Minor improvements xd
This commit is contained in:
parent
f3f2547724
commit
0e97e54ffe
21 changed files with 189 additions and 184 deletions
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@ -3,7 +3,8 @@
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## todo
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- add info page
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- generate starting shape on the gpu
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- add cancer
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- graceful error messages when no support
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- settings page
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- shareable settings
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- query max agent count
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- graceful error messages when no support
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@ -6,4 +6,6 @@ export interface GameLoopSettings {
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aggressionFactor: number;
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nextGenerationSpawnRadius: number;
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nextGenerationSpawnInterval: number;
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startColorHue: number;
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}
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@ -1,5 +1,4 @@
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import { AgentGenerationPipeline } from '../pipelines/agents/agent-generation/agent-generation-pipeline';
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import { GenerationCounts } from '../pipelines/agents/agent-generation/generation-counts';
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import { AgentPipeline } from '../pipelines/agents/agent-pipeline';
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import { BrushPipeline } from '../pipelines/brush/brush-pipeline';
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import { CommonState } from '../pipelines/common-state/common-state';
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@ -11,6 +10,7 @@ import { DeltaTimeCalculator } from '../utils/delta-time-calculator';
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import { initializeContext } from '../utils/graphics/initialize-context';
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import { ResizableTexture } from '../utils/graphics/resizable-texture';
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import { sleep } from '../utils/sleep';
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import { GamePresentation } from './game-presentation';
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import { GameRules } from './game-rules';
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import { vec2 } from 'gl-matrix';
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@ -27,8 +27,6 @@ export default class GameLoop {
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private readonly brushPipeline: BrushPipeline;
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private readonly diffusionPipeline: DiffusionPipeline;
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private readonly gameRules = new GameRules(performance.now() / 1000);
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private hasFinished = false;
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private readonly hasFinishedPromise: Promise<void> = new Promise(
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(resolve) => (this.resolveHasFinished = resolve)
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@ -40,7 +38,8 @@ export default class GameLoop {
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public constructor(
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private readonly canvas: HTMLCanvasElement,
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private readonly device: GPUDevice,
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private readonly deltaTimeCalculator: DeltaTimeCalculator
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private readonly deltaTimeCalculator: DeltaTimeCalculator,
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private readonly gameRules: GameRules
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) {
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const context = initializeContext({ device, canvas });
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@ -131,10 +130,19 @@ export default class GameLoop {
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return;
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}
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const accentColor = GamePresentation.getGenerationColor(
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this.gameRules.nextGenerationId - 1
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);
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document.documentElement.style.setProperty(
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'--accent-color',
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`rgb(${accentColor.map((v) => v * 255).join(',')})`
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);
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const deltaTime = this.deltaTimeCalculator.calculateDeltaTimeInSeconds(time);
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time *= settings.renderSpeed;
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const timeInSeconds = time / 1000;
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const spawnAction = this.gameRules.getSpawnAction(timeInSeconds, this.canvasSize);
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[
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this.commonState,
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@ -156,20 +164,28 @@ export default class GameLoop {
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nextGenerationId: this.gameRules.nextGenerationId,
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deltaTime,
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canvasSize: this.canvasSize,
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brushColor: GamePresentation.getGenerationColor(
