stop implementing

This commit is contained in:
2026-02-14 15:21:31 +01:00
parent 38e256544f
commit 8cdf00fdc9
6 changed files with 240 additions and 208 deletions

View File

@@ -76,6 +76,7 @@ export class FractalComponent implements OnInit {
mode: '2D',
pipeline: 'Material',
initialViewSize: 100,
activeAccumulationBuffer: false,
vertexShader: FRACTAL2D_VERTEX,
fragmentShader: FRACTAL2D_FRAGMENT,
uniformNames: ["worldViewProjection", "time", "targetPosition","center", "zoom", "maxIterations", "algorithm", "colorScheme", "juliaC"]

View File

@@ -53,6 +53,7 @@ export class Fractal3dComponent {
fractalConfig: RenderConfig = {
mode: '3D',
pipeline: 'Material',
activeAccumulationBuffer: false,
initialViewSize: 4,
vertexShader: MANDELBULB_VERTEX,
fragmentShader: MANDELBULB_FRAGMENT,

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@@ -1,137 +1,126 @@
export const PATH_TRACING_SHADER = `
struct Camera {
position: vec4<f32>,
forward: vec4<f32>,
right: vec4<f32>,
up: vec4<f32>
};
// path-tracing-shader.ts
struct SceneParams {
values: vec4<f32>
};
export const PATH_TRACING_VERTEX = `
precision highp float;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUV;
struct Sphere {
center: vec3<f32>,
radius: f32,
color: vec3<f32>,
emission: vec3<f32>
};
void main(void) {
vUV = uv;
gl_Position = vec4(position, 1.0);
}
`;
@group(0) @binding(0) var outputTex : texture_storage_2d<rgba8unorm, write>;
// Uniform -> Storage (read)
@group(0) @binding(1) var<storage, read> cam : Camera;
// Uniform -> Storage (read)
@group(0) @binding(2) var<storage, read> params : SceneParams;
export const PATH_TRACING_FRAGMENT = `
precision highp float;
varying vec2 vUV;
fn getSceneSphere(i: i32) -> Sphere {
var s: Sphere;
s.emission = vec3<f32>(0.0);
uniform vec2 resolution;
uniform vec3 cameraPosition;
uniform vec3 cameraForward;
uniform vec3 cameraRight;
uniform vec3 cameraUp;
uniform float frameCount;
uniform float time;
if (i == 0) { s.center = vec3<f32>(-100.5, 0.0, 0.0); s.radius = 100.0; s.color = vec3<f32>(0.8, 0.1, 0.1); }
else if (i == 1) { s.center = vec3<f32>( 100.5, 0.0, 0.0); s.radius = 100.0; s.color = vec3<f32>(0.1, 0.8, 0.1); }
else if (i == 2) { s.center = vec3<f32>(0.0, 100.5, 0.0); s.radius = 100.0; s.color = vec3<f32>(0.8, 0.8, 0.8); }
else if (i == 3) { s.center = vec3<f32>(0.0, -100.5, 0.0); s.radius = 100.0; s.color = vec3<f32>(0.8, 0.8, 0.8); }
else if (i == 4) { s.center = vec3<f32>(0.0, 0.0, 100.5); s.radius = 100.0; s.color = vec3<f32>(0.8, 0.8, 0.8); }
else if (i == 5) { s.center = vec3<f32>(0.0, 1.5, 0.0); s.radius = 0.3; s.color = vec3<f32>(1.0); s.emission = vec3<f32>(15.0); }
else if (i == 6) { s.center = vec3<f32>(-0.3, -0.3, -0.3); s.radius = 0.25; s.color = vec3<f32>(0.9, 0.9, 0.1); }
else { s.center = vec3<f32>(0.3, -0.3, 0.2); s.radius = 0.25; s.color = vec3<f32>(0.2, 0.2, 0.9); }
uniform sampler2D accumulationBuffer;
return s;
}
struct Sphere {
vec3 center;
float radius;
vec3 color;
vec3 emission;
float materialType;
};
fn hitSphere(ro: vec3<f32>, rd: vec3<f32>, s: Sphere) -> f32 {
let oc = ro - s.center;
let b = dot(oc, rd);
let c = dot(oc, oc) - s.radius * s.radius;
let h = b*b - c;
if (h < 0.0) { return -1.0; }
return -b - sqrt(h);
}
float random(inout float seed) {
seed = fract(sin(seed) * 43758.5453123);
return seed;
}
fn rand(seed: ptr<function, u32>) -> f32 {
*seed = *seed * 747796405u + 2891336453u;
let word = ((*seed >> ((*seed >> 28u) + 4u)) ^ *seed) * 277803737u;
return f32((word >> 22u) ^ word) / 4294967296.0;
}
vec3 randomHemisphereDir(vec3 normal, inout float seed) {
float phi = 2.0 * 3.14159265 * random(seed);
float cosTheta = random(seed);
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 tangent = normalize(cross(up, normal));
vec3 bitangent = cross(normal, tangent);
return normalize(tangent * cos(phi) * sinTheta + bitangent * sin(phi) * sinTheta + normal * cosTheta);
}
fn randomHemisphereDir(normal: vec3<f32>, seed: ptr<function, u32>) -> vec3<f32> {
let r1 = rand(seed);
let r2 = rand(seed);
let theta = 6.283185 * r1;
let phi = acos(2.0 * r2 - 1.0);
let x = sin(phi) * cos(theta);
let y = sin(phi) * sin(theta);
