This *is* the game of life

This commit is contained in:
numzero 2025-01-11 01:57:32 +03:00
parent c11621f56a
commit d78c12378f
2 changed files with 35 additions and 8 deletions

View File

@ -123,6 +123,17 @@ fn main() {
cache: None, cache: None,
}); });
let state_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: None,
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
address_mode_w: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let mut state = None; let mut state = None;
#[allow(deprecated)] #[allow(deprecated)]
event_loop event_loop
@ -243,10 +254,16 @@ fn main() {
&device.create_bind_group(&wgpu::BindGroupDescriptor { &device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None, label: None,
layout: &step_pipeline.get_bind_group_layout(0), layout: &step_pipeline.get_bind_group_layout(0),
entries: &[wgpu::BindGroupEntry { entries: &[
binding: 0, wgpu::BindGroupEntry {
resource: wgpu::BindingResource::TextureView(&state.last), binding: 0,
}], resource: wgpu::BindingResource::TextureView(&state.last),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&state_sampler),
},
],
}), }),
&[], &[],
); );

View File

@ -7,14 +7,24 @@ struct Varying {
fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying { fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u)); let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
let screen = vec4(uv * 2. - 1., 0., 1.); let screen = vec4(uv * 2. - 1., 0., 1.);
return Varying(vec2(uv.x, 1. - uv.y), screen); let off = .5 / vec2f(textureDimensions(field));
return Varying(vec2(uv.x, 1. - uv.y) - off, screen);
} }
@group(0) @binding(0) var field: texture_2d<u32>; @group(0) @binding(0) var field: texture_2d<u32>;
@group(0) @binding(1) var smp: sampler;
@fragment @fragment
fn on_fragment(in: Varying) -> @location(0) u32 { fn on_fragment(in: Varying) -> @location(0) u32 {
let pos = vec2u(in.screen.xy); let a = textureGather(0, field, smp, in.uv, vec2(0, 0));
let state = textureLoad(field, pos, 0).x; let b = textureGather(0, field, smp, in.uv, vec2(0, 1));
return 1 - state; let c = textureGather(0, field, smp, in.uv, vec2(1, 0));
let d = textureGather(0, field, smp, in.uv, vec2(1, 1));
let state = a.y;
let n = a.x + a.z + a.w + b.x + b.y + c.y + c.z + d.y;
switch (n) {
case 2u: { return state; }
case 3u: { return 1u; }
default: { return 0u; }
}
} }