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this.gameRules.nextGenerationId - 1
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),
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evenGenerationColor: GamePresentation.getGenerationColor(
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this.gameRules.nextGenerationId % 2 == 0
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? this.gameRules.nextGenerationId
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: this.gameRules.nextGenerationId - 1
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),
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oddGenerationColor: GamePresentation.getGenerationColor(
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this.gameRules.nextGenerationId % 2 == 1
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? this.gameRules.nextGenerationId
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: this.gameRules.nextGenerationId - 1
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),
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...settings,
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center: spawnAction.position,
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radius: spawnAction.radius,
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})
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);
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for (let i = 0; i < settings.renderSpeed; i++) {
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const commandEncoder = this.device.createCommandEncoder();
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const spawnAction = this.gameRules.getSpawnAction(timeInSeconds, this.canvasSize);
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this.agentGenerationPipeline.spawnNextGeneration(
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spawnAction.position,
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spawnAction.radius,
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spawnAction.generation
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);
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this.copyPipeline.execute(
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commandEncoder,
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this.trailMapA.getTextureView(),
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@ -1,11 +1,22 @@
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import { settings } from '../settings';
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import { hsl } from '../utils/colors/hsl';
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import { hash } from '../utils/hash';
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import { last } from '../utils/last';
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import { Random } from '../utils/random';
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import { vec3 } from 'gl-matrix';
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const hues = [settings.startColorHue];
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for (let i = 0; i < 100; i++) {
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hues.push((last(hues) + Random.randomBetween(90, 240)) % 360);
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}
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const colors = hues.map((hue) =>
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hsl(hue, Random.randomBetween(80, 90), Random.randomBetween(20, 30))
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);
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export class GamePresentation {
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public getGenerationColor(generation: number): vec3 {
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const hue = Math.round(hash(generation) * 360);
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return hsl(hue, 100, 50);
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public static getGenerationColor(generation: number): vec3 {
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return colors[generation % colors.length];
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}
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}
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@ -8,7 +8,6 @@
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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color: var(--very-light-text-color);
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@media (prefers-reduced-motion) {
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transition: none !important;
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@ -78,7 +77,7 @@ html {
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}
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> aside {
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@include blurred-background(#777);
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@include blurred-background(#fff);
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position: absolute;
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top: 50%;
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@ -97,19 +96,19 @@ html {
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margin: var(--small-margin);
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> button.info {
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@include image-button(url('../assets/icons/info.svg'));
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@include image-button(url('../assets/icons/info.svg'), var(--accent-color));
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}
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> button.maximize-full-screen {
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@include image-button(url('../assets/icons/maximize.svg'));
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@include image-button(url('../assets/icons/maximize.svg'), var(--accent-color));
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}
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> button.minimize-full-screen {
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@include image-button(url('../assets/icons/minimize.svg'));
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@include image-button(url('../assets/icons/minimize.svg'), var(--accent-color));
