gradient arrows

This commit is contained in:
Zack Buhman 2026-07-31 20:35:16 -05:00
parent b198b61bb7
commit 1a168698a5
4 changed files with 136 additions and 37 deletions

130
flat.js
View File

@ -28,25 +28,69 @@ function smoothing(radius, distance)
} }
class FlatRenderer { class FlatRenderer {
positionProperty(position, circleRadius, particleCount)
{
var property = 0.0;
for (var i = 0; i < particleCount; i++) {
const particlePosition = [this.particles[i * this.particleStride + 0],
this.particles[i * this.particleStride + 1]];
const particleProperty = this.particles[i * this.particleStride + 4];
const particleDensity = this.particles[i * this.particleStride + 5];
const distance = length(sub(position, particlePosition));
const influence = smoothing(circleRadius, distance);
property += particleProperty * influence / particleDensity;
}
return property;
}
particleDensity(aPosition, circleRadius, particleCount)
{
var density = 0.0;
for (var i = 0; i < particleCount; i++) {
const bPosition = [this.particles[i * this.particleStride + 0],
this.particles[i * this.particleStride + 1]];
const distance = length(sub(aPosition, bPosition));
const influence = smoothing(circleRadius, distance);
density += influence;
}
return density;
}
createParticles(device) createParticles(device)
{ {
this.maxDim = 32; this.maxDim = 32;
this.maxParticles = this.maxDim * this.maxDim; this.maxParticles = this.maxDim * this.maxDim;
this.particleStride = 4 * 2; // in elements this.particleStride = 4 * 2; // in elements
this.particles = new Float32Array(this.maxParticles * this.particleStride); this.particles = new Float32Array(this.maxParticles * this.particleStride);
this.maxGradientsDim = 32;
this.maxGradients = this.maxGradientsDim * this.maxGradientsDim;
this.gradientStride = 4 * 2;
this.gradients = new Float32Array(this.maxGradients * this.gradientStride);
this.particleBuffers = []; this.particleBuffers = [];
this.gradientBuffers = [];
this.particleBindGroups = []; this.particleBindGroups = [];
this.particleConfiguration = new Float32Array(3 * 4); this.particleConfiguration = new Float32Array(3 * 4);
this.particleConfigurationBuffers = []; this.particleConfigurationBuffers = [];
for (let i = 0; i < 2; i++) { for (let i = 0; i < 2; i++) {
const buffer = device.createBuffer({ const particleBuffer = device.createBuffer({
label: `particle buffer ${i}`, label: `particle buffer ${i}`,
size: this.particles.byteLength, size: this.particles.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
}); });
this.particleBuffers.push(buffer); this.particleBuffers.push(particleBuffer);
const gradientBuffer = device.createBuffer({
label: `gradient buffer ${i}`,
size: this.gradients.byteLength,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
this.gradientBuffers.push(gradientBuffer);
const configBuffer = device.createBuffer({ const configBuffer = device.createBuffer({
label: `particle configuration buffer ${i}`, label: `particle configuration buffer ${i}`,
@ -63,26 +107,24 @@ class FlatRenderer {
resource: { buffer: configBuffer }, resource: { buffer: configBuffer },
}, { }, {
binding: 1, binding: 1,
resource: { buffer: buffer }, resource: { buffer: particleBuffer },
}, {
binding: 2,
resource: { buffer: gradientBuffer },
}], }],
}); });
this.particleBindGroups.push(bindGroup); this.particleBindGroups.push(bindGroup);
} }
for (let y = 0; y < this.maxDim; y++) { for (let i = 0; i < this.maxParticles; i++) {
for (let x = 0; x < this.maxDim; x++) { // position
const index = y * this.maxDim + x; const position = [Math.random(), Math.random()];
//this.particles[index * this.particleStride + 0] = (x / this.maxDim) + 0.5 / this.maxDim; this.particles[i * this.particleStride + 0] = position[0];
//this.particles[index * this.particleStride + 1] = (y / this.maxDim) + 0.5 / this.maxDim; this.particles[i * this.particleStride + 1] = position[1];
// position this.particles[i * this.particleStride + 2] = 0.0;
const position = [Math.random(), Math.random()]; this.particles[i * this.particleStride + 3] = 1.0;
this.particles[index * this.particleStride + 0] = position[0]; // value.x
this.particles[index * this.particleStride + 1] = position[1]; this.particles[i * this.particleStride + 4] = test(position);
this.particles[index * this.particleStride + 2] = 0.0;
this.particles[index * this.particleStride + 3] = 1.0;
// value.x
this.particles[index * this.particleStride + 4] = test(position);
