Add cancer
This commit is contained in:
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3414f38c3a
14 changed files with 258 additions and 161 deletions
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@ -1,9 +1,9 @@
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export interface GameLoopSettings {
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agentCount: number;
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initialDeadRatio: number;
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renderSpeed: number;
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simulatedDelayMs: number;
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aggressionFactor: number;
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nextGenerationSpawnRadius: number;
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nextGenerationSpawnInterval: number;
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}
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@ -48,6 +48,8 @@ export default class GameLoop {
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this.trailMapB = new ResizableTexture(this.device, this.canvasSize);
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this.resize();
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this.copyPipeline = new CopyPipeline(this.device);
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this.commonState = new CommonState(this.device);
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this.commonState.setParameters({
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canvasSize: this.canvasSize,
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@ -55,13 +57,12 @@ export default class GameLoop {
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deltaTime: 0,
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});
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this.copyPipeline = new CopyPipeline(this.device);
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this.agentGenerationPipeline = new AgentGenerationPipeline(
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this.device,
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this.commonState,
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settings.agentCount
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);
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this.agentGenerationPipeline.spawnFirstGeneration();
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this.agentPipeline = new AgentPipeline(
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this.device,
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@ -87,10 +88,23 @@ export default class GameLoop {
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public async start(): Promise<void> {
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requestAnimationFrame(this.render.bind(this));
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requestAnimationFrame(this.updateCounts.bind(this));
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return this.hasFinishedPromise;
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}
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public get aliveAgentCounts(): GenerationCounts {
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private async updateCounts(): Promise<void> {
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if (this.hasFinished) {
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return;
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}
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const generationCounts = await this.agentGenerationPipeline.countAgents();
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this.gameRules.updateGenerationCounts(generationCounts);
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requestAnimationFrame(this.updateCounts.bind(this));
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}
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public get aliveAgentCounts(): {
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currentGenerationCount: number;
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nextGenerationCount: number;
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} {
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return this.gameRules.generationCounts;
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}
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@ -131,7 +145,15 @@ export default class GameLoop {
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].forEach((pipeline) =>
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pipeline.setParameters({
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time,
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nextGenerationAggression: this.gameRules.nextGenerationAgression,
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evenGenerationAggression:
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this.gameRules.nextGenerationId % 2
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? -1
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: this.gameRules.nextGenerationAgression,
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oddGenerationAggression:
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this.gameRules.nextGenerationId % 2
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? this.gameRules.nextGenerationAgression
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: -1,
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nextGenerationId: this.gameRules.nextGenerationId,
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deltaTime,
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canvasSize: this.canvasSize,
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...settings,
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@ -141,26 +163,11 @@ export default class GameLoop {
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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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if (
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this.gameRules.generationCounts.currentGenerationCount == 0 &&
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this.gameRules.generationCounts.nextGenerationCount == 0
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) {
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this.gameRules.updateGenerationCounts(
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await this.agentGenerationPipeline.spawnNextGenerationCover(
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0,
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settings.agentCount * (1 - settings.initialDeadRatio)
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)
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);
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}
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const spawnAction = this.gameRules.getSpawnAction(timeInSeconds, this.canvasSize);
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this.gameRules.updateGenerationCounts(
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await this.agentGenerationPipeline.spawnNextGenerationCircle(
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spawnAction.generation,
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spawnAction.count,
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spawnAction.position,
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settings.nextGenerationSpawnRadius
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)
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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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11
src/game-loop/game-presentation.ts
Normal file
11
src/game-loop/game-presentation.ts
Normal file
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@ -0,0 +1,11 @@
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import { hsl } from '../utils/colors/hsl';
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import { hash } from '../utils/hash';
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import { vec3 } from 'gl-matrix';
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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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}
