Set up demo
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17 changed files with 189 additions and 145 deletions
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@ -28,7 +28,4 @@ fn main(
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} else {
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atomicAdd(&counters.oddGenerationAlive, 1);
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}
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// atomicStore(&counters.evenGenerationAlive, settings.agentCount);
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// atomicStore(&counters.oddGenerationAlive, workgroup_count.y);
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}
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@ -3,7 +3,7 @@ fn main(
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@builtin(global_invocation_id) global_id: vec3<u32>,
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@builtin(num_workgroups) workgroup_count: vec3<u32>
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) {
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let id = global_id.x + global_id.y * (workgroup_count.x * 64) + global_id.z * (workgroup_count.x * workgroup_count.y * 64);
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let id = get_id(global_id, workgroup_count);
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if id >= arrayLength(&agents) {
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return;
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@ -5,3 +5,7 @@ struct Agent {
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}
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@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;
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fn get_id(global_id: vec3<u32>, workgroup_count: vec3<u32>) -> u32 {
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return global_id.x + global_id.y * (workgroup_count.x * 64) + global_id.z * (workgroup_count.x * workgroup_count.y * 64);
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}
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@ -9,7 +9,7 @@ import { vec2 } from 'gl-matrix';
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export class AgentPipeline {
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private static readonly WORKGROUP_SIZE = 64;
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private static readonly UNIFORM_COUNT = 16;
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private static readonly UNIFORM_COUNT = 19;
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPUComputePipeline;
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@ -44,26 +44,33 @@ export class AgentPipeline {
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}
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public setParameters({
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deltaTime,
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center,
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radius,
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brushTrailWeight,
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moveSpeed,
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turnSpeed,
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sensorOffsetAngle,
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sensorOffsetDistance,
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nextGenerationSensorOffsetDistance,
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currentGenerationAggression,
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nextGenerationAggression,
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nextGenerationSpeed,
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isNextGenerationOdd,
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center,
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radius,
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turnWhenLost,
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individualTrailWeight,
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deinfectionProbability,
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infectionProbability,
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agentCount,
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}: AgentSettings & {
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deltaTime: number;
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currentGenerationAggression: number;
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nextGenerationAggression: number;
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nextGenerationSensorOffsetDistance: number;
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nextGenerationSpeed: number;
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isNextGenerationOdd: number;
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center: vec2;
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radius: number;
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infectionProbability: number;
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agentCount: number;
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}) {
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this.agentCount = agentCount;
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@ -75,19 +82,21 @@ export class AgentPipeline {
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radius,
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brushTrailWeight,
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moveSpeed,
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turnSpeed,
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moveSpeed * deltaTime,
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turnSpeed * deltaTime,
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(sensorOffsetAngle * Math.PI) / 180,
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sensorOffsetDistance,
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currentGenerationAggression,
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nextGenerationAggression,
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nextGenerationSensorOffsetDistance,
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nextGenerationSpeed * deltaTime,
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isNextGenerationOdd,
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turnWhenLost,
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individualTrailWeight,
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deinfectionProbability,
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infectionProbability,
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agentCount,
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])
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@ -6,7 +6,6 @@ export interface AgentSettings {
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sensorOffsetDistance: number;
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turnWhenLost: number;
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individualTrailWeight: number;
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deinfectionProbability: number;
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currentGenerationAggression: number;
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nextGenerationAggression: number;
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}
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@ -3,7 +3,7 @@ struct Settings {
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radius: f32,
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brushTrailWeight: f32,
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moveRate: f32,
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currentGenerationMoveRate: f32,
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turnRate: f32,
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sensorAngle: f32,
