Add pendulum demo and WGSL support
Introduce a new Pendulum demo (component, template, stylesheet) and wire it into routing and the algorithms list. Extend Babylon canvas API to emit a SceneReadyEvent (scene + engine) and accept a shaderLanguage option in RenderConfig so materials/shaders can target WGSL; update Fractal to consume the new SceneReadyEvent signature. Also add i18n entries for the pendulum demo.
This commit is contained in:
@@ -13,6 +13,7 @@ export const routes: Routes = [
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{ path: RouterConstants.GOL.PATH, component: RouterConstants.GOL.COMPONENT},
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{ path: RouterConstants.LABYRINTH.PATH, component: RouterConstants.LABYRINTH.COMPONENT},
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{ path: RouterConstants.FRACTAL.PATH, component: RouterConstants.FRACTAL.COMPONENT},
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{ path: RouterConstants.FRACTAL3d.PATH, component: RouterConstants.FRACTAL3d.COMPONENT}
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{ path: RouterConstants.FRACTAL3d.PATH, component: RouterConstants.FRACTAL3d.COMPONENT},
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{ path: RouterConstants.PENDULUM.PATH, component: RouterConstants.PENDULUM.COMPONENT}
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];
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@@ -8,6 +8,7 @@ import {ConwayGolComponent} from '../pages/algorithms/conway-gol/conway-gol.comp
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import {LabyrinthComponent} from '../pages/algorithms/pathfinding/labyrinth/labyrinth.component';
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import {FractalComponent} from '../pages/algorithms/fractal/fractal.component';
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import {Fractal3dComponent} from '../pages/algorithms/fractal3d/fractal3d.component';
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import {PendulumComponent} from '../pages/algorithms/pendle/pendulum.component';
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export class RouterConstants {
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@@ -65,6 +66,12 @@ export class RouterConstants {
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COMPONENT: Fractal3dComponent
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};
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static readonly PENDULUM = {
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PATH: 'algorithms/pendulum',
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LINK: '/algorithms/pendulum',
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COMPONENT: PendulumComponent
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};
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static readonly IMPRINT = {
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PATH: 'imprint',
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LINK: '/imprint',
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@@ -8,7 +8,7 @@ import {MatSelect} from '@angular/material/select';
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import {AlgorithmInformation} from '../information/information.models';
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import {UrlConstants} from '../../../constants/UrlConstants';
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import {FormsModule} from '@angular/forms';
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import {BabylonCanvas, RenderCallback, RenderConfig} from '../../../shared/rendering/canvas/babylon-canvas.component';
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import {BabylonCanvas, RenderCallback, RenderConfig, SceneReadyEvent} from '../../../shared/rendering/canvas/babylon-canvas.component';
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import {FRACTAL2D_FRAGMENT, FRACTAL2D_VERTEX} from './fractal.shader';
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import {PointerEventTypes, PointerInfo, Scene, ShaderMaterial, Vector2} from '@babylonjs/core';
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import {MatButton} from '@angular/material/button';
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@@ -155,8 +155,8 @@ export class FractalComponent implements OnInit {
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}
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}
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onSceneReady(scene: Scene): void {
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scene.onPointerObservable.add((pointerInfo) => {
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onSceneReady(event: SceneReadyEvent): void {
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event.scene.onPointerObservable.add((pointerInfo) => {
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switch (pointerInfo.type) {
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case PointerEventTypes.POINTERDOWN:
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11
src/app/pages/algorithms/pendle/pendulum.component.html
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11
src/app/pages/algorithms/pendle/pendulum.component.html
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@@ -0,0 +1,11 @@
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<mat-card class="container">
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<mat-card-header>
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<mat-card-title>Ich bin ein Pendel - blub</mat-card-title>
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</mat-card-header>
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<mat-card-content>
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<app-babylon-canvas
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[config]="renderConfig"
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(sceneReady)="onSceneReady($event)"
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/>
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</mat-card-content>
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</mat-card>
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164
src/app/pages/algorithms/pendle/pendulum.component.ts
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164
src/app/pages/algorithms/pendle/pendulum.component.ts
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@@ -0,0 +1,164 @@
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import {Component} from '@angular/core';
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import {BabylonCanvas, RenderConfig, SceneReadyEvent} from '../../../shared/rendering/canvas/babylon-canvas.component';
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import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card';
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import {ComputeShader, ShaderLanguage, StorageBuffer, UniformBuffer} from '@babylonjs/core';
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@Component({
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selector: 'app-pendulum',
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imports: [
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BabylonCanvas,
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MatCard,
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MatCardContent,
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MatCardHeader,
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MatCardTitle,
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],
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templateUrl: './pendulum.component.html',
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styleUrl: './pendulum.component.scss',
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})
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export class PendulumComponent {
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// --- VERTEX SHADER ---
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// Das hat funktioniert. Wir definieren Attribute, Babylon baut 'VertexInputs'.
