Refactor & improve

This commit is contained in:
Andras Schmelczer 2023-05-01 12:14:36 +01:00
commit b3d9229af5
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GPG key ID: FC8F2C3D3D1A718C
22 changed files with 713 additions and 334 deletions

View file

@ -1,41 +1,39 @@
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
import { generateNoise } from '../../utils/graphics/noise/noise';
import random from '../../utils/graphics/random.wgsl';
import { smartCompile } from '../../utils/graphics/smart-compile';
import { CommonParameters } from '../common-parameters';
import { CommonState } from '../common-state/common-state';
import shader from './diffuse.wgsl';
import { DiffusionSettings } from './diffusion-settings';
export class DiffusionPipeline {
private static readonly UNIFORM_COUNT = 18;
private static readonly UNIFORM_COUNT = 4;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
private readonly quadVertexBuffer: GPUBuffer;
private readonly noise: GPUTextureView;
private bindGroup?: GPUBindGroup;
private previousTrailMapIn?: GPUTexture;
private previousTrailMapIn?: GPUTextureView;
public constructor(private readonly device: GPUDevice) {
this.noise = generateNoise({
device,
width: 256,
height: 256,
octaves: 8,
amplitude: 0.12,
gain: 0.7,
lacunarity: 80,
});
public constructor(
private readonly device: GPUDevice,
private readonly commonState: CommonState
) {
this.bindGroupLayout = device.createBindGroupLayout(
DiffusionPipeline.bindGroupLayout
);
const { buffer, vertex } = setUpFullScreenQuad(device);
this.quadVertexBuffer = buffer;
this.pipeline = device.createRenderPipeline({
layout: 'auto',
layout: device.createPipelineLayout({
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
}),
vertex,
fragment: {
module: smartCompile(device, random, shader),
module: smartCompile(device, CommonState.shaderCode, shader),
entryPoint: 'fragment',
targets: [
{
@ -55,22 +53,15 @@ export class DiffusionPipeline {
}
public setParameters({
canvasSize,
deltaTime,
time,
diffusionRateTrails,
decayRateTrails,
diffusionRateBrush,
decayRateBrush,
}: CommonParameters & DiffusionSettings) {
}: DiffusionSettings) {
this.device.queue.writeBuffer(
this.uniforms,
0,
new Float32Array([
canvasSize[0],
canvasSize[1],
deltaTime,
time,
diffusionRateTrails,
decayRateTrails,
diffusionRateBrush,
@ -81,16 +72,16 @@ export class DiffusionPipeline {
public execute(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTexture,
trailMapOut: GPUTexture
trailMapIn: GPUTextureView,
trailMapOut: GPUTextureView
) {
this.ensureBindGroupExists(trailMapIn);
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: trailMapOut.createView(),
clearValue: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 },
view: trailMapOut,
clearValue: { r: 0, g: 0, b: 0, a: 0 },
loadOp: 'clear',
storeOp: 'store',
},
@ -100,15 +91,16 @@ export class DiffusionPipeline {
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
passEncoder.setBindGroup(0, this.bindGroup);
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.draw(4, 1);
passEncoder.end();
}
private ensureBindGroupExists(trailMapIn: GPUTexture) {
private ensureBindGroupExists(trailMapIn: GPUTextureView) {
if (this.previousTrailMapIn !== trailMapIn) {
this.bindGroup = this.device.createBindGroup({
layout: this.pipeline.getBindGroupLayout(0),
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
@ -125,11 +117,7 @@ export class DiffusionPipeline {
},
{
binding: 2,
resource: trailMapIn.createView(),
},
{
binding: 3,
resource: this.noise,
resource: trailMapIn,
},
],
});
@ -142,4 +130,32 @@ export class DiffusionPipeline {
this.quadVertexBuffer.destroy();
this.uniforms.destroy();
}
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
return {
entries: [
{
binding: 0,
visibility: GPUShaderStage.FRAGMENT,
buffer: {
type: 'uniform',
},
},
{
binding: 1,
visibility: GPUShaderStage.FRAGMENT,
sampler: {
type: 'filtering',
},
},
{
binding: 2,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: 'float',
},
},
],
};
}
}