighborDivisor,
brushDecayAlphaOffset,
}: DiffusionSettings) {
setDiffusionUniformValues(this.uniformValues, {
diffusionRateTrails,
decayRateTrails,
diffusionRateBrush,
decayRateBrush,
diffusionDecayRateDivisor,
diffusionNeighborDivisor,
brushDecayAlphaOffset,
});
writeFloat32BufferIfChanged(
this.device,
@ -106,31 +115,32 @@ export class DiffusionPipeline {
public execute(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTextureView,
trailMapOut: GPUTextureView
trailMapOut: GPUTextureView,
size: vec2
) {
const bindGroup = this.getBindGroup(trailMapIn);
const bindGroup = this.getBindGroup(trailMapIn, trailMapOut);
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: trailMapOut,
clearValue: { r: 0, g: 0, b: 0, a: 0 },
loadOp: 'clear',
storeOp: 'store',
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(this.pipeline);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
passEncoder.setBindGroup(0, bindGroup);
passEncoder.draw(4, 1);
passEncoder.dispatchWorkgroups(
getWorkgroupCount(size[0], DiffusionPipeline.WORKGROUP_SIZE),
getWorkgroupCount(size[1], DiffusionPipeline.WORKGROUP_SIZE)
);
passEncoder.end();
}
private getBindGroup(trailMapIn: GPUTextureView): GPUBindGroup {
const cached = this.bindGroupsByInput.get(trailMapIn);
private getBindGroup(
trailMapIn: GPUTextureView,
trailMapOut: GPUTextureView
): GPUBindGroup {
let outputCache = this.bindGroupsByInput.get(trailMapIn);
if (!outputCache) {
outputCache = new WeakMap<GPUTextureView, GPUBindGroup>();
this.bindGroupsByInput.set(trailMapIn, outputCache);
}
const cached = outputCache.get(trailMapOut);
if (cached) {
return cached;
}
@ -145,18 +155,21 @@ export class DiffusionPipeline {
},
},
{
binding: 2,
binding: 1,
resource: trailMapIn,
},
{
binding: 2,
resource: trailMapOut,
},
],
});
this.bindGroupsByInput.set(trailMapIn, bindGroup);
outputCache.set(trailMapOut, bindGroup);
return bindGroup;
}
public destroy() {
this.vertexBuffer.destroy();
this.uniforms.destroy();
}
@ -165,18 +178,26 @@ export class DiffusionPipeline {
entries: [
{
binding: 0,
visibility: GPUShaderStage.FRAGMENT,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: 'uniform',
},
},
{
binding: 2,
visibility: GPUShaderStage.FRAGMENT,
binding: 1,
visibility: GPUShaderStage.COMPUTE,
texture: {
sampleType: 'float',
},
},
{
binding: 2,
visibility: GPUShaderStage.COMPUTE,
storageTexture: {
access: 'write-only',
format: 'rgba16float',
},
},
],
};
}

View file

@ -3,4 +3,7 @@ export interface DiffusionSettings {
decayRateTrails: number;
diffusionRateBrush: number;
decayRateBrush: number;
diffusionDecayRateDivisor: number;
diffusionNeighborDivisor: number;
brushDecayAlphaOffset: number;
}