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}
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> button.restart {
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@include image-button(url('../assets/icons/restart.svg'));
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@include image-button(url('../assets/icons/restart.svg'), var(--accent-color));
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}
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}
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@ -1,5 +1,6 @@
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import '../assets/icons/info.svg';
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import GameLoop from './game-loop/game-loop';
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import { GameRules } from './game-loop/game-rules';
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import './index.scss';
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import { FullScreenHandler } from './page/full-screen-handler';
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import { InfoPageHandler } from './page/info-page-handler';
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@ -49,7 +50,7 @@ const main = async () => {
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let shouldStop = false;
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let game: GameLoop | null = null;
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ErrorHandler.addOnErrorListener((error, metadata) => {
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ErrorHandler.addOnErrorListener((error, _metadata) => {
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elements.errorContainer.innerHTML += `
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<pre class="${error.severity}">${error.message}</div>
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`;
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@ -73,7 +74,9 @@ const main = async () => {
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elements.restartButton.addEventListener('click', () => game?.destroy());
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const deltaTimeCalculator = new DeltaTimeCalculator();
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const gameRules = new GameRules(performance.now() / 1000);
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console.log(gameRules.nextGenerationId);
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const updateCounters = () => {
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elements.counters.innerHTML = `FPS: ${deltaTimeCalculator.fps.toFixed(2)}
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current gen: ${game?.aliveAgentCounts.currentGenerationCount ?? 0}
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@ -83,7 +86,7 @@ next gen: ${game?.aliveAgentCounts.nextGenerationCount ?? 0}`;
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updateCounters();
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while (!shouldStop) {
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game = new GameLoop(elements.canvas, gpu, deltaTimeCalculator);
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game = new GameLoop(elements.canvas, gpu, deltaTimeCalculator, gameRules);
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await game.start();
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}
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} catch (e) {
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@ -1,15 +1,12 @@
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import random from '../../../utils/graphics/random.wgsl';
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import { smartCompile } from '../../../utils/graphics/smart-compile';
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import { CommonState } from '../../common-state/common-state';
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import { AGENT_SIZE_IN_BYTES, Agent } from './agent';
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import { AGENT_SIZE_IN_BYTES } from './agent';
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import countingShader from './agent-counting.wgsl';
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import firstGenerationShader from './agent-first-generation.wgsl';
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import agentGenerationShader from './agent-generation.wgsl';
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import agentSchema from './agent-schema.wgsl';
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import { GenerationCounts } from './generation-counts';
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import { vec2 } from 'gl-matrix';
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export class AgentGenerationPipeline {
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private static readonly WORKGROUP_SIZE = 64;
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private static readonly UNIFORM_COUNT = 4;
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@ -20,7 +17,6 @@ export class AgentGenerationPipeline {
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private readonly bindGroup: GPUBindGroup;
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private readonly firstGenerationPipeline: GPUComputePipeline;
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private readonly nextGenerationPipeline: GPUComputePipeline;
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private readonly countingPipeline: GPUComputePipeline;
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public readonly agentsBuffer: GPUBuffer;
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@ -122,22 +118,6 @@ export class AgentGenerationPipeline {
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},
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});
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this.nextGenerationPipeline = device.createComputePipeline({
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layout: device.createPipelineLayout({
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bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
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}),
