Generate agents with compute shader
This commit is contained in:
parent
6351a67703
commit
6b17a8e023
15 changed files with 205 additions and 153 deletions
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@ -2,7 +2,8 @@
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## todo
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- deploy to github pages
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- add infro page
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- generate starting shpe on the gpu
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- add info page
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- generate starting shape on the gpu
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- add cancer
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- graceful error messages when no support
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- settings page
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@ -1,7 +1,5 @@
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export interface GameLoopSettings {
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agentCount: number;
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startingRadius: number;
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renderSpeed: number;
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simulatedDelayMs: number;
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}
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@ -1,4 +1,6 @@
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import { AgentGenerationPipeline } from '../pipelines/agents/agent-generation/agent-generation-pipeline';
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import { AgentPipeline } from '../pipelines/agents/agent-pipeline';
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import { spawnAgents } from '../pipelines/agents/spawn-agents';
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import { BrushPipeline } from '../pipelines/brush/brush-pipeline';
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import { CommonState } from '../pipelines/common-state/common-state';
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import { CopyPipeline } from '../pipelines/copy/copy-pipeline';
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@ -8,7 +10,6 @@ import { settings } from '../settings';
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import { DeltaTimeCalculator } from '../utils/delta-time-calculator';
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import { ResizableTexture } from '../utils/graphics/resizable-texture';
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import { sleep } from '../utils/sleep';
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import { spawnAgents } from './spawn-agents';
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import { vec2 } from 'gl-matrix';
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@ -19,6 +20,7 @@ export default class GameLoop {
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private readonly trailMapB: ResizableTexture;
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private readonly commonState: CommonState;
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private readonly copyPipeline: CopyPipeline;
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private readonly agentGenerationPipeline: AgentGenerationPipeline;
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private readonly agentPipeline: AgentPipeline;
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private readonly renderPipeline: RenderPipeline;
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private readonly brushPipeline: BrushPipeline;
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@ -48,18 +50,25 @@ export default class GameLoop {
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this.resize();
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this.commonState = new CommonState(this.device);
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this.commonState.setParameters(this.canvasSize, 0, 0);
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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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);
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this.agentPipeline = new AgentPipeline(
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this.device,
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spawnAgents(this.canvasSize, settings.agentCount),
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this.commonState
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this.commonState,
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this.agentGenerationPipeline.generateAgents(settings.agentCount)
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);
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this.brushPipeline = new BrushPipeline(this.device, this.commonState);
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this.diffusionPipeline = new DiffusionPipeline(this.device, this.commonState);
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this.renderPipeline = new RenderPipeline(context, this.device, this.commonState);
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window.addEventListener('resize', this.resize.bind(this));
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canvas.addEventListener('mousemove', this.onSwipe.bind(this));
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canvas.addEventListener('mousedown', (e) => {
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this.brushPipeline.clearSwipes();
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@ -90,7 +99,6 @@ export default class GameLoop {
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}
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private resize() {
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const devicePixelRatio = window.devicePixelRatio || 1;
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this.canvas.width = this.canvas.clientWidth * this.devicePixelRatio;
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this.canvas.height = this.canvas.clientHeight * this.devicePixelRatio;
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}
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@ -1,26 +0,0 @@
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import { Agent } from '../pipelines/agents/agent';
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import { settings } from '../settings';
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import { Random } from '../utils/random';
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import { vec2 } from 'gl-matrix';
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export const spawnAgents = (canvasSize: vec2, agentCount: number): Array<Agent> => {
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const minSize = Math.min(...canvasSize);
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const center = vec2.scale(vec2.create(), canvasSize, 0.5);
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return new Array(agentCount).fill(0).map(() => {
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const radius = Random.randomBetween(0, minSize * settings.startingRadius);
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const angle = Random.randomBetween(0, Math.PI * 2);
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const delta = vec2.fromValues(Math.cos(angle) * radius, Math.sin(angle) * radius);
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const position = vec2.add(vec2.create(), center, delta);
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return {
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position,
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angle: angle + Math.PI,
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species: 0,
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timeToLive: Random.randomBetween(10, 15000),
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};
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});
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};
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@ -0,0 +1,79 @@
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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 shader from './agent-generation.wgsl';
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import agentSchema from './agent-schema.wgsl';
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export class AgentGenerationPipeline {
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private static readonly WORKGROUP_SIZE = 64;
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPUComputePipeline;
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private bindGroup?: GPUBindGroup;
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public constructor(
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private readonly device: GPUDevice,
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private readonly commonState: CommonState
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) {
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this.bindGroupLayout = device.createBindGroupLayout({
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entries: [
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{
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binding: 1,
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visibility: GPUShaderStage.COMPUTE,
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buffer: {
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type: 'storage',
