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轻量封装WebGPU渲染系统示例<17>- 使用GPU Compute之元胞自动机(源码)

注: 此示例通过渲染实体的渲染过程控制来实现。此实现方式繁琐,这里用于说明相关用法。

更简洁的实现请见: 轻量封装WebGPU渲染系统示例<19>- 使用GPU Compute材质多pass元胞自动机(源码)-CSDN博客

当前示例源码github地址:

https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/GameOfLifeTest.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,@builtin(instance_index) instance: u32,
};struct VertexOutput {@builtin(position) pos: vec4f,@location(0) cell: vec2f,
};
@group(0) @binding(0) var<uniform> grid: vec2f;
@group(0) @binding(1) var<storage> cellState: array<u32>;
@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;return output;
}@fragment
fn fragMain(input: VertexOutput) -> @location(0) vec4f {let c = input.cell / grid;return vec4f(c, 1.0 - c.x, 1.0);
}

此示例基于此渲染系统实现,当前示例TypeScript源码如下:

export class GameOfLifeTest {private mRscene = new RendererScene();initialize(): void {console.log("GameOfLifeTest::initialize() ...");const rc = this.mRscene;rc.initialize();this.initEvent();this.initScene();}private mFlag = 6;private initEvent(): void {const rc = this.mRscene;rc.addEventListener(MouseEvent.MOUSE_DOWN, this.mouseDown);new MouseInteraction().initialize(rc, 0, false).setAutoRunning(true);}private mouseDown = (evt: MouseEvent): void => {this.mFlag = 1;};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() > 0.6 ? 1 : 0;}const cellStateArray1 = new Uint32Array(gridSize * gridSize);for (let i = 0; i < cellStateArray1.length; i++) {cellStateArray1[i] = i % 2;}let shared = true;let sharedData0 = { data: cellStateArray0 };let sharedData1 = { data: cellStateArray1 };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();// 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();let objs = [{ ufvs0: [v0, va1], ufvs1: [v0, vb1] },{ ufvs0: [v0, compva1, compva2], ufvs1: [v0, compvb1, compvb2] }];return objs;}private mNodes: NodeType[] = [];private mStep = 0;private initScene(): void {const rc = this.mRscene;let ufvsObjs = this.createUniformValues();// build ping-pong rendering processlet shaderSrc = {shaderSrc: {code: shaderWGSL,uuid: "shader-gameOfLife",vertEntryPoint: "vertMain",fragEntryPoint: "fragMain"}} as WGRShderSrcType;let instanceCount = gridSize * gridSize;let uniformValues = ufvsObjs[0].ufvs0;let entity = new FixScreenPlaneEntity({x: -0.8, y: -0.8, width: 1.6, height: 1.6,shadinguuid: "rshd0", shaderSrc, uniformValues, instanceCount});rc.addEntity(entity);this.mNodes = [{ rendEntity: entity, compEntity: null }];entity.rstate.visible = false;const geometry = this.mNodes[0].rendEntity.geometry;uniformValues = ufvsObjs[0].ufvs1;entity = new FixScreenPlaneEntity({ shadinguuid: "rshd1", shaderSrc, uniformValues, instanceCount, geometry });rc.addEntity(entity);this.mNodes.push({ rendEntity: entity, compEntity: null });// build ping-pong computing processshaderSrc = {compShaderSrc: {code: compShdCode,uuid: "shader-computing",compEntryPoint: "compMain"}};const workgroupCount = Math.ceil(gridSize / shdWorkGroupSize);uniformValues = ufvsObjs[1].ufvs1;let compEentity = new ComputeEntity({ shadinguuid: "compshd0", shaderSrc, uniformValues }).setWorkcounts(workgroupCount, workgroupCount);rc.addEntity(compEentity);compEentity.rstate.visible = false;this.mNodes[0].compEntity = compEentity;uniformValues = ufvsObjs[1].ufvs0;compEentity = new ComputeEntity({ shadinguuid: "compshd1", shaderSrc, uniformValues }).setWorkcounts(workgroupCount, workgroupCount);rc.addEntity(compEentity);this.mNodes[1].compEntity = compEentity;}private mFrameDelay = 3;run(): void {let rendering = this.mNodes[0].compEntity.isRendering();if (rendering) {if (this.mFrameDelay > 0) {this.mFrameDelay--;return;}this.mFrameDelay = 3;const nodes = this.mNodes;for (let i = 0; i < nodes.length; i++) {const t = nodes[i];const flag = (this.mStep % 2 + i) % 2 == 0;t.rendEntity.visible = flag;t.compEntity.visible = flag;}this.mStep++;}this.mRscene.run(rendering);}
}

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