}
} }
} }
@ -133,6 +175,10 @@ class FlatRenderer {
binding: 1, binding: 1,
visibility: GPUShaderStage.FRAGMENT, visibility: GPUShaderStage.FRAGMENT,
buffer: { type: "read-only-storage" } buffer: { type: "read-only-storage" }
}, {
binding: 2,
visibility: GPUShaderStage.FRAGMENT,
buffer: { type: "read-only-storage" }
}] }]
}), }),
}; };
@ -191,17 +237,37 @@ class FlatRenderer {
]; ];
} }
positionDensity(position, circleRadius, particleCount) updateGradients(device, frameNumber, configuration)
{ {
var density = 0.0; const radius = configuration.circleRadius;
for (var i = 0; i < particleCount; i++) { const count = configuration.particleCount;
const particlePosition = [this.particles[i * this.particleStride + 0],
this.particles[i * this.particleStride + 1]]; // calculate particle gradients
const distance = length(sub(position, particlePosition)); for (let y = 0; y < this.maxGradientsDim; y++) {
const influence = smoothing(circleRadius, distance); for (let x = 0; x < this.maxGradientsDim; x++) {
density += influence; const i = y * this.maxGradientsDim + x;
const position = [(x / this.maxGradientsDim) + 0.5 / this.maxGradientsDim,
(y / this.maxGradientsDim) + 0.5 / this.maxGradientsDim];
const stepSize = 0.001;
const px = [position[0] + stepSize, position[1]];
const py = [position[0], position[1] + stepSize];
const property = this.positionProperty(position, radius, count);
const dx = this.positionProperty(px, radius, count) - property;
const dy = this.positionProperty(py, radius, count) - property;
this.gradients[i * this.gradientStride + 0] = position[0];
this.gradients[i * this.gradientStride + 1] = position[1];
this.gradients[i * this.gradientStride + 4] = dx / stepSize;
this.gradients[i * this.gradientStride + 5] = dy / stepSize;
}
} }
return density;
device.queue.writeBuffer(this.gradientBuffers[frameNumber], 0,
this.gradients, 0, this.gradients.length);
} }
updateParticles(device, frameNumber, configuration) updateParticles(device, frameNumber, configuration)
@ -209,7 +275,7 @@ class FlatRenderer {
for (var i = 0; i < configuration.particleCount; i++) { for (var i = 0; i < configuration.particleCount; i++) {
const position = [this.particles[i * this.particleStride + 0], const position = [this.particles[i * this.particleStride + 0],
this.particles[i * this.particleStride + 1]]; this.particles[i * this.particleStride + 1]];
const density = this.positionDensity(position, const density = this.particleDensity(position,
configuration.circleRadius, configuration.circleRadius,
configuration.particleCount); configuration.particleCount);
// value.y // value.y
@ -218,7 +284,10 @@ class FlatRenderer {
device.queue.writeBuffer(this.particleBuffers[frameNumber], 0, device.queue.writeBuffer(this.particleBuffers[frameNumber], 0,
this.particles, 0, this.particles.length); this.particles, 0, this.particles.length);
}
updateConfiguration(device, frameNumber, configuration)
{
const PARTICLE = 0; const PARTICLE = 0;
const CIRCLE = 1; const CIRCLE = 1;
const MOUSE = 2; const MOUSE = 2;
@ -236,8 +305,8 @@ class FlatRenderer {
config[MOUSE * 4 + 0] = configuration.mousePosition[0]; config[MOUSE * 4 + 0] = configuration.mousePosition[0];
config[MOUSE * 4 + 1] = configuration.mousePosition[1]; config[MOUSE * 4 + 1] = configuration.mousePosition[1];
config[MOUSE * 4 + 2] = configuration.mousePosition[2]; config[MOUSE * 4 + 2] = configuration.lineThickness;
config[MOUSE * 4 + 3] = configuration.mousePosition[3]; config[MOUSE * 4 + 3] = configuration.lineLength;
device.queue.writeBuffer(this.particleConfigurationBuffers[frameNumber], 0, device.queue.writeBuffer(this.particleConfigurationBuffers[frameNumber], 0,
this.particleConfiguration, 0, this.particleConfiguration.length) this.particleConfiguration, 0, this.particleConfiguration.length)
@ -245,7 +314,10 @@ class FlatRenderer {
render(device, renderPass, frameNumber, configuration) render(device, renderPass, frameNumber, configuration)
{ {
// particle update must be before gradient update
this.updateParticles(device, frameNumber, configuration); this.updateParticles(device, frameNumber, configuration);
this.updateGradients(device, frameNumber, configuration);
this.updateConfiguration(device, frameNumber, configuration);
renderPass.setPipeline(this.renderPipeline); renderPass.setPipeline(this.renderPipeline);
renderPass.setIndexBuffer(this.buffer, "uint16"); renderPass.setIndexBuffer(this.buffer, "uint16");

View File

@ -16,9 +16,15 @@ struct ParticleConfiguration {
mouse: vec4f, mouse: vec4f,
}; };
struct Gradient {
position: vec4f,
delta: vec4f,
};
@group(0) @binding(0) var<uniform> config: Configuration; @group(0) @binding(0) var<uniform> config: Configuration;
@group(1) @binding(0) var<uniform> particleConfiguration: ParticleConfiguration; @group(1) @binding(0) var<uniform> particleConfiguration: ParticleConfiguration;
@group(1) @binding(1) var<storage> particle: array<Particle>; @group(1) @binding(1) var<storage> particle: array<Particle>;
@group(1) @binding(2) var<storage> gradient: array<Gradient>;
struct VertexInput { struct VertexInput {
@builtin(vertex_index) vertex_index: u32, @builtin(vertex_index) vertex_index: u32,
@ -74,6 +80,14 @@ fn positionDensity(position: vec2f, circleRadius: f32, particleCount: u32) -> f3
return density; return density;
} }
fn signedDistanceSegment(p: vec2f, a: vec2f, b: vec2f, r: f32) -> f32
{
let ba = b - a;
let pa = p - a;
let h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - h * ba) - r;
}
@fragment @fragment
fn fragmentMain(input: VertexOutput) -> @location(0) vec4f fn fragmentMain(input: VertexOutput) -> @location(0) vec4f
{ {
@ -89,7 +103,9 @@ fn fragmentMain(input: VertexOutput) -> @location(0) vec4f
let testIntensity = particleConfiguration.circle.z; let testIntensity = particleConfiguration.circle.z;
let mass12Mix = particleConfiguration.circle.w; let mass12Mix = particleConfiguration.circle.w;
let circlePosition = particleConfiguration.mouse; let circlePosition = particleConfiguration.mouse.xy;
let lineThickness = particleConfiguration.mouse.z;
let lineLength = particleConfiguration.mouse.w;
var property: f32 = 0.0; var property: f32 = 0.0;
@ -111,14 +127,19 @@ fn fragmentMain(input: VertexOutput) -> @location(0) vec4f
} }
color.z = property * mix(particleMass1, particleMass2, mass12Mix); color.z = property * mix(particleMass1, particleMass2, mass12Mix);
if (circlePosition.w != 0) { for (var i: u32 = 0; i < 1024; i++) {
let thickness = abs(length(input.texture.xy - circlePosition.xy) - circleRadius); let a = gradient[i].position.xy;
if (thickness < circleThickness) { let b = a + gradient[i].delta.xy * lineLength;
//color.y = 1.0; let distance = signedDistanceSegment(input.texture.xy, a, b, 0);
let headDistance = length(input.texture.xy - b);
if ((distance < lineThickness) || (headDistance < lineThickness * 3.5)) {
color.y = 1.0;
} }
} }
let testColor = test(input.texture.xy); let testColor = test(input.texture.xy);
return vec4(color.xz, testColor * testIntensity, 1.0); color.z += testColor * testIntensity;
return vec4(color.xyz, 1.0);
//return vec4(color.x, 0, 0, 1.0); //return vec4(color.x, 0, 0, 1.0);
} }

View File

@ -129,6 +129,10 @@
</select> </select>
</div> </div>
--> -->
<div class="row">
<span class="label">eye</span>
<input type="color" class="value">
</div>
</div> </div>
</body> </body>
</html> </html>

View File

@ -283,6 +283,8 @@ const sliders = {
circleThickness: new Slider("circle thickness", 0.0, 0.01), circleThickness: new Slider("circle thickness", 0.0, 0.01),
testIntensity: new Slider("test intensity", 0.0, 2.0), testIntensity: new Slider("test intensity", 0.0, 2.0),
mass12Mix: new Slider("mass12 mix", 0.0, 1.0, 1), mass12Mix: new Slider("mass12 mix", 0.0, 1.0, 1),
lineThickness: new Slider("line thickness", 0.0, 0.005),
lineLength: new Slider("line length", 0.0, 0.025),
}; };
const mousePosition = new Float32Array([0, 0, 0, 0]); const mousePosition = new Float32Array([0, 0, 0, 0]);
@ -299,6 +301,8 @@ function updateSliders()
circleThickness: sliders.circleThickness.update(), circleThickness: sliders.circleThickness.update(),
testIntensity: sliders.testIntensity.update(), testIntensity: sliders.testIntensity.update(),
mass12Mix: sliders.mass12Mix.update(), mass12Mix: sliders.mass12Mix.update(),
lineThickness: sliders.lineThickness.update(),
lineLength: sliders.lineLength.update(),
}; };
} }
@ -306,8 +310,6 @@ function onClick(e)
{ {
mousePosition[0] = e.clientX / canvas.width; mousePosition[0] = e.clientX / canvas.width;
mousePosition[1] = 1.0 - (e.clientY / canvas.height); mousePosition[1] = 1.0 - (e.clientY / canvas.height);
mousePosition[2] = 0;
mousePosition[3] = 1;
} }
canvas.addEventListener("click", onClick); canvas.addEventListener("click", onClick);