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compute: {
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module: smartCompile(
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device,
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CommonState.shaderCode,
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random,
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agentSchema,
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agentGenerationShader
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),
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entryPoint: 'main',
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},
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});
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this.countingPipeline = device.createComputePipeline({
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layout: device.createPipelineLayout({
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bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
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@ -170,27 +150,6 @@ export class AgentGenerationPipeline {
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this.device.queue.submit([commandEncoder.finish()]);
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}
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public spawnNextGeneration(center: vec2, radius: number, generationId: number): void {
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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new Float32Array([...center, radius, generationId])
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);
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const commandEncoder = this.device.createCommandEncoder();
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const passEncoder = commandEncoder.beginComputePass();
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this.commonState.execute(passEncoder);
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passEncoder.setPipeline(this.nextGenerationPipeline);
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passEncoder.setBindGroup(1, this.bindGroup);
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passEncoder.dispatchWorkgroups(
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Math.ceil(this.agentCount / AgentGenerationPipeline.WORKGROUP_SIZE)
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);
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passEncoder.end();
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this.device.queue.submit([commandEncoder.finish()]);
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}
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public async countAgents(): Promise<GenerationCounts> {
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this.device.queue.writeBuffer(this.countersBuffer, 0, new Int32Array([0, 0]));
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@ -1,20 +0,0 @@
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struct Settings {
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center: vec2<f32>,
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radius: f32,
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nextGenerationId: f32,
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};
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@group(1) @binding(0) var<uniform> settings: Settings;
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let id = global_id.x;
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if id >= arrayLength(&agents) {
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return;
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}
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if length(settings.center - agents[id].position) < settings.radius {
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agents[id].generation = settings.nextGenerationId;
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}
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}
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@ -1,19 +1,20 @@
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import random from '../../utils/graphics/random.wgsl';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import { CommonState } from '../common-state/common-state';
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import { AGENT_SIZE_IN_BYTES, Agent } from './agent-generation/agent';
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import { AGENT_SIZE_IN_BYTES } from './agent-generation/agent';
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import agentSchme from './agent-generation/agent-schema.wgsl';
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import { AgentSettings } from './agent-settings';
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import shader from './agent.wgsl';
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import { vec2 } from 'gl-matrix';
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export class AgentPipeline {
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private static readonly WORKGROUP_SIZE = 64;
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private static readonly UNIFORM_COUNT = 8;
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private static readonly UNIFORM_COUNT = 16;
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPUComputePipeline;
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private readonly uniforms: GPUBuffer;
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private bindGroup?: GPUBindGroup;
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private previousTrailMapIn?: GPUTextureView;
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private previousTrailMapOut?: GPUTextureView;
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@ -50,10 +51,18 @@ export class AgentPipeline {
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evenGenerationAggression,
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oddGenerationAggression,
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nextGenerationId,
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center,
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radius,
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turnWhenGoingInTheRightDirection,