let z = cos(phi);
let v = normalize(vec3<f32>(x, y, z));
if (dot(v, normal) < 0.0) { return -v; }
return v;
}
Sphere getSphere(int index) {
if (index == 0) { return Sphere(vec3(-100.5, 0.0, 0.0), 100.0, vec3(0.8, 0.1, 0.1), vec3(0.0), 0.0); }
if (index == 1) { return Sphere(vec3( 100.5, 0.0, 0.0), 100.0, vec3(0.1, 0.8, 0.1), vec3(0.0), 0.0); }
if (index == 2) { return Sphere(vec3(0.0, 100.5, 0.0), 100.0, vec3(0.8, 0.8, 0.8), vec3(0.0), 0.0); }
if (index == 3) { return Sphere(vec3(0.0, -100.5, 0.0), 100.0, vec3(0.8, 0.8, 0.8), vec3(0.0), 0.0); }
if (index == 4) { return Sphere(vec3(0.0, 0.0, 100.5), 100.0, vec3(0.8, 0.8, 0.8), vec3(0.0), 0.0); }
if (index == 5) { return Sphere(vec3(0.0, 1.4, 0.0), 0.25, vec3(1.0), vec3(20.0), 0.0); }
if (index == 6) { return Sphere(vec3(-0.4, -0.4, -0.1), 0.25, vec3(1.0), vec3(0.0), 1.0); }
return Sphere(vec3(0.4, -0.4, 0.3), 0.25, vec3(0.2, 0.4, 0.9), vec3(0.0), 0.0);
}
@compute @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
let dims = textureDimensions(outputTex);
let coord = vec2<i32>(global_id.xy);
void main(void) {
float seed = dot(vUV, vec2(12.9898, 78.233)) + time;
vec2 jitter = vec2(random(seed), random(seed)) / resolution;
vec2 screenPos = (vUV + jitter) * 2.0 - 1.0;
float aspect = resolution.x / resolution.y;
if (coord.x >= i32(dims.x) || coord.y >= i32(dims.y)) { return; }
vec3 ro = cameraPosition;
vec3 rd = normalize(cameraForward + cameraRight * screenPos.x * aspect + cameraUp * screenPos.y);
let uv = (vec2<f32>(coord) / vec2<f32>(dims)) * 2.0 - 1.0;
let aspect = f32(dims.x) / f32(dims.y);
let screenPos = vec2<f32>(uv.x * aspect, -uv.y);
vec3 incomingLight = vec3(0.0);
vec3 throughput = vec3(1.0);
var ro = cam.position.xyz;
var rd = normalize(cam.forward.xyz + cam.right.xyz * screenPos.x + cam.up.xyz * screenPos.y);
for (int bounce = 0; bounce < 4; bounce++) {
float tMin = 10000.0;
int hitIdx = -1;
var col = vec3<f32>(0.0);
var throughput = vec3<f32>(1.0);
// Zugriff auf params.values statt params.x
var seed = u32(global_id.x + global_id.y * dims.x) + u32(params.values.x) * 719393u;
for (int i = 0; i < 8; i++) {
Sphere s = getSphere(i);
vec3 oc = ro - s.center;
float b = dot(oc, rd);
float c = dot(oc, oc) - s.radius * s.radius;
float h = b * b - c;
for (var i = 0; i < 4; i++) {
var tMin = 10000.0;
var hitIndex = -1;
if (h > 0.0) {
float t = -b - sqrt(h);
if (t > 0.001 && t < tMin) {
tMin = t;
hitIdx = i;
}
}
}
for (var j = 0; j < 8; j++) {
let s = getSceneSphere(j);
let t = hitSphere(ro, rd, s);
if (t > 0.001 && t < tMin) {
tMin = t;
hitIndex = j;
if (hitIdx == -1) {
incomingLight += throughput * vec3(0.01);
break;
}
Sphere s = getSphere(hitIdx);
vec3 hitPoint = ro + rd * tMin;
vec3 normal = normalize(hitPoint - s.center);
incomingLight += s.emission * throughput;
throughput *= s.color;
ro = hitPoint;
if (s.materialType > 0.5) {
rd = reflect(rd, normal);
} else {
rd = randomHemisphereDir(normal, seed);
}
}
if (hitIndex == -1) {
col = col + throughput * vec3<f32>(0.1, 0.1, 0.15);
break;
vec3 prevColor = texture2D(accumulationBuffer, vUV).rgb;
// Akkumulation
if (frameCount < 1.0) {
gl_FragColor = vec4(incomingLight, 1.0);
} else {
float weight = 1.0 / (frameCount + 1.0);
vec3 final = mix(prevColor, incomingLight, weight);
gl_FragColor = vec4(final, 1.0);
}
let hitSphere = getSceneSphere(hitIndex);
let hitPos = ro + rd * tMin;
let normal = normalize(hitPos - hitSphere.center);
if (length(hitSphere.emission) > 0.0) {
col = col + throughput * hitSphere.emission;
break;
}
throughput = throughput * hitSphere.color;
ro = hitPos;
rd = randomHemisphereDir(normal, &seed);
}
// Debug: Falls Bild immer noch schwarz, entkommentieren:
// textureStore(outputTex, coord, vec4<f32>(1.0, 0.0, 0.0, 1.0));
textureStore(outputTex, coord, vec4<f32>(col, 1.0));
}
`;
export const RED_SHADER = `
@group(0) @binding(0) var outputTex : texture_storage_2d<rgba8unorm, write>;
@compute @workgroup_size(1, 1, 1)
fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
// Schreibe Rot (R=1, G=0, B=0, A=1) an die Pixel-Position
textureStore(outputTex, global_id.xy, vec4<f32>(1.0, 0.0, 0.0, 1.0));
}
`;

