Generate agents with compute shader

This commit is contained in:
Andras Schmelczer 2023-05-20 13:28:15 +01:00
parent 6351a67703
commit 6b17a8e023
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GPG key ID: FC8F2C3D3D1A718C
15 changed files with 205 additions and 153 deletions

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@ -2,7 +2,8 @@
## todo
- deploy to github pages
- add infro page
- generate starting shpe on the gpu
- add info page
- generate starting shape on the gpu
- add cancer
- graceful error messages when no support
- settings page

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@ -1,7 +1,5 @@
export interface GameLoopSettings {
agentCount: number;
startingRadius: number;
renderSpeed: number;
simulatedDelayMs: number;
}

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@ -1,4 +1,6 @@
import { AgentGenerationPipeline } from '../pipelines/agents/agent-generation/agent-generation-pipeline';
import { AgentPipeline } from '../pipelines/agents/agent-pipeline';
import { spawnAgents } from '../pipelines/agents/spawn-agents';
import { BrushPipeline } from '../pipelines/brush/brush-pipeline';
import { CommonState } from '../pipelines/common-state/common-state';
import { CopyPipeline } from '../pipelines/copy/copy-pipeline';
@ -8,7 +10,6 @@ import { settings } from '../settings';
import { DeltaTimeCalculator } from '../utils/delta-time-calculator';
import { ResizableTexture } from '../utils/graphics/resizable-texture';
import { sleep } from '../utils/sleep';
import { spawnAgents } from './spawn-agents';
import { vec2 } from 'gl-matrix';
@ -19,6 +20,7 @@ export default class GameLoop {
private readonly trailMapB: ResizableTexture;
private readonly commonState: CommonState;
private readonly copyPipeline: CopyPipeline;
private readonly agentGenerationPipeline: AgentGenerationPipeline;
private readonly agentPipeline: AgentPipeline;
private readonly renderPipeline: RenderPipeline;
private readonly brushPipeline: BrushPipeline;
@ -48,18 +50,25 @@ export default class GameLoop {
this.resize();
this.commonState = new CommonState(this.device);
this.commonState.setParameters(this.canvasSize, 0, 0);
this.copyPipeline = new CopyPipeline(this.device);
this.agentGenerationPipeline = new AgentGenerationPipeline(
this.device,
this.commonState
);
this.agentPipeline = new AgentPipeline(
this.device,
spawnAgents(this.canvasSize, settings.agentCount),
this.commonState
this.commonState,
this.agentGenerationPipeline.generateAgents(settings.agentCount)
);
this.brushPipeline = new BrushPipeline(this.device, this.commonState);
this.diffusionPipeline = new DiffusionPipeline(this.device, this.commonState);
this.renderPipeline = new RenderPipeline(context, this.device, this.commonState);
window.addEventListener('resize', this.resize.bind(this));
canvas.addEventListener('mousemove', this.onSwipe.bind(this));
canvas.addEventListener('mousedown', (e) => {
this.brushPipeline.clearSwipes();
@ -90,7 +99,6 @@ export default class GameLoop {
}
private resize() {
const devicePixelRatio = window.devicePixelRatio || 1;
this.canvas.width = this.canvas.clientWidth * this.devicePixelRatio;
this.canvas.height = this.canvas.clientHeight * this.devicePixelRatio;
}

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@ -1,26 +0,0 @@
import { Agent } from '../pipelines/agents/agent';
import { settings } from '../settings';
import { Random } from '../utils/random';
import { vec2 } from 'gl-matrix';
export const spawnAgents = (canvasSize: vec2, agentCount: number): Array<Agent> => {
const minSize = Math.min(...canvasSize);
const center = vec2.scale(vec2.create(), canvasSize, 0.5);
return new Array(agentCount).fill(0).map(() => {
const radius = Random.randomBetween(0, minSize * settings.startingRadius);
const angle = Random.randomBetween(0, Math.PI * 2);
const delta = vec2.fromValues(Math.cos(angle) * radius, Math.sin(angle) * radius);
const position = vec2.add(vec2.create(), center, delta);
return {
position,
angle: angle + Math.PI,
species: 0,
timeToLive: Random.randomBetween(10, 15000),
};
});
};

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@ -0,0 +1,79 @@
import random from '../../../utils/graphics/random.wgsl';
import { smartCompile } from '../../../utils/graphics/smart-compile';
import { CommonState } from '../../common-state/common-state';
import { AGENT_SIZE_IN_BYTES, Agent } from '../agent';
import shader from './agent-generation.wgsl';
import agentSchema from './agent-schema.wgsl';
export class AgentGenerationPipeline {
private static readonly WORKGROUP_SIZE = 64;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPUComputePipeline;
private bindGroup?: GPUBindGroup;
public constructor(
private readonly device: GPUDevice,
private readonly commonState: CommonState
) {
this.bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 1,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: 'storage',
},
},
],
});
this.pipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
}),
compute: {
module: smartCompile(device, CommonState.shaderCode, random, agentSchema, shader),
entryPoint: 'main',
},
});
}
public generateAgents(agentCount: number): GPUBuffer {
if (agentCount <= 0 || agentCount != Math.floor(agentCount)) {
throw new Error('Agent count must be a positive integer');
}
const agentsBuffer = this.device.createBuffer({
size: agentCount * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE,
});
this.bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 1,
resource: {
buffer: agentsBuffer,
},
},
],
});
const commandEncoder = this.device.createCommandEncoder();
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(this.pipeline);
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.dispatchWorkgroups(
Math.ceil(agentCount / AgentGenerationPipeline.WORKGROUP_SIZE)
);
passEncoder.end();
this.device.queue.submit([commandEncoder.finish()]);
return agentsBuffer;
}
}

