@antv/layout 0.3.7 → 0.3.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/layout.min.js +1 -1
- package/dist/layout.min.js.map +1 -1
- package/es/layout/circular.d.ts +1 -1
- package/es/layout/comboCombined.d.ts +1 -1
- package/es/layout/comboForce.d.ts +1 -1
- package/es/layout/concentric.d.ts +1 -1
- package/es/layout/dagre/graph.d.ts +2 -2
- package/es/layout/dagre/src/data/list.d.ts +1 -1
- package/es/layout/dagre/src/order/resolve-conflicts.d.ts +1 -1
- package/es/layout/dagre/src/position/bk.d.ts +1 -1
- package/es/layout/dagreCompound.d.ts +3 -3
- package/es/layout/force2/index.d.ts +1 -1
- package/es/layout/forceAtlas2/body.d.ts +1 -1
- package/es/layout/forceAtlas2/quad.d.ts +1 -1
- package/es/layout/fruchterman.d.ts +2 -2
- package/es/layout/gForce.d.ts +2 -2
- package/es/layout/gpu/fruchterman.d.ts +2 -2
- package/es/layout/gpu/fruchtermanShader.d.ts +2 -2
- package/es/layout/gpu/fruchtermanShader.js +2 -2
- package/es/layout/gpu/fruchtermanShader.js.map +1 -1
- package/es/layout/gpu/gForce.d.ts +1 -1
- package/es/layout/gpu/gForceShader.d.ts +2 -2
- package/es/layout/gpu/gForceShader.js +2 -2
- package/es/layout/gpu/gForceShader.js.map +1 -1
- package/es/layout/grid.d.ts +1 -1
- package/es/layout/radial/radial.d.ts +1 -1
- package/es/layout/radial/radialNonoverlapForce.d.ts +1 -1
- package/es/layout/types.d.ts +7 -7
- package/lib/layout/circular.d.ts +1 -1
- package/lib/layout/comboCombined.d.ts +1 -1
- package/lib/layout/comboForce.d.ts +1 -1
- package/lib/layout/concentric.d.ts +1 -1
- package/lib/layout/dagre/graph.d.ts +2 -2
- package/lib/layout/dagre/src/data/list.d.ts +1 -1
- package/lib/layout/dagre/src/order/resolve-conflicts.d.ts +1 -1
- package/lib/layout/dagre/src/position/bk.d.ts +1 -1
- package/lib/layout/dagreCompound.d.ts +3 -3
- package/lib/layout/force2/index.d.ts +1 -1
- package/lib/layout/forceAtlas2/body.d.ts +1 -1
- package/lib/layout/forceAtlas2/quad.d.ts +1 -1
- package/lib/layout/fruchterman.d.ts +2 -2
- package/lib/layout/gForce.d.ts +2 -2
- package/lib/layout/gpu/fruchterman.d.ts +2 -2
- package/lib/layout/gpu/fruchterman.js +1 -1
- package/lib/layout/gpu/fruchtermanShader.d.ts +2 -2
- package/lib/layout/gpu/fruchtermanShader.js +2 -2
- package/lib/layout/gpu/fruchtermanShader.js.map +1 -1
- package/lib/layout/gpu/gForce.d.ts +1 -1
- package/lib/layout/gpu/gForce.js +1 -1
- package/lib/layout/gpu/gForceShader.d.ts +2 -2
- package/lib/layout/gpu/gForceShader.js +2 -2
- package/lib/layout/gpu/gForceShader.js.map +1 -1
- package/lib/layout/grid.d.ts +1 -1
- package/lib/layout/radial/radial.d.ts +1 -1
- package/lib/layout/radial/radialNonoverlapForce.d.ts +1 -1
- package/lib/layout/types.d.ts +7 -7
- package/package.json +3 -3
- package/src/layout/gpu/fruchtermanShader.ts +3 -4
- package/src/layout/gpu/gForceShader.ts +2 -3
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export declare const fruchtermanCode = "\nimport { globalInvocationID } from 'g-webgpu';\nconst MAX_EDGE_PER_VERTEX;\nconst VERTEX_COUNT;\n@numthreads(1, 1, 1)\nclass Fruchterman {\n @in @out\n u_Data: vec4[];\n @in\n u_K: float;\n @in\n u_K2: float;\n \n @in\n u_Center: vec2;\n @in\n u_Gravity: float;\n @in\n u_ClusterGravity: float;\n @in\n u_Speed: float;\n @in\n u_MaxDisplace: float;\n @in\n u_Clustering: float;\n @in\n u_AttributeArray: vec4[];\n @in\n u_ClusterCenters: vec4[];\n calcRepulsive(i: int, currentNode: vec4): vec2 {\n let dx = 0, dy = 0;\n for (let j = 0; j < VERTEX_COUNT; j++) {\n if (i != j) {\n const nextNode = this.u_Data[j];\n const xDist = currentNode[0] - nextNode[0];\n const yDist = currentNode[1] - nextNode[1];\n const dist = (xDist * xDist + yDist * yDist) + 0.01;\n let param = this.u_K2 / dist;\n \n if (dist > 0.0) {\n dx += param * xDist;\n dy += param * yDist;\n if (xDist == 0 && yDist == 0) {\n const sign = i < j ? 1 : -1;\n dx += param * sign;\n dy += param * sign;\n }\n }\n }\n }\n return [dx, dy];\n }\n calcGravity(currentNode: vec4, nodeAttributes: vec4): vec2 { // \n let dx = 0, dy = 0;\n const vx = currentNode[0] - this.u_Center[0];\n const vy = currentNode[1] - this.u_Center[1];\n const gf = 0.01 * this.u_K * this.u_Gravity;\n dx = gf * vx;\n dy = gf * vy;\n if (this.u_Clustering == 1) {\n const clusterIdx = int(nodeAttributes[0]);\n const center = this.u_ClusterCenters[clusterIdx];\n const cvx = currentNode[0] - center[0];\n const cvy = currentNode[1] - center[1];\n const dist = sqrt(cvx * cvx + cvy * cvy) + 0.01;\n const parma = this.u_K * this.u_ClusterGravity / dist;\n dx += parma * cvx;\n dy += parma * cvy;\n }\n return [dx, dy];\n }\n calcAttractive(i: int, currentNode: vec4): vec2 {\n let dx = 0, dy = 0;\n const arr_offset = int(floor(currentNode[2] + 0.5));\n const length = int(floor(currentNode[3] + 0.5));\n const node_buffer: vec4;\n for (let p = 0; p < MAX_EDGE_PER_VERTEX; p++) {\n if (p >= length) break;\n const arr_idx = arr_offset + p;\n // when arr_idx % 4 == 0 update currentNodedx_buffer\n const buf_offset = arr_idx - arr_idx / 4 * 4;\n if (p == 0 || buf_offset == 0) {\n node_buffer = this.u_Data[int(arr_idx / 4)];\n }\n const float_j = buf_offset == 0 ? node_buffer[0] :\n buf_offset == 1 ? node_buffer[1] :\n buf_offset == 2 ? node_buffer[2] :\n node_buffer[3];\n const nextNode = this.u_Data[int(float_j)];\n const xDist = currentNode[0] - nextNode[0];\n const yDist = currentNode[1] - nextNode[1];\n const dist = sqrt(xDist * xDist + yDist * yDist) + 0.01;\n let attractiveF = dist / this.u_K;\n \n if (dist > 0.0) {\n dx -= xDist * attractiveF;\n dy -= yDist * attractiveF;\n if (xDist == 0 && yDist == 0) {\n const sign = i < int(float_j) ? 1 : -1;\n dx -= sign * attractiveF;\n dy -= sign * attractiveF;\n }\n }\n }\n return [dx, dy];\n }\n @main\n compute() {\n const i = globalInvocationID.x;\n const currentNode = this.u_Data[i];\n let dx = 0, dy = 0;\n if (i >= VERTEX_COUNT) {\n this.u_Data[i] = currentNode;\n return;\n }\n\n // [gravity, fx, fy, 0]\n const nodeAttributes = this.u_AttributeArray[i];\n\n if (nodeAttributes[1] != 0 && nodeAttributes[2] != 0) {\n // the node is fixed\n this.u_Data[i] = [\n nodeAttributes[1],\n nodeAttributes[2],\n currentNode[2],\n currentNode[3]\n ];\n return;\n }\n\n // repulsive\n const repulsive = this.calcRepulsive(i, currentNode);\n dx += repulsive[0];\n dy += repulsive[1];\n // attractive\n const attractive = this.calcAttractive(i, currentNode);\n dx += attractive[0];\n dy += attractive[1];\n // gravity\n const gravity = this.calcGravity(currentNode, nodeAttributes);\n dx -= gravity[0];\n dy -= gravity[1];\n // speed\n dx *= this.u_Speed;\n dy *= this.u_Speed;\n\n // move\n const distLength = sqrt(dx * dx + dy * dy);\n if (distLength > 0.0) {\n const limitedDist = min(this.u_MaxDisplace * this.u_Speed, distLength);\n this.u_Data[i] = [\n currentNode[0] + dx / distLength * limitedDist,\n currentNode[1] + dy / distLength * limitedDist,\n currentNode[2],\n currentNode[3]\n ];\n }\n }\n}\n";
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export declare const fruchtermanBundle = "{\"shaders\":{\"WGSL\":\"import \\\"GLSL.std.450\\\" as std;\\n\\n\\n# var gWebGPUDebug : bool = false;\\n# var gWebGPUDebugOutput : vec4<f32> = vec4<f32>(0.0);\\n\\n[[builtin global_invocation_id]] var<in> globalInvocationID : vec3<u32>;\\n# [[builtin work_group_size]] var<in> workGroupSize : vec3<u32>;\\n# [[builtin work_group_id]] var<in> workGroupID : vec3<u32>;\\n[[builtin local_invocation_id]] var<in> localInvocationID : vec3<u32>;\\n# [[builtin num_work_groups]] var<in> numWorkGroups : vec3<u32>;\\n[[builtin local_invocation_idx]] var<in> localInvocationIndex : u32;\\n\\ntype GWebGPUParams = [[block]] struct {\\n [[offset 0]] u_K : f32;\\n [[offset 4]] u_K2 : f32;\\n [[offset 8]] u_Center : vec2<f32>;\\n [[offset 16]] u_Gravity : f32;\\n [[offset 20]] u_ClusterGravity : f32;\\n [[offset 24]] u_Speed : f32;\\n [[offset 28]] u_MaxDisplace : f32;\\n [[offset 32]] u_Clustering : f32;\\n};\\n[[binding 0, set 0]] var<uniform> gWebGPUUniformParams : GWebGPUParams;\\ntype GWebGPUBuffer0 = [[block]] struct {\\n [[offset 0]] u_Data : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 1, set 0]] var<storage_buffer> gWebGPUBuffer0 : GWebGPUBuffer0;\\ntype GWebGPUBuffer1 = [[block]] struct {\\n [[offset 0]] u_AttributeArray : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 2, set 0]] var<storage_buffer> gWebGPUBuffer1 : GWebGPUBuffer1;\\ntype GWebGPUBuffer2 = [[block]] struct {\\n [[offset 0]] u_ClusterCenters : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 3, set 0]] var<storage_buffer> gWebGPUBuffer2 : GWebGPUBuffer2;\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nfn calcRepulsive(i : i32, currentNode : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nfor (var j : i32 = 0; j < __DefineValuePlaceholder__VERTEX_COUNT; j = j + 1) {if (i != j) {var nextNode : vec4<f32> = gWebGPUBuffer0.u_Data[j];\\nvar xDist : f32 = currentNode.x - nextNode.x;\\nvar yDist : f32 = currentNode.y - nextNode.y;\\nvar dist : f32 = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nvar param : f32 = gWebGPUUniformParams.u_K2 / dist;\\nif (dist > 0.0) {dx = dx + param * xDist;\\ndy = dy + param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {var sign : f32 = select(1.0, -1.0, i < j);\\ndx = dx + param * std::sign;\\ndy = dy + param * std::sign;}}}}\\nreturn vec2<f32>(dx, dy);}\\nfn calcGravity(currentNode : vec4<f32>, nodeAttributes : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nvar vx : f32 = currentNode.x - gWebGPUUniformParams.u_Center.x;\\nvar vy : f32 = currentNode.y - gWebGPUUniformParams.u_Center.y;\\nvar gf : f32 = (0.01 * gWebGPUUniformParams.u_K) * gWebGPUUniformParams.u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (gWebGPUUniformParams.u_Clustering == 1.0) {var clusterIdx : i32 = i32(nodeAttributes.x);\\nvar center : vec4<f32> = gWebGPUBuffer2.u_ClusterCenters[clusterIdx];\\nvar cvx : f32 = currentNode.x - center.x;\\nvar cvy : f32 = currentNode.y - center.y;\\nvar dist : f32 = std::sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nvar parma : f32 = (gWebGPUUniformParams.u_K * gWebGPUUniformParams.u_ClusterGravity) / dist;\\ndx = dx + parma * cvx;\\ndy = dy + parma * cvy;}\\nreturn vec2<f32>(dx, dy);}\\nfn calcAttractive(i : i32, currentNode : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nvar arr_offset : i32 = i32(std::floor(currentNode.z + 0.5));\\nvar length : i32 = i32(std::floor(currentNode.w + 0.5));\\nvar node_buffer : vec4<f32>;\\nfor (var p : i32 = 0; p < __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX; p = p + 1) {if (p >= length) {break;}\\nvar arr_idx : i32 = arr_offset + i32(p);\\nvar buf_offset : i32 = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = gWebGPUBuffer0.u_Data[i32(arr_idx / 4)];}\\nvar float_j : f32 = select(node_buffer.x, select(node_buffer.y, select(node_buffer.z, node_buffer.w, buf_offset == 2), buf_offset == 1), buf_offset == 0);\\nvar nextNode : vec4<f32> = gWebGPUBuffer0.u_Data[i32(float_j)];\\nvar xDist : f32 = currentNode.x - nextNode.x;\\nvar yDist : f32 = currentNode.y - nextNode.y;\\nvar dist : f32 = std::sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nvar attractiveF : f32 = dist / gWebGPUUniformParams.u_K;\\nif (dist > 0.0) {dx = dx - xDist * attractiveF;\\ndy = dy - yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {var sign : f32 = select(1.0, -1.0, i < i32(float_j));\\ndx = dx - std::sign * attractiveF;\\ndy = dy - std::sign * attractiveF;}}}\\nreturn vec2<f32>(dx, dy);}\\nfn main() -> void {var i : i32 = globalInvocationID.x;\\nvar currentNode : vec4<f32> = gWebGPUBuffer0.u_Data[i];\\nvar dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nif (i >= __DefineValuePlaceholder__VERTEX_COUNT) {gWebGPUBuffer0.u_Data[i] = currentNode;\\nreturn ;}\\nvar nodeAttributes : vec4<f32> = gWebGPUBuffer1.u_AttributeArray[i];\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gWebGPUBuffer0.u_Data[i] = vec4<f32>(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w);\\nreturn ;}\\nvar repulsive : vec2<f32> = calcRepulsive(i, currentNode);\\ndx = dx + repulsive.x;\\ndy = dy + repulsive.y;\\nvar attractive : vec2<f32> = calcAttractive(i, currentNode);\\ndx = dx + attractive.x;\\ndy = dy + attractive.y;\\nvar gravity : vec2<f32> = calcGravity(currentNode, nodeAttributes);\\ndx = dx - gravity.x;\\ndy = dy - gravity.y;\\ndx = dx * gWebGPUUniformParams.u_Speed;\\ndy = dy * gWebGPUUniformParams.u_Speed;\\nvar distLength : f32 = std::sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {var limitedDist : f32 = std::min(gWebGPUUniformParams.u_MaxDisplace * gWebGPUUniformParams.u_Speed, distLength);\\ngWebGPUBuffer0.u_Data[i] = vec4<f32>(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w);}\\nreturn;}\\n\\nentry_point compute as \\\"main\\\" = main;\\n\",\"GLSL450\":\"\\n\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\nivec3 globalInvocationID = ivec3(gl_GlobalInvocationID);\\nivec3 workGroupSize = ivec3(1,1,1);\\nivec3 workGroupID = ivec3(gl_WorkGroupID);\\nivec3 localInvocationID = ivec3(gl_LocalInvocationID);\\nivec3 numWorkGroups = ivec3(gl_NumWorkGroups);\\nint localInvocationIndex = int(gl_LocalInvocationIndex);\\n\\nlayout(std140, set = 0, binding = 0) uniform GWebGPUParams {\\n float u_K;\\n float u_K2;\\n vec2 u_Center;\\n float u_Gravity;\\n float u_ClusterGravity;\\n float u_Speed;\\n float u_MaxDisplace;\\n float u_Clustering;\\n} gWebGPUUniformParams;\\nlayout(std430, set = 0, binding = 1) buffer GWebGPUBuffer0 {\\n vec4 u_Data[];\\n} gWebGPUBuffer0;\\n\\nlayout(std430, set = 0, binding = 2) buffer readonly GWebGPUBuffer1 {\\n vec4 u_AttributeArray[];\\n} gWebGPUBuffer1;\\n\\nlayout(std430, set = 0, binding = 3) buffer readonly GWebGPUBuffer2 {\\n vec4 u_ClusterCenters[];\\n} gWebGPUBuffer2;\\n\\n\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\nlayout (\\n local_size_x = 1,\\n local_size_y = 1,\\n local_size_z = 1\\n) in;\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nvec2 calcRepulsive(int i, vec4 currentNode) {float dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = gWebGPUBuffer0.u_Data[j];\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = gWebGPUUniformParams.u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {float dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - gWebGPUUniformParams.u_Center.x;\\nfloat vy = currentNode.y - gWebGPUUniformParams.u_Center.y;\\nfloat gf = (0.01 * gWebGPUUniformParams.u_K) * gWebGPUUniformParams.u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (gWebGPUUniformParams.u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = gWebGPUBuffer2.u_ClusterCenters[clusterIdx];\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (gWebGPUUniformParams.u_K * gWebGPUUniformParams.u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {float dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = gWebGPUBuffer0.u_Data[int(arr_idx / 4)];}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = gWebGPUBuffer0.u_Data[int(float_j)];\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / gWebGPUUniformParams.u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {int i = globalInvocationID.x;\\nvec4 currentNode = gWebGPUBuffer0.u_Data[i];\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gWebGPUBuffer0.u_Data[i] = currentNode;\\nreturn ;}\\nvec4 nodeAttributes = gWebGPUBuffer1.u_AttributeArray[i];\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gWebGPUBuffer0.u_Data[i] = vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w);\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= gWebGPUUniformParams.u_Speed;\\ndy *= gWebGPUUniformParams.u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(gWebGPUUniformParams.u_MaxDisplace * gWebGPUUniformParams.u_Speed, distLength);\\ngWebGPUBuffer0.u_Data[i] = vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w);}}\\n\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_K;\\nuniform float u_K2;\\nuniform vec2 u_Center;\\nuniform float u_Gravity;\\nuniform float u_ClusterGravity;\\nuniform float u_Speed;\\nuniform float u_MaxDisplace;\\nuniform float u_Clustering;\\nuniform sampler2D u_AttributeArray;\\nuniform vec2 u_AttributeArraySize;\\nvec4 getDatau_AttributeArray(vec2 address2D) {\\n return vec4(texture2D(u_AttributeArray, address2D).rgba);\\n}\\nvec4 getDatau_AttributeArray(float address1D) {\\n return getDatau_AttributeArray(addrTranslation_1Dto2D(address1D, u_AttributeArraySize));\\n}\\nvec4 getDatau_AttributeArray(int address1D) {\\n return getDatau_AttributeArray(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - u_Center.x;\\nfloat vy = currentNode.y - u_Center.y;\\nfloat gf = (0.01 * u_K) * u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = getDatau_ClusterCenters(clusterIdx);\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (u_K * u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes = getDatau_AttributeArray(i);\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w));\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= u_Speed;\\ndy *= u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(u_MaxDisplace * u_Speed, distLength);\\ngl_FragColor = vec4(vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"MAX_EDGE_PER_VERTEX\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K2\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Center\",\"type\":\"vec2<f32>\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Gravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterGravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Speed\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_MaxDisplace\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Clustering\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AttributeArray\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterCenters\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_Data\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