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@@ -5,8 +5,8 @@
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<app-babylon-canvas
[config]="fractalConfig"
(sceneReady)="onSceneReady($event)"
[config]="config"
[renderCallback]="onRender"
/>
</mat-card-content>
</mat-card>

View File

@@ -1,102 +1,130 @@
import { Component } from '@angular/core';
import { BabylonCanvas, RenderConfig } from '../../../shared/rendering/canvas/babylon-canvas.component';
import { Information } from '../information/information';
import { MatCard, MatCardContent, MatCardHeader, MatCardTitle } from '@angular/material/card';
import { TranslatePipe } from '@ngx-translate/core';
import { AlgorithmInformation } from '../information/information.models';
import {BabylonCanvas, RenderCallback, RenderConfig} from '../../../shared/rendering/canvas/babylon-canvas.component';
import {
ComputeShader,
Layer,
RawTexture,
Scene,
WebGPUEngine,
Constants
Camera, RenderTargetTexture,
Scene, ShaderMaterial,
Vector3,
Constants, Layer, Vector2, Mesh
} from '@babylonjs/core';
import {PATH_TRACING_FRAGMENT, PATH_TRACING_VERTEX} from './path-tracing-shader';
import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card';
import {Information} from '../information/information';
import {TranslatePipe} from '@ngx-translate/core';
import {AlgorithmInformation} from '../information/information.models';
@Component({
selector: 'app-path-tracing',
imports: [
BabylonCanvas,
Information,
MatCard,
MatCardContent,
MatCardHeader,
MatCardTitle,
TranslatePipe
],
imports: [BabylonCanvas, MatCardContent, MatCard, Information, MatCardTitle, MatCardHeader, TranslatePipe],
templateUrl: './path-tracing.component.html',
styleUrl: './path-tracing.component.scss',
styleUrls: ['./path-tracing.component.scss'],
standalone: true,
})
export class PathTracingComponent {
algoInformation: AlgorithmInformation = {
title: 'WebGPU Debug',
title: '',
entries: [],
disclaimer: '',
disclaimerBottom: '',
disclaimerListEntry: []
};
fractalConfig: RenderConfig = {
mode: '3D',
pipeline: 'Compute',
initialViewSize: 4,
config: RenderConfig =
{ mode: '3D',
pipeline: 'Material',
initialViewSize: 4,
activeAccumulationBuffer: true,
vertexShader: PATH_TRACING_VERTEX,
fragmentShader: PATH_TRACING_FRAGMENT,
uniformNames: ["cameraForward", "cameraRight", "cameraUp", "time", "frameCount"]
};
private frameCount: number = 0;
private lastCamPos: Vector3 = new Vector3();
private rttA?: RenderTargetTexture;
private rttB?: RenderTargetTexture;
private isUsingA: boolean = true;
private displayLayer?: Layer;
private screenQuad?: Mesh;
onRender: RenderCallback = (material: ShaderMaterial, camera: Camera, canvas: HTMLCanvasElement, scene: Scene) => {
if (!material || !camera) return;
// 1. Setup beim ersten Frame
if (!this.rttA || !this.rttB) {
this.setupAccumulation(scene, canvas);
return;
}
// 2. Kamera Bewegung Check
if (!camera.position.equals(this.lastCamPos)) {
this.frameCount = 0;
this.lastCamPos.copyFrom(camera.position);
} else {
this.frameCount++;
}
const forward = camera.getForwardRay().direction;
const right = Vector3.Cross(forward, camera.upVector).normalize();
const up = Vector3.Cross(right, forward).normalize();
material.setVector3("cameraForward", forward);
material.setVector3("cameraRight", right);