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turnWhenLost,
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individualTrailWeight,
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deinfectionProbability,
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}: AgentSettings & {
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evenGenerationAggression: number;
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oddGenerationAggression: number;
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nextGenerationId: number;
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center: vec2;
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radius: number;
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}) {
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this.device.queue.writeBuffer(
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this.uniforms,
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@ -67,6 +76,12 @@ export class AgentPipeline {
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evenGenerationAggression,
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oddGenerationAggression,
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nextGenerationId,
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...center,
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radius,
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turnWhenGoingInTheRightDirection,
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turnWhenLost,
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individualTrailWeight,
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deinfectionProbability,
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])
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);
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}
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@ -4,4 +4,8 @@ export interface AgentSettings {
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turnSpeed: number;
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sensorOffsetAngle: number;
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sensorOffsetDistance: number;
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turnWhenGoingInTheRightDirection: number;
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turnWhenLost: number;
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individualTrailWeight: number;
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deinfectionProbability: number;
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}
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struct Settings {
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brushTrailWeight: f32,
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moveRate: f32,
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turnRate: f32,
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sensorAngle: f32,
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sensorOffset: f32,
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evenGenerationAggression: f32,
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oddGenerationAggression: f32,
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nextGenerationId: f32
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nextGenerationId: f32,
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center: vec2<f32>,
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radius: f32,
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turnWhenGoingInTheRightDirection: f32,
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turnWhenLost: f32,
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individualTrailWeight: f32,
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deinfectionProbability: f32
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};
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@group(1) @binding(0) var<uniform> settings: Settings;
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// even generation's trail -> red channel
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// odd generation's trail -> green channel
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// unused -> blue channel
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// brush -> alpha channel
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@group(1) @binding(2) var trailMapIn: texture_2d<f32>;
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@group(1) @binding(3) var trailMapOut: texture_storage_2d<rgba16float, write>;
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@ -22,24 +39,38 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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}
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var agent = agents[id];
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var trailBelow = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
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if settings.radius > 0 && length(settings.center - agent.position) < settings.radius {
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agents[id].generation = settings.nextGenerationId;
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// clear trail map below so the agent won't die immediately
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if (settings.nextGenerationId % 2 == 0) {
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trailBelow.r += trailBelow.g;
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trailBelow.g = 0;
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} else {
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trailBelow.g += trailBelow.r;
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trailBelow.r = 0;
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}
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textureStore(trailMapOut, vec2<i32>(agent.position), trailBelow);
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return;
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}
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let random = hash(id + u32(state.time % 107 * 1673.7));
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let trailCurrent = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
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var weight: f32;