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}
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@ -8,15 +8,16 @@ import { vec2 } from 'gl-matrix';
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export interface SpawnAction {
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generation: number;
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position: vec2;
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count: number;
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radius: number;
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}
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export class GameRules {
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private static SPAWN_INTERVAL = 3;
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private lastSpawnTimeInSeconds = 0;
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private nextGenerationId = 0;
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public generationCounts: GenerationCounts = {
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public nextGenerationId = 1;
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public generationCounts: {
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currentGenerationCount: number;
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nextGenerationCount: number;
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} = {
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currentGenerationCount: 0,
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nextGenerationCount: 0,
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};
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@ -26,11 +27,14 @@ export class GameRules {
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}
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public getSpawnAction(timeInSeconds: number, canvasSize: vec2): SpawnAction {
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if (timeInSeconds - this.lastSpawnTimeInSeconds < GameRules.SPAWN_INTERVAL) {
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if (
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timeInSeconds - this.lastSpawnTimeInSeconds <
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settings.nextGenerationSpawnInterval
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) {
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return {
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generation: this.nextGenerationId,
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position: vec2.create(),
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count: 0,
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radius: 0,
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};
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}
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@ -42,17 +46,19 @@ export class GameRules {
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Random.randomBetween(0, canvasSize.x),
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Random.randomBetween(0, canvasSize.y)
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),
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count:
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settings.agentCount -
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this.generationCounts.nextGenerationCount -
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this.generationCounts.currentGenerationCount,
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radius: settings.nextGenerationSpawnRadius,
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};
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}
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public updateGenerationCounts({
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currentGenerationCount,
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nextGenerationCount,
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evenGenerationCount,
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oddGenerationCount,
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}: GenerationCounts): void {
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const nextGenerationCount =
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this.nextGenerationId % 2 === 1 ? oddGenerationCount : evenGenerationCount;
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const currentGenerationCount =
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this.nextGenerationId % 2 === 1 ? evenGenerationCount : oddGenerationCount;
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if (currentGenerationCount === 0) {
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this.nextGenerationId++;
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}
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21
src/pipelines/agents/agent-generation/agent-counting.wgsl
Normal file
21
src/pipelines/agents/agent-generation/agent-counting.wgsl
Normal file
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@ -0,0 +1,21 @@
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struct Counters {
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evenGenerationAlive: atomic<i32>,
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oddGenerationAlive: atomic<i32>,
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};
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@group(1) @binding(2) var<storage, read_write> counters: Counters;
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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 agents[id].species % 2 == 0 {
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atomicAdd(&counters.evenGenerationAlive, 1);
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} else {
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atomicAdd(&counters.oddGenerationAlive, 1);
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}
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}
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@ -0,0 +1,21 @@
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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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let position = vec2(
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hash(id) * state.size.x,
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hash(id * id) * state.size.y,
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);
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let center = state.size / 2.0;
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let direction = position - center;
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agents[id] = Agent(
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position,
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atan2(direction.y, direction.x),
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0,
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);
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}
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@ -2,7 +2,9 @@ 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 shader from './agent-generation.wgsl';
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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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@ -10,14 +12,17 @@ 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 = 6;
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private static readonly UNIFORM_COUNT = 4;
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private static readonly COUNTER_COUNT = 3;
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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 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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public readonly countersBuffer: GPUBuffer;
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public readonly countersStagingBuffer: GPUBuffer;
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@ -101,54 +106,98 @@ export class AgentGenerationPipeline {
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],
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});
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this.pipeline = device.createComputePipeline({