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export declare const fruchtermanBundle = "{\"shaders\":{\"WGSL\":\"\",\"GLSL450\":\"\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_K;\\nuniform float u_K2;\\nuniform vec2 u_Center;\\nuniform float u_Gravity;\\nuniform float u_ClusterGravity;\\nuniform float u_Speed;\\nuniform float u_MaxDisplace;\\nuniform float u_Clustering;\\nuniform sampler2D u_AttributeArray;\\nuniform vec2 u_AttributeArraySize;\\nvec4 getDatau_AttributeArray(vec2 address2D) {\\n return vec4(texture2D(u_AttributeArray, address2D).rgba);\\n}\\nvec4 getDatau_AttributeArray(float address1D) {\\n return getDatau_AttributeArray(addrTranslation_1Dto2D(address1D, u_AttributeArraySize));\\n}\\nvec4 getDatau_AttributeArray(int address1D) {\\n return getDatau_AttributeArray(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - u_Center.x;\\nfloat vy = currentNode.y - u_Center.y;\\nfloat gf = (0.01 * u_K) * u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = getDatau_ClusterCenters(clusterIdx);\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (u_K * u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes = getDatau_AttributeArray(i);\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w));\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= u_Speed;\\ndy *= u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(u_MaxDisplace * u_Speed, distLength);\\ngl_FragColor = vec4(vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"MAX_EDGE_PER_VERTEX\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K2\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Center\",\"type\":\"vec2<f32>\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Gravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterGravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Speed\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_MaxDisplace\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Clustering\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AttributeArray\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterCenters\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_Data\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
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export declare const clusterCode = "\nimport { globalInvocationID } from 'g-webgpu';\nconst VERTEX_COUNT;\nconst CLUSTER_COUNT;\n@numthreads(1, 1, 1)\nclass CalcCenter {\n @in\n u_Data: vec4[];\n @in\n u_NodeAttributes: vec4[]; // [[clusterIdx, 0, 0, 0], ...]\n @in @out\n u_ClusterCenters: vec4[]; // [[cx, cy, nodeCount, clusterIdx], ...]\n @main\n compute() {\n const i = globalInvocationID.x;\n const center = this.u_ClusterCenters[i];\n let sumx = 0;\n let sumy = 0;\n let count = 0;\n for (let j = 0; j < VERTEX_COUNT; j++) {\n const attributes = this.u_NodeAttributes[j];\n const clusterIdx = int(attributes[0]);\n const vertex = this.u_Data[j];\n if (clusterIdx == i) {\n sumx += vertex.x;\n sumy += vertex.y;\n count += 1;\n }\n }\n this.u_ClusterCenters[i] = [\n sumx / count,\n sumy / count,\n count,\n i\n ];\n }\n}\n";
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export declare const clusterBundle = "{\"shaders\":{\"WGSL\":\"
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export declare const clusterBundle = "{\"shaders\":{\"WGSL\":\"\",\"GLSL450\":\"\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n#define CLUSTER_COUNT __DefineValuePlaceholder__CLUSTER_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform sampler2D u_NodeAttributes;\\nuniform vec2 u_NodeAttributesSize;\\nvec4 getDatau_NodeAttributes(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributes, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributes(float address1D) {\\n return getDatau_NodeAttributes(addrTranslation_1Dto2D(address1D, u_NodeAttributesSize));\\n}\\nvec4 getDatau_NodeAttributes(int address1D) {\\n return getDatau_NodeAttributes(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 center = getDatau_ClusterCenters(i);\\nfloat sumx = 0.0;\\nfloat sumy = 0.0;\\nfloat count = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {vec4 attributes = getDatau_NodeAttributes(j);\\nint clusterIdx = int(attributes.x);\\nvec4 vertex = getDatau_Data(j);\\nif (clusterIdx == i) {sumx += vertex.x;\\nsumy += vertex.y;\\ncount += 1.0;}}\\ngl_FragColor = vec4(vec4(sumx / count, sumy / count, count, i));if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"CLUSTER_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_NodeAttributes\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterCenters\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_ClusterCenters\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.clusterBundle = exports.clusterCode = exports.fruchtermanBundle = exports.fruchtermanCode = void 0;
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exports.fruchtermanCode = "\nimport { globalInvocationID } from 'g-webgpu';\nconst MAX_EDGE_PER_VERTEX;\nconst VERTEX_COUNT;\n@numthreads(1, 1, 1)\nclass Fruchterman {\n @in @out\n u_Data: vec4[];\n @in\n u_K: float;\n @in\n u_K2: float;\n \n @in\n u_Center: vec2;\n @in\n u_Gravity: float;\n @in\n u_ClusterGravity: float;\n @in\n u_Speed: float;\n @in\n u_MaxDisplace: float;\n @in\n u_Clustering: float;\n @in\n u_AttributeArray: vec4[];\n @in\n u_ClusterCenters: vec4[];\n calcRepulsive(i: int, currentNode: vec4): vec2 {\n let dx = 0, dy = 0;\n for (let j = 0; j < VERTEX_COUNT; j++) {\n if (i != j) {\n const nextNode = this.u_Data[j];\n const xDist = currentNode[0] - nextNode[0];\n const yDist = currentNode[1] - nextNode[1];\n const dist = (xDist * xDist + yDist * yDist) + 0.01;\n let param = this.u_K2 / dist;\n \n if (dist > 0.0) {\n dx += param * xDist;\n dy += param * yDist;\n if (xDist == 0 && yDist == 0) {\n const sign = i < j ? 1 : -1;\n dx += param * sign;\n dy += param * sign;\n }\n }\n }\n }\n return [dx, dy];\n }\n calcGravity(currentNode: vec4, nodeAttributes: vec4): vec2 { // \n let dx = 0, dy = 0;\n const vx = currentNode[0] - this.u_Center[0];\n const vy = currentNode[1] - this.u_Center[1];\n const gf = 0.01 * this.u_K * this.u_Gravity;\n dx = gf * vx;\n dy = gf * vy;\n if (this.u_Clustering == 1) {\n const clusterIdx = int(nodeAttributes[0]);\n const center = this.u_ClusterCenters[clusterIdx];\n const cvx = currentNode[0] - center[0];\n const cvy = currentNode[1] - center[1];\n const dist = sqrt(cvx * cvx + cvy * cvy) + 0.01;\n const parma = this.u_K * this.u_ClusterGravity / dist;\n dx += parma * cvx;\n dy += parma * cvy;\n }\n return [dx, dy];\n }\n calcAttractive(i: int, currentNode: vec4): vec2 {\n let dx = 0, dy = 0;\n const arr_offset = int(floor(currentNode[2] + 0.5));\n const length = int(floor(currentNode[3] + 0.5));\n const node_buffer: vec4;\n for (let p = 0; p < MAX_EDGE_PER_VERTEX; p++) {\n if (p >= length) break;\n const arr_idx = arr_offset + p;\n // when arr_idx % 4 == 0 update currentNodedx_buffer\n const buf_offset = arr_idx - arr_idx / 4 * 4;\n if (p == 0 || buf_offset == 0) {\n node_buffer = this.u_Data[int(arr_idx / 4)];\n }\n const float_j = buf_offset == 0 ? node_buffer[0] :\n buf_offset == 1 ? node_buffer[1] :\n buf_offset == 2 ? node_buffer[2] :\n node_buffer[3];\n const nextNode = this.u_Data[int(float_j)];\n const xDist = currentNode[0] - nextNode[0];\n const yDist = currentNode[1] - nextNode[1];\n const dist = sqrt(xDist * xDist + yDist * yDist) + 0.01;\n let attractiveF = dist / this.u_K;\n \n if (dist > 0.0) {\n dx -= xDist * attractiveF;\n dy -= yDist * attractiveF;\n if (xDist == 0 && yDist == 0) {\n const sign = i < int(float_j) ? 1 : -1;\n dx -= sign * attractiveF;\n dy -= sign * attractiveF;\n }\n }\n }\n return [dx, dy];\n }\n @main\n compute() {\n const i = globalInvocationID.x;\n const currentNode = this.u_Data[i];\n let dx = 0, dy = 0;\n if (i >= VERTEX_COUNT) {\n this.u_Data[i] = currentNode;\n return;\n }\n\n // [gravity, fx, fy, 0]\n const nodeAttributes = this.u_AttributeArray[i];\n\n if (nodeAttributes[1] != 0 && nodeAttributes[2] != 0) {\n // the node is fixed\n this.u_Data[i] = [\n nodeAttributes[1],\n nodeAttributes[2],\n currentNode[2],\n currentNode[3]\n ];\n return;\n }\n\n // repulsive\n const repulsive = this.calcRepulsive(i, currentNode);\n dx += repulsive[0];\n dy += repulsive[1];\n // attractive\n const attractive = this.calcAttractive(i, currentNode);\n dx += attractive[0];\n dy += attractive[1];\n // gravity\n const gravity = this.calcGravity(currentNode, nodeAttributes);\n dx -= gravity[0];\n dy -= gravity[1];\n // speed\n dx *= this.u_Speed;\n dy *= this.u_Speed;\n\n // move\n const distLength = sqrt(dx * dx + dy * dy);\n if (distLength > 0.0) {\n const limitedDist = min(this.u_MaxDisplace * this.u_Speed, distLength);\n this.u_Data[i] = [\n currentNode[0] + dx / distLength * limitedDist,\n currentNode[1] + dy / distLength * limitedDist,\n currentNode[2],\n currentNode[3]\n ];\n }\n }\n}\n";
