Rendeirng problems fixed

Problem was broken uv coordinates in the fragment shader
This commit is contained in:
2026-02-21 09:46:55 +01:00
parent f499b78fd5
commit 598013a7d0
2 changed files with 70 additions and 101 deletions

View File

@@ -1,7 +1,7 @@
import {Component} from '@angular/core';
import {BabylonCanvas, RenderConfig, SceneReadyEvent} from '../../../shared/rendering/canvas/babylon-canvas.component';
import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card';
import {ComputeShader, ShaderLanguage, StorageBuffer, UniformBuffer} from '@babylonjs/core';
import {ComputeShader, ShaderLanguage, StorageBuffer} from '@babylonjs/core';
import {PENDULUM_FRAGMENT_SHADER_WGSL, PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL, PENDULUM_RENDER_COMPUTE_SHADER_WGSL, PENDULUM_VERTEX_SHADER_WGSL} from './pendulum.shader';
@Component({
@@ -25,7 +25,7 @@ export class PendulumComponent {
vertexShader: PENDULUM_VERTEX_SHADER_WGSL,
fragmentShader: PENDULUM_FRAGMENT_SHADER_WGSL,
uniformNames: [],
uniformBufferNames: ["params"]
uniformBufferNames: []
};
onSceneReady(event: SceneReadyEvent) {
@@ -38,24 +38,17 @@ export class PendulumComponent {
const height = engine.getRenderHeight();
const totalPixels = width * height;
// Buffer 1: Die Pixel (Bild)
const pixelBuffer = new StorageBuffer(engine, totalPixels * 4);
// Buffer 2: Physik-Status
const stateBuffer = new StorageBuffer(engine, 4 * 4);
stateBuffer.update(new Float32Array([Math.PI / 4, Math.PI / 2, 0, 0]));
const ubo = new UniformBuffer(engine);
ubo.addUniform("resolution", 2);
ubo.addUniform("time", 1);
ubo.addUniform("dt", 1);
ubo.addUniform("g", 1);
ubo.addUniform("m1", 1);
ubo.addUniform("m2", 1);
ubo.addUniform("l1", 1);
ubo.addUniform("l2", 1);
ubo.addUniform("damping", 1);
ubo.addUniform("pad1", 1);
ubo.addUniform("pad2", 1);
ubo.update();
// Buffer 3: Parameter (DER NEUE, ABSOLUT SICHERE WEG)
// Wir reservieren Platz für 10 Floats.
const paramsBuffer = new StorageBuffer(engine, 10 * 4);
const paramsData = new Float32Array(10);
const csPhysics = new ComputeShader("physics", engine, {
computeSource: PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL
@@ -66,7 +59,7 @@ export class PendulumComponent {
}
});
csPhysics.setStorageBuffer("state", stateBuffer);
csPhysics.setUniformBuffer("p", ubo);
csPhysics.setStorageBuffer("p", paramsBuffer); // Nutzen jetzt StorageBuffer
const csRender = new ComputeShader("render", engine, {
computeSource: PENDULUM_RENDER_COMPUTE_SHADER_WGSL
@@ -78,40 +71,39 @@ export class PendulumComponent {
}
});
csRender.setStorageBuffer("pixelBuffer", pixelBuffer);
csRender.setUniformBuffer("p", ubo);
csRender.setStorageBuffer("p", paramsBuffer);
csRender.setStorageBuffer("state", stateBuffer);
// Material Setup
const plane = scene.getMeshByName("plane");
if (plane?.material) {
const mat = plane.material as any;
mat.setStorageBuffer("pixelBuffer", pixelBuffer);
mat.setUniformBuffer("params", ubo);
mat.setStorageBuffer("paramsBuffer", paramsBuffer); // Auch hier StorageBuffer
}
let time = 0;
const dt = 0.015;
// Du hast die Physik wieder drin gelassen, das ist super:
scene.onBeforeRenderObservable.add(() => {
time += dt;
const currentWidth = engine.getRenderWidth();
const currentHeight = engine.getRenderHeight();
ubo.updateFloat2("resolution", currentWidth, currentHeight);
ubo.updateFloat("time", time);
ubo.updateFloat("dt", dt);
ubo.updateFloat("g", 9.81);
ubo.updateFloat("m1", 2.0);
ubo.updateFloat("m2", 1.0);
ubo.updateFloat("l1", 1.5);
ubo.updateFloat("l2", 1.2);
ubo.updateFloat("damping", 0.99);
ubo.updateFloat("pad1", 0);
ubo.updateFloat("pad2", 0);
ubo.update();
paramsData[0] = currentWidth;
paramsData[1] = currentHeight;
paramsData[2] = time;
paramsData[3] = dt;
paramsData[4] = 9.81; // g
paramsData[5] = 2.0; // m1
paramsData[6] = 1.0; // m2
paramsData[7] = 1.5; // l1
paramsData[8] = 1.2; // l2
paramsData[9] = 0.99; // damping
paramsBuffer.update(paramsData);
// Physik Dispatch an
csPhysics.dispatch(1, 1, 1);
const totalPixels = currentWidth * currentHeight;

