import { createCachedFloat32BufferWrite, writeFloat32BufferIfChanged, } from '../../utils/graphics/cached-buffer-write'; import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad'; import { smartCompile } from '../../utils/graphics/smart-compile'; import { CommonState } from '../common-state/common-state'; import shader from './diffuse.wgsl?raw'; import { DiffusionSettings } from './diffusion-settings'; export class DiffusionPipeline { private static readonly UNIFORM_COUNT = 5; private readonly bindGroupLayout: GPUBindGroupLayout; private readonly pipeline: GPURenderPipeline; private readonly uniforms: GPUBuffer; private readonly uniformValues = new Float32Array(DiffusionPipeline.UNIFORM_COUNT); private readonly uniformCache = createCachedFloat32BufferWrite( DiffusionPipeline.UNIFORM_COUNT ); private readonly vertexBuffer: GPUBuffer; private bindGroup?: GPUBindGroup; private previousTrailMapIn?: GPUTextureView; public constructor( private readonly device: GPUDevice, private readonly commonState: CommonState ) { this.bindGroupLayout = device.createBindGroupLayout( DiffusionPipeline.bindGroupLayout ); const { buffer, vertex } = setUpFullScreenQuad(device); this.vertexBuffer = buffer; this.pipeline = device.createRenderPipeline({ layout: device.createPipelineLayout({ bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout], }), vertex, fragment: { module: smartCompile(device, CommonState.shaderCode, shader), entryPoint: 'fragment', targets: [ { format: 'rgba16float', }, ], }, primitive: { topology: 'triangle-strip', }, }); this.uniforms = this.device.createBuffer({ size: DiffusionPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, }); } public setParameters({ diffusionRateTrails, decayRateTrails, diffusionRateBrush, decayRateBrush, anisotropy, }: DiffusionSettings) { this.uniformValues[0] = 1 / diffusionRateTrails; this.uniformValues[1] = decayRateTrails / 1000; this.uniformValues[2] = 1 / diffusionRateBrush; this.uniformValues[3] = decayRateBrush / 1000; this.uniformValues[4] = anisotropy; writeFloat32BufferIfChanged( this.device, this.uniforms, this.uniformValues, this.uniformCache ); } public execute( commandEncoder: GPUCommandEncoder, trailMapIn: GPUTextureView, trailMapOut: GPUTextureView ) { this.ensureBindGroupExists(trailMapIn); const renderPassDescriptor: GPURenderPassDescriptor = { colorAttachments: [ { view: trailMapOut, clearValue: { r: 0, g: 0, b: 0, a: 0 }, loadOp: 'clear', storeOp: 'store', }, ], }; const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); passEncoder.setPipeline(this.pipeline); passEncoder.setVertexBuffer(0, this.vertexBuffer); this.commonState.execute(passEncoder); passEncoder.setBindGroup(1, this.bindGroup); passEncoder.draw(4, 1); passEncoder.end(); } private ensureBindGroupExists(trailMapIn: GPUTextureView) { if (this.previousTrailMapIn !== trailMapIn) { this.bindGroup = this.device.createBindGroup({ layout: this.bindGroupLayout, entries: [ { binding: 0, resource: { buffer: this.uniforms, }, }, { binding: 1, resource: this.device.createSampler({ magFilter: 'linear', minFilter: 'linear', }), }, { binding: 2, resource: trailMapIn, }, ], }); this.previousTrailMapIn = trailMapIn; } } public destroy() { this.vertexBuffer.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', }, }, ], }; } }