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exports.fruchtermanBundle = "{\"shaders\":{\"WGSL\":\"import \\\"GLSL.std.450\\\" as std;\\n\\n\\n# var gWebGPUDebug : bool = false;\\n# var gWebGPUDebugOutput : vec4<f32> = vec4<f32>(0.0);\\n\\n[[builtin global_invocation_id]] var<in> globalInvocationID : vec3<u32>;\\n# [[builtin work_group_size]] var<in> workGroupSize : vec3<u32>;\\n# [[builtin work_group_id]] var<in> workGroupID : vec3<u32>;\\n[[builtin local_invocation_id]] var<in> localInvocationID : vec3<u32>;\\n# [[builtin num_work_groups]] var<in> numWorkGroups : vec3<u32>;\\n[[builtin local_invocation_idx]] var<in> localInvocationIndex : u32;\\n\\ntype GWebGPUParams = [[block]] struct {\\n [[offset 0]] u_K : f32;\\n [[offset 4]] u_K2 : f32;\\n [[offset 8]] u_Center : vec2<f32>;\\n [[offset 16]] u_Gravity : f32;\\n [[offset 20]] u_ClusterGravity : f32;\\n [[offset 24]] u_Speed : f32;\\n [[offset 28]] u_MaxDisplace : f32;\\n [[offset 32]] u_Clustering : f32;\\n};\\n[[binding 0, set 0]] var<uniform> gWebGPUUniformParams : GWebGPUParams;\\ntype GWebGPUBuffer0 = [[block]] struct {\\n [[offset 0]] u_Data : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 1, set 0]] var<storage_buffer> gWebGPUBuffer0 : GWebGPUBuffer0;\\ntype GWebGPUBuffer1 = [[block]] struct {\\n [[offset 0]] u_AttributeArray : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 2, set 0]] var<storage_buffer> gWebGPUBuffer1 : GWebGPUBuffer1;\\ntype GWebGPUBuffer2 = [[block]] struct {\\n [[offset 0]] u_ClusterCenters : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 3, set 0]] var<storage_buffer> gWebGPUBuffer2 : GWebGPUBuffer2;\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nfn calcRepulsive(i : i32, currentNode : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nfor (var j : i32 = 0; j < __DefineValuePlaceholder__VERTEX_COUNT; j = j + 1) {if (i != j) {var nextNode : vec4<f32> = gWebGPUBuffer0.u_Data[j];\\nvar xDist : f32 = currentNode.x - nextNode.x;\\nvar yDist : f32 = currentNode.y - nextNode.y;\\nvar dist : f32 = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nvar param : f32 = gWebGPUUniformParams.u_K2 / dist;\\nif (dist > 0.0) {dx = dx + param * xDist;\\ndy = dy + param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {var sign : f32 = select(1.0, -1.0, i < j);\\ndx = dx + param * std::sign;\\ndy = dy + param * std::sign;}}}}\\nreturn vec2<f32>(dx, dy);}\\nfn calcGravity(currentNode : vec4<f32>, nodeAttributes : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nvar vx : f32 = currentNode.x - gWebGPUUniformParams.u_Center.x;\\nvar vy : f32 = currentNode.y - gWebGPUUniformParams.u_Center.y;\\nvar gf : f32 = (0.01 * gWebGPUUniformParams.u_K) * gWebGPUUniformParams.u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (gWebGPUUniformParams.u_Clustering == 1.0) {var clusterIdx : i32 = i32(nodeAttributes.x);\\nvar center : vec4<f32> = gWebGPUBuffer2.u_ClusterCenters[clusterIdx];\\nvar cvx : f32 = currentNode.x - center.x;\\nvar cvy : f32 = currentNode.y - center.y;\\nvar dist : f32 = std::sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nvar parma : f32 = (gWebGPUUniformParams.u_K * gWebGPUUniformParams.u_ClusterGravity) / dist;\\ndx = dx + parma * cvx;\\ndy = dy + parma * cvy;}\\nreturn vec2<f32>(dx, dy);}\\nfn calcAttractive(i : i32, currentNode : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nvar arr_offset : i32 = i32(std::floor(currentNode.z + 0.5));\\nvar length : i32 = i32(std::floor(currentNode.w + 0.5));\\nvar node_buffer : vec4<f32>;\\nfor (var p : i32 = 0; p < __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX; p = p + 1) {if (p >= length) {break;}\\nvar arr_idx : i32 = arr_offset + i32(p);\\nvar buf_offset : i32 = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = gWebGPUBuffer0.u_Data[i32(arr_idx / 4)];}\\nvar float_j : f32 = select(node_buffer.x, select(node_buffer.y, select(node_buffer.z, node_buffer.w, buf_offset == 2), buf_offset == 1), buf_offset == 0);\\nvar nextNode : vec4<f32> = gWebGPUBuffer0.u_Data[i32(float_j)];\\nvar xDist : f32 = currentNode.x - nextNode.x;\\nvar yDist : f32 = currentNode.y - nextNode.y;\\nvar dist : f32 = std::sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nvar attractiveF : f32 = dist / gWebGPUUniformParams.u_K;\\nif (dist > 0.0) {dx = dx - xDist * attractiveF;\\ndy = dy - yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {var sign : f32 = select(1.0, -1.0, i < i32(float_j));\\ndx = dx - std::sign * attractiveF;\\ndy = dy - std::sign * attractiveF;}}}\\nreturn vec2<f32>(dx, dy);}\\nfn main() -> void {var i : i32 = globalInvocationID.x;\\nvar currentNode : vec4<f32> = gWebGPUBuffer0.u_Data[i];\\nvar dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nif (i >= __DefineValuePlaceholder__VERTEX_COUNT) {gWebGPUBuffer0.u_Data[i] = currentNode;\\nreturn ;}\\nvar nodeAttributes : vec4<f32> = gWebGPUBuffer1.u_AttributeArray[i];\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gWebGPUBuffer0.u_Data[i] = vec4<f32>(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w);\\nreturn ;}\\nvar repulsive : vec2<f32> = calcRepulsive(i, currentNode);\\ndx = dx + repulsive.x;\\ndy = dy + repulsive.y;\\nvar attractive : vec2<f32> = calcAttractive(i, currentNode);\\ndx = dx + attractive.x;\\ndy = dy + attractive.y;\\nvar gravity : vec2<f32> = calcGravity(currentNode, nodeAttributes);\\ndx = dx - gravity.x;\\ndy = dy - gravity.y;\\ndx = dx * gWebGPUUniformParams.u_Speed;\\ndy = dy * gWebGPUUniformParams.u_Speed;\\nvar distLength : f32 = std::sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {var limitedDist : f32 = std::min(gWebGPUUniformParams.u_MaxDisplace * gWebGPUUniformParams.u_Speed, distLength);\\ngWebGPUBuffer0.u_Data[i] = vec4<f32>(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w);}\\nreturn;}\\n\\nentry_point compute as \\\"main\\\" = main;\\n\",\"GLSL450\":\"\\n\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\nivec3 globalInvocationID = ivec3(gl_GlobalInvocationID);\\nivec3 workGroupSize = ivec3(1,1,1);\\nivec3 workGroupID = ivec3(gl_WorkGroupID);\\nivec3 localInvocationID = ivec3(gl_LocalInvocationID);\\nivec3 numWorkGroups = ivec3(gl_NumWorkGroups);\\nint localInvocationIndex = int(gl_LocalInvocationIndex);\\n\\nlayout(std140, set = 0, binding = 0) uniform GWebGPUParams {\\n float u_K;\\n float u_K2;\\n vec2 u_Center;\\n float u_Gravity;\\n float u_ClusterGravity;\\n float u_Speed;\\n float u_MaxDisplace;\\n float u_Clustering;\\n} gWebGPUUniformParams;\\nlayout(std430, set = 0, binding = 1) buffer GWebGPUBuffer0 {\\n vec4 u_Data[];\\n} gWebGPUBuffer0;\\n\\nlayout(std430, set = 0, binding = 2) buffer readonly GWebGPUBuffer1 {\\n vec4 u_AttributeArray[];\\n} gWebGPUBuffer1;\\n\\nlayout(std430, set = 0, binding = 3) buffer readonly GWebGPUBuffer2 {\\n vec4 u_ClusterCenters[];\\n} gWebGPUBuffer2;\\n\\n\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\nlayout (\\n local_size_x = 1,\\n local_size_y = 1,\\n local_size_z = 1\\n) in;\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nvec2 calcRepulsive(int i, vec4 currentNode) {float dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = gWebGPUBuffer0.u_Data[j];\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = gWebGPUUniformParams.u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {float dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - gWebGPUUniformParams.u_Center.x;\\nfloat vy = currentNode.y - gWebGPUUniformParams.u_Center.y;\\nfloat gf = (0.01 * gWebGPUUniformParams.u_K) * gWebGPUUniformParams.u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (gWebGPUUniformParams.u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = gWebGPUBuffer2.u_ClusterCenters[clusterIdx];\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (gWebGPUUniformParams.u_K * gWebGPUUniformParams.u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {float dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = gWebGPUBuffer0.u_Data[int(arr_idx / 4)];}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = gWebGPUBuffer0.u_Data[int(float_j)];\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / gWebGPUUniformParams.u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {int i = globalInvocationID.x;\\nvec4 currentNode = gWebGPUBuffer0.u_Data[i];\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gWebGPUBuffer0.u_Data[i] = currentNode;\\nreturn ;}\\nvec4 nodeAttributes = gWebGPUBuffer1.u_AttributeArray[i];\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gWebGPUBuffer0.u_Data[i] = vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w);\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= gWebGPUUniformParams.u_Speed;\\ndy *= gWebGPUUniformParams.u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(gWebGPUUniformParams.u_MaxDisplace * gWebGPUUniformParams.u_Speed, distLength);\\ngWebGPUBuffer0.u_Data[i] = vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w);}}\\n\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_K;\\nuniform float u_K2;\\nuniform vec2 u_Center;\\nuniform float u_Gravity;\\nuniform float u_ClusterGravity;\\nuniform float u_Speed;\\nuniform float u_MaxDisplace;\\nuniform float u_Clustering;\\nuniform sampler2D u_AttributeArray;\\nuniform vec2 u_AttributeArraySize;\\nvec4 getDatau_AttributeArray(vec2 address2D) {\\n return vec4(texture2D(u_AttributeArray, address2D).rgba);\\n}\\nvec4 getDatau_AttributeArray(float address1D) {\\n return getDatau_AttributeArray(addrTranslation_1Dto2D(address1D, u_AttributeArraySize));\\n}\\nvec4 getDatau_AttributeArray(int address1D) {\\n return getDatau_AttributeArray(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - u_Center.x;\\nfloat vy = currentNode.y - u_Center.y;\\nfloat gf = (0.01 * u_K) * u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = getDatau_ClusterCenters(clusterIdx);\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (u_K * u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes = getDatau_AttributeArray(i);\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w));\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= u_Speed;\\ndy *= u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(u_MaxDisplace * u_Speed, distLength);\\ngl_FragColor = vec4(vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"MAX_EDGE_PER_VERTEX\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K2\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Center\",\"type\":\"vec2<f32>\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Gravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterGravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Speed\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_MaxDisplace\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Clustering\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AttributeArray\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterCenters\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_Data\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
