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知名的网站制作,宁波网络营销推广公司,低价网站建设公司靠谱吗,做网站前的准备什么软件当前示例源码github地址: https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/GameOfLifePretty.ts 系统特性: 1. 用户态与系统态隔离。 2. 高频调用与低频调用隔离。 3. 面向用户的易用性封装。 4. 渲染数据(内外部相关资源)和渲染机制分离…

当前示例源码github地址:

https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/GameOfLifePretty.ts

系统特性:

1. 用户态与系统态隔离。

2. 高频调用与低频调用隔离。

3. 面向用户的易用性封装。

4. 渲染数据(内外部相关资源)和渲染机制分离。

5. 用户操作和渲染系统调度并行机制。

6. 数据/语义驱动。

7. 异步并行的场景/模型载入。

8. computing与rendering用法机制一致性。

        1). 构造过程一致性。

        2). 启用过程一致性。

        3). 自动兼容到material多pass以及material graph机制中。

当前示例运行效果:

WGSL顶点与片段shader:

struct VertexInput {@location(0) pos: vec3f,@location(1) uv : vec2f,@builtin(instance_index) instance: u32
};struct VertexOutput {@builtin(position) pos: vec4f,@location(0) cell: vec2f,@location(1) uv: vec2f,@location(2) instance: f32,
};
@group(0) @binding(0) var<uniform> grid: vec2f;
@group(0) @binding(1) var<storage> cellState: array<u32>;
@group(0) @binding(2) var<storage> lifeState: array<f32>;
@vertex
fn vertMain(input: VertexInput) -> VertexOutput {let i = f32(input.instance);let cell = vec2f(i % grid.x, floor(i / grid.x));let cellOffset = cell / grid * 2.0;var state = f32(cellState[input.instance]);let gridPos = (input.pos.xy * state + 1.0) / grid - 1.0 + cellOffset;var output: VertexOutput;output.pos = vec4f(gridPos, 0.0, 1.0);output.cell = cell;output.uv = input.uv;output.instance = i;return output;
}@fragment
fn fragMain(input: VertexOutput) -> @location(0) vec4f {let c = input.cell / grid;var dis = length(input.uv - vec2<f32>(0.5, 0.5));dis = min(dis/0.15, 1.0);let i = u32(input.instance);var f = clamp((lifeState[i])/100.0, 0.0005, 1.0);dis = (1.0 - pow(dis, 100.0)) * (1.0 - f) + f;var c3 = vec3f(c, (1.0 - c.x) * (1.0 - f) + f) * dis;return vec4f(c3, 1.0);
}

此示例基于此渲染系统实现,当前示例TypeScript源码如下:

