Refactored #2
- Refactored shader code and typescript code - Made it more clear - Added some comments
This commit is contained in:
@@ -18,6 +18,7 @@ import {PENDULUM_FRAGMENT_SHADER_WGSL, PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL, PEND
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})
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export class PendulumComponent {
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// --- CONFIGURATION ---
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renderConfig: RenderConfig = {
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mode: '2D',
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initialViewSize: 2,
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@@ -28,86 +29,84 @@ export class PendulumComponent {
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uniformBufferNames: []
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};
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onSceneReady(event: SceneReadyEvent) {
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const engine = event.engine;
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const scene = event.scene;
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// Central management of physics parameters
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private readonly simParams = {
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time: 0,
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dt: 0.015,
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g: 9.81,
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m1: 2.0,
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m2: 1.0,
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l1: 1.5,
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l2: 1.2,
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damping: 0.999 // Less damping for longer swinging
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};
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onSceneReady(event: SceneReadyEvent) {
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const { engine, scene } = event;
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engine.resize();
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const width = engine.getRenderWidth();
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const height = engine.getRenderHeight();
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const totalPixels = width * height;
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// Pixel buffer for image data
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// --- 1. BUFFERS ---
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const pixelBuffer = new StorageBuffer(engine, totalPixels * 4);
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// Physics buffer for physics values
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const stateBuffer = new StorageBuffer(engine, 4 * 4);
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stateBuffer.update(new Float32Array([Math.PI / 4, Math.PI / 2, 0, 0]));
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stateBuffer.update(new Float32Array([Math.PI / 4, Math.PI / 2, 0, 0])); // Initial angles
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const paramsBuffer = new StorageBuffer(engine, 10 * 4);
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const paramsData = new Float32Array(10);
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const csPhysics = new ComputeShader("physics", engine, {
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computeSource: PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL
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}, {
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bindingsMapping: {
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"state": { group: 0, binding: 0 },
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"p": { group: 0, binding: 1 }
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}
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});
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// --- 2. SHADERS ---
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const csPhysics = new ComputeShader("physics", engine,
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{ computeSource: PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL },
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{ bindingsMapping: { "state": { group: 0, binding: 0 }, "p": { group: 0, binding: 1 } } }
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);
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csPhysics.setStorageBuffer("state", stateBuffer);
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csPhysics.setStorageBuffer("p", paramsBuffer); // Nutzen jetzt StorageBuffer
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csPhysics.setStorageBuffer("p", paramsBuffer);
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const csRender = new ComputeShader("render", engine, {
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computeSource: PENDULUM_RENDER_COMPUTE_SHADER_WGSL
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}, {
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bindingsMapping: {
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"pixelBuffer": { group: 0, binding: 0 },
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"p": { group: 0, binding: 1 },
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"state": { group: 0, binding: 2 }
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}
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});
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const csRender = new ComputeShader("render", engine,
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{ computeSource: PENDULUM_RENDER_COMPUTE_SHADER_WGSL },
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{ bindingsMapping: { "pixelBuffer": { group: 0, binding: 0 }, "p": { group: 0, binding: 1 }, "state": { group: 0, binding: 2 } } }
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);
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csRender.setStorageBuffer("pixelBuffer", pixelBuffer);
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csRender.setStorageBuffer("p", paramsBuffer);
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csRender.setStorageBuffer("state", stateBuffer);
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// Material Setup
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// --- 3. MATERIAL ---
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const plane = scene.getMeshByName("plane");
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if (plane?.material) {
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const mat = plane.material as any;
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mat.setStorageBuffer("pixelBuffer", pixelBuffer);
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mat.setStorageBuffer("paramsBuffer", paramsBuffer);
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mat.setStorageBuffer("p", paramsBuffer);
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}
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let time = 0;
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const dt = 0.015;
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// --- 4. RENDER LOOP ---
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scene.onBeforeRenderObservable.add(() => {
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time += dt;
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this.simParams.time += this.simParams.dt;
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const currentWidth = engine.getRenderWidth();
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const currentHeight = engine.getRenderHeight();
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// Fill parameter array (must match the exact order of the WGSL struct!)
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paramsData[0] = currentWidth;
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paramsData[1] = currentHeight;
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paramsData[2] = time;
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paramsData[3] = dt;
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paramsData[4] = 9.81; // g
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paramsData[5] = 2.0; // m1
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paramsData[6] = 1.0; // m2
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paramsData[7] = 1.5; // l1
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paramsData[8] = 1.2; // l2
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paramsData[9] = 0.99; // damping
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paramsData[2] = this.simParams.time;
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paramsData[3] = this.simParams.dt;
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paramsData[4] = this.simParams.g;
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paramsData[5] = this.simParams.m1;
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paramsData[6] = this.simParams.m2;
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paramsData[7] = this.simParams.l1;
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paramsData[8] = this.simParams.l2;
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paramsData[9] = this.simParams.damping;
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paramsBuffer.update(paramsData);
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//dispatching physics
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// Trigger simulation and rendering
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csPhysics.dispatch(1, 1, 1);
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//doing rendering
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const totalPixels = currentWidth * currentHeight;
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const dispatchCount = Math.ceil(totalPixels / 64);
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const dispatchCount = Math.ceil((currentWidth * currentHeight) / 64);
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csRender.dispatch(dispatchCount, 1, 1);
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});
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}
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@@ -1,7 +1,6 @@
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//Simple Pass-Through Shader
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export const PENDULUM_VERTEX_SHADER_WGSL = `
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attribute position : vec3<f32>;
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attribute uv : vec2<f32>;
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@vertex
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fn main(input : VertexInputs) -> FragmentInputs {
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@@ -11,49 +10,62 @@ export const PENDULUM_VERTEX_SHADER_WGSL = `
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}
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`;
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// --- SHARED DATA STRUCTURES ---
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// These structs map exactly to the Float32Array in the TypeScript code.