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5
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+
exports.fruchtermanBundle = "{\"shaders\":{\"WGSL\":\"\",\"GLSL450\":\"\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_K;\\nuniform float u_K2;\\nuniform vec2 u_Center;\\nuniform float u_Gravity;\\nuniform float u_ClusterGravity;\\nuniform float u_Speed;\\nuniform float u_MaxDisplace;\\nuniform float u_Clustering;\\nuniform sampler2D u_AttributeArray;\\nuniform vec2 u_AttributeArraySize;\\nvec4 getDatau_AttributeArray(vec2 address2D) {\\n return vec4(texture2D(u_AttributeArray, address2D).rgba);\\n}\\nvec4 getDatau_AttributeArray(float address1D) {\\n return getDatau_AttributeArray(addrTranslation_1Dto2D(address1D, u_AttributeArraySize));\\n}\\nvec4 getDatau_AttributeArray(int address1D) {\\n return getDatau_AttributeArray(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - u_Center.x;\\nfloat vy = currentNode.y - u_Center.y;\\nfloat gf = (0.01 * u_K) * u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = getDatau_ClusterCenters(clusterIdx);\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (u_K * u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes = getDatau_AttributeArray(i);\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w));\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= u_Speed;\\ndy *= u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(u_MaxDisplace * u_Speed, distLength);\\ngl_FragColor = vec4(vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"MAX_EDGE_PER_VERTEX\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K2\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Center\",\"type\":\"vec2<f32>\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Gravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterGravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Speed\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_MaxDisplace\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Clustering\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AttributeArray\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterCenters\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_Data\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
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6
6
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exports.clusterCode = "\nimport { globalInvocationID } from 'g-webgpu';\nconst VERTEX_COUNT;\nconst CLUSTER_COUNT;\n@numthreads(1, 1, 1)\nclass CalcCenter {\n @in\n u_Data: vec4[];\n @in\n u_NodeAttributes: vec4[]; // [[clusterIdx, 0, 0, 0], ...]\n @in @out\n u_ClusterCenters: vec4[]; // [[cx, cy, nodeCount, clusterIdx], ...]\n @main\n compute() {\n const i = globalInvocationID.x;\n const center = this.u_ClusterCenters[i];\n let sumx = 0;\n let sumy = 0;\n let count = 0;\n for (let j = 0; j < VERTEX_COUNT; j++) {\n const attributes = this.u_NodeAttributes[j];\n const clusterIdx = int(attributes[0]);\n const vertex = this.u_Data[j];\n if (clusterIdx == i) {\n sumx += vertex.x;\n sumy += vertex.y;\n count += 1;\n }\n }\n this.u_ClusterCenters[i] = [\n sumx / count,\n sumy / count,\n count,\n i\n ];\n }\n}\n";
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7
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-
exports.clusterBundle = "{\"shaders\":{\"WGSL\":\"
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7
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+
exports.clusterBundle = "{\"shaders\":{\"WGSL\":\"\",\"GLSL450\":\"\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n#define CLUSTER_COUNT __DefineValuePlaceholder__CLUSTER_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform sampler2D u_NodeAttributes;\\nuniform vec2 u_NodeAttributesSize;\\nvec4 getDatau_NodeAttributes(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributes, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributes(float address1D) {\\n return getDatau_NodeAttributes(addrTranslation_1Dto2D(address1D, u_NodeAttributesSize));\\n}\\nvec4 getDatau_NodeAttributes(int address1D) {\\n return getDatau_NodeAttributes(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 center = getDatau_ClusterCenters(i);\\nfloat sumx = 0.0;\\nfloat sumy = 0.0;\\nfloat count = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {vec4 attributes = getDatau_NodeAttributes(j);\\nint clusterIdx = int(attributes.x);\\nvec4 vertex = getDatau_Data(j);\\nif (clusterIdx == i) {sumx += vertex.x;\\nsumy += vertex.y;\\ncount += 1.0;}}\\ngl_FragColor = vec4(vec4(sumx / count, sumy / count, count, i));if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"CLUSTER_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_NodeAttributes\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterCenters\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_ClusterCenters\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
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{"version":3,"file":"fruchtermanShader.js","sourceRoot":"","sources":["../../../src/layout/gpu/fruchtermanShader.ts"],"names":[],"mappings":";;;
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{"version":3,"file":"fruchtermanShader.js","sourceRoot":"","sources":["../../../src/layout/gpu/fruchtermanShader.ts"],"names":[],"mappings":";;;AAAa,QAAA,eAAe,GAAG,qkJA+J9B,CAAC;AAEW,QAAA,iBAAiB,GAAG,giYAA0xX,CAAC;AAE/yX,QAAA,WAAW,GAAG,i4BAqC1B,CAAC;AAEW,QAAA,aAAa,GAAG,g5IAA0xI,CAAC"}
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package/lib/layout/gpu/gForce.js
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export declare const gForceCode = "\nimport { globalInvocationID } from 'g-webgpu';\n\nconst MAX_EDGE_PER_VERTEX;\nconst VERTEX_COUNT;\nconst SHIFT_20 = 1048576;\n\n@numthreads(1, 1, 1)\nclass GGForce {\n @in @out\n u_Data: vec4[];\n\n @in\n u_damping: float;\n \n @in\n u_maxSpeed: float;\n\n @in\n u_minMovement: float;\n\n @in\n u_AveMovement: vec4[];\n\n @in\n u_coulombDisScale: float;\n\n @in\n u_factor: float;\n\n @in\n u_NodeAttributeArray1: vec4[];\n\n @in\n u_NodeAttributeArray2: vec4[];\n\n @in\n u_interval: float;\n\n unpack_float(packedValue: float): ivec2 {\n const packedIntValue = int(packedValue);\n const v0 = packedIntValue / SHIFT_20;\n return [v0, packedIntValue - v0 * SHIFT_20];\n }\n\n calcRepulsive(i: int, currentNode: vec4): vec2 {\n let ax = 0, ay = 0;\n for (let j: int = 0; j < VERTEX_COUNT; j++) {\n if (i != j) {\n const nextNode = this.u_Data[j];\n const vx = currentNode[0] - nextNode[0];\n const vy = currentNode[1] - nextNode[1];\n const dist = sqrt(vx * vx + vy * vy) + 0.01;\n const n_dist = (dist + 0.1) * this.u_coulombDisScale;\n const direx = vx / dist;\n const direy = vy / dist;\n const attributesi = this.u_NodeAttributeArray1[i];\n const attributesj = this.u_NodeAttributeArray1[j];\n const massi = attributesi[0];\n const nodeStrengthi = attributesi[2];\n const nodeStrengthj = attributesj[2];\n const nodeStrength = (nodeStrengthi + nodeStrengthj) / 2;\n // const param = nodeStrength * this.u_factor / (n_dist * n_dist * massi);\n const param = nodeStrength * this.u_factor / (n_dist * n_dist);\n ax += direx * param;\n ay += direy * param;\n }\n }\n return [ax, ay];\n }\n\n calcGravity(i: int, currentNode: vec4, attributes2: vec4): vec2 {\n // note: attributes2 = [centerX, centerY, gravity, 0]\n\n const vx = currentNode[0] - attributes2[0];\n const vy = currentNode[1] - attributes2[1];\n \n const ax = vx * attributes2[2];\n const ay = vy * attributes2[2];\n \n return [ax, ay];\n }\n\n calcAttractive(i: int, currentNode: vec4, attributes1: vec4): vec2 {\n // note: attributes1 = [mass, degree, nodeSterngth, 0]\n\n const mass = attributes1[0];\n let ax = 0, ay = 0;\n // const arr_offset = int(floor(currentNode[2] + 0.5));\n // const length = int(floor(currentNode[3] + 0.5));\n\n const compressed = this.unpack_float(currentNode[2]);\n const length = compressed[0];\n const arr_offset = compressed[1];\n\n const node_buffer: vec4;\n for (let p: int = 0; p < MAX_EDGE_PER_VERTEX; p++) {\n if (p >= length) break;\n const arr_idx = arr_offset + 4 * p; // i \u8282\u70B9\u7684\u7B2C p \u6761\u8FB9\u5F00\u59CB\u7684\u5C0F\u683C\u5B50\u4F4D\u7F6E\n const buf_offset = arr_idx - arr_idx / 4 * 4;\n if (p == 0 || buf_offset == 0) {\n node_buffer = this.u_Data[int(arr_idx / 4)]; // \u5927\u683C\u5B50\uFF0C\u5927\u683C\u5B50\u4F4D\u7F6E=\u5C0F\u4E2A\u5B50\u4F4D\u7F6E / 4\uFF0C\n }\n\n let float_j: float = node_buffer[0];\n\n const nextNode = this.u_Data[int(float_j)];\n const vx = nextNode[0] - currentNode[0];\n