const gridSize = 64;
const shdWorkGroupSize = 8;const compShdCode = `
@group(0) @binding(0) var<uniform> grid: vec2f;@group(0) @binding(1) var<storage> cellStateIn: array<u32>;
@group(0) @binding(2) var<storage, read_write> cellStateOut: array<u32>;
@group(0) @binding(3) var<storage, read_write> lifeState: array<f32>;fn cellIndex(cell: vec2u) -> u32 {return (cell.y % u32(grid.y)) * u32(grid.x) +(cell.x % u32(grid.x));
}fn cellActive(x: u32, y: u32) -> u32 {return cellStateIn[cellIndex(vec2(x, y))];
}@compute @workgroup_size(${shdWorkGroupSize}, ${shdWorkGroupSize})
fn compMain(@builtin(global_invocation_id) cell: vec3u) {// Determine how many active neighbors this cell has.let activeNeighbors = cellActive(cell.x+1, 		cell.y+1) +cellActive(cell.x+1, 	cell.y) +cellActive(cell.x+1, 	cell.y-1) +cellActive(cell.x, 		cell.y-1) +cellActive(cell.x-1, 	cell.y-1) +cellActive(cell.x-1, 	cell.y) +cellActive(cell.x-1, 	cell.y+1) +cellActive(cell.x, 		cell.y+1);let i = cellIndex(cell.xy);// Conway's game of life rules:switch activeNeighbors {case 2: { // Active cells with 2 neighbors stay active.cellStateOut[i] = cellStateIn[i];if(cellStateOut[i] > 0) {lifeState[i] += 0.5;} else {lifeState[i] -= 0.5;}}case 3: { // Cells with 3 neighbors become or stay active.cellStateOut[i] = 1;lifeState[i] += 0.5;}default: { // Cells with < 2 or > 3 neighbors become inactive.cellStateOut[i] = 0;lifeState[i] = 0.01;}}if(lifeState[i] < 0.01) { lifeState[i] = 0.01; }
}`;
export class GameOfLifePretty {private mRscene = new RendererScene();initialize(): void {console.log("GameOfLifePretty::initialize() ...");const rc = this.mRscene;rc.initialize();this.initScene();}private createUniformValues(): { ufvs0: WGRUniformValue[]; ufvs1: WGRUniformValue[] }[] {const gridsSizesArray = new Float32Array([gridSize, gridSize]);const cellStateArray0 = new Uint32Array(gridSize * gridSize);for (let i = 0; i < cellStateArray0.length; i++) {cellStateArray0[i] = Math.random() > 0.8 ? 1 : 0;}const cellStateArray1 = new Uint32Array(gridSize * gridSize);for (let i = 0; i < cellStateArray1.length; i++) {cellStateArray1[i] = i % 2;}const lifeStateArray3 = new Float32Array(gridSize * gridSize);for (let i = 0; i < lifeStateArray3.length; i++) {lifeStateArray3[i] = 0.01;}let shared = true;let sharedData0 = { data: cellStateArray0 };let sharedData1 = { data: cellStateArray1 };let sharedData3 = { data: lifeStateArray3 };const v0 = new WGRUniformValue({ data: gridsSizesArray, stride: 2, shared });v0.toVisibleAll();// build rendering uniformsconst va1 = new WGRStorageValue({ sharedData: sharedData0, stride: 1, shared }).toVisibleVertComp();const vb1 = new WGRStorageValue({ sharedData: sharedData1, stride: 1, shared }).toVisibleVertComp();const vc1 = new WGRStorageValue({ sharedData: sharedData3, stride: 1, shared }).toVisibleAll();// build computing uniformsconst compva1 = new WGRStorageValue({ sharedData: sharedData0, stride: 1, shared }).toVisibleVertComp();const compva2 = new WGRStorageValue({ sharedData: sharedData1, stride: 1, shared }).toVisibleComp();compva2.toBufferForStorage();const compvb1 = new WGRStorageValue({ sharedData: sharedData1, stride: 1, shared }).toVisibleVertComp();const compvb2 = new WGRStorageValue({ sharedData: sharedData0, stride: 1, shared }).toVisibleComp();compvb2.toBufferForStorage();const compv3 = new WGRStorageValue({ sharedData: sharedData3, stride: 1, shared }).toVisibleComp();compv3.toBufferForStorage();return [{ ufvs0: [v0, va1, vc1], ufvs1: [v0, vb1, vc1] },{ ufvs0: [v0, compva1, compva2, compv3], ufvs1: [v0, compvb1, compvb2, compv3] }];}private mEntity: FixScreenPlaneEntity;private mStep = 0;private createMaterial(shaderCodeSrc: WGRShderSrcType, uniformValues: WGRUniformValue[], shadinguuid: string, instanceCount: number): WGMaterial {return new WGMaterial({shadinguuid,shaderCodeSrc,instanceCount,uniformValues});}private createCompMaterial(shaderCodeSrc: WGRShderSrcType, uniformValues: WGRUniformValue[], shadinguuid: string, workgroupCount = 2): WGCompMaterial {return new WGCompMaterial({shadinguuid,shaderCodeSrc,uniformValues}).setWorkcounts(workgroupCount, workgroupCount);}private initScene(): void {const rc = this.mRscene;const ufvsObjs = this.createUniformValues();const instanceCount = gridSize * gridSize;const workgroupCount = Math.ceil(gridSize / shdWorkGroupSize);let shaderSrc = {shaderSrc: {code: shaderWGSL,uuid: "shader-gameOfLife",vertEntryPoint: "vertMain",fragEntryPoint: "fragMain"}};let compShaderSrc = {compShaderSrc: {code: compShdCode,uuid: "shader-computing",compEntryPoint: "compMain"}};const materials: WGMaterial[] = [// build ping-pong rendering processthis.createMaterial(shaderSrc, ufvsObjs[0].ufvs0, "rshd0", instanceCount),this.createMaterial(shaderSrc, ufvsObjs[0].ufvs1, "rshd1", instanceCount),// build ping-pong computing processthis.createCompMaterial(compShaderSrc, ufvsObjs[1].ufvs1, "compshd0", workgroupCount),this.createCompMaterial(compShaderSrc, ufvsObjs[1].ufvs0, "compshd1", workgroupCount),];let entity = new FixScreenPlaneEntity({x: -0.8, y: -0.8, width: 1.6, height: 1.6,materials});rc.addEntity(entity);materials[0].visible = false;materials[2].visible = false;this.mEntity = entity;}private mFrameDelay = 3;run(): void {let rendering = this.mEntity.isRendering();if (rendering) {if (this.mFrameDelay > 0) {this.mFrameDelay--;return;}this.mFrameDelay = 3;const ms = this.mEntity.materials;for (let i = 0; i < ms.length; i++) {ms[i].visible = (this.mStep % 2 + i) % 2 == 0;}this.mStep++;}this.mRscene.run(rendering);}
}

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