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},
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},
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],
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});
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this.pipeline = 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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entryPoint: 'main',
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},
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});
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}
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public generateAgents(agentCount: number): GPUBuffer {
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if (agentCount <= 0 || agentCount != Math.floor(agentCount)) {
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throw new Error('Agent count must be a positive integer');
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}
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const agentsBuffer = this.device.createBuffer({
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size: agentCount * AGENT_SIZE_IN_BYTES,
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usage: GPUBufferUsage.STORAGE,
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});
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this.bindGroup = this.device.createBindGroup({
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layout: this.bindGroupLayout,
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entries: [
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{
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binding: 1,
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resource: {
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buffer: agentsBuffer,
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},
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},
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],
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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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passEncoder.setPipeline(this.pipeline);
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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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Math.ceil(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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return agentsBuffer;
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}
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}
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26
src/pipelines/agents/agent-generation/agent-generation.wgsl
Normal file
26
src/pipelines/agents/agent-generation/agent-generation.wgsl
Normal file
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@ -0,0 +1,26 @@
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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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let angle = atan2(direction.y, direction.x);
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agents[id] = Agent(
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position,
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angle,
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0,
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1000000,
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0
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);
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}
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9
src/pipelines/agents/agent-generation/agent-schema.wgsl
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9
src/pipelines/agents/agent-generation/agent-schema.wgsl
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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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timeToLive2: f32,
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}
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@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;
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@ -1,6 +1,8 @@
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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 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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@ -11,7 +13,6 @@ export class AgentPipeline {
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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 agentsBuffer: GPUBuffer;
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private bindGroup?: GPUBindGroup;
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private previousTrailMapIn?: GPUTextureView;
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@ -19,13 +20,9 @@ export class AgentPipeline {
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public constructor(
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private readonly device: GPUDevice,
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agents: Array<Agent>,
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private readonly commonState: CommonState
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private readonly commonState: CommonState,
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private readonly agentsBuffer: GPUBuffer
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) {
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if (agents.length === 0) {
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throw new Error('No agents provided');
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}
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this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
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this.pipeline = device.createComputePipeline({
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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, shader),
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module: smartCompile(device, CommonState.shaderCode, random, agentSchme, shader),
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entryPoint: 'main',
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},
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});
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@ -42,23 +39,6 @@ export class AgentPipeline {
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size: AgentPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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this.agentsBuffer = device.createBuffer({
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size: agents.length * AGENT_SIZE_IN_BYTES,
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usage: GPUBufferUsage.STORAGE,
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mappedAtCreation: true,
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});
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new Float32Array(this.agentsBuffer.getMappedRange()).set(
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agents.flatMap((agent) => [
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...agent.position,
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agent.angle,
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0, // padding
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agent.species,
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agent.timeToLive,
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])
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);
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this.agentsBuffer.unmap();
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}
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public setParameters({
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@ -81,25 +61,6 @@ export class AgentPipeline {
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);
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}
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public executeRenderPass(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTextureView,
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trailMapOut: GPUTextureView
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) {
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this.ensureBindGroupExists(trailMapIn, trailMapOut);
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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.setBindGroup(1, this.bindGroup);
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passEncoder.dispatchWorkgroups(
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Math.ceil(
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this.agentsBuffer.size / AGENT_SIZE_IN_BYTES / AgentPipeline.WORKGROUP_SIZE
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)
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);
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passEncoder.end();
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}
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public execute(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTextureView,
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@ -1,10 +1,3 @@
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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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struct Settings {
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brushTrailWeight: f32,
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moveRate: f32,
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@ -14,7 +7,6 @@ struct Settings {