View file

@ -18,7 +18,10 @@ export class EraserAgentPipeline {
private readonly uniformCache = createCachedFloat32BufferWrite(
EraserAgentPipeline.UNIFORM_COUNT
);
private readonly bindGroupsByMask = new WeakMap<GPUTextureView, GPUBindGroup>();
private readonly bindGroupsByAgentsBuffer = new WeakMap<
GPUBuffer,
WeakMap<GPUTextureView, GPUBindGroup>
>();
private pendingSegmentCount = 0;
private activeSegmentCount = 0;
@ -26,7 +29,7 @@ export class EraserAgentPipeline {
public constructor(
private readonly device: GPUDevice,
private readonly agentsBuffer: GPUBuffer
private readonly getAgentsBuffer: () => GPUBuffer
) {
const emptyBindGroupLayout = device.createBindGroupLayout({ entries: [] });
this.bindGroupLayout = device.createBindGroupLayout({
@ -80,13 +83,19 @@ export class EraserAgentPipeline {
this.activeSegmentCount = 0;
}
public setParameters({ agentCount }: { agentCount: number }): void {
public setParameters({
agentCount,
eraserMaskAlphaThreshold,
}: {
agentCount: number;
eraserMaskAlphaThreshold: number;
}): void {
this.agentCount = agentCount;
this.activeSegmentCount = this.pendingSegmentCount;
this.pendingSegmentCount = 0;
this.uniformValues[0] = agentCount;
this.uniformValues[1] = 0;
this.uniformValues[1] = eraserMaskAlphaThreshold;
this.uniformValues[2] = 0;
this.uniformValues[3] = 0;
writeFloat32BufferIfChanged(
@ -120,7 +129,14 @@ export class EraserAgentPipeline {
}
private getBindGroup(eraserMask: GPUTextureView): GPUBindGroup {
const cached = this.bindGroupsByMask.get(eraserMask);
const agentsBuffer = this.getAgentsBuffer();
let maskCache = this.bindGroupsByAgentsBuffer.get(agentsBuffer);
if (!maskCache) {
maskCache = new WeakMap<GPUTextureView, GPUBindGroup>();
this.bindGroupsByAgentsBuffer.set(agentsBuffer, maskCache);
}
const cached = maskCache.get(eraserMask);
if (cached) {
return cached;
}
@ -137,7 +153,7 @@ export class EraserAgentPipeline {
{
binding: 1,
resource: {
buffer: this.agentsBuffer,
buffer: agentsBuffer,
},
},
{
@ -147,7 +163,7 @@ export class EraserAgentPipeline {
],
});
this.bindGroupsByMask.set(eraserMask, bindGroup);
maskCache.set(eraserMask, bindGroup);
return bindGroup;
}
}

View file

@ -1,6 +1,6 @@
struct Settings {
agentCount: f32,
padding0: f32,
eraserMaskAlphaThreshold: f32,
padding1: f32,
padding2: f32,
};
@ -18,21 +18,20 @@ fn main(
return;
}
var agent = agents[id];
if agent.colorIndex < 0.0 {
let colorIndex = agents[id].colorIndex;
if colorIndex < 0.0 {
return;
}
let maskSize = vec2<i32>(textureDimensions(eraserMask));
let maskPosition = clamp(
vec2<i32>(agent.position),
vec2<i32>(agents[id].position),
vec2<i32>(0, 0),
maskSize - vec2<i32>(1, 1)
);
let maskSample = textureLoad(eraserMask, maskPosition, 0);
if maskSample.a < 0.5 {
agent.colorIndex = -1.0;
agents[id] = agent;
if maskSample.a < settings.eraserMaskAlphaThreshold {
agents[id].colorIndex = -1.0;
}
}

