Refactor & improve
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b51cba28ad
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22 changed files with 713 additions and 334 deletions
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@ -1,44 +1,38 @@
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import { generateFbmNoise } from '../../utils/graphics/fbm-noise/fbm-noise';
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import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
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import { generateNoise } from '../../utils/graphics/noise/noise';
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import random from '../../utils/graphics/random.wgsl';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import { CommonParameters } from '../common-parameters';
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import { CommonState } from '../common-state/common-state';
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import { RenderSettings } from './render-settings';
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import shader from './render.wgsl';
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export class RenderPipeline {
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private static readonly UNIFORM_COUNT = 16;
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private static readonly UNIFORM_COUNT = 12;
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPURenderPipeline;
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private readonly uniforms: GPUBuffer;
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private readonly quadVertexBuffer: GPUBuffer;
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private readonly noise: GPUTextureView;
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private bindGroup?: GPUBindGroup;
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private previousColorTexture?: GPUTexture;
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private previousColorTexture?: GPUTextureView;
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public constructor(
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private readonly context: GPUCanvasContext,
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private readonly device: GPUDevice
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private readonly device: GPUDevice,
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private readonly commonState: CommonState
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) {
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this.noise = generateNoise({
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device,
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width: 512,
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height: 512,
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octaves: 16,
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amplitude: 0.3,
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gain: 0.8,
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lacunarity: 80,
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});
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this.bindGroupLayout = device.createBindGroupLayout(RenderPipeline.bindGroupLayout);
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const { buffer, vertex } = setUpFullScreenQuad(device);
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this.quadVertexBuffer = buffer;
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this.pipeline = device.createRenderPipeline({
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layout: 'auto',
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layout: device.createPipelineLayout({
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bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
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}),
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vertex,
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fragment: {
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module: smartCompile(device, random, shader),
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module: smartCompile(device, CommonState.shaderCode, shader),
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entryPoint: 'fragment',
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targets: [
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{
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@ -57,21 +51,11 @@ export class RenderPipeline {
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});
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}
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public setParameters({
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canvasSize,
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deltaTime,
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time,
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brushColor,
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speciesColorA,
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speciesColorB,
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}: CommonParameters & RenderSettings) {
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public setParameters({ brushColor, speciesColorA, speciesColorB }: RenderSettings) {
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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new Float32Array([
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...canvasSize,
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deltaTime,
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time,
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...brushColor,
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0, //padding
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...speciesColorA,
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@ -82,14 +66,14 @@ export class RenderPipeline {
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);
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}
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public execute(commandEncoder: GPUCommandEncoder, colorTexture: GPUTexture) {
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public execute(commandEncoder: GPUCommandEncoder, colorTexture: GPUTextureView) {
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this.ensureBindGroupExists(colorTexture);
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const renderPassDescriptor: GPURenderPassDescriptor = {
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colorAttachments: [
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{
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view: this.context.getCurrentTexture().createView(),
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clearValue: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 },
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clearValue: { r: 0, g: 1, b: 1, a: 1 },
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loadOp: 'clear',
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storeOp: 'store',
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},
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@ -97,16 +81,17 @@ export class RenderPipeline {
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};
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const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
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passEncoder.setPipeline(this.pipeline);
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this.commonState.execute(passEncoder);
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passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
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passEncoder.setBindGroup(0, this.bindGroup);
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passEncoder.setBindGroup(1, this.bindGroup);
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passEncoder.draw(4, 1);
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passEncoder.end();
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}
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private ensureBindGroupExists(colorTexture: GPUTexture) {
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private ensureBindGroupExists(colorTexture: GPUTextureView) {
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if (this.previousColorTexture !== colorTexture) {
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this.bindGroup = this.device.createBindGroup({
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layout: this.pipeline.getBindGroupLayout(0),
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layout: this.bindGroupLayout,
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entries: [
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{
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binding: 0,
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@ -123,11 +108,7 @@ export class RenderPipeline {
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},
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{
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binding: 2,
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resource: colorTexture.createView(),
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},
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{
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binding: 3,
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resource: this.noise,
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resource: colorTexture,
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},
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],
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});
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@ -140,4 +121,32 @@ export class RenderPipeline {
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this.quadVertexBuffer.destroy();
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this.uniforms.destroy();
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}
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private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
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return {
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entries: [
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{
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binding: 0,
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visibility: GPUShaderStage.FRAGMENT,
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buffer: {
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type: 'uniform',
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},
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},
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{
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binding: 1,
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visibility: GPUShaderStage.FRAGMENT,
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sampler: {
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type: 'filtering',
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},
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},
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{
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binding: 2,
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visibility: GPUShaderStage.FRAGMENT,
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texture: {
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sampleType: 'float',
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},
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},
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],
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};
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}
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}
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@ -1,21 +1,17 @@
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struct Settings {
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size: vec2<f32>,
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deltaTime: f32,
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time: f32,
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brushColor: vec3<f32>,
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speciesColorA: vec3<f32>,
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speciesColorB: vec3<f32>,
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};
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@group(0) @binding(0) var<uniform> settings: Settings;
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@group(0) @binding(1) var Sampler: sampler;
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@group(0) @binding(2) var trailMap: texture_2d<f32>;
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@group(0) @binding(3) var noiseMap: texture_2d<f32>;
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@group(1) @binding(0) var<uniform> settings: Settings;
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@group(1) @binding(1) var Sampler: sampler;
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@group(1) @binding(2) var trailMap: texture_2d<f32>;
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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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let traces = textureSample(trailMap, Sampler, uv);
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let noise = textureSample(noiseMap, Sampler, uv);
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let random = textureSample(noise, noiseSampler, uv);
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let speciesAStrength = traces.r;
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let speciesBStrength = traces.g;
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@ -28,7 +24,7 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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));
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let bg = vec3(0.9) + 0.2 * (noise.r - 0.5);
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let bg = vec3(0.9) + 0.05 * (random.r - 0.5);
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return vec4(bg - rgbColor, 1);
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