const vy = nextNode[1] - currentNode[1];\n const dist = sqrt(vx * vx + vy * vy) + 0.01;\n const direx = vx / dist;\n const direy = vy / dist;\n const edgeLength = node_buffer[1];\n const edgeStrength = node_buffer[2];\n const diff: float = edgeLength - dist;//edgeLength\n // const param = diff * this.u_stiffness / mass; //\n const param = diff * edgeStrength / mass; // \n ax -= direx * param;\n ay -= direy * param;\n }\n return [ax, ay];\n }\n\n @main\n compute() {\n const i = globalInvocationID.x;\n const currentNode = this.u_Data[i];\n const movement = u_AveMovement[0];\n let ax = 0, ay = 0;\n\n if (i >= VERTEX_COUNT || movement.x < u_minMovement) {\n this.u_Data[i] = currentNode;\n return;\n }\n\n // \u6BCF\u4E2A\u8282\u70B9\u5C5E\u6027\u5360\u4E24\u4E2A\u6570\u7EC4\u4E2D\u5404\u4E00\u683C\n // [mass, degree, nodeStrength, fx]\n const nodeAttributes1 = this.u_NodeAttributeArray1[i];\n // [centerX, centerY, centerGravity, fy]\n const nodeAttributes2 = this.u_NodeAttributeArray2[i];\n\n // repulsive\n const repulsive = this.calcRepulsive(i, currentNode);\n ax += repulsive[0];\n ay += repulsive[1];\n\n // attractive\n const attractive = this.calcAttractive(i, currentNode, nodeAttributes1);\n ax += attractive[0];\n ay += attractive[1];\n\n // gravity\n const gravity = this.calcGravity(i, currentNode, nodeAttributes2);\n ax -= gravity[0];\n ay -= gravity[1];\n\n // speed\n const param = this.u_interval * this.u_damping;\n let vx = ax * param;\n let vy = ay * param;\n const vlength = sqrt(vx * vx + vy * vy) + 0.0001;\n if (vlength > this.u_maxSpeed) {\n const param2 = this.u_maxSpeed / vlength;\n vx = param2 * vx;\n vy = param2 * vy;\n }\n\n // move\n if (nodeAttributes1[3] != 0 && nodeAttributes2[3] != 0) {\n this.u_Data[i] = [\n nodeAttributes1[3],\n nodeAttributes2[3],\n currentNode[2],\n 0\n ];\n } else {\n const distx = vx * this.u_interval;\n const disty = vy * this.u_interval;\n const distLength = sqrt(distx * distx + disty * disty);\n this.u_Data[i] = [\n currentNode[0] + distx,\n currentNode[1] + disty,\n currentNode[2],\n distLength\n ];\n }\n \n // the avarage move distance\n // need to share memory\n \n }\n}\n";
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export declare const gForceBundle = "{\"shaders\":{\"WGSL\":\"import \\\"GLSL.std.450\\\" as std;\\n\\n\\n# var gWebGPUDebug : bool = false;\\n# var gWebGPUDebugOutput : vec4<f32> = vec4<f32>(0.0);\\n\\n[[builtin global_invocation_id]] var<in> globalInvocationID : vec3<u32>;\\n# [[builtin work_group_size]] var<in> workGroupSize : vec3<u32>;\\n# [[builtin work_group_id]] var<in> workGroupID : vec3<u32>;\\n[[builtin local_invocation_id]] var<in> localInvocationID : vec3<u32>;\\n# [[builtin num_work_groups]] var<in> numWorkGroups : vec3<u32>;\\n[[builtin local_invocation_idx]] var<in> localInvocationIndex : u32;\\n\\ntype GWebGPUParams = [[block]] struct {\\n [[offset 0]] u_damping : f32;\\n [[offset 4]] u_maxSpeed : f32;\\n [[offset 8]] u_minMovement : f32;\\n \\n [[offset 12]] u_coulombDisScale : f32;\\n [[offset 16]] u_factor : f32;\\n \\n \\n [[offset 20]] u_interval : f32;\\n};\\n[[binding 0, set 0]] var<uniform> gWebGPUUniformParams : GWebGPUParams;\\ntype GWebGPUBuffer0 = [[block]] struct {\\n [[offset 0]] u_Data : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 1, set 0]] var<storage_buffer> gWebGPUBuffer0 : GWebGPUBuffer0;\\ntype GWebGPUBuffer1 = [[block]] struct {\\n [[offset 0]] u_AveMovement : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 2, set 0]] var<storage_buffer> gWebGPUBuffer1 : GWebGPUBuffer1;\\ntype GWebGPUBuffer2 = [[block]] struct {\\n [[offset 0]] u_NodeAttributeArray1 : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 3, set 0]] var<storage_buffer> gWebGPUBuffer2 : GWebGPUBuffer2;\\ntype GWebGPUBuffer3 = [[block]] struct {\\n [[offset 0]] u_NodeAttributeArray2 : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 4, set 0]] var<storage_buffer> gWebGPUBuffer3 : GWebGPUBuffer3;\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nfn unpack_float(packedValue : f32) -> vec2<i32> {var packedIntValue : i32 = i32(packedValue);\\nvar v0 : i32 = packedIntValue / 1048576;\\nreturn vec2<i32>(v0, packedIntValue - (v0 * 1048576));}\\nfn calcRepulsive(i : i32, currentNode : vec4<f32>) -> vec2<f32> {var ax : f32 = 0.0;\\nvar ay : f32 = 0.0;\\nfor (var j : i32 = 0; j < __DefineValuePlaceholder__VERTEX_COUNT; j = j + 1) {if (i != j) {var nextNode : vec4<f32> = gWebGPUBuffer0.u_Data[j];\\nvar vx : f32 = currentNode.x - nextNode.x;\\nvar vy : f32 = currentNode.y - nextNode.y;\\nvar dist : f32 = std::sqrt((vx * vx) + (vy * vy)) + 0.01;\\nvar n_dist : f32 = (dist + 0.1) * gWebGPUUniformParams.u_coulombDisScale;\\nvar direx : f32 = vx / dist;\\nvar direy : f32 = vy / dist;\\nvar attributesi : vec4<f32> = gWebGPUBuffer2.u_NodeAttributeArray1[i];\\nvar attributesj : vec4<f32> = gWebGPUBuffer2.u_NodeAttributeArray1[j];\\nvar massi : f32 = attributesi.x;\\nvar nodeStrengthi : f32 = attributesi.z;\\nvar nodeStrengthj : f32 = attributesj.z;\\nvar nodeStrength : f32 = (nodeStrengthi + nodeStrengthj) / 2.0;\\nvar param : f32 = (nodeStrength * gWebGPUUniformParams.u_factor) / (n_dist * n_dist);\\nax = ax + direx * param;\\nay = ay + direy * param;}}\\nreturn vec2<f32>(ax, ay);}\\nfn calcGravity(i : i32, currentNode : vec4<f32>, attributes2 : vec4<f32>) -> vec2<f32> {var vx : f32 = currentNode.x - attributes2.x;\\nvar vy : f32 = currentNode.y - attributes2.y;\\nvar ax : f32 = vx * attributes2.z;\\nvar ay : f32 = vy * attributes2.z;\\nreturn vec2<f32>(ax, ay);}\\nfn calcAttractive(i : i32, currentNode : vec4<f32>, attributes1 : vec4<f32>) -> vec2<f32> {var mass : f32 = attributes1.x;\\nvar ax : f32 = 0.0;\\nvar ay : f32 = 0.0;\\nvar compressed : vec2<i32> = unpack_float(currentNode.z);\\nvar length : i32 = compressed.x;\\nvar arr_offset : i32 = compressed.y;\\nvar node_buffer : vec4<f32>;\\nfor (var p : i32 = 0; p < __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX; p = p + 1) {if (p >= length) {break;}\\nvar arr_idx : i32 = arr_offset + (4 * p);\\nvar buf_offset : i32 = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = gWebGPUBuffer0.u_Data[i32(arr_idx / 4)];}\\nvar float_j : f32 = node_buffer.x;\\nvar nextNode : vec4<f32> = gWebGPUBuffer0.u_Data[i32(float_j)];\\nvar vx : f32 = nextNode.x - currentNode.x;\\nvar vy : f32 = nextNode.y - currentNode.y;\\nvar dist : f32 = std::sqrt((vx * vx) + (vy * vy)) + 0.01;\\nvar direx : f32 = vx / dist;\\nvar direy : f32 = vy / dist;\\nvar edgeLength : f32 = node_buffer.y;\\nvar edgeStrength : f32 = node_buffer.z;\\nvar diff : f32 = edgeLength - dist;\\nvar param : f32 = (diff * edgeStrength) / mass;\\nax = ax - direx * param;\\nay = ay - direy * param;}\\nreturn vec2<f32>(ax, ay);}\\nfn main() -> void {var i : i32 = globalInvocationID.x;\\nvar currentNode : vec4<f32> = gWebGPUBuffer0.u_Data[i];\\nvar movement : vec4<f32> = gWebGPUBuffer1.u_AveMovement[0];\\nvar ax : f32 = 0.0;\\nvar ay : f32 = 0.0;\\nif ((i >= __DefineValuePlaceholder__VERTEX_COUNT) || (movement.x < gWebGPUUniformParams.u_minMovement)) {gWebGPUBuffer0.u_Data[i] = currentNode;\\nreturn ;}\\nvar nodeAttributes1 : vec4<f32> = gWebGPUBuffer2.u_NodeAttributeArray1[i];\\nvar nodeAttributes2 : vec4<f32> = gWebGPUBuffer3.u_NodeAttributeArray2[i];\\nvar repulsive : vec2<f32> = calcRepulsive(i, currentNode);\\nax = ax + repulsive.x;\\nay = ay + repulsive.y;\\nvar attractive : vec2<f32> = calcAttractive(i, currentNode, nodeAttributes1);\\nax = ax + attractive.x;\\nay = ay + attractive.y;\\nvar gravity : vec2<f32> = calcGravity(i, currentNode, nodeAttributes2);\\nax = ax - gravity.x;\\nay = ay - gravity.y;\\nvar param : f32 = gWebGPUUniformParams.u_interval * gWebGPUUniformParams.u_damping;\\nvar vx : f32 = ax * param;\\nvar vy : f32 = ay * param;\\nvar vlength : f32 = std::sqrt((vx * vx) + (vy * vy)) + 0.0001;\\nif (vlength > gWebGPUUniformParams.u_maxSpeed) {var param2 : f32 = gWebGPUUniformParams.u_maxSpeed / vlength;\\nvx = param2 * vx;\\nvy = param2 * vy;}\\nvar distx : f32 = vx * gWebGPUUniformParams.u_interval;\\nvar disty : f32 = vy * gWebGPUUniformParams.u_interval;\\nvar distLength : f32 = std::sqrt((distx * distx) + (disty * disty));\\nif ((nodeAttributes1.w != 0.0) && (nodeAttributes2.w != 0.0)) {gWebGPUBuffer0.u_Data[i] = vec4<f32>(nodeAttributes1.w, nodeAttributes2.w, currentNode.z, 0.0);}else {gWebGPUBuffer0.u_Data[i] = vec4<f32>(currentNode.x + distx, currentNode.y + disty, currentNode.z, distLength);}\\nreturn;}\\n\\nentry_point compute as \\\"main\\\" = main;\\n\",\"GLSL450\":\"\\n\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\nivec3 globalInvocationID = ivec3(gl_GlobalInvocationID);\\nivec3 workGroupSize = ivec3(1,1,1);\\nivec3 workGroupID = ivec3(gl_WorkGroupID);\\nivec3 localInvocationID = ivec3(gl_LocalInvocationID);\\nivec3 numWorkGroups = ivec3(gl_NumWorkGroups);\\nint localInvocationIndex = int(gl_LocalInvocationIndex);\\n\\nlayout(std140, set = 0, binding = 0) uniform GWebGPUParams {\\n float u_damping;\\n float u_maxSpeed;\\n float u_minMovement;\\n \\n float u_coulombDisScale;\\n float u_factor;\\n \\n \\n float u_interval;\\n} gWebGPUUniformParams;\\nlayout(std430, set = 0, binding = 1) buffer GWebGPUBuffer0 {\\n vec4 