material.setVector3("cameraUp", up);
material.setFloat("time", performance.now() / 1000.0);
material.setFloat("frameCount", this.frameCount);
material.setVector2("resolution", new Vector2(canvas.width, canvas.height));
// 3. Ping-Pong Zuweisung
const source = this.isUsingA ? this.rttA : this.rttB;
const target = this.isUsingA ? this.rttB : this.rttA;
// Shader liest aus alter Textur
material.setTexture("accumulationBuffer", source);
// Wenn das Mesh existiert, rendern wir es in die NEUE Textur
if (this.screenQuad) {
// WICHTIG: Das Mesh muss im RTT Mode sichtbar sein
this.screenQuad.isVisible = true;
// Rendert den Shader auf das Quad und speichert es in 'target'
target.render();
// Verstecken für den normalen Screen-Render-Pass
this.screenQuad.isVisible = false;
}
// 4. Anzeige auf dem Bildschirm
if (this.displayLayer) {
this.displayLayer.texture = target;
}
this.isUsingA = !this.isUsingA;
};
private cs!: ComputeShader;
private texture!: RawTexture;
private setupAccumulation(scene: Scene, canvas: HTMLCanvasElement): void {
const size = { width: canvas.width, height: canvas.height };
onSceneReady(payload: { scene: Scene, engine: WebGPUEngine }) {
const { scene, engine } = payload;
const canvas = engine.getRenderingCanvas()!;
const width = 512;
const height = 512;
// Float Texturen sind entscheidend für Akkumulation
this.rttA = new RenderTargetTexture("rttA", size, scene, false, true, Constants.TEXTURETYPE_FLOAT);
this.rttB = new RenderTargetTexture("rttB", size, scene, false, true, Constants.TEXTURETYPE_FLOAT);
// 1. Textur erstellen (Storage)
this.texture = new RawTexture(
new Uint8Array(width * height * 4),
width,
height,
Constants.TEXTUREFORMAT_RGBA,
scene,
false,
false,
Constants.TEXTURE_NEAREST_SAMPLINGMODE,
Constants.TEXTURETYPE_UNSIGNED_BYTE,
Constants.TEXTURE_CREATIONFLAG_STORAGE
);
// Wir holen uns das Mesh ("background"), das in BabylonCanvas erstellt wurde
this.screenQuad = scene.getMeshByName("background") as Mesh;
// 2. Minimal-Shader
const shaderCode = `
@group(0) @binding(0) var outputTex : texture_storage_2d<rgba8unorm, write>;
@compute @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
textureStore(outputTex, gid.xy, vec4<f32>(0.0, 1.0, 0.0, 1.0));
}
`;
// Sicherheits-Check falls Name abweicht
if (!this.screenQuad && scene.meshes.length > 0) {
this.screenQuad = scene.meshes[0] as Mesh;
}
// 3. Shader erstellen
this.cs = new ComputeShader(
"simple",
engine,
{ computeSource: shaderCode },
{
bindingsMapping: { "outputTex": { group: 0, binding: 0 } },
entryPoint: "main"
}
);
if (this.screenQuad) {
// Wir sagen den Texturen: "Nur dieses Mesh rendern!"
this.rttA.renderList = [this.screenQuad];
this.rttB.renderList = [this.screenQuad];
this.screenQuad.isVisible = false; // Initial aus
} else {
console.error("Screen Quad not found!");
}
this.cs.setTexture("outputTex", this.texture);
// 4. Layer
const layer = new Layer("viewLayer", null, scene);
layer.texture = this.texture;
// 5. Der Trick: Einmaliger Dispatch nach einer kurzen Pause
// Das umgeht alle "isReady" oder Binding-Timing Probleme
setTimeout(() => {
console.log("Forcing Compute Dispatch...");
this.cs.dispatch(width / 8, height / 8, 1);
}, 200);
this.displayLayer = new Layer("display", null, scene, true);
}
}