View file

@ -15,15 +15,14 @@ interface LineSegment {
}
export class EraserTexturePipeline {
private static readonly UNIFORM_COUNT = 4;
private static readonly UNIFORM_COUNT = 8;
private static readonly MAX_LINE_COUNT = appConfig.pipelines.eraser.maxTextureLineCount;
private static readonly VERTICES_PER_LINE_SEGMENT = 6;
private static readonly ATTRIBUTES_PER_LINE_SEGMENT = 6;
private static readonly ATTRIBUTES_PER_LINE_SEGMENT = 4;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly bindGroup: GPUBindGroup;
private readonly pipeline: GPURenderPipeline;
private readonly multiTargetPipeline: GPURenderPipeline;
private readonly combinedPipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
private readonly uniformValues = new Float32Array(EraserTexturePipeline.UNIFORM_COUNT);
private readonly uniformCache = createCachedFloat32BufferWrite(
@ -47,7 +46,7 @@ export class EraserTexturePipeline {
entries: [
{
binding: 0,
visibility: GPUShaderStage.FRAGMENT,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
buffer: {
type: 'uniform',
},
@ -65,8 +64,7 @@ export class EraserTexturePipeline {
});
const shaderModule = smartCompile(device, CommonState.shaderCode, shader);
this.pipeline = this.createPipeline(shaderModule, 'fragment', 1);
this.multiTargetPipeline = this.createPipeline(shaderModule, 'fragmentMrt', 3);
this.combinedPipeline = this.createPipeline(shaderModule, 'fragmentCombined', 4);
this.uniforms = this.device.createBuffer({
size: EraserTexturePipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
@ -98,13 +96,31 @@ export class EraserTexturePipeline {
this.actualSegments.length = 0;
}
public setParameters({ eraserSize }: { eraserSize: number }): void {
public setParameters({
eraserSize,
eraserLineDistanceEpsilon,
eraserClearRed,
eraserClearGreen,
eraserClearBlue,
eraserClearAlpha,
}: {
eraserSize: number;
eraserLineDistanceEpsilon: number;
eraserClearRed: number;
eraserClearGreen: number;
eraserClearBlue: number;
eraserClearAlpha: number;
}): void {
const eraserRadius = eraserSize / 2;
this.uniformValues[0] = eraserRadius * eraserRadius;
this.uniformValues[1] = 0;
this.uniformValues[2] = 0;
this.uniformValues[3] = 0;
this.uniformValues[1] = eraserLineDistanceEpsilon;
this.uniformValues[2] = eraserClearRed;
this.uniformValues[3] = eraserClearGreen;
this.uniformValues[4] = eraserClearBlue;
this.uniformValues[5] = eraserClearAlpha;
this.uniformValues[6] = 0;
this.uniformValues[7] = 0;
writeFloat32BufferIfChanged(
this.device,
this.uniforms,
@ -131,8 +147,7 @@ export class EraserTexturePipeline {
this.vertexUploadData,
floatOffset,
segment.from,
segment.to,
eraserRadius
segment.to
);
}
@ -145,46 +160,60 @@ export class EraserTexturePipeline {
);
}
public execute(commandEncoder: GPUCommandEncoder, textureOut: GPUTextureView): void {
this.executeWithPipeline(commandEncoder, this.pipeline, [textureOut]);
}
public executeMultiTarget(
public executeCombined(
commandEncoder: GPUCommandEncoder,
eraserMaskOut: GPUTextureView,
sourceMapOut: GPUTextureView,
influenceMapOut: GPUTextureView,
trailMapOut: GPUTextureView
): void {
this.executeWithPipeline(commandEncoder, this.multiTargetPipeline, [
sourceMapOut,
influenceMapOut,
trailMapOut,
]);
}
private executeWithPipeline(