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// even generation id -> red channel
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// odd generation id -> green channel
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let isFromEvenGeneration = agent.generation % 2 == 0;
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let trailForward = sense(agent.position, agent.angle, settings.sensorOffset, 0);
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let isFromNextGeneration = agent.generation == settings.nextGenerationId;
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let isFromCurrentGeneration = !isFromNextGeneration;
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let trailForward = sense(agent.position, agent.angle, settings.sensorOffset , 0);
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let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
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let trailRight = sense(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle);
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var weightForward: f32 = trailForward.a * settings.brushTrailWeight;
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var weightLeft: f32 = trailLeft.a * settings.brushTrailWeight;
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var weightRight: f32 = trailRight.a * settings.brushTrailWeight;
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var weightForward: f32 = f32(isFromCurrentGeneration) * trailForward.a * settings.brushTrailWeight;
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var weightLeft: f32 = f32(isFromCurrentGeneration) * trailLeft.a * settings.brushTrailWeight;
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var weightRight: f32 = f32(isFromCurrentGeneration) * trailRight.a * settings.brushTrailWeight;
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if (isFromEvenGeneration) {
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weightForward += trailForward.r + settings.evenGenerationAggression * trailForward.g;
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weightLeft += trailLeft.r + settings.evenGenerationAggression * trailLeft.g;
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|
|
@ -51,38 +82,37 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
}
|
||||
|
||||
var rotation: f32 = 0;
|
||||
if (weightForward < weightLeft && weightForward < weightRight) {
|
||||
rotation = (random - 0.5) * 2. * settings.turnRate * state.deltaTime;
|
||||
} else if (weightLeft < weightRight) {
|
||||
rotation = random * -settings.turnRate * state.deltaTime;
|
||||
} else if (weightRight < weightLeft) {
|
||||
rotation = random * settings.turnRate * state.deltaTime;
|
||||
if weightForward > weightLeft && weightForward > weightRight {
|
||||
rotation = (random - 0.5) * settings.turnWhenGoingInTheRightDirection * settings.turnRate * state.deltaTime;
|
||||
} else if weightLeft < weightRight {
|
||||
rotation = -min(settings.sensorAngle, settings.turnRate * state.deltaTime);
|
||||
} else if weightRight < weightLeft {
|
||||
rotation = min(settings.sensorAngle, settings.turnRate * state.deltaTime);
|
||||
} else {
|
||||
rotation = (random - 0.5) * settings.turnWhenLost * settings.turnRate * state.deltaTime;
|
||||
}
|
||||
|
||||
var nextAngle = agent.angle + rotation;
|
||||
|
||||
let direction = vec2(cos(agent.angle), sin(agent.angle));
|
||||
var nextPosition = agent.position + direction * settings.moveRate * state.deltaTime;
|
||||
nextPosition = clamp(nextPosition, vec2<f32>(0, 0), state.size);
|
||||
if nextPosition.x == 0 || nextPosition.x == state.size.x || nextPosition.y == 0 || nextPosition.y == state.size.y {
|
||||
rotation = 3.14159265359 + random - 0.5;
|
||||
nextAngle = agent.angle + rotation;
|
||||
}
|
||||
|
||||
var trail = vec4<f32>(0, 0.1, 0, 0);
|
||||
if (isFromEvenGeneration) {
|
||||
trail = vec4(0.1, 0, 0, 0);
|
||||
var trail = vec4<f32>(0, settings.individualTrailWeight, 0, 0);
|
||||
if isFromEvenGeneration {
|
||||
trail = vec4(settings.individualTrailWeight, 0, 0, 0);
|
||||
}
|
||||
|
||||
let current = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
|
||||
let next = vec4(trail.rgb + current.rgb, current.a);
|
||||
let next = vec4(trail.rgb + trailBelow.rgb, trailBelow.a);
|
||||
textureStore(trailMapOut, vec2<i32>(nextPosition), next);
|
||||
|
||||
|
||||
if(isFromEvenGeneration) {
|
||||
if isFromEvenGeneration {
|
||||
if next.r < next.g {
|
||||
if agent.generation == settings.nextGenerationId {
|
||||
// agent.generation -= 1;
|
||||
if random < settings.deinfectionProbability {
|
||||
agent.generation -= 1;
|
||||
}
|
||||
} else {
|
||||
agent.generation += 1;
|
||||
}
|
||||
|
|
@ -90,7 +120,9 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
} else {
|
||||
if next.g < next.r {
|
||||
if agent.generation == settings.nextGenerationId {
|
||||
// agent.generation -= 1;
|
||||
if random < settings.deinfectionProbability {
|
||||
agent.generation -= 1;
|
||||
}
|
||||
} else {
|
||||
agent.generation += 1;
|
||||
}
|
||||
|
|
@ -98,7 +130,7 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
}
|
||||
|
||||
agent.position = nextPosition;
|
||||
agent.angle = nextAngle;
|
||||
agent.angle += rotation;
|
||||
agents[id] = agent;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,3 @@
|
|||
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
|
||||
import { smartCompile } from '../../utils/graphics/smart-compile';
|
||||
import shader from './copy.wgsl';
|
||||
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
|||
|
||||
let decayed = clamp(vec4(
|
||||
current.rgb * settings.decayRateTrails,
|
||||
current.a * settings.decayRateBrush
|
||||
max(0, current.a - settings.decayRateBrush)
|
||||
), vec4(0), vec4(1));
|
||||
|
||||
return decayed;
|
||||
|
|
|
|||
|
|
@ -1,10 +1,11 @@
|
|||
import { generateFbmNoise } from '../../utils/graphics/fbm-noise/fbm-noise';
|
||||
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
|
||||
import { smartCompile } from '../../utils/graphics/smart-compile';
|
||||
import { CommonState } from '../common-state/common-state';
|
||||
import { RenderSettings } from './render-settings';
|
||||
import shader from './render.wgsl';
|
||||
|
||||
import { vec3 } from 'gl-matrix';
|
||||
|
||||
export class RenderPipeline {
|
||||