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const SHARED_STRUCTS = `
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struct Params {
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width: f32,
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height: f32,
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time: f32,
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dt: f32,
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g: f32,
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m1: f32,
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m2: f32,
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l1: f32,
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l2: f32,
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damping: f32
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};
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struct State {
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theta1: f32,
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theta2: f32,
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v1: f32,
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v2: f32
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};
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`;
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//Fragment Shader to display the pixel buffer
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export const PENDULUM_FRAGMENT_SHADER_WGSL = `
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export const PENDULUM_FRAGMENT_SHADER_WGSL = SHARED_STRUCTS + `
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var<storage, read> pixelBuffer : array<f32>;
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var<storage, read> paramsBuffer : array<f32>;
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var<storage, read> p : Params;
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@fragment
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fn main(input : FragmentInputs) -> FragmentOutputs {
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let width = u32(paramsBuffer[0]);
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let height = u32(paramsBuffer[1]);
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let width = u32(p.width);
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let height = u32(p.height);
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// Fallback if buffer is not loaded yet
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if (width == 0u || height == 0u) {
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fragmentOutputs.color = vec4<f32>(0.5, 0.0, 0.0, 1.0);
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return fragmentOutputs;
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}
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// ==============================================================
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// DER MAGISCHE TRICK: Wir ignorieren die kaputten UV-Koordinaten!
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// input.position enthält die exakten Bildschirm-Pixelkoordinaten
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// (z.B. x geht von 0 bis 1000, y geht von 0 bis 1000).
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// Damit lesen wir den Puffer 1:1 auf Pixel-Ebene aus!
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// ==============================================================
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// Direct access to the pixel via screen coordinates
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let x = u32(input.position.x);
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let y = u32(input.position.y);
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// Range check, if outside it is painted red
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// Boundary check to prevent reading outside the buffer
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if (x >= width || y >= height) {
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fragmentOutputs.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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fragmentOutputs.color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return fragmentOutputs;
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}
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let index = y * width + x;
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let val = pixelBuffer[index];
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var color = vec3<f32>(0.1, 0.1, 0.15);
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//pendulum color
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if (val > 0.1) {
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color = vec3<f32>(0.5, 0.5, 0.5);
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}
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//mass color
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if (val > 0.8) {
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color = vec3<f32>(1.0, 1.0, 1.0);
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}
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var color = vec3<f32>(0.1, 0.1, 0.15); // Background
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if (val > 0.1) { color = vec3<f32>(0.5, 0.5, 0.5); } // Line
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if (val > 0.8) { color = vec3<f32>(1.0, 1.0, 1.0); } // Mass
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fragmentOutputs.color = vec4<f32>(color, 1.0);
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return fragmentOutputs;
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@@ -62,16 +74,9 @@ export const PENDULUM_FRAGMENT_SHADER_WGSL = `
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//Math for the double pendulum
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//https://en.wikipedia.org/wiki/Double_pendulum
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export const PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL = `
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struct State {
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theta1: f32,
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theta2: f32,
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v1: f32,
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v2: f32
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};
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export const PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL = SHARED_STRUCTS + `
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@group(0) @binding(0) var<storage, read_write> state : State;
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@group(0) @binding(1) var<storage, read> p : array<f32>;
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@group(0) @binding(1) var<storage, read> p : Params;
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@compute @workgroup_size(1)
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fn main() {
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@@ -80,49 +85,38 @@ export const PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL = `
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let v1 = state.v1;
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let v2 = state.v2;
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let dt = p[3];
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let g = p[4];
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let m1 = p[5];
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let m2 = p[6];
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let l1 = p[7];
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let l2 = p[8];
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let damping = p[9];
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let delta_t = t1 - t2;
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let num1 = -g * (2.0 * m1 + m2) * sin(t1)
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- m2 * g * sin(t1 - 2.0 * t2)
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- 2.0 * sin(t1 - t2) * m2 * (v2 * v2 * l2 + v1 * v1 * l1 * cos(t1 - t2));
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let den1 = l1 * (2.0 * m1 + m2 - m2 * cos(2.0 * t1 - 2.0 * t2));
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// Equations split for better readability
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let num1 = -p.g * (2.0 * p.m1 + p.m2) * sin(t1)
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- p.m2 * p.g * sin(t1 - 2.0 * t2)
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- 2.0 * sin(delta_t) * p.m2 * (v2 * v2 * p.l2 + v1 * v1 * p.l1 * cos(delta_t));
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let den1 = p.l1 * (2.0 * p.m1 + p.m2 - p.m2 * cos(2.0 * delta_t));
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let a1 = num1 / den1;
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let num2 = 2.0 * sin(t1 - t2) * (v1 * v1 * l1 * (m1 + m2) + g * (m1 + m2) * cos(t1) + v2 * v2 * l2 * m2 * cos(t1 - t2));
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let den2 = l2 * (2.0 * m1 + m2 - m2 * cos(2.0 * t1 - 2.0 * t2));
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let num2 = 2.0 * sin(delta_t) * (v1 * v1 * p.l1 * (p.m1 + p.m2) + p.g * (p.m1 + p.m2) * cos(t1) + v2 * v2 * p.l2 * p.m2 * cos(delta_t));
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let den2 = p.l2 * (2.0 * p.m1 + p.m2 - p.m2 * cos(2.0 * delta_t));
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let a2 = num2 / den2;
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let new_v1 = (v1 + a1 * dt) * damping;
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let new_v2 = (v2 + a2 * dt) * damping;
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// Integration (Semi-Implicit Euler)
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let new_v1 = (v1 + a1 * p.dt) * p.damping;
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let new_v2 = (v2 + a2 * p.dt) * p.damping;
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state.v1 = new_v1;
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state.v2 = new_v2;
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state.theta1 = t1 + new_v1 * dt;
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state.theta2 = t2 + new_v2 * dt;
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state.theta1 = t1 + new_v1 * p.dt;
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state.theta2 = t2 + new_v2 * p.dt;
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}
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`;
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//Pixel data to visualize the pendulum
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export const PENDULUM_RENDER_COMPUTE_SHADER_WGSL = `
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struct State {
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theta1: f32,
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theta2: f32,
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v1: f32,
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v2: f32
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};
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export const PENDULUM_RENDER_COMPUTE_SHADER_WGSL = SHARED_STRUCTS + `
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@group(0) @binding(0) var<storage, read_write> pixelBuffer : array<f32>;
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@group(0) @binding(1) var<storage, read> p : array<f32>;
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@group(0) @binding(1) var<storage, read> p : Params;
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@group(0) @binding(2) var<storage, read> state : State;
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fn sdSegment(p: vec2<f32>, a: vec2<f32>, b: vec2<f32>) -> f32 {
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let pa = p - a;
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fn sdSegment(point: vec2<f32>, a: vec2<f32>, b: vec2<f32>) -> f32 {
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let pa = point - a;
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let ba = b - a;
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let h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
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return length(pa - ba * h);
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@@ -131,49 +125,37 @@ export const PENDULUM_RENDER_COMPUTE_SHADER_WGSL = `
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
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let index = global_id.x;
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let width = u32(p[0]);
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let height = u32(p[1]);
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let width = u32(p.width);
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let height = u32(p.height);
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if (index >= width * height) { return; }
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let x = f32(index % width);
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let y = f32(index / width);
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let uv = vec2<f32>(x / p[0], y / p[1]);
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let uv = vec2<f32>(x / p.width, y / p.height);
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let aspect = p[0] / p[1];
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let aspect = p.width / p.height;
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let uv_corr = vec2<f32>(uv.x * aspect, uv.y);
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var newVal = 0.0;
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var newVal = 0.0; // Clear background
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// Pendulum origin
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// Pendulum geometry
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let origin = vec2<f32>(0.5 * aspect, 0.3);
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let s1 = sin(state.theta1);
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let c1 = cos(state.theta1);
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let s2 = sin(state.theta2);
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let c2 = cos(state.theta2);
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let displayScale = 0.15;
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let p1 = origin + vec2<f32>(s1, c1) * p[7] * displayScale;
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let p2 = p1 + vec2<f32>(s2, c2) * p[8] * displayScale;
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// Calculate positions
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let p1 = origin + vec2<f32>(sin(state.theta1), cos(state.theta1)) * p.l1 * displayScale;
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let p2 = p1 + vec2<f32>(sin(state.theta2), cos(state.theta2)) * p.l2 * displayScale;
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// Distances
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let dLine1 = sdSegment(uv_corr, origin, p1);
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let dLine2 = sdSegment(uv_corr, p1, p2);
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let dMass1 = length(uv_corr - p1);
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let dMass2 = length(uv_corr - p2);
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let lineThick = 0.003;
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let m1Radius = 0.02;
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let m2Radius = 0.02;
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if (dLine1 < lineThick || dLine2 < lineThick) {
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newVal = 0.5;
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}
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if (dMass1 < m1Radius || dMass2 < m2Radius) {
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newVal = 1.0;
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}
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// Draw
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if (dLine1 < 0.003 || dLine2 < 0.003) { newVal = 0.5; }
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if (dMass1 < 0.02 || dMass2 < 0.02) { newVal = 1.0; }
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pixelBuffer[index] = newVal;
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}
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