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@ -11,11 +11,13 @@ struct Settings {
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currentGenerationAggression: f32,
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nextGenerationAggression: f32,
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nextGenerationSensorOffsetDistance: f32,
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nextGenerationMoveRate: f32,
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isNextGenerationOdd: f32,
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turnWhenLost: f32,
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individualTrailWeight: f32,
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deinfectionProbability: f32,
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infectionProbability: f32,
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agentCount: f32 // might be smaller than the length of the agents array
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};
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@ -30,12 +32,13 @@ struct Settings {
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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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@compute @workgroup_size(64)
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fn main(
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@builtin(global_invocation_id) global_id: vec3<u32>,
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@builtin(num_workgroups) workgroup_count: vec3<u32>
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) {
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let id = global_id.x + global_id.y * (workgroup_count.x * 64) + global_id.z * (workgroup_count.x * workgroup_count.y * 64);
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let id = get_id(global_id, workgroup_count);
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if id >= u32(settings.agentCount) {
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return;
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@ -48,94 +51,84 @@ fn main(
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noiseSampler,
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vec2(
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f32(id) % 23647 / 2000,
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agent.angle / 10
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) + agent.position / state.size,
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state.time % 3243 / 2000
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),
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0
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);
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let isFromCurrentGeneration = abs(agent.generation - settings.isNextGenerationOdd);
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let isFromOddGeneration = agent.generation == 1.0;
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let isFromNextGeneration = 1.0 - isFromCurrentGeneration;
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let isFromOddGeneration = agent.generation % 2;
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let trailForward = sense(agent.position, agent.angle, settings.sensorOffset, 0);
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let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
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let trailRight = sense(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle);
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let sensorOffset = mix(settings.sensorOffset, settings.nextGenerationSensorOffsetDistance, isFromNextGeneration);
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let moveRate = mix(settings.currentGenerationMoveRate, settings.nextGenerationMoveRate, isFromNextGeneration);
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let brushWeight = mix(settings.brushTrailWeight, 0, isFromNextGeneration);
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let trailForward = sense(agent.position, agent.angle, sensorOffset, 0);
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let trailLeft = sense(agent.position, agent.angle, sensorOffset, settings.sensorAngle);
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let trailRight = sense(agent.position, agent.angle, sensorOffset, -settings.sensorAngle);
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let brushWeight = isFromCurrentGeneration * settings.brushTrailWeight - (1 - isFromCurrentGeneration) * settings.brushTrailWeight;
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var weightForward: f32 = brushWeight * trailForward.a;
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var weightLeft: f32 = brushWeight * trailLeft.a;
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var weightRight: f32 = brushWeight * trailRight.a;
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var weightForward = brushWeight * trailForward.a;
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var weightLeft = brushWeight * trailLeft.a;
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var weightRight = brushWeight * trailRight.a;
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let agression = isFromCurrentGeneration * settings.currentGenerationAggression + (1.0 - isFromCurrentGeneration) * settings.nextGenerationAggression;
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if (isFromOddGeneration) {
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weightForward += trailForward.g + agression * trailForward.r;
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weightLeft += trailLeft.g + agression * trailLeft.r;
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weightRight += trailRight.g + agression * trailRight.r;
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} else {
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weightForward += trailForward.r + agression * trailForward.g;
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weightLeft += trailLeft.r + agression * trailLeft.g;
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weightRight += trailRight.r + agression * trailRight.g;
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}
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let agression = mix(settings.currentGenerationAggression, settings.nextGenerationAggression, isFromNextGeneration) + weightForward;
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var rotation: f32 = 0;
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weightForward += mix(trailForward.r + agression * trailForward.g, trailForward.g + agression * trailForward.r, isFromOddGeneration);
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weightLeft += mix(trailLeft.r + agression * trailLeft.g, trailLeft.g + agression * trailLeft.r, isFromOddGeneration);
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weightRight += mix(trailRight.r + agression * trailRight.g, trailRight.g + agression * trailRight.r, isFromOddGeneration);
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var rotation: f32;
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if weightForward >= weightLeft && weightForward >= weightRight {
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rotation = (random.r - 0.5) * 0.0 * settings.turnRate * state.deltaTime;
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} else if weightLeft < weightRight {
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rotation = -settings.turnRate * state.deltaTime;
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} else if weightRight < weightLeft {
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rotation = settings.turnRate * state.deltaTime;
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rotation = 0;
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} else {
