diff --git a/inspector/src/HuginnFieldCanvas.tsx b/inspector/src/HuginnFieldCanvas.tsx index 50598a3..9ebf53f 100644 --- a/inspector/src/HuginnFieldCanvas.tsx +++ b/inspector/src/HuginnFieldCanvas.tsx @@ -41,7 +41,7 @@ const FIELD_SIZE = 256; const MAX_DEPTH = 6; const MIN_BRUSH_SIZE = 4; const ENERGY_SPLIT_THRESHOLD = 0.038; -const PARTICLE_COUNT = 65_536; +const PARTICLE_COUNT = new URLSearchParams(globalThis.location?.search ?? "").has("smoke") ? 24_576 : 196_608; const PARTICLE_STRIDE_FLOATS = 12; const gpuParticleComputeShader = /* wgsl */ ` @@ -63,7 +63,7 @@ struct SimUniforms { particleCount: f32, flowGain: f32, alpha: f32, - pad: f32, + detail: f32, }; @group(0) @binding(0) var particles: array; @@ -87,10 +87,27 @@ fn proceduralCurl(point: vec2f, seed: f32) -> vec2f { let angle = sin(point.x * 0.011 + uniforms.time * 0.23 + seed * 6.28318) + cos(point.y * 0.017 - uniforms.time * 0.19 + seed * 4.71) + - sin((point.x + point.y) * 0.006 + uniforms.time * 0.11); + sin((point.x + point.y) * 0.006 + uniforms.time * 0.11) + + sin(point.x * 0.041 + point.y * -0.032 + uniforms.time * 0.37 + seed); return vec2f(cos(angle * 3.14159), sin(angle * 3.14159)); } +fn samplePacked(uv: vec2f) -> vec4f { + return textureSampleLevel(fieldTexture, fieldSampler, clamp(uv, vec2f(0.001), vec2f(0.999)), 0.0); +} + +fn channelGradient(uv: vec2f, channel: u32) -> vec2f { + let step = vec2f(1.0 / 256.0, 1.0 / 256.0) / max(uniforms.detail, 1.0); + let left = samplePacked(uv - vec2f(step.x, 0.0)); + let right = samplePacked(uv + vec2f(step.x, 0.0)); + let up = samplePacked(uv - vec2f(0.0, step.y)); + let down = samplePacked(uv + vec2f(0.0, step.y)); + if (channel == 2u) { + return vec2f(right.b - left.b, down.b - up.b); + } + return vec2f(right.a - left.a, down.a - up.a); +} + @compute @workgroup_size(128) fn updateParticles(@builtin(global_invocation_id) id: vec3u) { let index = id.x; @@ -101,28 +118,56 @@ fn updateParticles(@builtin(global_invocation_id) id: vec3u) { var particle = particles[index]; let canvasSize = vec2f(max(uniforms.width, 1.0), max(uniforms.height, 1.0)); var position = particle.position * canvasSize; - let uv = clamp(particle.position, vec2f(0.001), vec2f(0.999)); - let packed = textureSampleLevel(fieldTexture, fieldSampler, uv, 0.0); - let fieldVelocity = (packed.rg * 2.0 - vec2f(1.0)) * uniforms.flowGain * (0.22 + packed.a * 1.45); - let turbulence = proceduralCurl(position, particle.seed) * (7.0 + packed.b * 22.0); - let cell = floor(position / 34.0); + var uv = clamp(particle.position, vec2f(0.001), vec2f(0.999)); + var packed = samplePacked(uv); + let detail = clamp(uniforms.detail, 0.65, 4.0); + let strengthGradient = channelGradient(uv, 3u); + let curvatureGradient = channelGradient(uv, 2u); + let tangent = normalize(vec2f(-curvatureGradient.y, curvatureGradient.x) + vec2f(0.001, 0.0)); + let inward = normalize(strengthGradient + vec2f(0.001, 0.0)); + let fieldVector = packed.rg * 2.0 - vec2f(1.0); + let fieldVelocity = fieldVector * uniforms.flowGain * (0.34 + packed.a * 2.25) * detail; + let turbulence = proceduralCurl(position * (0.82 + packed.b * 0.9), particle.seed) * (9.0 + packed.b * 36.0 + packed.a * 18.0) * detail; + let ridgeSlip = tangent * (packed.b * 30.0 + packed.a * 18.0) * detail; + let channelPull = inward * (packed.a * 24.0 + packed.b * 8.0); + let cell = floor(position / max(12.0, 38.0 / detail)); let jitter = vec2f(hash2(cell + particle.seed), hash2(cell + vec2f(7.0, 13.0) + particle.seed)) - vec2f(0.5); - let velocity = fieldVelocity + turbulence + jitter * (3.0 + packed.a * 8.0); + let velocity = fieldVelocity + turbulence + ridgeSlip + channelPull + jitter * (5.0 + packed.a * 18.0) * detail; position = wrap2(position + velocity * uniforms.dt, canvasSize); - particle.position = position / canvasSize; - particle.velocity = velocity; - particle.life = fract(particle.life + uniforms.dt * (0.07 + hash(particle.seed * 23.0) * 0.05)); + uv = position / canvasSize; + packed = samplePacked(uv); - let speed = clamp(length(velocity) / 96.0, 0.0, 1.0); - let heat = clamp(packed.a + packed.b * 0.72 + speed * 0.38, 0.0, 1.0); + let density = clamp(packed.a * 0.76 + packed.b * 0.54, 0.0, 1.0); + let die = hash(particle.seed * 91.7 + floor(uniforms.time * (7.0 + detail * 5.0))); + if (density < 0.10 && die > density + 0.34) { + let respawnSeed = particle.seed + uniforms.time * 0.071 + f32(index) * 0.000013; + let angle = respawnSeed * 6.28318; + let radius = sqrt(hash(respawnSeed * 31.0)) * (0.46 - min(packed.a, 0.32) * 0.28); + let center = vec2f(0.5) + vec2f(cos(angle), sin(angle)) * radius; + let micro = vec2f(hash(respawnSeed * 47.0), hash(respawnSeed * 59.0)) - vec2f(0.5); + uv = clamp(center + micro * (0.18 / detail), vec2f(0.001), vec2f(0.999)); + position = uv * canvasSize; + packed = samplePacked(uv); + } + + particle.position = uv; + particle.velocity = velocity; + particle.life = fract(particle.life + uniforms.dt * (0.08 + packed.a * 0.18 + packed.b * 0.11 + hash(particle.seed * 23.0) * 0.07) * detail); + + let speed = clamp(length(velocity) / (96.0 + detail * 26.0), 0.0, 1.0); + let flowAxis = abs(fieldVector.x - fieldVector.y); + let heat = clamp(packed.a * 0.92 + packed.b * 0.86 + speed * 0.48, 0.0, 1.0); + let brass = clamp((packed.b - packed.a * 0.32) * 1.35 + flowAxis * 0.18, 0.0, 1.0); + let cyan = vec3f(0.08 + heat * 0.28, 0.44 + heat * 0.46, 0.52 + heat * 0.62); + let gold = vec3f(0.86, 0.58, 0.22); + let deep = vec3f(0.02, 0.10, 0.12); + let rgb = mix(mix(deep, cyan, 0.42 + heat * 0.58), gold, brass * 0.32); particle.color = vec4f( - 0.08 + heat * 0.34, - 0.46 + heat * 0.42, - 0.52 + heat * 0.56, - uniforms.alpha * (0.010 + heat * 0.026) + rgb, + uniforms.alpha * (0.004 + heat * 0.018 + density * 0.012) * (0.72 + detail * 0.11) ); - particle.size = (1.1 + hash(particle.seed * 19.0) * 2.6) * (0.72 + packed.a * 1.75) * (1.0 - abs(particle.life - 0.5) * 0.36); + particle.size = (0.52 + hash(particle.seed * 19.0) * 1.85) * (0.58 + packed.a * 1.25 + packed.b * 0.62) * (0.92 + detail * 0.12) * (1.0 - abs(particle.life - 0.5) * 0.42); particles[index] = particle; } `; @@ -146,7 +191,7 @@ struct SimUniforms { particleCount: f32, flowGain: f32, alpha: f32, - pad: f32, + detail: f32, }; @group(0) @binding(0) var renderParticles: array; @@ -170,7 +215,11 @@ fn vertexMain(@builtin(vertex_index) vertexIndex: u32, @builtin(instance_index) ); let particle = renderParticles[instanceIndex]; let local = corners[vertexIndex]; - let pixelPosition = particle.position * vec2f(renderUniforms.width, renderUniforms.height) + local * particle.size; + let direction = normalize(particle.velocity + vec2f(0.001, 0.0)); + let tangent = vec2f(-direction.y, direction.x); + let stretch = clamp(length(particle.velocity) / 92.0, 0.0, 2.1); + let ellipse = direction * local.x * particle.size * (1.0 + stretch * 0.48) + tangent * local.y * particle.size * (0.74 + renderUniforms.detail * 0.035); + let pixelPosition = particle.position * vec2f(renderUniforms.width, renderUniforms.height) + ellipse; var out: VertexOut; out.position = vec4f((pixelPosition.x / renderUniforms.width) * 2.0 - 1.0, 1.0 - (pixelPosition.y / renderUniforms.height) * 2.0, 0.0, 1.0); out.color = particle.color * (1.0 - abs(particle.life - 0.5) * 0.44); @@ -181,10 +230,12 @@ fn vertexMain(@builtin(vertex_index) vertexIndex: u32, @builtin(instance_index) @fragment fn fragmentMain(input: VertexOut) -> @location(0) vec4f { let radius2 = dot(input.local, input.local); - let edge = exp(-4.25); - let gaussian = exp(-4.25 * radius2); - let compact = pow(clamp((gaussian - edge) / max(1.0 - edge, 0.000001), 0.0, 1.0), 0.82); - return vec4f(input.color.rgb * compact * 1.72, input.color.a * compact); + let falloff = 5.1 + renderUniforms.detail * 0.52; + let edge = exp(-falloff); + let gaussian = exp(-falloff * radius2); + let compact = pow(clamp((gaussian - edge) / max(1.0 - edge, 0.000001), 0.0, 1.0), 0.72); + let core = exp(-radius2 * 18.0) * 0.42; + return vec4f(input.color.rgb * (compact * 1.52 + core), input.color.a * compact); } `; @@ -507,10 +558,15 @@ async function startGpuParticleField(canvas: HTMLCanvasElement, sample: FieldSam let stopped = false; let frameId = 0; let lastTime = performance.now(); + let detail = 1; + let targetDetail = 1; const resize = () => resizeGpuCanvas(canvas); const observer = new ResizeObserver(resize); observer.observe(canvas); resize(); + const detailController = attachDetailController(canvas, (nextDetail) => { + targetDetail = nextDetail; + }); const frame = (time: number) => { if (stopped) { @@ -520,22 +576,24 @@ async function startGpuParticleField(canvas: HTMLCanvasElement, sample: FieldSam resize(); const dt = Math.min(0.033, Math.max(0.001, (time - lastTime) / 1000)); lastTime = time; + detail += (targetDetail - detail) * Math.min(1, dt * 4.8); + const activeParticleCount = Math.floor(PARTICLE_COUNT * Math.min(1, 0.34 + detail * 0.22)); device.queue.writeBuffer(uniformBuffer, 0, new Float32Array([ time / 1000, dt, canvas.width, canvas.height, - PARTICLE_COUNT, - 64, - 0.72, - 0, + activeParticleCount, + 92 + detail * 62, + 0.76, + detail, ])); const encoder = device.createCommandEncoder(); const computePass = encoder.beginComputePass(); computePass.setPipeline(computePipeline); computePass.setBindGroup(0, bindGroup); - computePass.dispatchWorkgroups(Math.ceil(PARTICLE_COUNT / 128)); + computePass.dispatchWorkgroups(Math.ceil(activeParticleCount / 128)); computePass.end(); const renderPass = encoder.beginRenderPass({ @@ -548,7 +606,7 @@ async function startGpuParticleField(canvas: HTMLCanvasElement, sample: FieldSam }); renderPass.setPipeline(renderPipeline); renderPass.setBindGroup(0, renderBindGroup); - renderPass.draw(6, PARTICLE_COUNT); + renderPass.draw(6, activeParticleCount); renderPass.end(); device.queue.submit([encoder.finish()]); frameId = requestAnimationFrame(frame); @@ -559,6 +617,7 @@ async function startGpuParticleField(canvas: HTMLCanvasElement, sample: FieldSam stopped = true; cancelAnimationFrame(frameId); observer.disconnect(); + detailController(); particleBuffer.destroy(); uniformBuffer.destroy(); fieldTexture.destroy(); @@ -571,9 +630,16 @@ function seedParticles(particles: Float32Array, count: number): void { const cellX = index % span; const cellY = Math.floor(index / span); const seed = hash(index * 19.19 + 3.7); + const angle = seed * Math.PI * 2; + const ring = Math.sqrt(hash(seed * 71.0)) * 0.48; + const latticeX = (cellX + hash(seed * 17.0)) / span; + const latticeY = (cellY + hash(seed * 29.0)) / span; + const radialX = 0.5 + Math.cos(angle) * ring + (hash(seed * 97.0) - 0.5) * 0.08; + const radialY = 0.5 + Math.sin(angle) * ring + (hash(seed * 113.0) - 0.5) * 0.08; + const radialBias = hash(seed * 41.0); const offset = index * PARTICLE_STRIDE_FLOATS; - particles[offset] = (cellX + hash(seed * 17.0)) / span; - particles[offset + 1] = (cellY + hash(seed * 29.0)) / span; + particles[offset] = radialBias < 0.64 ? clamp01(radialX) : latticeX; + particles[offset + 1] = radialBias < 0.64 ? clamp01(radialY) : latticeY; particles[offset + 2] = 0; particles[offset + 3] = 0; particles[offset + 4] = 0.18; @@ -588,7 +654,46 @@ function seedParticles(particles: Float32Array, count: number): void { } function hash(value: number): number { - return Math.sin(value * 12.9898) * 43758.5453 % 1; + return fract(Math.sin(value * 12.9898) * 43758.5453); +} + +function fract(value: number): number { + return value - Math.floor(value); +} + +function clamp01(value: number): number { + return Math.max(0, Math.min(1, value)); +} + +function attachDetailController(canvas: HTMLCanvasElement, setDetail: (detail: number) => void): () => void { + let target = 1; + let lastInput = performance.now(); + const apply = (detail: number) => { + target = Math.max(0.7, Math.min(4.0, detail)); + lastInput = performance.now(); + setDetail(target); + }; + const onWheel = (event: WheelEvent) => { + apply(target * (event.deltaY < 0 ? 1.22 : 0.86)); + }; + const onPointerMove = () => { + apply(Math.max(target, 1.55)); + }; + const decay = window.setInterval(() => { + const idleSeconds = (performance.now() - lastInput) / 1000; + if (idleSeconds > 1.6) { + target += (1 - target) * 0.08; + setDetail(target); + } + }, 180); + const targetElement = canvas.parentElement ?? canvas; + targetElement.addEventListener("wheel", onWheel, { passive: true }); + targetElement.addEventListener("pointermove", onPointerMove, { passive: true }); + return () => { + window.clearInterval(decay); + targetElement.removeEventListener("wheel", onWheel); + targetElement.removeEventListener("pointermove", onPointerMove); + }; } function resizeGpuCanvas(canvas: HTMLCanvasElement): void {