commandEncoder: GPUCommandEncoder,
pipeline: GPURenderPipeline,
textureViews: Array<GPUTextureView>
): void {
if (this.lineCount === 0) {
const passEncoder = commandEncoder.beginRenderPass({
colorAttachments: [
{
view: eraserMaskOut,
clearValue: { r: 1, g: 1, b: 1, a: 1 },
loadOp: 'clear',
storeOp: 'store',
},
],
});
passEncoder.end();
return;
}
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: textureViews.map<GPURenderPassColorAttachment>((view) => ({
view,
loadOp: 'load',
storeOp: 'store',
})),
colorAttachments: [
{
view: eraserMaskOut,
clearValue: { r: 1, g: 1, b: 1, a: 1 },
loadOp: 'clear',
storeOp: 'store',
},
{
view: sourceMapOut,
loadOp: 'load',
storeOp: 'store',
},
{
view: influenceMapOut,
loadOp: 'load',
storeOp: 'store',
},
{
view: trailMapOut,
loadOp: 'load',
storeOp: 'store',
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setPipeline(this.combinedPipeline);
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
passEncoder.draw(EraserTexturePipeline.VERTICES_PER_LINE_SEGMENT * this.lineCount, 1);
passEncoder.draw(EraserTexturePipeline.VERTICES_PER_LINE_SEGMENT, this.lineCount);
passEncoder.end();
}
@ -207,7 +236,10 @@ export class EraserTexturePipeline {
entryPoint: 'vertex',
buffers: [
{
arrayStride: Float32Array.BYTES_PER_ELEMENT * 6,
arrayStride:
Float32Array.BYTES_PER_ELEMENT *
EraserTexturePipeline.ATTRIBUTES_PER_LINE_SEGMENT,
stepMode: 'instance',
attributes: [
{
shaderLocation: 0,
@ -219,11 +251,6 @@ export class EraserTexturePipeline {
format: 'float32x2',
offset: Float32Array.BYTES_PER_ELEMENT * 2,
},
{
shaderLocation: 2,
format: 'float32x2',
offset: Float32Array.BYTES_PER_ELEMENT * 4,
},
],
},
],
@ -261,84 +288,8 @@ export class EraserTexturePipeline {
target: Float32Array,
offset: number,
from: vec2,
to: vec2,
width: number
): number {
const dx = to[0] - from[0];
const dy = to[1] - from[1];
const length = Math.hypot(dx, dy);
const directionX = length > 0 ? dx / length : 1;
const directionY = length > 0 ? dy / length : 0;
const scaledDirectionX = directionX * width;
const scaledDirectionY = directionY * width;
const perpendicularX = directionY * width;
const perpendicularY = -directionX * width;
const startX = from[0] - scaledDirectionX;
const startY = from[1] - scaledDirectionY;
const endX = to[0] + scaledDirectionX;
const endY = to[1] + scaledDirectionY;
offset = this.writeVertex(
target,
offset,
startX + perpendicularX,
startY + perpendicularY,
from,
to
);
offset = this.writeVertex(
target,
offset,
startX - perpendicularX,
startY - perpendicularY,
from,
to
);
offset = this.writeVertex(
target,
offset,
endX + perpendicularX,
endY + perpendicularY,
from,
to
);
offset = this.writeVertex(
target,
offset,
startX - perpendicularX,
startY - perpendicularY,
from,
to
);
offset = this.writeVertex(
target,
offset,
endX + perpendicularX,
endY + perpendicularY,
from,
to
);
return this.writeVertex(
target,
offset,
endX - perpendicularX,
endY - perpendicularY,
from,
to
);
}
private writeVertex(
target: Float32Array,
offset: number,
screenX: number,
screenY: number,
from: vec2,
to: vec2
): number {
target[offset++] = screenX;
target[offset++] = screenY;
target[offset++] = from[0];
target[offset++] = from[1];
target[offset++] = to[0];