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rotation = (random.r - 0.5) * settings.turnWhenLost * settings.turnRate * state.deltaTime;
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rotation = sign(weightLeft - weightRight) * settings.turnRate;
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}
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let direction = vec2(cos(agent.angle), sin(agent.angle));
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var nextPosition = agent.position + direction * settings.moveRate * state.deltaTime;
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nextPosition = clamp(nextPosition, vec2<f32>(0, 0), state.size);
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let nextPosition = clamp(
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agent.position + vec2(cos(agent.angle), sin(agent.angle)) * moveRate,
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vec2<f32>(0, 0),
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state.size
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);
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if nextPosition.x == 0 || nextPosition.x == state.size.x || nextPosition.y == 0 || nextPosition.y == state.size.y {
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rotation = 3.14159265359 + random.a - 0.5;
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}
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var trail = vec4<f32>(settings.individualTrailWeight, 0, 0, 0);
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if isFromOddGeneration {
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if isFromOddGeneration == 1.0 {
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trail = vec4<f32>(0, settings.individualTrailWeight, 0, 0);
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}
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agent.position = nextPosition;
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agent.angle += rotation;
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var trailBelow = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
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agent.angle += rotation;
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trailBelow += trail;
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if settings.radius > 0 && length(settings.center - agent.position) < settings.radius {
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agent.generation = settings.isNextGenerationOdd;
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// clear trail map below so the agent won't die immediately
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if (settings.isNextGenerationOdd == 1.0) {
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trailBelow.g += trailBelow.r;
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trailBelow.r = 0;
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} else {
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trailBelow.r += trailBelow.g;
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trailBelow.g = 0;
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}
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textureStore(trailMapOut, vec2<i32>(nextPosition), trailBelow);
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// trailBelow.r = (1 - settings.isNextGenerationOdd) * (trailBelow.r + trailBelow.g);
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// trailBelow.g = settings.isNextGenerationOdd * (trailBelow.r + trailBelow.g);
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} else {
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textureStore(trailMapOut, vec2<i32>(nextPosition), trail + trailBelow);
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if isFromOddGeneration {
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if trailBelow.g < trailBelow.r && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random.a < settings.deinfectionProbability)) {
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agent.generation = 0;
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}
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} else {
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if trailBelow.r < trailBelow.g && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random.a < settings.deinfectionProbability)) {
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agent.generation = 1;
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}
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let relativeWeight = mix(trailBelow.g - trailBelow.r, trailBelow.r - trailBelow.g, isFromOddGeneration);
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if relativeWeight > 0 && (
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(isFromCurrentGeneration == 1.0 && trailBelow.a == 0 && random.b < settings.infectionProbability)
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|| (isFromCurrentGeneration == 0.0 && trailBelow.a > 0)
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) {
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// trailBelow.r = isFromOddGeneration * (trailBelow.r + trailBelow.g);
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// trailBelow.g = (1 - isFromOddGeneration) * (trailBelow.r + trailBelow.g);
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agent.generation = (agent.generation + 1) % 2;
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}
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}
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textureStore(trailMapOut, vec2<i32>(nextPosition), trailBelow);
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agent.position = nextPosition;
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agents[id] = agent;
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}
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fn sense(agentPosition: vec2<f32>, agentAngle: f32, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
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let sensorAngle = agentAngle + sensorOffsetAngle;
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let sensorDirection = vec2(cos(sensorAngle), sin(sensorAngle));
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let sensorPosition = vec2<i32>(agentPosition + sensorDirection * sensorOffset);
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let sensorPosition = vec2<i32>(agentPosition + vec2(cos(sensorAngle), sin(sensorAngle)) * sensorOffset);
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return textureLoad(trailMapIn, sensorPosition, 0);
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}
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@ -28,7 +28,7 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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) / 8;
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let decayed = clamp(vec4(
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current.rgb - settings.decayRateTrails,
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clamp(current.rgb + (current.rgb - 1.001) * settings.decayRateTrails, vec3(0), vec3(1)),
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max(0, current.a + (current.a - 1.001) * settings.decayRateBrush)
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), vec4(0), vec4(1));
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@ -34,5 +34,5 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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}
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fn clarity(strength: f32) -> f32 {
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return pow(strength, 5) - strength * settings.clarity + sign(strength) * settings.clarity;
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return sign(strength);
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}
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