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// Wir geben 'FragmentInputs' zurück (was Babylon aus unseren varying baut).
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private readonly vertexShaderWGSL = `
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attribute position : vec3<f32>;
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attribute uv : vec2<f32>;
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varying vUV : vec2<f32>;
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@vertex
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fn main(input : VertexInputs) -> FragmentInputs {
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var output : FragmentInputs;
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output.position = vec4<f32>(input.position, 1.0);
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output.vUV = input.uv;
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return output;
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}
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`;
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// --- FRAGMENT SHADER (FIXED) ---
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// Änderungen:
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// 1. Rückgabetyp ist jetzt 'FragmentOutputs' (das Babylon Struct).
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// 2. Wir schreiben in 'fragmentOutputs.color'.
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// 3. Wir returnen 'fragmentOutputs'.
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private readonly fragmentShaderWGSL = `
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varying vUV : vec2<f32>;
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var<storage, read> pixelBuffer : array<f32>;
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var<uniform> params : Params;
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struct Params {
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resolution: vec2<f32>,
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time: f32
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};
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@fragment
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fn main(input : FragmentInputs) -> FragmentOutputs {
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let x = u32(input.vUV.x * params.resolution.x);
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let y = u32(input.vUV.y * params.resolution.y);
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let width = u32(params.resolution.x);
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let index = y * width + x;
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let total = u32(params.resolution.x * params.resolution.y);
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// Default Farbe (schwarz)
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var color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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if (index < total) {
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let val = pixelBuffer[index];
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color = vec4<f32>(val, val * 0.5, 0.2, 1.0);
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}
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// Babylon stellt die Variable 'fragmentOutputs' bereit.
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// Das Feld heißt standardmäßig 'color'.
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fragmentOutputs.color = color;
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return fragmentOutputs;
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}
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`;
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// --- COMPUTE SHADER (Unverändert) ---
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private readonly computeShaderWGSL = `
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@group(0) @binding(0) var<storage, read_write> pixelBuffer : array<f32>;
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@group(0) @binding(1) var<uniform> params : Params;
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struct Params {
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resolution: vec2<f32>,
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time: f32
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};
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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 totalPixels = u32(params.resolution.x * params.resolution.y);
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if (index >= totalPixels) { return; }
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let width = u32(params.resolution.x);
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let x = f32(index % width);
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let y = f32(index / width);
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// Zeit-Variable nutzen für Animation
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let value = sin(x * 0.05 + params.time) * cos(y * 0.05 + params.time);
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pixelBuffer[index] = value * 0.5 + 0.5;
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}
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`;
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renderConfig: RenderConfig = {
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mode: '2D',
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initialViewSize: 2,
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shaderLanguage: ShaderLanguage.WGSL,
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vertexShader: this.vertexShaderWGSL,
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fragmentShader: this.fragmentShaderWGSL,
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uniformNames: ["params"]
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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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const width = engine.getRenderWidth();
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const height = engine.getRenderHeight();
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const totalPixels = width * height;
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// Buffer: 1 Float pro Pixel
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const bufferSize = totalPixels * 4;
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const pixelBuffer = new StorageBuffer(engine, bufferSize);
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// Uniform Buffer
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const ubo = new UniformBuffer(engine);
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ubo.addUniform("resolution", 2);
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ubo.addUniform("time", 1);
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ubo.update();
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// Compute Shader
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const cs = new ComputeShader("myCompute", engine, {
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computeSource: this.computeShaderWGSL
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}, {
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bindingsMapping: {
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"pixelBuffer": { group: 0, binding: 0 },
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"params": { group: 0, binding: 1 }
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}
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});
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cs.setStorageBuffer("pixelBuffer", pixelBuffer);
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cs.setUniformBuffer("params", ubo);
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// Material Setup
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const plane = scene.getMeshByName("plane");
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if (plane && 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.setUniformBuffer("params", ubo);
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}