View file

@ -1,8 +1,12 @@
struct Settings {
eraserRadiusSquared: f32,
lineDistanceEpsilon: f32,
clearRed: f32,
clearGreen: f32,
clearBlue: f32,
clearAlpha: f32,
padding0: f32,
padding1: f32,
padding2: f32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@ -10,8 +14,8 @@ struct Settings {
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) screenPosition: vec2<f32>,
@location(1) start: vec2<f32>,
@location(2) end: vec2<f32>
@location(1) @interpolate(flat) start: vec2<f32>,
@location(2) @interpolate(flat) end: vec2<f32>
}
struct EraserTextureTargets {
@ -20,12 +24,20 @@ struct EraserTextureTargets {
@location(2) trail: vec4<f32>,
}
struct EraserCombinedTargets {
@location(0) mask: vec4<f32>,
@location(1) source: vec4<f32>,
@location(2) influence: vec4<f32>,
@location(3) trail: vec4<f32>,
}
@vertex
fn vertex(
@location(0) screenPosition: vec2<f32>,
@location(1) @interpolate(flat) start: vec2<f32>,
@location(2) @interpolate(flat) end: vec2<f32>
@builtin(vertex_index) vertexIndex: u32,
@location(0) start: vec2<f32>,
@location(1) end: vec2<f32>
) -> VertexOutput {
let screenPosition = segment_vertex_position(vertexIndex, start, end, sqrt(settings.eraserRadiusSquared));
let uv = screenPosition / state.size;
let position = vec2(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);
return VertexOutput(vec4(position, 0.0, 1.0), screenPosition, start, end);
@ -34,30 +46,53 @@ fn vertex(
@fragment
fn fragment(
@location(0) screenPosition: vec2<f32>,
@location(1) start: vec2<f32>,
@location(2) end: vec2<f32>
@location(1) @interpolate(flat) start: vec2<f32>,
@location(2) @interpolate(flat) end: vec2<f32>
) -> @location(0) vec4<f32> {
if shouldDiscardEraserFragment(screenPosition, start, end) {
discard;
}
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
return getEraserClearValue();
}
@fragment
fn fragmentMrt(
@location(0) screenPosition: vec2<f32>,
@location(1) start: vec2<f32>,
@location(2) end: vec2<f32>
@location(1) @interpolate(flat) start: vec2<f32>,
@location(2) @interpolate(flat) end: vec2<f32>
) -> EraserTextureTargets {
if shouldDiscardEraserFragment(screenPosition, start, end) {
discard;
}
let cleared = vec4<f32>(0.0, 0.0, 0.0, 0.0);
let cleared = getEraserClearValue();
return EraserTextureTargets(cleared, cleared, cleared);
}
@fragment
fn fragmentCombined(
@location(0) screenPosition: vec2<f32>,
@location(1) @interpolate(flat) start: vec2<f32>,
@location(2) @interpolate(flat) end: vec2<f32>
) -> EraserCombinedTargets {
if shouldDiscardEraserFragment(screenPosition, start, end) {
discard;
}
let cleared = getEraserClearValue();
return EraserCombinedTargets(cleared, cleared, cleared, cleared);
}
fn getEraserClearValue() -> vec4<f32> {
return vec4<f32>(
settings.clearRed,
settings.clearGreen,
settings.clearBlue,
settings.clearAlpha
);
}
fn shouldDiscardEraserFragment(
screenPosition: vec2<f32>,
start: vec2<f32>,
@ -71,7 +106,7 @@ fn distanceSquaredFromLine(position: vec2<f32>, start: vec2<f32>, end: vec2<f32>
let direction = end - start;
let denominator = dot(direction, direction);
if denominator <= 0.0001 {
if denominator <= settings.lineDistanceEpsilon {
return dot(pa, pa);
}
@ -79,3 +114,34 @@ fn distanceSquaredFromLine(position: vec2<f32>, start: vec2<f32>, end: vec2<f32>
let nearestOffset = pa - direction * q;
return dot(nearestOffset, nearestOffset);
}
fn segment_vertex_position(
vertexIndex: u32,
start: vec2<f32>,
end: vec2<f32>,
radius: f32
) -> vec2<f32> {
let directionVector = end - start;
let segmentLength = length(directionVector);
var direction = vec2<f32>(1.0, 0.0);
if segmentLength > 0.0 {
direction = directionVector / segmentLength;
}
let perpendicular = vec2<f32>(direction.y, -direction.x);
let corner = segment_vertex_corner(vertexIndex % 6u);
let center = mix(start, end, (corner.x + 1.0) * 0.5);
return center + direction * corner.x * radius + perpendicular * corner.y * radius;
}
fn segment_vertex_corner(index: u32) -> vec2<f32> {
if index == 0u {
return vec2<f32>(-1.0, 1.0);
}
if index == 1u || index == 3u {
return vec2<f32>(-1.0, -1.0);
}
if index == 2u || index == 4u {
return vec2<f32>(1.0, 1.0);
}
return vec2<f32>(1.0, -1.0);
}

