Experiment with cancer cells

This commit is contained in:
Andras Schmelczer 2023-04-29 22:24:15 +01:00
parent 1578c8796a
commit 42d87fc2a3
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GPG key ID: FC8F2C3D3D1A718C
6 changed files with 87 additions and 31 deletions

View file

@ -12,7 +12,6 @@ import { vec2 } from 'gl-matrix';
export default class GameLoop {
private context: GPUCanvasContext;
private adapter: GPUAdapter;
private device: GPUDevice;
private agentPipeline: AgentPipeline;
@ -81,7 +80,7 @@ export default class GameLoop {
position,
angle: angle + Math.PI,
species: 0,
timeToLive: Random.randomBetween(2, 10),
timeToLive: Random.randomBetween(10, 15000),
};
});
}
@ -119,8 +118,8 @@ export default class GameLoop {
throw new Error('WebGPU is not supported');
}
this.adapter = await gpu.requestAdapter();
this.device = await this.adapter.requestDevice(); // could request more resources
const adapter = await gpu.requestAdapter();
this.device = await adapter.requestDevice(); // could request more resources
this.context = this.canvas.getContext('webgpu') as any;
this.context.configure({

View file

@ -14,7 +14,7 @@ struct Settings {
moveRate: f32,
turnRate: f32,
sensorAngle: f32,
sensorOffsetDst: f32,
sensorOffset: f32,
};
@group(0) @binding(0) var<uniform> settings: Settings;
@ -32,11 +32,46 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
var agent = agents[id];
if (agent.timeToLive <= 0.) {
agent.position = vec2(random(id + u32(settings.time * 10 + agent.position.x * 10000)),
random(id + u32(settings.time * 10 + agent.position.y * 10000)));
agent.angle = random(id + u32(settings.time)) * 3.14159265359 * 2.;
agent.species = 1;
agent.timeToLive = 1000;
agents[id] = agent;
return;
}
let random = random(id + u32(settings.time * 10000 + agent.position.y * 10 + agent.position.x));
let weightForward: f32 = sense(agent, 0.);
let weightLeft: f32 = sense(agent, settings.sensorAngle);
let weightRight: f32 = sense(agent, -settings.sensorAngle);
let trailCurrent = sense(agent, 0, 0);
var weight: f32;
if(agent.species == 0) {
weight = trailCurrent.r - trailCurrent.g;
} else {
weight = trailCurrent.g - trailCurrent.r;
}
if (weight < 0) {
agent.timeToLive = 0;
return;
}
let trailForward = sense(agent, settings.sensorOffset, 0);
let trailLeft = sense(agent, settings.sensorOffset, settings.sensorAngle);
let trailRight = sense(agent, settings.sensorOffset, -settings.sensorAngle);
var weightForward: f32 = trailForward.a;
var weightLeft: f32 = trailLeft.a;
var weightRight: f32 = trailRight.a;
if (agent.species == 0) {
weightForward += trailForward.r - trailForward.g;
weightLeft += trailLeft.r - trailLeft.g;
weightRight += trailRight.r - trailRight.g;
} else {
weightForward += trailForward.g - trailForward.r;
weightLeft += trailLeft.g - trailLeft.r;
weightRight += trailRight.g - trailRight.r;
}
if (weightForward < weightLeft && weightForward < weightRight) {
agent.angle += (random - 0.5) * 2. * settings.turnRate;
@ -53,17 +88,23 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
agent.angle += 3.14159265359 + random - 0.5;
}
textureStore(TrailMapOut, vec2<i32>(newPos * settings.size), vec4(1, 0, 0, 0));
var trail = vec4<f32>(0, 1, 0, 0);
if (agent.species == 0) {
trail = vec4(1, 0, 0, 0);
}
textureStore(TrailMapOut, vec2<i32>(newPos * settings.size), trail);
agent.position = newPos;
agent.timeToLive -= settings.deltaTime;
agents[id] = agent;
}
fn sense(agent: Agent, sensorAngleOffset: f32) -> f32 {
let sensorAngle: f32 = agent.angle + sensorAngleOffset;
fn sense(agent: Agent, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
let sensorAngle = agent.angle + sensorOffsetAngle;
let sensorDir: vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(settings.size);
let sensorPos: vec2<f32> = agent.position + sensorDir * settings.sensorOffsetDst;
return length(textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0));
let sensorPos: vec2<f32> = agent.position + sensorDir * sensorOffset;
return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0);
}
fn random(state0: u32) -> f32 {

View file

@ -3,8 +3,10 @@ struct Settings {
deltaTime: f32,
time: f32,
diffusionRate: f32,
decayRate: f32,
diffusionRateTrails: f32,
decayRateTrails: f32,
diffusionRateBrush: f32,
decayRateBrush: f32,
};
@group(0) @binding(0) var<uniform> settings: Settings;
@ -22,11 +24,17 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size)
) / 4;
let mixed = mix(
current,
neighbours,
settings.diffusionRate
) * (1.0 - settings.decayRate);
let mixedTrails = mix(
current.rgb,
neighbours.rgb,
settings.diffusionRateTrails
) * (1.0 - settings.decayRateTrails);
return clamp(mixed, vec4(0), vec4(1));
let mixedBrush = mix(
current.a,
neighbours.a,
settings.diffusionRateBrush
) * (1.0 - settings.decayRateBrush);
return clamp(vec4(mixedTrails, mixedBrush), vec4(0), vec4(1));
}

View file

@ -5,7 +5,7 @@ import shader from './diffuse.wgsl';
import { DiffusionSettings } from './diffusion-settings';
export class DiffusionPipeline {
private static readonly UNIFORM_COUNT = 16;
private static readonly UNIFORM_COUNT = 18;
private readonly pipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
@ -45,8 +45,10 @@ export class DiffusionPipeline {
canvasSize,
deltaTime,
time,
diffusionRate,
decayRate,
diffusionRateTrails,
decayRateTrails,
diffusionRateBrush,
decayRateBrush,
}: CommonParameters & DiffusionSettings) {
this.device.queue.writeBuffer(
this.uniforms,
@ -56,8 +58,10 @@ export class DiffusionPipeline {
canvasSize[1],
deltaTime,
time,
diffusionRate,
decayRate,
diffusionRateTrails,
decayRateTrails,
diffusionRateBrush,
decayRateBrush,
])
);
}

View file

@ -1,4 +1,6 @@
export interface DiffusionSettings {
diffusionRate: number;
decayRate: number;
diffusionRateTrails: number;
decayRateTrails: number;
diffusionRateBrush: number;
decayRateBrush: number;
}

View file

@ -32,10 +32,12 @@ export const settings: GameLoopSettings &
sensorAngleDegrees: 30,
sensorOffsetDst: 0.025,
decayRate: 0.005,
diffusionRate: 0.9,
diffusionRateTrails: 0.8,
decayRateTrails: 0.03,
diffusionRateBrush: 0.9,
decayRateBrush: 0.003,
brushColor: palette.beige,
brushColor: palette.yellow,
speciesColorA: palette.yellow,
speciesColorB: palette.green,
};