u_Data[];\\n} gWebGPUBuffer0;\\n\\nlayout(std430, set = 0, binding = 2) buffer readonly GWebGPUBuffer1 {\\n vec4 u_AveMovement[];\\n} gWebGPUBuffer1;\\n\\nlayout(std430, set = 0, binding = 3) buffer readonly GWebGPUBuffer2 {\\n vec4 u_NodeAttributeArray1[];\\n} gWebGPUBuffer2;\\n\\nlayout(std430, set = 0, binding = 4) buffer readonly GWebGPUBuffer3 {\\n vec4 u_NodeAttributeArray2[];\\n} gWebGPUBuffer3;\\n\\n\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n#define SHIFT_20 1048576.0\\nlayout (\\n local_size_x = 1,\\n local_size_y = 1,\\n local_size_z = 1\\n) in;\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nivec2 unpack_float(float packedValue) {int packedIntValue = int(packedValue);\\nint v0 = packedIntValue / int(SHIFT_20);\\nreturn ivec2(v0, packedIntValue - (v0 * int(SHIFT_20)));}\\nvec2 calcRepulsive(int i, vec4 currentNode) {float ax = 0.0;\\nfloat ay = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = gWebGPUBuffer0.u_Data[j];\\nfloat vx = currentNode.x - nextNode.x;\\nfloat vy = currentNode.y - nextNode.y;\\nfloat dist = sqrt((vx * vx) + (vy * vy)) + 0.01;\\nfloat n_dist = (dist + 0.1) * gWebGPUUniformParams.u_coulombDisScale;\\nfloat direx = vx / dist;\\nfloat direy = vy / dist;\\nvec4 attributesi = gWebGPUBuffer2.u_NodeAttributeArray1[i];\\nvec4 attributesj = gWebGPUBuffer2.u_NodeAttributeArray1[j];\\nfloat massi = attributesi.x;\\nfloat nodeStrengthi = attributesi.z;\\nfloat nodeStrengthj = attributesj.z;\\nfloat nodeStrength = (nodeStrengthi + nodeStrengthj) / 2.0;\\nfloat param = (nodeStrength * gWebGPUUniformParams.u_factor) / (n_dist * n_dist);\\nax += direx * param;\\nay += direy * param;}}\\nreturn vec2(ax, ay);}\\nvec2 calcGravity(int i, vec4 currentNode, vec4 attributes2) {float vx = currentNode.x - attributes2.x;\\nfloat vy = currentNode.y - attributes2.y;\\nfloat ax = vx * attributes2.z;\\nfloat ay = vy * attributes2.z;\\nreturn vec2(ax, ay);}\\nvec2 calcAttractive(int i, vec4 currentNode, vec4 attributes1) {float mass = attributes1.x;\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nivec2 compressed = unpack_float(currentNode.z);\\nint length = compressed.x;\\nint arr_offset = compressed.y;\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + (4 * p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = gWebGPUBuffer0.u_Data[int(arr_idx / 4)];}\\nfloat float_j = node_buffer.x;\\nvec4 nextNode = gWebGPUBuffer0.u_Data[int(float_j)];\\nfloat vx = nextNode.x - currentNode.x;\\nfloat vy = nextNode.y - currentNode.y;\\nfloat dist = sqrt((vx * vx) + (vy * vy)) + 0.01;\\nfloat direx = vx / dist;\\nfloat direy = vy / dist;\\nfloat edgeLength = node_buffer.y;\\nfloat edgeStrength = node_buffer.z;\\nfloat diff = edgeLength - dist;\\nfloat param = (diff * edgeStrength) / mass;\\nax -= direx * param;\\nay -= direy * param;}\\nreturn vec2(ax, ay);}\\nvoid main() {int i = globalInvocationID.x;\\nvec4 currentNode = gWebGPUBuffer0.u_Data[i];\\nvec4 movement = gWebGPUBuffer1.u_AveMovement[0];\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nif ((i >= VERTEX_COUNT) || (movement.x < gWebGPUUniformParams.u_minMovement)) {gWebGPUBuffer0.u_Data[i] = currentNode;\\nreturn ;}\\nvec4 nodeAttributes1 = gWebGPUBuffer2.u_NodeAttributeArray1[i];\\nvec4 nodeAttributes2 = gWebGPUBuffer3.u_NodeAttributeArray2[i];\\nvec2 repulsive = calcRepulsive(i, currentNode);\\nax += repulsive.x;\\nay += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode, nodeAttributes1);\\nax += attractive.x;\\nay += attractive.y;\\nvec2 gravity = calcGravity(i, currentNode, nodeAttributes2);\\nax -= gravity.x;\\nay -= gravity.y;\\nfloat param = gWebGPUUniformParams.u_interval * gWebGPUUniformParams.u_damping;\\nfloat vx = ax * param;\\nfloat vy = ay * param;\\nfloat vlength = sqrt((vx * vx) + (vy * vy)) + 0.0001;\\nif (vlength > gWebGPUUniformParams.u_maxSpeed) {float param2 = gWebGPUUniformParams.u_maxSpeed / vlength;\\nvx = param2 * vx;\\nvy = param2 * vy;}\\nfloat distx = vx * gWebGPUUniformParams.u_interval;\\nfloat disty = vy * gWebGPUUniformParams.u_interval;\\nfloat distLength = sqrt((distx * distx) + (disty * disty));\\nif ((nodeAttributes1.w != 0.0) && (nodeAttributes2.w != 0.0)) {gWebGPUBuffer0.u_Data[i] = vec4(nodeAttributes1.w, nodeAttributes2.w, currentNode.z, 0.0);}else {gWebGPUBuffer0.u_Data[i] = vec4(currentNode.x + distx, currentNode.y + disty, currentNode.z, distLength);}}\\n\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n#define SHIFT_20 1048576.0\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_damping;\\nuniform float u_maxSpeed;\\nuniform float u_minMovement;\\nuniform sampler2D u_AveMovement;\\nuniform vec2 u_AveMovementSize;\\nvec4 getDatau_AveMovement(vec2 address2D) {\\n return vec4(texture2D(u_AveMovement, address2D).rgba);\\n}\\nvec4 getDatau_AveMovement(float address1D) {\\n return getDatau_AveMovement(addrTranslation_1Dto2D(address1D, u_AveMovementSize));\\n}\\nvec4 getDatau_AveMovement(int address1D) {\\n return getDatau_AveMovement(float(address1D));\\n}\\nuniform float u_coulombDisScale;\\nuniform float u_factor;\\nuniform sampler2D u_NodeAttributeArray1;\\nuniform vec2 u_NodeAttributeArray1Size;\\nvec4 getDatau_NodeAttributeArray1(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributeArray1, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributeArray1(float address1D) {\\n return getDatau_NodeAttributeArray1(addrTranslation_1Dto2D(address1D, u_NodeAttributeArray1Size));\\n}\\nvec4 getDatau_NodeAttributeArray1(int address1D) {\\n return getDatau_NodeAttributeArray1(float(address1D));\\n}\\nuniform sampler2D u_NodeAttributeArray2;\\nuniform vec2 u_NodeAttributeArray2Size;\\nvec4 getDatau_NodeAttributeArray2(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributeArray2, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributeArray2(float address1D) {\\n return getDatau_NodeAttributeArray2(addrTranslation_1Dto2D(address1D, u_NodeAttributeArray2Size));\\n}\\nvec4 getDatau_NodeAttributeArray2(int address1D) {\\n return getDatau_NodeAttributeArray2(float(address1D));\\n}\\nuniform float u_interval;\\nivec2 unpack_float(float packedValue) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint packedIntValue = int(packedValue);\\nint v0 = packedIntValue / int(SHIFT_20);\\nreturn ivec2(v0, packedIntValue - (v0 * int(SHIFT_20)));}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat vx = currentNode.x - nextNode.x;\\nfloat vy = currentNode.y - nextNode.y;\\nfloat dist = sqrt((vx * vx) + (vy * vy)) + 0.01;\\nfloat n_dist = (dist + 0.1) * u_coulombDisScale;\\nfloat direx = vx / dist;\\nfloat direy = vy / dist;\\nvec4 attributesi = getDatau_NodeAttributeArray1(i);\\nvec4 attributesj = getDatau_NodeAttributeArray1(j);\\nfloat massi = attributesi.x;\\nfloat nodeStrengthi = attributesi.z;\\nfloat nodeStrengthj = attributesj.z;\\nfloat nodeStrength = (nodeStrengthi + nodeStrengthj) / 2.0;\\nfloat param = (nodeStrength * u_factor) / (n_dist * n_dist);\\nax += direx * param;\\nay += direy * param;}}\\nreturn vec2(ax, ay);}\\nvec2 calcGravity(int i, vec4 currentNode, vec4 attributes2) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat vx = currentNode.x - attributes2.x;\\nfloat vy = currentNode.y - attributes2.y;\\nfloat ax = vx * attributes2.z;\\nfloat ay = vy * attributes2.z;\\nreturn vec2(ax, ay);}\\nvec2 calcAttractive(int i, vec4 currentNode, vec4 attributes1) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat mass = attributes1.x;\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nivec2 compressed = unpack_float(currentNode.z);\\nint length = compressed.x;\\nint arr_offset = compressed.y;\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + (4 * p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = node_buffer.x;\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat vx = nextNode.x - currentNode.x;\\nfloat vy = nextNode.y - currentNode.y;\\nfloat dist = sqrt((vx * vx) + (vy * vy)) + 0.01;\\nfloat direx = vx / dist;\\nfloat direy = vy / dist;\\nfloat edgeLength = node_buffer.y;\\nfloat edgeStrength = node_buffer.z;\\nfloat diff = edgeLength - dist;\\nfloat param = (diff * edgeStrength) / mass;\\nax -= direx * param;\\nay -= direy * param;}\\nreturn vec2(ax, ay);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nvec4 movement = getDatau_AveMovement(0.0);\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nif ((i >= VERTEX_COUNT) || (movement.x < u_minMovement)) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes1 = getDatau_NodeAttributeArray1(i);\\nvec4 nodeAttributes2 = getDatau_NodeAttributeArray2(i);\\nvec2 repulsive = calcRepulsive(i, currentNode);\\nax += repulsive.x;\\nay += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode, nodeAttributes1);\\nax += attractive.x;\\nay += attractive.y;\\nvec2 gravity = calcGravity(i, currentNode, nodeAttributes2);\\nax -= gravity.x;\\nay -= gravity.y;\\nfloat param = u_interval * u_damping;\\nfloat vx = ax * param;\\nfloat vy = ay * param;\\nfloat vlength = sqrt((vx * vx) + (vy * vy)) + 0.0001;\\nif (vlength > u_maxSpeed) {float param2 = u_maxSpeed / vlength;\\nvx = param2 * vx;\\nvy = param2 * vy;}\\nfloat distx = vx * u_interval;\\nfloat disty = vy * u_interval;\\nfloat distLength = sqrt((distx * distx) + (disty * disty));\\nif ((nodeAttributes1.w != 0.0) && (nodeAttributes2.w != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes1.w, nodeAttributes2.w, currentNode.z, 0.0));}else {gl_FragColor = vec4(vec4(currentNode.x + distx, currentNode.y + disty, currentNode.z, distLength));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"MAX_EDGE_PER_VERTEX\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"SHIFT_20\",\"type\":\"Float\",\"value\":1048576,\"runtime\":false}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_damping\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_maxSpeed\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_minMovement\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AveMovement\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_coulombDisScale\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_factor\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_NodeAttributeArray1\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_NodeAttributeArray2\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_interval\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_Data\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