View file

@ -9,17 +9,17 @@ import { RenderSettings } from './render-settings';
import shader from './render.wgsl?raw';
export class RenderPipeline {
private static readonly UNIFORM_COUNT = 16;
private static readonly UNIFORM_COUNT = 20;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly sampledPipeline: GPURenderPipeline;
private readonly sampler: GPUSampler;
private readonly uniforms: GPUBuffer;
private readonly uniformValues = new Float32Array(RenderPipeline.UNIFORM_COUNT);
private readonly uniformCache = createCachedFloat32BufferWrite(
RenderPipeline.UNIFORM_COUNT
);
private readonly vertexBuffer: GPUBuffer;
private readonly bindGroupsByTexture = new WeakMap<
GPUTextureView,
@ -33,8 +33,7 @@ export class RenderPipeline {
) {
this.bindGroupLayout = device.createBindGroupLayout(RenderPipeline.bindGroupLayout);
const { buffer, vertex } = setUpFullScreenQuad(device);
this.vertexBuffer = buffer;
const vertex = setUpFullScreenQuad(device);
this.sampler = device.createSampler({
magFilter: 'linear',
@ -42,7 +41,8 @@ export class RenderPipeline {
});
const format = navigator.gpu.getPreferredCanvasFormat();
this.pipeline = this.createPipeline(format, vertex);
this.pipeline = this.createPipeline(format, vertex, 'fragment');
this.sampledPipeline = this.createPipeline(format, vertex, 'fragmentSampled');
this.uniforms = this.device.createBuffer({
size: RenderPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
@ -52,7 +52,8 @@ export class RenderPipeline {
private createPipeline(
format: GPUTextureFormat,
vertex: GPUVertexState
vertex: GPUVertexState,
fragmentEntryPoint: string
): GPURenderPipeline {
return this.device.createRenderPipeline({
layout: this.device.createPipelineLayout({
@ -61,7 +62,7 @@ export class RenderPipeline {
vertex,
fragment: {
module: smartCompile(this.device, CommonState.shaderCode, shader),
entryPoint: 'fragment',
entryPoint: fragmentEntryPoint,
targets: [
{
format,
@ -69,7 +70,7 @@ export class RenderPipeline {
],
},
primitive: {
topology: 'triangle-strip',
topology: 'triangle-list',
},
});
}
@ -78,6 +79,10 @@ export class RenderPipeline {
channelColors,
backgroundColor,
clarity,
renderTraceNormalizationFloor,
renderBrushColorBase,
renderBrushColorStrengthMultiplier,
backgroundGrainStrength,
}: RenderSettings & {
channelColors: Array<[number, number, number]>;
backgroundColor: [number, number, number];
@ -99,6 +104,10 @@ export class RenderPipeline {
this.uniformValues[13] = backgroundColor[1];
this.uniformValues[14] = backgroundColor[2];
this.uniformValues[15] = clarity;
this.uniformValues[16] = renderTraceNormalizationFloor;
this.uniformValues[17] = renderBrushColorBase;
this.uniformValues[18] = renderBrushColorStrengthMultiplier;
this.uniformValues[19] = backgroundGrainStrength;
writeFloat32BufferIfChanged(
this.device,
this.uniforms,
@ -128,9 +137,8 @@ export class RenderPipeline {
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
this.commonState.execute(passEncoder);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
passEncoder.setBindGroup(1, bindGroup);
passEncoder.draw(4, 1);
passEncoder.draw(3, 1);
passEncoder.end();
return canvasTexture;
@ -154,11 +162,10 @@ export class RenderPipeline {
},
],
});
passEncoder.setPipeline(this.pipeline);
passEncoder.setPipeline(this.sampledPipeline);
this.commonState.execute(passEncoder);
passEncoder.setVertexBuffer(0, this.vertexBuffer);
passEncoder.setBindGroup(1, bindGroup);
passEncoder.draw(4, 1);
passEncoder.draw(3, 1);
passEncoder.end();
}
@ -206,7 +213,6 @@ export class RenderPipeline {
}
public destroy() {
this.vertexBuffer.destroy();
this.uniforms.destroy();
}

View file

@ -1,3 +1,7 @@
export interface RenderSettings {
clarity: number;
renderTraceNormalizationFloor: number;
renderBrushColorBase: number;
renderBrushColorStrengthMultiplier: number;
backgroundGrainStrength: number;
}

View file

@ -7,6 +7,10 @@ struct Settings {
backgroundColorPadding2: f32,
backgroundColor: vec3<f32>,
clarity: f32,
traceNormalizationFloor: f32,
brushColorBase: f32,
brushColorStrengthMultiplier: f32,
backgroundGrainStrength: f32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@ -15,9 +19,29 @@ struct Settings {
@group(1) @binding(3) var sourceMap: texture_2d<f32>;
@fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
fn fragment(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
let textureSize = vec2<i32>(textureDimensions(trailMap, 0));
let pixel = clamp(vec2<i32>(position.xy), vec2<i32>(0, 0), textureSize - vec2<i32>(1, 1));
let traces = textureLoad(trailMap, pixel, 0);
let sources = textureLoad(sourceMap, pixel, 0);
return renderColor(traces, sources, vec2<i32>(position.xy));
}
@fragment
fn fragmentSampled(
@location(0) uv: vec2<f32>,
@builtin(position) position: vec4<f32>
) -> @location(0) vec4<f32> {
let traces = textureSample(trailMap, Sampler, uv);
let sources = textureSample(sourceMap, Sampler, uv);
return renderColor(traces, sources, vec2<i32>(position.xy));
}
fn renderColor(traces: vec4<f32>, sources: vec4<f32>, pixel: vec2<i32>) -> vec4<f32> {
let background = getTexturedBackground(pixel);
if max(max(max(traces.r, traces.g), traces.b), max(max(sources.r, sources.g), sources.b)) <= 0.0 {
return vec4(background, 1);
}
let traceStrengths = vec3(
clarity(traces.r),
@ -34,17 +58,19 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
strengths.r * settings.colorA
+ strengths.g * settings.colorB
+ strengths.b * settings.colorC;
let normalizedTraceColor = traceColor / max(1.0, strengths.r + strengths.g + strengths.b);
let normalizedTraceColor =
traceColor / max(settings.traceNormalizationFloor, strengths.r + strengths.g + strengths.b);
let brushColor =
sourceStrengths.r * settings.colorA
+ sourceStrengths.g * settings.colorB
+ sourceStrengths.b * settings.colorC;
let brushStrength = clamp(max(max(sourceStrengths.r, sourceStrengths.g), sourceStrengths.b), 0, 1);
let color = max(normalizedTraceColor, brushColor * (1.2 + brushStrength * 1.6));
let strength = clamp(max(max(max(strengths.r, strengths.g), strengths.b), brushStrength), 0, 1);
let background = getTexturedBackground(uv);
let brushStrength = max(max(sourceStrengths.r, sourceStrengths.g), sourceStrengths.b);
let color = max(
normalizedTraceColor,
brushColor * (settings.brushColorBase + brushStrength * settings.brushColorStrengthMultiplier)
);
let strength = max(max(strengths.r, strengths.g), strengths.b);
return vec4(mix(background, clamp(color, vec3(0), vec3(1)), strength), 1);
}
@ -52,11 +78,14 @@ fn clarity(strength: f32) -> f32 {
return pow(clamp(strength, 0, 1), settings.clarity);
}
fn getTexturedBackground(uv: vec2<f32>) -> vec3<f32> {
let noiseSize = vec2<f32>(textureDimensions(noise, 0));
let pixel = floor(uv * state.size);
let noiseCoord = vec2<i32>(fract(pixel / noiseSize) * noiseSize);
fn getTexturedBackground(pixel: vec2<i32>) -> vec3<f32> {
let noiseSize = vec2<i32>(textureDimensions(noise, 0));
let noiseCoord = pixel % noiseSize;
let grain = textureLoad(noise, noiseCoord, 0).r - 0.5;
return clamp(settings.backgroundColor + vec3(grain * 0.018), vec3(0), vec3(1));
return clamp(
settings.backgroundColor + vec3(grain * settings.backgroundGrainStrength),
vec3(0),
vec3(1)
);
}