View File

@@ -13,35 +13,36 @@
`;
export const PENDULUM_FRAGMENT_SHADER_WGSL = `
varying vUV : vec2<f32>;
varying vUV : vec2<f32>; // Lassen wir stehen, damit der Vertex-Shader nicht meckert
var<storage, read> pixelBuffer : array<f32>;
var<uniform> params : Params; // Zurück zum bewährten Struct!
struct Params {
resolution: vec2<f32>,
time: f32,
dt: f32,
g: f32,
m1: f32,
m2: f32,
l1: f32,
l2: f32,
damping: f32,
pad1: f32,
pad2: f32
};
var<storage, read> paramsBuffer : array<f32>;
@fragment
fn main(input : FragmentInputs) -> FragmentOutputs {
let width = u32(params.resolution.x);
let height = u32(params.resolution.y);
let width = u32(paramsBuffer[0]);
let height = u32(paramsBuffer[1]);
// clamp schützt uns vor Abstürzen durch Rundungsfehler am Bildschirmrand
let x = clamp(u32(input.vUV.x * params.resolution.x), 0u, width - 1u);
let y = clamp(u32(input.vUV.y * params.resolution.y), 0u, height - 1u);
if (width == 0u || height == 0u) {
fragmentOutputs.color = vec4<f32>(0.5, 0.0, 0.0, 1.0);
return fragmentOutputs;
}
// ==============================================================
// DER MAGISCHE TRICK: Wir ignorieren die kaputten UV-Koordinaten!
// input.position enthält die exakten Bildschirm-Pixelkoordinaten
// (z.B. x geht von 0 bis 1000, y geht von 0 bis 1000).
// Damit lesen wir den Puffer 1:1 auf Pixel-Ebene aus!
// ==============================================================
let x = u32(input.position.x);
let y = u32(input.position.y);
// Sicherheits-Check, damit wir nicht außerhalb des Buffers lesen
if (x >= width || y >= height) {
fragmentOutputs.color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return fragmentOutputs;
}
let index = y * width + x;
let val = pixelBuffer[index];
var color = vec3<f32>(0.1, 0.1, 0.15);
@@ -62,21 +63,7 @@ export const PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL = `
};
@group(0) @binding(0) var<storage, read_write> state : State;
@group(0) @binding(1) var<uniform> p : Params;
struct Params {
resolution: vec2<f32>,
time: f32,
dt: f32,
g: f32,
m1: f32,
m2: f32,
l1: f32,
l2: f32,
damping: f32,
pad1: f32, // <-- Alignment
pad2: f32 // <-- Alignment
};
@group(0) @binding(1) var<storage, read> p : array<f32>;
@compute @workgroup_size(1)
fn main() {
@@ -85,11 +72,13 @@ export const PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL = `
let v1 = state.v1;
let v2 = state.v2;
let m1 = p.m1;
let m2 = p.m2;
let l1 = p.l1;
let l2 = p.l2;
let g = p.g;
let dt = p[3];
let g = p[4];
let m1 = p[5];
let m2 = p[6];
let l1 = p[7];
let l2 = p[8];
let damping = p[9];
let num1 = -g * (2.0 * m1 + m2) * sin(t1)