private static readonly UNIFORM_COUNT = 13;
|
||||
|
||||
|
|
@ -56,7 +57,11 @@ export class RenderPipeline {
|
|||
evenGenerationColor,
|
||||
oddGenerationColor,
|
||||
clarity,
|
||||
}: RenderSettings) {
|
||||
}: RenderSettings & {
|
||||
brushColor: vec3;
|
||||
evenGenerationColor: vec3;
|
||||
oddGenerationColor: vec3;
|
||||
}) {
|
||||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
0,
|
||||
|
|
|
|||
|
|
@ -1,8 +1,3 @@
|
|||
import { vec3 } from 'gl-matrix';
|
||||
|
||||
export interface RenderSettings {
|
||||
brushColor: vec3;
|
||||
evenGenerationColor: vec3;
|
||||
oddGenerationColor: vec3;
|
||||
clarity: number;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,15 +16,19 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
|
|||
|
||||
let backgroundColor = vec3(0.9) + 0.075 * random.r;
|
||||
|
||||
let evenGenerationStrength = clamp(pow(traces.r, settings.clarity), 0, 1);
|
||||
let oddGenerationStrength = clamp(pow(traces.g, settings.clarity), 0, 1);
|
||||
let evenGenerationStrength = pow(traces.r, settings.clarity);
|
||||
let oddGenerationStrength = pow(traces.g, settings.clarity);
|
||||
let brushStrength = traces.a;
|
||||
|
||||
let agentColor = step(evenGenerationStrength, oddGenerationStrength) * settings.oddGenerationColor * oddGenerationStrength + step(oddGenerationStrength, evenGenerationStrength) * settings.evenGenerationColor * evenGenerationStrength;
|
||||
let agentStrength = evenGenerationStrength + oddGenerationStrength;
|
||||
let color = max(
|
||||
mix(
|
||||
evenGenerationStrength * settings.evenGenerationColor,
|
||||
oddGenerationStrength * settings.oddGenerationColor,
|
||||
oddGenerationStrength / (evenGenerationStrength + oddGenerationStrength + 0.000001)
|
||||
),
|
||||
brushStrength * settings.brushColor);
|
||||
|
||||
let rgbColor = sqrt(
|
||||
mix(agentColor, settings.brushColor * brushStrength, clamp(brushStrength - agentStrength, 0, 1))
|
||||
);
|
||||
return vec4(backgroundColor - rgbColor, 1);
|
||||
let strength = max(evenGenerationStrength, max(oddGenerationStrength, brushStrength));
|
||||
|
||||
return vec4(mix(backgroundColor, color, strength), 1);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,16 +3,6 @@ import { AgentSettings } from './pipelines/agents/agent-settings';
|
|||
import { BrushSettings } from './pipelines/brush/brush-settings';
|
||||
import { DiffusionSettings } from './pipelines/diffusion/diffusion-settings';
|
||||
import { RenderSettings } from './pipelines/render/render-settings';
|
||||
import { rgb255 } from './utils/colors/rgb255';
|
||||
|
||||
const palette = {
|
||||
blue: rgb255(0, 110, 202),
|
||||
red: rgb255(232, 141, 122),
|
||||
green: rgb255(90, 188, 94),
|
||||
purple: rgb255(161, 90, 188),
|
||||
yellow: rgb255(255, 204, 0),
|
||||
beige: rgb255(229, 204, 175),
|
||||
};
|
||||
|
||||
export const settings: GameLoopSettings &
|
||||
AgentSettings &
|
||||
|
|
@ -21,29 +11,31 @@ export const settings: GameLoopSettings &
|
|||
RenderSettings = {
|
||||
agentCount: 4_000_000, // requires restart
|
||||
|
||||
aggressionFactor: 0.5, // requires restart
|
||||
nextGenerationSpawnRadius: 1,
|
||||
nextGenerationSpawnInterval: 2,
|
||||
aggressionFactor: 3,
|
||||
nextGenerationSpawnRadius: 5,
|
||||
nextGenerationSpawnInterval: 1,
|
||||
|
||||
renderSpeed: 10,
|
||||
renderSpeed: 2,
|
||||
simulatedDelayMs: 0,
|
||||
|
||||
brushWidth: 20,
|
||||
brushWidthRandomness: 8,
|
||||
brushWidth: 12,
|
||||
brushWidthRandomness: 5.5,
|
||||
|
||||
brushTrailWeight: 5,
|
||||
moveSpeed: 40,
|
||||
turnSpeed: 20,
|
||||
moveSpeed: 80,
|
||||
turnSpeed: 550,
|
||||
sensorOffsetAngle: 30,
|
||||
sensorOffsetDistance: 60,
|
||||
sensorOffsetDistance: 30,
|
||||
turnWhenGoingInTheRightDirection: 0.05,
|
||||
turnWhenLost: 0.2,
|
||||
individualTrailWeight: 0.5,
|
||||
deinfectionProbability: 0.001,
|
||||
|
||||
diffusionRateTrails: 0.4, // inverse
|
||||
diffusionRateTrails: 2, // inverse
|
||||
decayRateTrails: 0.9, // inverse
|
||||
diffusionRateBrush: 4, // inverse
|
||||
decayRateBrush: 0.995, // inverse
|
||||
decayRateBrush: 0.003,
|
||||
|
||||
brushColor: palette.blue,
|
||||
evenGenerationColor: palette.yellow,
|
||||
oddGenerationColor: palette.purple,
|
||||
clarity: 1,
|
||||
clarity: 2,
|
||||
startColorHue: 200,
|
||||
};
|
||||
|
|
|
|||
|
|
@ -33,18 +33,17 @@ $breakpoint-width: 700px !default;
|
|||
}
|
||||
}
|
||||
|
||||
@mixin image-button($background-image) {
|
||||
@mixin image-button($background-image, $background-color) {
|
||||
@include square(var(--icon-size));
|
||||
border: none;
|
||||
cursor: pointer;
|
||||
|
||||
background-color: transparent;
|
||||
background-image: $background-image;
|
||||
background-size: contain;
|
||||
background-repeat: no-repeat;
|
||||
background-position: center;
|
||||
background-color: $background-color;
|
||||
mask-image: $background-image;
|
||||
-webkit-mask-image: $background-image;
|
||||
mask-repeat: no-repeat;
|
||||
|
||||
transition: transform var(--transition-time);
|
||||
transition: transform var(--transition-time), background-color var(--transition-time);
|
||||
&:hover {
|
||||
transform: scale(1.15);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,13 +1,11 @@
|
|||
@use 'mixins' as *;
|
||||
|
||||
$accent-color: #b7455e;
|
||||
|
||||
:root {
|
||||
--transition-time: 200ms;
|
||||
--transition-time-long: 350ms;
|
||||
--line-width: 4px;
|
||||
--line-height: 1.125rem;
|
||||
--accent-color: $accent-color;
|
||||
--accent-color: #ff6b6b;
|
||||
--sun-color: #f7f78c;
|
||||
--very-light-text-color: #ffffff;
|
||||
--background: #ffffff;
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ export const hsl = (hue: number, saturation: number, lightness: number): vec3 =>
|
|||
hue /= 360;
|
||||
saturation /= 100;
|
||||
lightness /= 100;
|
||||
let r, g, b;
|
||||
let r: number, g: number, b: number;
|
||||
|
||||
if (saturation == 0) {
|
||||
r = g = b = lightness;
|
||||
|
|
|
|||
|
|
@ -1,9 +0,0 @@
|
|||
export const hash = (state: number): number => {
|
||||
state ^= 2747636419;
|
||||
state *= 2654435769;
|
||||
state ^= state >> 16;
|
||||
state *= 2654435769;
|
||||
state ^= state >> 16;
|
||||
state *= 2654435769;
|
||||
return state / 4294967295.0;
|
||||
};
|
||||
Loading…
Add table
Add a link
Reference in a new issue