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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@ -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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@ -1,15 +1,32 @@
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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>) {
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}
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var rotation: f32 = 0;
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if (weightForward < weightLeft && weightForward < weightRight) {
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rotation = (random - 0.5) * 2. * settings.turnRate * state.deltaTime;
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} else if (weightLeft < weightRight) {
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rotation = random * -settings.turnRate * state.deltaTime;
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} else if (weightRight < weightLeft) {
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rotation = random * settings.turnRate * state.deltaTime;
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if weightForward > weightLeft && weightForward > weightRight {
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rotation = (random - 0.5) * settings.turnWhenGoingInTheRightDirection * settings.turnRate * state.deltaTime;
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} else if weightLeft < weightRight {
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rotation = -min(settings.sensorAngle, settings.turnRate * state.deltaTime);
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} else if weightRight < weightLeft {
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rotation = min(settings.sensorAngle, settings.turnRate * state.deltaTime);
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} else {
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rotation = (random - 0.5) * settings.turnWhenLost * settings.turnRate * state.deltaTime;
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}
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var nextAngle = agent.angle + rotation;
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let direction = vec2(cos(agent.angle), sin(agent.angle));
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var nextPosition = agent.position + direction * settings.moveRate * state.deltaTime;
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nextPosition = clamp(nextPosition, vec2<f32>(0, 0), state.size);
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if nextPosition.x == 0 || nextPosition.x == state.size.x || nextPosition.y == 0 || nextPosition.y == state.size.y {
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rotation = 3.14159265359 + random - 0.5;
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nextAngle = agent.angle + rotation;
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}
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var trail = vec4<f32>(0, 0.1, 0, 0);
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if (isFromEvenGeneration) {
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trail = vec4(0.1, 0, 0, 0);
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var trail = vec4<f32>(0, settings.individualTrailWeight, 0, 0);
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if isFromEvenGeneration {
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trail = vec4(settings.individualTrailWeight, 0, 0, 0);
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}
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let current = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
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let next = vec4(trail.rgb + current.rgb, current.a);
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let next = vec4(trail.rgb + trailBelow.rgb, trailBelow.a);
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textureStore(trailMapOut, vec2<i32>(nextPosition), next);
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if(isFromEvenGeneration) {
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if isFromEvenGeneration {
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if next.r < next.g {
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if agent.generation == settings.nextGenerationId {
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// agent.generation -= 1;
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if random < settings.deinfectionProbability {
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agent.generation -= 1;
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}
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} else {
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agent.generation += 1;
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}
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@ -90,7 +120,9 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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} else {
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if next.g < next.r {
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if agent.generation == settings.nextGenerationId {
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// agent.generation -= 1;
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if random < settings.deinfectionProbability {
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agent.generation -= 1;
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}
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} else {
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agent.generation += 1;
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}
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@ -98,7 +130,7 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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}
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agent.position = nextPosition;
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agent.angle = nextAngle;
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agent.angle += rotation;
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agents[id] = agent;
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}
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@ -1,4 +1,3 @@
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import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import shader from './copy.wgsl';
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@ -33,7 +33,7 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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let decayed = clamp(vec4(
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current.rgb * settings.decayRateTrails,
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current.a * settings.decayRateBrush
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max(0, current.a - settings.decayRateBrush)
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), vec4(0), vec4(1));
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return decayed;
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@ -1,10 +1,11 @@
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import { generateFbmNoise } from '../../utils/graphics/fbm-noise/fbm-noise';
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import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad/full-screen-quad';
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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 { RenderSettings } from './render-settings';
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import shader from './render.wgsl';
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import { vec3 } from 'gl-matrix';
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export class RenderPipeline {
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private static readonly UNIFORM_COUNT = 13;
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@ -56,7 +57,11 @@ export class RenderPipeline {
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evenGenerationColor,
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oddGenerationColor,
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clarity,
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}: RenderSettings) {
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}: RenderSettings & {
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brushColor: vec3;
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evenGenerationColor: vec3;
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oddGenerationColor: vec3;
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}) {
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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@ -1,8 +1,3 @@
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import { vec3 } from 'gl-matrix';
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export interface RenderSettings {
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brushColor: vec3;
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evenGenerationColor: vec3;
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oddGenerationColor: vec3;
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clarity: number;
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}
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@ -16,15 +16,19 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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let backgroundColor = vec3(0.9) + 0.075 * random.r;
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let evenGenerationStrength = clamp(pow(traces.r, settings.clarity), 0, 1);
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let oddGenerationStrength = clamp(pow(traces.g, settings.clarity), 0, 1);
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let evenGenerationStrength = pow(traces.r, settings.clarity);
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let oddGenerationStrength = pow(traces.g, settings.clarity);
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let brushStrength = traces.a;
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let agentColor = step(evenGenerationStrength, oddGenerationStrength) * settings.oddGenerationColor * oddGenerationStrength + step(oddGenerationStrength, evenGenerationStrength) * settings.evenGenerationColor * evenGenerationStrength;
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let agentStrength = evenGenerationStrength + oddGenerationStrength;
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let color = max(
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mix(
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evenGenerationStrength * settings.evenGenerationColor,
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oddGenerationStrength * settings.oddGenerationColor,
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oddGenerationStrength / (evenGenerationStrength + oddGenerationStrength + 0.000001)
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),
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brushStrength * settings.brushColor);
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let rgbColor = sqrt(
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mix(agentColor, settings.brushColor * brushStrength, clamp(brushStrength - agentStrength, 0, 1))
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);
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return vec4(backgroundColor - rgbColor, 1);
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let strength = max(evenGenerationStrength, max(oddGenerationStrength, brushStrength));
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return vec4(mix(backgroundColor, color, strength), 1);
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}
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