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};
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@group(1) @binding(0) var<uniform> settings: Settings;
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@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;
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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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@ -28,31 +20,31 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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var agent = agents[id];
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if (agent.timeToLive <= 0.) {
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// agent.position = vec2(
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// random_with_seed(agent.position, f32(id) + state.time),
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// random_with_seed(agent.position, f32(id) + state.time + 12),
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// );
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// agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
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// agent.species = 1;
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// agent.timeToLive = 1000;
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// agents[id] = agent;
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// return;
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}
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// if (agent.timeToLive <= 0.) {
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// agent.position = vec2(
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// random_with_seed(agent.position, f32(id) + state.time),
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// random_with_seed(agent.position, f32(id) + state.time + 12),
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// );
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// agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
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// agent.species = 1;
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// agent.timeToLive = 1000;
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// agents[id] = agent;
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// return;
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// }
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let random = random_with_seed(agent.position, f32(id) + state.time);
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let random = hash(id + u32(state.time * 16732.0));
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let trailCurrent = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
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var weight: f32;
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if(agent.species == 0) {
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weight = trailCurrent.r - trailCurrent.g;
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} else {
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weight = trailCurrent.g - trailCurrent.r;
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}
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if (weight < 0) {
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agent.timeToLive = 0;
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return;
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}
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// var weight: f32;
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// if(agent.species == 0) {
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// weight = trailCurrent.r - trailCurrent.g;
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// } else {
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// weight = trailCurrent.g - trailCurrent.r;
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// }
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// if (weight < 0) {
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// agent.timeToLive = 0;
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// return;
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// }
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let trailForward = sense(agent.position, agent.angle, settings.sensorOffset, 0);
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@ -111,7 +103,3 @@ fn sense(agentPosition: vec2<f32>, agentAngle: f32, sensorOffset: f32, sensorOff
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let sensorPosition = vec2<i32>(agentPosition + sensorDirection * sensorOffset);
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return textureLoad(trailMapIn, sensorPosition, 0);
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}
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fn random_with_seed(uv: vec2<f32>, seed: f32) -> f32 {
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return fract(sin(dot(uv, vec2(12.9898 + seed, 78.233 + seed)))* 43758.5453123 + seed);
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}
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@ -12,37 +12,29 @@ struct Settings {
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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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var current = textureSample(trailMap, Sampler, uv);
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let neighbours: vec4<f32> = (
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textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / state.size)
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / state.size)
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / state.size)
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / state.size)
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) / 4;
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var change = vec4<f32>(0);
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for (var x: i32 = -1; x <= 1; x++) {
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for (var y: i32 = -1; y <= 1; y++) {
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if (x != 0 || y != 0) {
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let offset = vec2(f32(x), f32(y));
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let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
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let random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
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let difference = neighbour - current;
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change += vec4(
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length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb,
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min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a
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);
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}
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var change = vec4<f32>(0);
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for (var x: i32 = -1; x <= 1; x++) {
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for (var y: i32 = -1; y <= 1; y++) {
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if (x != 0 || y != 0) {
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let offset = vec2(f32(x), f32(y));
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let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
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let random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
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let difference = clamp(neighbour - current, vec4(0), vec4(1));
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change += vec4(
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length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb,
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min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a
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);
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}
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}
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current += change / 4;
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}
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current += change / 4;
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let decayed = vec4(
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current.rgb * settings.decayRateTrails,
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current.a * settings.decayRateBrush
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);
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return clamp(decayed, vec4(0), vec4(1));
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return decayed;
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}
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@ -6,7 +6,7 @@ import { RenderSettings } from './render-settings';
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import shader from './render.wgsl';
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||||
|
||||
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,
|
||||
])
|
||||
);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,4 +4,5 @@ export interface RenderSettings {
|
|||
brushColor: vec3;
|
||||
speciesColorA: vec3;
|
||||
speciesColorB: vec3;
|
||||
clarity: number;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
};
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue