Refactor and improve brush
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parent
9e582110ea
commit
d8a3ae7528
19 changed files with 367 additions and 92 deletions
51
src/utils/graphics/full-screen-quad/full-screen-quad.ts
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51
src/utils/graphics/full-screen-quad/full-screen-quad.ts
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import { smartCompile } from '../../smart-compile';
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import shader from './full-screen-quad.wgsl';
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export const setUpFullScreenQuad = (
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device: GPUDevice
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): {
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buffer: GPUBuffer;
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vertex: GPUVertexState;
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} => {
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const buffer = device.createBuffer({
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size: 4 * 4 * 4, // 4x vec4<f32>
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usage: GPUBufferUsage.VERTEX,
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mappedAtCreation: true,
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});
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// prettier-ignore
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const vertexData = [
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// posX posY U V
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-1.0, -1.0, 0.0, 1.0,
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+1.0, -1.0, 1.0, 1.0,
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-1.0, +1.0, 0.0, 0.0,
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+1.0, +1.0, 1.0, 0.0,
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];
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new Float32Array(buffer.getMappedRange()).set(vertexData);
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buffer.unmap();
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return {
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buffer,
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vertex: {
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module: smartCompile(device, shader),
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entryPoint: 'vertex',
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buffers: [
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{
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arrayStride: 4 * 4,
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stepMode: 'vertex',
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attributes: [
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{
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shaderLocation: 0,
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offset: 0,
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format: 'float32x2',
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},
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{
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shaderLocation: 1,
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offset: 8,
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format: 'float32x2',
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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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};
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12
src/utils/graphics/full-screen-quad/full-screen-quad.wgsl
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12
src/utils/graphics/full-screen-quad/full-screen-quad.wgsl
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struct VertexOutput {
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@builtin(position) position : vec4<f32>,
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@location(0) uv : vec2<f32>,
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}
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@vertex
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fn vertex(
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@location(0) position : vec2<f32>,
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@location(1) uv : vec2<f32>
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) -> VertexOutput {
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return VertexOutput(vec4(position, 0.0, 1.0), uv);
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}
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85
src/utils/graphics/noise/noise.ts
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85
src/utils/graphics/noise/noise.ts
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@ -0,0 +1,85 @@
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import { Random } from '../../random';
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import { smartCompile } from '../../smart-compile';
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import { setUpFullScreenQuad } from '../full-screen-quad/full-screen-quad';
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import noise from './noise.wgsl';
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export const generateNoise = ({
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device,
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width = 1024,
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height = 1024,
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octaves = 8,
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lacunarity = 2,
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amplitude = 0.5,
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gain = 0.5,
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}: {
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device: GPUDevice;
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width?: number;
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height?: number;
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octaves?: number;
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lacunarity?: number;
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amplitude?: number;
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gain?: number;
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}) => {
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const { buffer, vertex } = setUpFullScreenQuad(device);
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const quadVertexBuffer = buffer;
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const pipeline = device.createRenderPipeline({
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layout: 'auto',
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vertex,
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fragment: {
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module: smartCompile(device, noise),
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entryPoint: 'fragment',
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constants: {
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octaves,
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lacunarity,
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amplitude,
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gain,
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seedR: Random.getRandom(),
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seedG: Random.getRandom(),
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seedB: Random.getRandom(),
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seedA: Random.getRandom(),
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},
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targets: [
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{
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format: 'rgba16float',
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},
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],
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},
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primitive: {
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topology: 'triangle-strip',
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},
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});
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const colorTexture = device.createTexture({
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size: {
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width,
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height,
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depthOrArrayLayers: 1,
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},
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format: 'rgba16float',
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
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});
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const renderPassDescriptor: GPURenderPassDescriptor = {
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colorAttachments: [
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{
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view: colorTexture.createView(),
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clearValue: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 },
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loadOp: 'clear',
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storeOp: 'store',
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},
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],
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};
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const commandEncoder = device.createCommandEncoder();
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const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
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passEncoder.setPipeline(pipeline);
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passEncoder.setVertexBuffer(0, quadVertexBuffer);
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passEncoder.draw(4, 1);
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passEncoder.end();
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device.queue.submit([commandEncoder.finish()]);
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return colorTexture;
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};
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57
src/utils/graphics/noise/noise.wgsl
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57
src/utils/graphics/noise/noise.wgsl
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override octaves: i32;
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override amplitude: f32;
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override gain: f32;
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override lacunarity: f32;
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override seedR: f32;
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override seedG: f32;
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override seedB: f32;
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override seedA: 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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return vec4(
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fbm(uv, seedR),
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fbm(uv, seedG),
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fbm(uv, seedB),
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fbm(uv, seedA),
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);
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}
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fn fbm(uv: vec2<f32>, seed: f32) -> f32 {
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var st = uv;
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var v = 0.0;
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var a = amplitude;
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let shift = vec2(100.0);
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let rot = mat2x2(cos(0.5), sin(0.5),
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-sin(0.5), cos(0.50));
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for (var i = 0; i < octaves; i++) {
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v += a * noise(st, seed);
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st = rot * st * lacunarity + shift;
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a *= gain;
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}
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return v;
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}
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fn noise (st: vec2<f32>, seed: f32) -> f32 {
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let i = floor(st);
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let f = fract(st);
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let a = random(i, seed);
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let b = random(i + vec2(1.0, 0.0), seed);
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let c = random(i + vec2(0.0, 1.0), seed);
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let d = random(i + vec2(1.0, 1.0), seed);
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let u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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fn random(st: vec2<f32>, seed: f32) -> f32 {
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return fract(sin(dot(st.xy, vec2(12.9898 + seed, 78.233 + seed)))* 43758.5453123 + seed);
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}
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