Basic noise generator

This commit is contained in:
numzero 2024-12-23 22:25:11 +03:00
parent cec72b0661
commit b4b1805ce2
5 changed files with 350 additions and 0 deletions

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@ -11,6 +11,11 @@
"build_cmd": "cargo build",
"name": "build",
"run_cmd": "cargo run"
},
{
"build_cmd": "cargo build --bin envmap",
"name": "envmap",
"run_cmd": "cargo run --bin envmap"
}
]
}

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@ -2,6 +2,7 @@
name = "raytracing3"
version = "0.1.0"
edition = "2021"
default-run = "raytracing3"
[dependencies]
bytemuck = { version = "1.21.0", features = ["derive"] }

129
src/bin/envmap/main.rs Normal file
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use std::error::Error;
use glam::{vec2, vec3};
use perlin::{Pipeline, Vertex};
use winit::{
event::{Event, WindowEvent},
event_loop::EventLoop,
window::{Window, WindowAttributes},
};
mod perlin;
fn make_viewport(w: u32, h: u32) -> [Vertex; 4] {
let w = w as f32;
let h = h as f32;
let (w, h) = (1.0f32.max(w / h), 1.0f32.max(h / w));
let screen_coord = [vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)];
let world_coord = [vec3(-w, -h, 0.), vec3(w, -h, 0.), vec3(-w, h, 0.), vec3(w, h, 0.)];
[0, 1, 2, 3].map(|k| Vertex {
world: 10. * world_coord[k],
screen: screen_coord[k],
})
}
fn main() {
let event_loop = EventLoop::new().unwrap();
#[allow(deprecated)]
let window = &event_loop
.create_window(WindowAttributes::new().with_title("Noise generation test"))
.unwrap();
let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
let mut noiser = Pipeline::new(&device);
noiser.set_params(
&queue,
perlin::Params {
seed: 42,
layers: 4,
persistence: 0.5,
},
);
let mut surface_configured = false;
#[allow(deprecated)]
event_loop
.run(move |event, control_flow| match event {
Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event {
WindowEvent::CloseRequested => control_flow.exit(),
WindowEvent::Resized(physical_size) => {
surface.configure(
&device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
format: wgpu::TextureFormat::Bgra8Unorm,
width: physical_size.width,
height: physical_size.height,
present_mode: wgpu::PresentMode::Fifo,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
);
noiser.set_view(&queue, &make_viewport(physical_size.width, physical_size.height));
surface_configured = true;
}
WindowEvent::RedrawRequested => {
if !surface_configured {
return;
}
let output = surface.get_current_texture().unwrap();
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
noiser.render(&mut render_pass);
drop(render_pass);
queue.submit(std::iter::once(encoder.finish()));
output.present();
}
_ => {}
},
_ => {}
})
.unwrap();
}
async fn init_gpu(wnd: &Window) -> Result<(wgpu::Device, wgpu::Queue, wgpu::Surface), Box<dyn Error>> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = instance.create_surface(wnd)?;
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
},
None,
)
.await
.unwrap();
Ok((device, queue, surface))
}

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src/bin/envmap/perlin.rs Normal file
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use std::mem::{offset_of, size_of};
use bytemuck::{bytes_of, Pod, Zeroable};
use glam::{Vec2, Vec3};
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Params {
pub seed: u32,
pub layers: u32,
pub persistence: f32,
}
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Vertex {
pub world: Vec3,
pub screen: Vec2,
}
pub struct Pipeline {
view_buf: wgpu::Buffer,
params_buf: wgpu::Buffer,
bindings: wgpu::BindGroup,
pipeline: wgpu::RenderPipeline,
}
static SHADER: &str = include_str!("perlin.wgsl");
impl Pipeline {
pub fn new(device: &wgpu::Device) -> Self {
let view_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: (4 * size_of::<Vertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let params_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: size_of::<Params>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(SHADER.into()),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[wgpu::VertexBufferLayout {
array_stride: size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
shader_location: 0,
offset: offset_of!(Vertex, screen) as u64,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
shader_location: 1,
offset: offset_of!(Vertex, world) as u64,
format: wgpu::VertexFormat::Float32x3,
},
],
}],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &pipeline.get_bind_group_layout(0),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: params_buf.as_entire_binding(),
}],
});
Self {
view_buf,
params_buf,
bindings,
pipeline,
}
}
pub fn set_params(&mut self, queue: &wgpu::Queue, params: Params) {
queue.write_buffer(&self.params_buf, 0, bytes_of(&params));
}
pub fn set_view(&mut self, queue: &wgpu::Queue, vertices: &[Vertex; 4]) {
queue.write_buffer(&self.view_buf, 0, bytes_of(vertices));
}
pub fn render(&self, pass: &mut wgpu::RenderPass) {
pass.set_pipeline(&self.pipeline);
pass.set_vertex_buffer(0, self.view_buf.slice(..));
pass.set_bind_group(0, &self.bindings, &[]);
pass.draw(0..4, 0..1);
}
}

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struct Params {
seed: u32,
layers: u32,
persistence: f32,
}
struct Vertex {
@location(0) screen: vec2f,
@location(1) world: vec3f,
}
struct Varying {
@location(0) world: vec3f,
@builtin(position) screen: vec4f,
}
@group(0) @binding(0) var<uniform> params: Params;
@vertex
fn on_vertex(in: Vertex) -> Varying {
return Varying(in.world, vec4(in.screen, 0.0, 1.0));
}
@fragment
fn on_fragment(in: Varying) -> @location(0) vec4f {
return vec4(0.5 + 0.5 * noise(in.world));
}
fn noise(coords: vec3f) -> f32 {
let s = split(coords);
var ret = 0.0;
for (var i = 0u; i < 2; i++) {
for (var j = 0u; j < 2; j++) {
for (var k = 0u; k < 2; k++) {
ret += part(params.seed, s, vec3u(i, j, k));
}
}
}
return ret;
}
fn part(seed: u32, pos: Split, off: vec3u) -> f32 {
let base_vec = base(seed, pos.int + off);
let to_node = vec3f(off) - pos.frac;
let base_val = dot(base_vec, to_node);
let scale = smoothstep(vec3(0.0), vec3(1.0), 1.0 - abs(to_node));
return scale.x * scale.y * scale.z * base_val;
}
fn base(base_seed: u32, key: vec3u) -> vec3f {
var seed = hash(hash(hash(hash(base_seed) ^ key.x) ^ key.y) ^ key.z);
return rand_sphere(&seed);
}
struct Split {
int: vec3u,
frac: vec3f,
}
fn split(val: vec3f) -> Split {
let int = floor(val);
return Split(vec3u(vec3i(int)), val - int);
}
fn hash(key : u32) -> u32 {
var v = key;
v *= 0xb384af1bu;
v ^= v >> 15u;
return v;
}
fn rand(state: ptr<function, u32>) -> u32 {
*state = hash(*state);
return *state;
}
fn rand_float(state: ptr<function, u32>) -> f32 {
return f32(rand(state)) / 0x1p32;
}
fn rand_sphere(state: ptr<function, u32>) -> vec3f {
loop {
let v = vec3f(rand_float(state), rand_float(state), rand_float(state)) - 0.5;
let l = length(v);
if (length(v) <= 0.5) {
return v / l;
}
}
return vec3f(0.0); // unreachable
}