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@ -0,0 +1,26 @@
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let id = global_id.x;
if (id >= arrayLength(&agents)) {
return;
}
let position = vec2(
hash(id) * state.size.x,
hash(id * id) * state.size.y,
);
let center = state.size / 2.0;
let direction = position - center;
let angle = atan2(direction.y, direction.x);
agents[id] = Agent(
position,
angle,
0,
1000000,
0
);
}

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@ -0,0 +1,9 @@
struct Agent {
position: vec2<f32>,
angle: f32,
species: f32,
timeToLive: f32,
timeToLive2: f32,
}
@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;

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@ -1,6 +1,8 @@
import random from '../../utils/graphics/random.wgsl';
import { smartCompile } from '../../utils/graphics/smart-compile';
import { CommonState } from '../common-state/common-state';
import { AGENT_SIZE_IN_BYTES, Agent } from './agent';
import agentSchme from './agent-generation/agent-schema.wgsl';
import { AgentSettings } from './agent-settings';
import shader from './agent.wgsl';
@ -11,7 +13,6 @@ export class AgentPipeline {
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPUComputePipeline;
private readonly uniforms: GPUBuffer;
private readonly agentsBuffer: GPUBuffer;
private bindGroup?: GPUBindGroup;
private previousTrailMapIn?: GPUTextureView;
@ -19,13 +20,9 @@ export class AgentPipeline {
public constructor(
private readonly device: GPUDevice,
agents: Array<Agent>,
private readonly commonState: CommonState
private readonly commonState: CommonState,
private readonly agentsBuffer: GPUBuffer
) {
if (agents.length === 0) {
throw new Error('No agents provided');
}
this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
this.pipeline = device.createComputePipeline({
@ -33,7 +30,7 @@ export class AgentPipeline {
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
}),
compute: {
module: smartCompile(device, CommonState.shaderCode, shader),
module: smartCompile(device, CommonState.shaderCode, random, agentSchme, shader),
entryPoint: 'main',
},
});
@ -42,23 +39,6 @@ export class AgentPipeline {
size: AgentPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
this.agentsBuffer = device.createBuffer({
size: agents.length * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE,
mappedAtCreation: true,
});
new Float32Array(this.agentsBuffer.getMappedRange()).set(
agents.flatMap((agent) => [
...agent.position,
agent.angle,
0, // padding
agent.species,
agent.timeToLive,
])
);
this.agentsBuffer.unmap();
}
public setParameters({
@ -81,25 +61,6 @@ export class AgentPipeline {
);
}
public executeRenderPass(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTextureView,
trailMapOut: GPUTextureView
) {
this.ensureBindGroupExists(trailMapIn, trailMapOut);
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(this.pipeline);
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.dispatchWorkgroups(
Math.ceil(
this.agentsBuffer.size / AGENT_SIZE_IN_BYTES / AgentPipeline.WORKGROUP_SIZE
)
);
passEncoder.end();
}
public execute(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTextureView,

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@ -1,10 +1,3 @@
struct Agent {
position: vec2<f32>,
angle: f32,
species: f32,
timeToLive: f32
}
struct Settings {
brushTrailWeight: f32,
moveRate: f32,
@ -14,7 +7,6 @@ struct Settings {
};
@group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;
@group(1) @binding(2) var trailMapIn: texture_2d<f32>;
@group(1) @binding(3) var trailMapOut: texture_storage_2d<rgba16float, write>;
@ -28,31 +20,31 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
var agent = agents[id];
if (agent.timeToLive <= 0.) {
// agent.position = vec2(
// random_with_seed(agent.position, f32(id) + state.time),
// random_with_seed(agent.position, f32(id) + state.time + 12),
// );
// agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
// agent.species = 1;
// agent.timeToLive = 1000;
// agents[id] = agent;
// return;
}
// if (agent.timeToLive <= 0.) {
// agent.position = vec2(
// random_with_seed(agent.position, f32(id) + state.time),
// random_with_seed(agent.position, f32(id) + state.time + 12),
// );
// agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
// agent.species = 1;
// agent.timeToLive = 1000;
// agents[id] = agent;
// return;
// }
let random = random_with_seed(agent.position, f32(id) + state.time);
let random = hash(id + u32(state.time * 16732.0));
let trailCurrent = textureLoad(trailMapIn, vec2<i32>(agent.position), 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;
}
// 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.position, agent.angle, settings.sensorOffset, 0);
@ -111,7 +103,3 @@ fn sense(agentPosition: vec2<f32>, agentAngle: f32, sensorOffset: f32, sensorOff
let sensorPosition = vec2<i32>(agentPosition + sensorDirection * sensorOffset);
return textureLoad(trailMapIn, sensorPosition, 0);
}
fn random_with_seed(uv: vec2<f32>, seed: f32) -> f32 {
return fract(sin(dot(uv, vec2(12.9898 + seed, 78.233 + seed)))* 43758.5453123 + seed);
}