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// Render Loop
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let time = 0;
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scene.onBeforeRenderObservable.add(() => {
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time += engine.getDeltaTime() / 1000.0;
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ubo.updateFloat2("resolution", width, height);
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ubo.updateFloat("time", time);
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ubo.update();
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const dispatchCount = Math.ceil(totalPixels / 64);
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cs.dispatch(dispatchCount, 1, 1);
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});
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}
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}
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@@ -44,6 +44,12 @@ export class AlgorithmsService {
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title: 'ALGORITHM.FRACTAL3D.TITLE',
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description: 'ALGORITHM.FRACTAL3D.DESCRIPTION',
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routerLink: RouterConstants.FRACTAL3d.LINK
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},
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{
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id: 'pendulum',
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title: 'ALGORITHM.PENDULUM.TITLE',
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description: 'ALGORITHM.PENDULUM.DESCRIPTION',
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routerLink: RouterConstants.PENDULUM.LINK
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}
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];
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@@ -1,9 +1,9 @@
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import {AfterViewInit, Component, ElementRef, EventEmitter, inject, Input, NgZone, OnDestroy, Output, ViewChild} from '@angular/core';
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import {ArcRotateCamera, Camera, MeshBuilder, Scene, ShaderMaterial, Vector2, Vector3, WebGPUEngine} from '@babylonjs/core';
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import {ArcRotateCamera, Camera, MeshBuilder, Scene, ShaderLanguage, ShaderMaterial, Vector2, Vector3, WebGPUEngine} from '@babylonjs/core';
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export interface RenderConfig {
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mode: '2D' | '3D';
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computeShaderSupport?: boolean;
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shaderLanguage?: number; //0 GLSL, 1 WGSL
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initialViewSize: number;
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vertexShader: string;
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fragmentShader: string;
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@@ -12,6 +12,11 @@ export interface RenderConfig {
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export type RenderCallback = (material: ShaderMaterial, camera: Camera, canvas: HTMLCanvasElement, scene: Scene) => void;
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export interface SceneReadyEvent {
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scene: Scene;
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engine: WebGPUEngine;
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}
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@Component({
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selector: 'app-babylon-canvas',
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imports: [],
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@@ -26,7 +31,7 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
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@Input({ required: true }) config!: RenderConfig;
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@Input() renderCallback?: RenderCallback;
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@Output() sceneReady = new EventEmitter<Scene>();
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@Output() sceneReady = new EventEmitter<SceneReadyEvent>();
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private engine!: WebGPUEngine;
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private scene!: Scene;
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@@ -63,7 +68,10 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
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this.addListener(canvas);
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this.createShaderMaterial();
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this.createFullScreenRect();
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this.sceneReady.emit(this.scene);
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this.sceneReady.emit({
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scene: this.scene,
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engine: this.engine
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});
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this.addRenderLoop(canvas);
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});
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}
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@@ -133,7 +141,8 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
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},
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{
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attributes: ["position", "uv"],
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uniforms: ["resolution", "cameraPosition", ...this.config.uniformNames]
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uniforms: ["resolution", "cameraPosition", ...this.config.uniformNames],
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shaderLanguage: this.config.shaderLanguage ?? ShaderLanguage.GLSL
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}
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);
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this.shaderMaterial.disableDepthWrite = true;
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@@ -441,6 +441,10 @@
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"TITLE": "Fraktale 3D",
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"DESCRIPTION": "3D-Visualisierung von komplexe, geometrische Mustern, die sich selbst in immer kleineren Maßstäben ähneln (Selbstähnlichkeit)."
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},
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"PENDULUM": {
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"TITLE": "Pendel",
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"DESCRIPTION": "Noch ein WebGPU test."
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},
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"NOTE": "HINWEIS",
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"GRID_HEIGHT": "Höhe",
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"GRID_WIDTH": "Beite"
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@@ -440,6 +440,10 @@
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"TITLE": "Fractals 3D",
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"DESCRIPTION": "3D Visualisation of complex geometric patterns that resemble each other on increasingly smaller scales (self-similarity)."
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},
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"PENDULUM": {
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"TITLE": "Pendulum",
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"DESCRIPTION": "Just a test atm."
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},
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"NOTE": "Note",
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"GRID_HEIGHT": "Height",
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"GRID_WIDTH": "Width"
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