View file

@ -8,8 +8,6 @@ import agentShader from './agents/agent.wgsl?raw';
import { BrushPipeline } from './brush/brush-pipeline';
import brushShader from './brush/brush.wgsl?raw';
import { CommonState } from './common-state/common-state';
import { CopyPipeline } from './copy/copy-pipeline';
import copyShader from './copy/copy.wgsl?raw';
import diffusionShader from './diffusion/diffuse.wgsl?raw';
import { DiffusionPipeline } from './diffusion/diffusion-pipeline';
import { EraserAgentPipeline } from './eraser/eraser-agent-pipeline';
@ -103,7 +101,8 @@ describe('WGSL uniform layout contracts', () => {
fieldNames: [
'moveRate',
'turnRate',
'sensorAngle',
'sensorAngleSin',
'sensorAngleCos',
'sensorOffset',
'turnWhenLost',
'individualTrailWeight',
@ -118,6 +117,21 @@ describe('WGSL uniform layout contracts', () => {
'color3ToColor1',
'color3ToColor2',
'color3ToColor3',
'sourceAttractionWeight',
'sourceSlowMoveRate',
'sourceTrailWeightMultiplier',
'forwardRotationScale',
'introNearDistanceInner',
'introNearDistanceMin',
'introNearSensorOffsetMultiplier',
'introTargetAngleBlend',
'introProgressCutoff',
'introTurnRateMultiplier',
'introRandomTurnMultiplier',
'introFarMoveMultiplier',
'introNearMoveMultiplier',
'introStepStopDistance',
'randomTimeScale',
],
});
expectStructUniformLayout({
@ -127,9 +141,17 @@ describe('WGSL uniform layout contracts', () => {
fieldNames: [
'brushSize',
'brushSizeVariation',
'padding0',
'padding1',
'brushFeatherRatio',
'brushMinimumFeather',
'brushValue',
'brushCoarseNoiseScale',
'brushGrainNoiseScale',
'brushGrainNoiseOffsetX',
'brushGrainNoiseOffsetY',
'brushDiscardThreshold',
'brushGrainMinStrength',
'brushGrainMaxStrength',
'brushGeometryRadius',
],
});
expectStructUniformLayout({
@ -141,6 +163,10 @@ describe('WGSL uniform layout contracts', () => {
'decayRateTrails',
'inverseDiffusionRateBrush',
'decayRateBrush',
'diffusionNeighborDivisor',
'brushDecayAlphaOffset',
'padding0',
'padding1',
],
});
expectStructUniformLayout({
@ -156,6 +182,10 @@ describe('WGSL uniform layout contracts', () => {
'backgroundColorPadding2',
'backgroundColor',
'clarity',
'traceNormalizationFloor',
'brushColorBase',
'brushColorStrengthMultiplier',
'backgroundGrainStrength',
],
});
});
@ -165,25 +195,25 @@ describe('WGSL uniform layout contracts', () => {
pipeline: EraserAgentPipeline,
source: eraserAgentShader,
structName: 'Settings',
fieldNames: ['agentCount', 'padding0', 'padding1', 'padding2'],
fieldNames: ['agentCount', 'eraserMaskAlphaThreshold', 'padding1', 'padding2'],
});
expectStructUniformLayout({
pipeline: EraserTexturePipeline,
source: eraserTextureShader,
structName: 'Settings',
fieldNames: ['eraserRadiusSquared', 'padding0', 'padding1', 'padding2'],
fieldNames: [
'eraserRadiusSquared',
'lineDistanceEpsilon',
'clearRed',
'clearGreen',
'clearBlue',
'clearAlpha',
'padding0',
'padding1',
],
});
});
it('keeps copy uniforms aligned with WGSL', () => {
const match = /var<uniform>\s+sourceScaler:\s*(?<type>[^;]+);/.exec(copyShader);
expect(match?.groups?.type).toBe('vec2<f32>');
expect(wgslFloatCountsByType[match?.groups?.type ?? '']).toBe(
getUniformCount(CopyPipeline)
);
});
it('keeps agent-generation uniforms large enough for every generation shader', () => {
const generationUniformCounts = [
countUniformScalars(resizeShader, 'ResizeSettings'),
@ -196,7 +226,7 @@ describe('WGSL uniform layout contracts', () => {
});
it('guards invalid high agent color indexes instead of treating them as color 3', () => {
expect(agentShader).toContain('agent.colorIndex < 0.0 || agent.colorIndex >= 2.5');
expect(agentShader).toContain('colorIndex < 0.0 || colorIndex >= 2.5');
expect(agentShader).toContain('if colorIndex < 2.5');
expect(agentShader).toContain('return vec3<f32>(0.0, 0.0, 0.0);');
});