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export declare const gForceBundle = "{\"shaders\":{\"WGSL\":\"\",\"GLSL450\":\"\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n#define SHIFT_20 1048576.0\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_damping;\\nuniform float u_maxSpeed;\\nuniform float u_minMovement;\\nuniform sampler2D u_AveMovement;\\nuniform vec2 u_AveMovementSize;\\nvec4 getDatau_AveMovement(vec2 address2D) {\\n return vec4(texture2D(u_AveMovement, address2D).rgba);\\n}\\nvec4 getDatau_AveMovement(float address1D) {\\n return getDatau_AveMovement(addrTranslation_1Dto2D(address1D, u_AveMovementSize));\\n}\\nvec4 getDatau_AveMovement(int address1D) {\\n return getDatau_AveMovement(float(address1D));\\n}\\nuniform float u_coulombDisScale;\\nuniform float u_factor;\\nuniform sampler2D u_NodeAttributeArray1;\\nuniform vec2 u_NodeAttributeArray1Size;\\nvec4 getDatau_NodeAttributeArray1(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributeArray1, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributeArray1(float address1D) {\\n return getDatau_NodeAttributeArray1(addrTranslation_1Dto2D(address1D, u_NodeAttributeArray1Size));\\n}\\nvec4 getDatau_NodeAttributeArray1(int address1D) {\\n return getDatau_NodeAttributeArray1(float(address1D));\\n}\\nuniform sampler2D u_NodeAttributeArray2;\\nuniform vec2 u_NodeAttributeArray2Size;\\nvec4 getDatau_NodeAttributeArray2(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributeArray2, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributeArray2(float address1D) {\\n return getDatau_NodeAttributeArray2(addrTranslation_1Dto2D(address1D, u_NodeAttributeArray2Size));\\n}\\nvec4 getDatau_NodeAttributeArray2(int address1D) {\\n return getDatau_NodeAttributeArray2(float(address1D));\\n}\\nuniform float u_interval;\\nivec2 unpack_float(float packedValue) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint packedIntValue = int(packedValue);\\nint v0 = packedIntValue / int(SHIFT_20);\\nreturn ivec2(v0, packedIntValue - (v0 * int(SHIFT_20)));}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat vx = currentNode.x - nextNode.x;\\nfloat vy = currentNode.y - nextNode.y;\\nfloat dist = sqrt((vx * vx) + (vy * vy)) + 0.01;\\nfloat n_dist = (dist + 0.1) * u_coulombDisScale;\\nfloat direx = vx / dist;\\nfloat direy = vy / dist;\\nvec4 attributesi = getDatau_NodeAttributeArray1(i);\\nvec4 attributesj = getDatau_NodeAttributeArray1(j);\\nfloat massi = attributesi.x;\\nfloat nodeStrengthi = attributesi.z;\\nfloat nodeStrengthj = attributesj.z;\\nfloat nodeStrength = (nodeStrengthi + nodeStrengthj) / 2.0;\\nfloat param = (nodeStrength * u_factor) / (n_dist * n_dist);\\nax += direx * param;\\nay += direy * param;}}\\nreturn vec2(ax, ay);}\\nvec2 calcGravity(int i, vec4 currentNode, vec4 attributes2) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat vx = currentNode.x - attributes2.x;\\nfloat vy = currentNode.y - attributes2.y;\\nfloat ax = vx * attributes2.z;\\nfloat ay = vy * attributes2.z;\\nreturn vec2(ax, ay);}\\nvec2 calcAttractive(int i, vec4 currentNode, vec4 attributes1) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat mass = attributes1.x;\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nivec2 compressed = unpack_float(currentNode.z);\\nint length = compressed.x;\\nint arr_offset = compressed.y;\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + (4 * p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = node_buffer.x;\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat vx = nextNode.x - currentNode.x;\\nfloat vy = nextNode.y - currentNode.y;\\nfloat dist = sqrt((vx * vx) + (vy * vy)) + 0.01;\\nfloat direx = vx / dist;\\nfloat direy = vy / dist;\\nfloat edgeLength = node_buffer.y;\\nfloat edgeStrength = node_buffer.z;\\nfloat diff = edgeLength - dist;\\nfloat param = (diff * edgeStrength) / mass;\\nax -= direx * param;\\nay -= direy * param;}\\nreturn vec2(ax, ay);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nvec4 movement = getDatau_AveMovement(0.0);\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nif ((i >= VERTEX_COUNT) || (movement.x < u_minMovement)) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes1 = getDatau_NodeAttributeArray1(i);\\nvec4 nodeAttributes2 = getDatau_NodeAttributeArray2(i);\\nvec2 repulsive = calcRepulsive(i, currentNode);\\nax += repulsive.x;\\nay += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode, nodeAttributes1);\\nax += attractive.x;\\nay += attractive.y;\\nvec2 gravity = calcGravity(i, currentNode, nodeAttributes2);\\nax -= gravity.x;\\nay -= gravity.y;\\nfloat param = u_interval * u_damping;\\nfloat vx = ax * param;\\nfloat vy = ay * param;\\nfloat vlength = sqrt((vx * vx) + (vy * vy)) + 0.0001;\\nif (vlength > u_maxSpeed) {float param2 = u_maxSpeed / vlength;\\nvx = param2 * vx;\\nvy = param2 * vy;}\\nif ((nodeAttributes1.w != 0.0) && (nodeAttributes2.w != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes1.w, nodeAttributes2.w, currentNode.z, 0.0));}else {float distx = vx * u_interval;\\nfloat disty = vy * u_interval;\\nfloat distLength = sqrt((distx * distx) + (disty * disty));\\ngl_FragColor = vec4(vec4(currentNode.x + distx, currentNode.y + disty, currentNode.z, distLength));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"MAX_EDGE_PER_VERTEX\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"SHIFT_20\",\"type\":\"Float\",\"value\":1048576,\"runtime\":false}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_damping\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_maxSpeed\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_minMovement\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AveMovement\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_coulombDisScale\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_factor\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_NodeAttributeArray1\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_NodeAttributeArray2\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_interval\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_Data\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
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3
3
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export declare const aveMovementCode = "\nconst VERTEX_COUNT;\n@numthreads(1, 1, 1)\nclass CalcAveMovement {\n @in\n u_Data: vec4[];\n @in\n u_iter: float;\n @in @out\n u_AveMovement: vec4[];\n @main\n compute() {\n let movement = 0;\n for (let j: int = 0; j < VERTEX_COUNT; j++) {\n const vertex = this.u_Data[j];\n movement += vertex[3];\n }\n movement = movement / float(VERTEX_COUNT);\n this.u_AveMovement[0] = [movement, 0, 0, 0];\n }\n}\n";
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4
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-
export declare const aveMovementBundle = "{\"shaders\":{\"WGSL\":\"
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4
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+
export declare const aveMovementBundle = "{\"shaders\":{\"WGSL\":\"\",\"GLSL450\":\"\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_iter;\\nuniform sampler2D u_AveMovement;\\nuniform vec2 u_AveMovementSize;\\nvec4 getDatau_AveMovement(vec2 address2D) {\\n return vec4(texture2D(u_AveMovement, address2D).rgba);\\n}\\nvec4 getDatau_AveMovement(float address1D) {\\n return getDatau_AveMovement(addrTranslation_1Dto2D(address1D, u_AveMovementSize));\\n}\\nvec4 getDatau_AveMovement(int address1D) {\\n return getDatau_AveMovement(float(address1D));\\n}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat movement = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {vec4 vertex = getDatau_Data(j);\\nmovement += vertex.w;}\\nmovement = movement / float(VERTEX_COUNT);\\ngl_FragColor = vec4(vec4(movement, 0.0, 0.0, 0.0));if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_iter\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AveMovement\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_AveMovement\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
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