Generate agents with compute shader
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6351a67703
commit
6b17a8e023
15 changed files with 206 additions and 154 deletions
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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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