- m2 * g * sin(t1 - 2.0 * t2)
@@ -101,13 +90,13 @@ export const PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL = `
let den2 = l2 * (2.0 * m1 + m2 - m2 * cos(2.0 * t1 - 2.0 * t2));
let a2 = num2 / den2;
let new_v1 = (v1 + a1 * p.dt) * p.damping;
let new_v2 = (v2 + a2 * p.dt) * p.damping;
let new_v1 = (v1 + a1 * dt) * damping;
let new_v2 = (v2 + a2 * dt) * damping;
state.v1 = new_v1;
state.v2 = new_v2;
state.theta1 = t1 + new_v1 * p.dt;
state.theta2 = t2 + new_v2 * p.dt;
state.theta1 = t1 + new_v1 * dt;
state.theta2 = t2 + new_v2 * dt;
}
`;
@@ -120,23 +109,9 @@ export const PENDULUM_RENDER_COMPUTE_SHADER_WGSL = `
};
@group(0) @binding(0) var<storage, read_write> pixelBuffer : array<f32>;
@group(0) @binding(1) var<uniform> p : Params;
@group(0) @binding(1) var<storage, read> p : array<f32>;
@group(0) @binding(2) var<storage, read> state : State;
struct Params {
resolution: vec2<f32>,
time: f32,
dt: f32,
g: f32,
m1: f32,
m2: f32,
l1: f32,
l2: f32,
damping: f32,
pad1: f32,
pad2: f32
};
fn sdSegment(p: vec2<f32>, a: vec2<f32>, b: vec2<f32>) -> f32 {
let pa = p - a;
let ba = b - a;
@@ -147,21 +122,23 @@ export const PENDULUM_RENDER_COMPUTE_SHADER_WGSL = `
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
let index = global_id.x;
let width = u32(p.resolution.x);
let height = u32(p.resolution.y);
let width = u32(p[0]);
let height = u32(p[1]);
if (index >= width * height) { return; }
let x = f32(index % width);
let y = f32(index / width);
let uv = vec2<f32>(x / p.resolution.x, y / p.resolution.y);
let uv = vec2<f32>(x / p[0], y / p[1]);
let aspect = p.resolution.x / p.resolution.y;
let aspect = p[0] / p[1];
let uv_corr = vec2<f32>(uv.x * aspect, uv.y);
var newVal = 0.0;
let origin = vec2<f32>(0.5 * aspect, 0.7);
// 1. FIX: Y = 0.3 setzt den Ursprung ins obere Drittel des Bildschirms
let origin = vec2<f32>(0.5 * aspect, 0.3);
let s1 = sin(state.theta1);
let c1 = cos(state.theta1);
@@ -170,15 +147,15 @@ export const PENDULUM_RENDER_COMPUTE_SHADER_WGSL = `
let displayScale = 0.15;
let p1 = origin + vec2<f32>(s1, -c1) * p.l1 * displayScale;
let p2 = p1 + vec2<f32>(s2, -c2) * p.l2 * displayScale;
// 2. FIX: +c1 und +c2 genutzt, da Y in WebGPU nach unten wächst
let p1 = origin + vec2<f32>(s1, c1) * p[7] * displayScale;
let p2 = p1 + vec2<f32>(s2, c2) * p[8] * displayScale;
let dLine1 = sdSegment(uv_corr, origin, p1);
let dLine2 = sdSegment(uv_corr, p1, p2);
let dMass1 = length(uv_corr - p1);
let dMass2 = length(uv_corr - p2);
// Geometrie zeichnen
let lineThick = 0.003;
let m1Radius = 0.02;
let m2Radius = 0.02;