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@ -12,37 +12,29 @@ struct Settings {
@fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
var current = textureSample(trailMap, Sampler, uv);
let neighbours: vec4<f32> = (
textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / state.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / state.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / state.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / state.size)
) / 4;
var change = vec4<f32>(0);
for (var x: i32 = -1; x <= 1; x++) {
for (var y: i32 = -1; y <= 1; y++) {
if (x != 0 || y != 0) {
let offset = vec2(f32(x), f32(y));
let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
let random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
let difference = neighbour - current;
change += vec4(
length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb,
min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a
);
}
var change = vec4<f32>(0);
for (var x: i32 = -1; x <= 1; x++) {
for (var y: i32 = -1; y <= 1; y++) {
if (x != 0 || y != 0) {
let offset = vec2(f32(x), f32(y));
let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
let random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
let difference = clamp(neighbour - current, vec4(0), vec4(1));
change += vec4(
length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb,
min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a
);
}
}
current += change / 4;
}
current += change / 4;
let decayed = vec4(
current.rgb * settings.decayRateTrails,
current.a * settings.decayRateBrush
);
return clamp(decayed, vec4(0), vec4(1));
return decayed;
}

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@ -6,7 +6,7 @@ import { RenderSettings } from './render-settings';
import shader from './render.wgsl';
export class RenderPipeline {
private static readonly UNIFORM_COUNT = 12;
private static readonly UNIFORM_COUNT = 13;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
@ -51,7 +51,12 @@ export class RenderPipeline {
});
}
public setParameters({ brushColor, speciesColorA, speciesColorB }: RenderSettings) {
public setParameters({
brushColor,
speciesColorA,
speciesColorB,
clarity,
}: RenderSettings) {
this.device.queue.writeBuffer(
this.uniforms,
0,
@ -61,7 +66,7 @@ export class RenderPipeline {
...speciesColorA,
0, //padding
...speciesColorB,
0, //padding
clarity,
])
);
}

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@ -4,4 +4,5 @@ export interface RenderSettings {
brushColor: vec3;
speciesColorA: vec3;
speciesColorB: vec3;
clarity: number;
}

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@ -2,6 +2,7 @@ struct Settings {
brushColor: vec3<f32>,
speciesColorA: vec3<f32>,
speciesColorB: vec3<f32>,
clarity: f32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@ -13,19 +14,17 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
let traces = textureSample(trailMap, Sampler, uv);
let random = textureSample(noise, noiseSampler, uv);
let backgroundColor = vec3(0.9) + 0.075 * random.r;
let speciesAStrength = traces.r;
let speciesBStrength = traces.g;
let brushStrength = traces.a;
let rgbColor = sqrt(vec3(
settings.speciesColorA * clamp(speciesAStrength, 0, 1) +
settings.speciesColorB * clamp(speciesBStrength, 0, 1) +
settings.speciesColorA * clamp(pow(speciesAStrength, settings.clarity), 0, 1) +
settings.speciesColorB * clamp(pow(speciesBStrength, settings.clarity), 0, 1) +
settings.brushColor * brushStrength
));
let bg = vec3(0.9) + 0.075 * random.r;
return vec4(bg - rgbColor, 1);
return vec4(backgroundColor - rgbColor, 1);
}

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@ -19,8 +19,7 @@ export const settings: GameLoopSettings &
BrushSettings &
DiffusionSettings &
RenderSettings = {
agentCount: 1_000_000,
startingRadius: 0.15,
agentCount: 4_000_000,
renderSpeed: 1,
simulatedDelayMs: 0,
@ -34,12 +33,13 @@ export const settings: GameLoopSettings &
sensorOffsetAngle: 30,
sensorOffsetDistance: 60,
diffusionRateTrails: 4,
diffusionRateTrails: 0.4, // inverse
decayRateTrails: 0.9,
diffusionRateBrush: 4,
diffusionRateBrush: 4, // inverse
decayRateBrush: 0.98,
brushColor: palette.blue,
speciesColorA: palette.yellow,
speciesColorB: palette.purple,
clarity: 3,
};

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@ -5,3 +5,14 @@ fn random_with_seed(uv: vec2<f32>, seed: f32) -> f32 {
fn random(uv: vec2<f32>) -> f32 {
return fract(sin(dot(uv, vec2(12.9898, 78.233)))* 43758.5453123);
}
fn hash(state0 : u32) -> f32 {
var state : u32 = state0;
state = state ^ 2747636419u;
state = state * 2654435769u;
state = state ^ (state >> 16u);
state = state * 2654435769u;
state = state ^ (state >> 16u);
state = state * 2654435769u;
return f32(state) / 4294967295.0;
}