-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Merge pull request #19 from Triadica/halvorsen
demo of halvorsen attractor
- Loading branch information
Showing
2 changed files
with
256 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,78 @@ | ||
import { createRenderer } from "../index.mjs"; | ||
import attractorCompute from "./attractor-halvorsen.wgsl?raw"; | ||
import { fiboGridN, rand_middle } from "../math.mjs"; | ||
|
||
export let loadRenderer = async (canvas: HTMLCanvasElement) => { | ||
let seedSize = 2000000; | ||
|
||
let renderFrame = await createRenderer( | ||
canvas, | ||
{ | ||
seedSize, | ||
seedData: makeSeed(seedSize, 0), | ||
params: [ | ||
0.04, // deltaT | ||
600.0, // scale | ||
0.001, // width | ||
0.99, // opacity | ||
], | ||
computeShader: attractorCompute, | ||
}, | ||
{ | ||
vertexCount: 1, | ||
vertexData: [0, 1, 2, 3], | ||
indexData: [0, 1, 2, 1, 2, 3], | ||
vertexBufferLayout: vertexBufferLayout, | ||
// topology: "line-list", | ||
bgColor: [0.1, 0.0, 0.2, 1.0], | ||
} | ||
); | ||
|
||
return renderFrame; | ||
}; | ||
|
||
let randPoint: [number, number, number] = [0, 0, 0]; | ||
let area = 1.0; | ||
|
||
function makeSeed(numParticles: number, scale: number): Float32Array { | ||
const buf = new Float32Array(numParticles * 8); | ||
|
||
for (let i = 0; i < numParticles; ++i) { | ||
if (i % 24 == 0) { | ||
let p = fiboGridN(i, numParticles); | ||
randPoint = p; | ||
} | ||
|
||
let b = 8 * i; | ||
buf[b + 0] = randPoint[0]; | ||
buf[b + 1] = randPoint[1]; | ||
buf[b + 2] = randPoint[2]; | ||
buf[b + 3] = rand_middle(0.8); // ages | ||
buf[b + 4] = randPoint[0]; | ||
buf[b + 5] = randPoint[1]; | ||
buf[b + 6] = randPoint[2]; | ||
buf[b + 7] = 0; // distance | ||
} | ||
|
||
return buf; | ||
} | ||
|
||
let vertexBufferLayout: GPUVertexBufferLayout[] = [ | ||
{ | ||
// instanced particles buffer | ||
arrayStride: 8 * 4, | ||
stepMode: "instance", | ||
attributes: [ | ||
{ shaderLocation: 0, offset: 0, format: "float32x3" }, | ||
{ shaderLocation: 1, offset: 3 * 4, format: "float32" }, | ||
{ shaderLocation: 2, offset: 4 * 4, format: "float32x3" }, | ||
{ shaderLocation: 3, offset: 7 * 4, format: "float32" }, | ||
], | ||
}, | ||
{ | ||
// vertex buffer | ||
arrayStride: 1 * 4, | ||
stepMode: "vertex", | ||
attributes: [{ shaderLocation: 4, offset: 0, format: "uint32" }], | ||
}, | ||
]; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,178 @@ | ||
|
||
|
||
/// ok | ||
fn iterate_fn(p: vec3f, dt: f32) -> LorenzResult { | ||
let a = 1.4; | ||
let b = 40.; | ||
let c = 2.; | ||
let d0 = 2.5; | ||
|
||
let x = p.x; | ||
let y = p.y; | ||
let z = p.z; | ||
|
||
let dx = -a * x - 4. * y - 4. * z - y * y; | ||
let dy = -a * y - 4. * z - 4. * x - z * z; | ||
let dz = -a * z - 4. * x - 4. * y - x * x; | ||
|
||
// let dx = a * (y - x); | ||
// let dy = b * x - c * x * z; | ||
// let dz = exp(x * y) - d0 * z; | ||
|
||
var d = vec3<f32>(dx, dy, dz) * dt * 10.; | ||
// let dl = length(d); | ||
// if (dl > 0.2) { | ||
// d = d / dl * 0.2; | ||
// } else if (dl < 0.01) { | ||
// d = d / dl * 0.01; | ||
// } | ||
let next = p + d; | ||
// if (length(next) > 100.0) { | ||
// next = vec3(0.1); | ||
// } | ||
return LorenzResult( | ||
next, | ||
vec3(dx, dy, dz), | ||
length(d) * 8.8 | ||
); | ||
} | ||
|
||
|
||
struct Particle { | ||
pos: vec3<f32>, | ||
ages: f32, | ||
prev_pos: vec3<f32>, | ||
distance: f32, | ||
} | ||
|
||
struct Params { | ||
delta_t: f32, | ||
scale: f32, | ||
width: f32, | ||
opacity: f32, | ||
} | ||
|
||
struct Particles { | ||
particles: array<Particle>, | ||
} | ||
|
||
@group(0) @binding(1) var<uniform> params: Params; | ||
@group(1) @binding(0) var<storage, read> particles_a: Particles; | ||
@group(1) @binding(1) var<storage, read_write> particles_b: Particles; | ||