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@@ -1,10 +1,11 @@
import {AfterViewInit, Component, ElementRef, EventEmitter, Input, OnDestroy, Output, ViewChild} from '@angular/core';
import {ArcRotateCamera, Camera, MeshBuilder, Scene, ShaderMaterial, Vector2, Vector3, WebGPUEngine} from '@babylonjs/core';
import {AfterViewInit, Component, ElementRef, EventEmitter, inject, Input, NgZone, OnDestroy, Output, ViewChild} from '@angular/core';
import {ArcRotateCamera, Camera, Engine, MeshBuilder, Scene, ShaderMaterial, Vector2, Vector3} from '@babylonjs/core';
export interface RenderConfig {
mode: '2D' | '3D';
pipeline: 'Material' | 'Compute';
initialViewSize: number;
activeAccumulationBuffer: boolean;
vertexShader?: string;
fragmentShader?: string;
uniformNames?: string[];
@@ -19,21 +20,24 @@ export type RenderCallback = (material: ShaderMaterial, camera: Camera, canvas:
styleUrl: './babylon-canvas.component.scss',
})
export class BabylonCanvas implements AfterViewInit, OnDestroy {
readonly ngZone = inject(NgZone);
@ViewChild('renderCanvas', { static: true }) canvasRef!: ElementRef<HTMLCanvasElement>;
@Input({ required: true }) config!: RenderConfig;
@Input() renderCallback?: RenderCallback;
@Output() sceneReady = new EventEmitter<{scene: Scene, engine: WebGPUEngine}>();
@Output() sceneReady = new EventEmitter<{scene: Scene, engine: Engine}>();
private engine!: WebGPUEngine;
private engine!: Engine;
private scene!: Scene;
private shaderMaterial!: ShaderMaterial;
private camera!: Camera;
ngAfterViewInit(): void {
this.initBabylon().then(r => console.log("Rendering engine initialized."));
this.ngZone.runOutsideAngular(() => {
this.initBabylon();
});
}
/*ngOnChanges(changes: SimpleChanges): void {
@@ -50,17 +54,17 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
}
}
async initBabylon(): Promise<void> {
private initBabylon(): void {
if (!navigator.gpu) {
alert("Your browser does not support webgpu, maybe you have activate the hardware acceleration.!");
return;
}
const canvas = this.canvasRef.nativeElement;
this.engine = new WebGPUEngine(canvas, {
antialias: true
this.engine = new Engine(canvas, true, {
preserveDrawingBuffer: true,
stencil: true
});
await this.engine.initAsync();
this.scene = new Scene(this.engine);
@@ -123,13 +127,14 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
plane.lookAt(this.camera.position);
}
plane.alwaysSelectAsActiveMesh = true;
plane.infiniteDistance = true;
plane.material = this.shaderMaterial;
}
private createShaderMaterial() {
if (!this.config.vertexShader || !this.config.fragmentShader || !this.config.uniformNames)
if (!this.config.vertexShader || !this.config.fragmentShader)
{
console.warn("Bablyon canvas needs a vertex shader, a fragment shader and a uniforms array.\n");
return;
@@ -142,15 +147,23 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
vertexSource: this.config.vertexShader,
fragmentSource: this.config.fragmentShader
},
{
attributes: ["position", "uv"],
uniforms: ["resolution", "cameraPosition", ...this.config.uniformNames]
}
this.getOptions()
);
this.shaderMaterial.disableDepthWrite = true;
this.shaderMaterial.backFaceCulling = false;
}
private getOptions() {
const uniforms = ["resolution", "cameraPosition", ...(this.config.uniformNames || [])];
const samplers = this.config.activeAccumulationBuffer ? ["accumulationBuffer"] : [];
return {
attributes: ["position", "uv"],
uniforms: uniforms,
samplers: samplers
};
}
private addRenderLoop(canvas: HTMLCanvasElement) {
this.engine.runRenderLoop(() => {