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this.firstGenerationPipeline = 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(device, CommonState.shaderCode, random, agentSchema, shader),
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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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firstGenerationShader
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),
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entryPoint: 'main',
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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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}),
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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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countingShader
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),
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entryPoint: 'main',
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},
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});
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}
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public async spawnNextGenerationCover(
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generationId: number,
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count: number
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): Promise<GenerationCounts> {
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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([0, 0, 0, generationId, 0])
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);
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this.device.queue.writeBuffer(this.countersBuffer, 0, new Int32Array([0, 0, count]));
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return this.execute();
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}
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public async spawnNextGenerationCircle(
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generationId: number,
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count: number,
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center: vec2,
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radius: number
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): Promise<GenerationCounts> {
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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, 1])
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);
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this.device.queue.writeBuffer(this.countersBuffer, 0, new Int32Array([0, 0, count]));
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return this.execute();
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}
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private async execute(): Promise<GenerationCounts> {
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public spawnFirstGeneration(): void {
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const commandEncoder = this.device.createCommandEncoder();
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const passEncoder = commandEncoder.beginComputePass();
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passEncoder.setPipeline(this.pipeline);
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this.commonState.execute(passEncoder);
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passEncoder.setPipeline(this.firstGenerationPipeline);
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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 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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const commandEncoder = this.device.createCommandEncoder();
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const passEncoder = commandEncoder.beginComputePass();
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passEncoder.setPipeline(this.countingPipeline);
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this.commonState.execute(passEncoder);
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passEncoder.setBindGroup(1, this.bindGroup);
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passEncoder.dispatchWorkgroups(
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@ -171,8 +220,8 @@ export class AgentGenerationPipeline {
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const data = new Int32Array(this.countersStagingBuffer.getMappedRange().slice(0));
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this.countersStagingBuffer.unmap();
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return {
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currentGenerationCount: data[0],
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nextGenerationCount: data[1],
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evenGenerationCount: data[0],
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oddGenerationCount: data[1],
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};
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}
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|
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@ -2,17 +2,9 @@ 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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shape: f32,
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};
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struct Counters {
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currentGenerationAlive: atomic<i32>,
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nextGenerationAlive: atomic<i32>,
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remaining: atomic<i32>
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};
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@group(1) @binding(0) var<uniform> settings: Settings;
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@group(1) @binding(2) var<storage, read_write> counters: Counters;
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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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@ -22,44 +14,7 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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return;
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}
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if agents[id].timeToLive > 0 {
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if agents[id].species == settings.nextGenerationId {
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atomicAdd(&counters.nextGenerationAlive, 1);
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} else {
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atomicAdd(&counters.currentGenerationAlive, 1);
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}
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return;
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if length(settings.center - agents[id].position) < settings.radius {
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agents[id].species = settings.nextGenerationId;
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}
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if atomicSub(&counters.remaining, 1) <= 0 {
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return;
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}
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var position: vec2<f32>;
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var angle: f32;
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if settings.shape == 0.0 {
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position = vec2(
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hash(id) * state.size.x,
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hash(id * id) * state.size.y,
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);
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let center = state.size / 2.0;
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let direction = position - center;
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angle = atan2(direction.y, direction.x);
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} else if settings.shape == 1.0 {
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angle = hash(id) * 2.0 * 3.1415;
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let direction = vec2(cos(angle), sin(angle));
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position = settings.center + direction * settings.radius * hash(id * 12 + 3);
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}
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atomicAdd(&counters.nextGenerationAlive, 1);
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agents[id] = Agent(
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position,
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angle,
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settings.nextGenerationId,
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1000000,
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);
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}
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|
|
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|
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@ -2,7 +2,6 @@ struct Agent {
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position: vec2<f32>,
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angle: f32,
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species: f32,
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timeToLive: f32,
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}
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@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;
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|
|
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|
|
@ -4,7 +4,6 @@ export interface Agent {
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position: vec2;
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angle: number;
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species: number;
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timeToLive: number;
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}
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export const AGENT_SIZE_IN_BYTES = 5 * Float32Array.BYTES_PER_ELEMENT;
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export const AGENT_SIZE_IN_BYTES = 4 * Float32Array.BYTES_PER_ELEMENT;
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|
|
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|
|
@ -1,4 +1,4 @@
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export interface GenerationCounts {
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currentGenerationCount: number;
|
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nextGenerationCount: number;
|
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evenGenerationCount: number;
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oddGenerationCount: number;
|
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}
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|
|
|
|||
|
|
@ -8,7 +8,7 @@ import shader from './agent.wgsl';
|
|||
|
||||
export class AgentPipeline {
|
||||
private static readonly WORKGROUP_SIZE = 64;
|
||||
private static readonly UNIFORM_COUNT = 6;
|
||||
private static readonly UNIFORM_COUNT = 8;
|
||||
|
||||
private readonly bindGroupLayout: GPUBindGroupLayout;
|
||||
private readonly pipeline: GPUComputePipeline;
|
||||
|
|
@ -47,8 +47,14 @@ export class AgentPipeline {
|
|||
turnSpeed,
|
||||
sensorOffsetAngle,
|
||||
sensorOffsetDistance,
|
||||
nextGenerationAggression,
|
||||
}: AgentSettings & { nextGenerationAggression: number }) {
|
||||
evenGenerationAggression,
|
||||
oddGenerationAggression,
|
||||
nextGenerationId,
|
||||
}: AgentSettings & {
|
||||
evenGenerationAggression: number;
|
||||
oddGenerationAggression: number;
|
||||
nextGenerationId: number;
|
||||
}) {
|
||||
this.device.queue.writeBuffer(
|
||||
this.uniforms,
|
||||
0,
|
||||
|
|
@ -58,7 +64,9 @@ export class AgentPipeline {
|
|||
turnSpeed,
|
||||
(sensorOffsetAngle * Math.PI) / 180,
|
||||
sensorOffsetDistance,
|
||||
nextGenerationAggression,
|
||||
evenGenerationAggression,
|
||||
oddGenerationAggression,
|
||||
nextGenerationId,
|
||||
])
|
||||
);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,8 +4,9 @@ struct Settings {
|
|||
turnRate: f32,
|
||||
sensorAngle: f32,
|
||||
sensorOffset: f32,
|
||||
nextGenerationAggression: f32,
|
||||
// nextGenerationParity: f32,
|
||||
evenGenerationAggression: f32,
|
||||
oddGenerationAggression: f32,
|
||||
nextGenerationId: f32
|
||||
};
|
||||
|
||||
@group(1) @binding(0) var<uniform> settings: Settings;
|
||||
|
|
@ -16,7 +17,7 @@ struct Settings {
|
|||
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
||||
let id = global_id.x;
|
||||
|
||||
if (id >= arrayLength(&agents) || agents[id].timeToLive <= 0) {
|
||||
if (id >= arrayLength(&agents)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -26,19 +27,11 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
let trailCurrent = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
|
||||
|
||||
var weight: f32;
|
||||
if(agent.species == 0) {
|
||||
if trailCurrent.r < trailCurrent.g {
|
||||
agent.species = 1;
|
||||
agents[id] = agent;
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
if trailCurrent.g < trailCurrent.r {
|
||||
agent.timeToLive = 0;
|
||||
agents[id] = agent;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// even generation id -> red channel
|
||||
// odd generation id -> green channel
|
||||
|
||||
let isFromEvenGeneration = agent.species % 2 == 0;
|
||||
|
||||
let trailForward = sense(agent.position, agent.angle, settings.sensorOffset, 0);
|
||||
let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
|
||||
|
|
@ -47,14 +40,14 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
var weightForward: f32 = trailForward.a * settings.brushTrailWeight;
|
||||
var weightLeft: f32 = trailLeft.a * settings.brushTrailWeight;
|
||||
var weightRight: f32 = trailRight.a * settings.brushTrailWeight;
|
||||
if (agent.species == 0) {
|
||||
weightForward += trailForward.r - trailForward.g;
|
||||
weightLeft += trailLeft.r - trailLeft.g;
|
||||
weightRight += trailRight.r - trailRight.g;
|
||||
if (isFromEvenGeneration) {
|
||||
weightForward += trailForward.r + settings.evenGenerationAggression * trailForward.g;
|
||||
weightLeft += trailLeft.r + settings.evenGenerationAggression * trailLeft.g;
|
||||
weightRight += trailRight.r + settings.evenGenerationAggression * trailRight.g;
|
||||
} else {
|
||||
weightForward += trailForward.g + trailForward.r * settings.nextGenerationAggression;
|
||||
weightLeft += trailLeft.g + trailLeft.r * settings.nextGenerationAggression;
|
||||
weightRight += trailRight.g + trailRight.r * settings.nextGenerationAggression;
|
||||
weightForward += trailForward.g + settings.oddGenerationAggression * trailForward.r;
|
||||
weightLeft += trailLeft.g + settings.oddGenerationAggression * trailLeft.r;
|
||||
weightRight += trailRight.g + settings.oddGenerationAggression * trailRight.r;
|
||||
}
|
||||
|
||||
var rotation: f32 = 0;
|
||||
|
|
@ -77,16 +70,35 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
|||
}
|
||||
|
||||
var trail = vec4<f32>(0, 0.1, 0, 0);
|
||||
if (agent.species == 0) {
|
||||
if (isFromEvenGeneration) {
|
||||
trail = vec4(0.1, 0, 0, 0);
|
||||
}
|
||||
|
||||
let current = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
|
||||
textureStore(trailMapOut, vec2<i32>(nextPosition), vec4(trail.rgb + current.rgb, current.a));
|
||||
let current = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
|
||||
let next = vec4(trail.rgb + current.rgb, current.a);
|
||||
textureStore(trailMapOut, vec2<i32>(nextPosition), next);
|
||||
|
||||
|
||||
if(isFromEvenGeneration) {
|
||||
if next.r < next.g {
|
||||
if agent.species == settings.nextGenerationId {
|
||||
// agent.species -= 1;
|
||||
} else {
|
||||
agent.species += 1;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if next.g < next.r {
|
||||
if agent.species == settings.nextGenerationId {
|
||||
// agent.species -= 1;
|
||||
} else {
|
||||
agent.species += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
agent.position = nextPosition;
|
||||
agent.angle = nextAngle;
|
||||
agent.timeToLive -= state.deltaTime;
|
||||
agents[id] = agent;
|
||||
}
|
||||
|
||||
|
|
|
|||
9
src/utils/hash.ts
Normal file
9
src/utils/hash.ts
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
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