|
||
const tau = 10f; | ||
const rou = 28f; | ||
|
||
struct LorenzResult { | ||
position: vec3f, | ||
velocity: vec3f, | ||
distance: f32, | ||
} | ||
|
||
|
||
|
||
fn rand(n: f32) -> f32 { return fract(sin(n) * 43758.5453123); } | ||
|
||
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp | ||
@compute @workgroup_size(64) | ||
fn main(@builtin(global_invocation_id) GlobalInvocationID: vec3<u32>) { | ||
var index = GlobalInvocationID.x; | ||
|
||
var v_pos = particles_a.particles[index].pos; | ||
// let dd = floor(f32(index) / 80.0); | ||
|
||
let inner_idx = f32(index % 24u); | ||
let group_idx = floor(f32(index) / 24.0); | ||
|
||
if index % 24u != 0u { | ||
let prev = index - 1u; | ||
particles_b.particles[index].pos = particles_a.particles[prev].pos; | ||
// particles_b.particles[index].ages = particles_a.particles[prev].ages; | ||
particles_b.particles[index].ages = inner_idx; | ||
particles_b.particles[index].prev_pos = particles_a.particles[prev].prev_pos; | ||
// particles_b.particles[index].distance = particles_a.particles[prev].distance; | ||
particles_b.particles[index].distance = group_idx; | ||
return; | ||
} | ||
|
||
// let ret = lorenz(v_pos, params.delta_t * 0.01 * (2. + 2. * rand(f32(index)))); | ||
let ret = iterate_fn(v_pos, params.delta_t * 0.001 * (2. + 2. * rand(f32(index)))); | ||
|
||
// Write back | ||
particles_b.particles[index].pos = ret.position; | ||
particles_b.particles[index].ages = inner_idx; | ||
particles_b.particles[index].prev_pos = v_pos; | ||
// particles_b.particles[index].distance += ret.distance; | ||
particles_b.particles[index].distance = group_idx; | ||
} | ||
|
||
struct VertexOutput { | ||
@builtin(position) position: vec4<f32>, | ||
@location(4) color: vec4<f32>, | ||
} | ||
|
||
@vertex | ||
fn vert_main( | ||
@location(0) position0: vec3<f32>, | ||
@location(1) ages: f32, | ||
@location(2) prev_pos0: vec3<f32>, | ||
@location(3) travel: f32, | ||
@location(4) idx: u32, | ||
) -> VertexOutput { | ||
let position = position0 * 8.; | ||
let prev_pos = prev_pos0 * 8.; | ||
var pos: vec3<f32>; | ||
let v0 = position - prev_pos; | ||
var prev_position = prev_pos; | ||
let forward: vec3<f32> = uniforms.forward; | ||
let right = normalize(cross(v0, forward)); | ||
|
||
// let front = params.length; | ||
var width = params.width * 8.; | ||
|
||
if ages < 0.01 { | ||
// prev_position = position; | ||
width = 0.0; | ||
} | ||
// TODO hack | ||
if distance(position, prev_pos) > 12.2 { | ||
width = 0.0; | ||
} | ||
|
||
if idx == 0u { | ||
pos = position + right * width; | ||
// pos += vec3(1.,1.,1.) * 100.0; | ||
} else if idx == 1u { | ||
pos = position - right * width; | ||
} else if idx == 2u { | ||
pos = prev_position + right * width; | ||
} else if idx == 3u { | ||
pos = prev_position - right * width; | ||
} else { | ||
pos = position; | ||
} | ||
|
||
var output: VertexOutput; | ||
let p0 = vec4(pos * params.scale, 1.0); | ||
|
||
let p: vec3<f32> = transform_perspective(p0.xyz).point_position; | ||
let scale: f32 = 0.00002; | ||
|
||
output.position = vec4(p * scale, 1.0); | ||
// let c3: vec3<f32> = hsl(fract(travel/100.), 0.8, fract(0.9 - ages * 0.0002)); | ||
// let c3: vec3<f32> = hsl(0.24, 0.8, 0.7 + 0.3 * sin(travel * 0.2)); | ||
// let c3 = hsl(0.24, 0.99, 0.99 - dim); | ||
// let c3 = vec3<f32>(0.99, 0.94, 0.2) * (1. - ages * 0.01); | ||
let c3: vec3<f32> = hsl(fract(travel * 0.000008 + 0.0), 0.998, 0.5 - ages * 0.002); | ||
output.color = vec4(c3, params.opacity * (1.2 - ages * 0.04)); | ||
return output; | ||
} | ||
|
||
@fragment | ||
fn frag_main(@location(4) color: vec4<f32>) -> @location(0) vec4<f32> { | ||
return color; | ||
// return vec4<f32>(0.7, 0.7, 1., 1.0); | ||
} | ||
|
||
#import protea::perspective | ||
#import protea::colors |