This commit is contained in:
Andras Schmelczer 2023-04-29 21:18:40 +01:00
commit 99e1923066
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GPG key ID: FC8F2C3D3D1A718C
6 changed files with 47 additions and 33 deletions

View file

@ -80,6 +80,8 @@ export default class GameLoop {
return { return {
position, position,
angle: angle + Math.PI, angle: angle + Math.PI,
species: 0,
timeToLive: Random.randomBetween(2, 10),
}; };
}); });
} }

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@ -34,24 +34,23 @@ export class AgentPipeline {
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
}); });
const serializedAgents = new Float32Array(
new ArrayBuffer(agents.length * AGENT_SIZE_IN_BYTES)
);
agents.forEach((agent, i) => {
serializedAgents[(i * AGENT_SIZE_IN_BYTES) / Float32Array.BYTES_PER_ELEMENT + 0] =
agent.position[0];
serializedAgents[(i * AGENT_SIZE_IN_BYTES) / Float32Array.BYTES_PER_ELEMENT + 1] =
agent.position[1];
serializedAgents[(i * AGENT_SIZE_IN_BYTES) / Float32Array.BYTES_PER_ELEMENT + 2] =
agent.angle;
});
this.agentsBuffer = device.createBuffer({ this.agentsBuffer = device.createBuffer({
size: agents.length * AGENT_SIZE_IN_BYTES, size: agents.length * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST, usage: GPUBufferUsage.STORAGE,
mappedAtCreation: true,
}); });
device.queue.writeBuffer(this.agentsBuffer, 0, serializedAgents.buffer); new Float32Array(this.agentsBuffer.getMappedRange()).set(
agents.flatMap((agent) => [
agent.position[0],
agent.position[1],
agent.angle,
agent.species,
agent.timeToLive,
0, // padding
])
);
this.agentsBuffer.unmap();
} }
public setParameters({ public setParameters({

View file

@ -3,6 +3,8 @@ import { vec2 } from 'gl-matrix';
export interface Agent { export interface Agent {
position: vec2; position: vec2;
angle: number; angle: number;
species: number;
timeToLive: number;
} }
export const AGENT_SIZE_IN_BYTES = 4 * 4; export const AGENT_SIZE_IN_BYTES = 6 * Float32Array.BYTES_PER_ELEMENT;

View file

@ -1,6 +1,8 @@
struct Agent { struct Agent {
position: vec2<f32>, position: vec2<f32>,
angle: f32, angle: f32,
species: f32,
timeToLive: f32
} }
struct Settings { struct Settings {
@ -30,7 +32,7 @@ fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
var agent = agents[id]; var agent = agents[id];
let random = f32(hash(id + u32(settings.time * 10000 + agent.position.y * 10 + agent.position.x))) / 4294967295.0; let random = random(id + u32(settings.time * 10000 + agent.position.y * 10 + agent.position.x));
let weightForward : f32 = sense(agent, 0.); let weightForward : f32 = sense(agent, 0.);
let weightLeft : f32 = sense(agent, settings.sensorAngle); let weightLeft : f32 = sense(agent, settings.sensorAngle);
@ -54,28 +56,27 @@ fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
textureStore( textureStore(
TrailMapOut, TrailMapOut,
vec2<i32>(newPos * settings.size), vec2<i32>(newPos * settings.size),
vec4(vec3<f32>(1.) * settings.trailWeight * 0.02, 1.) vec4(1)
); );
agent.position = newPos; agent.position = newPos;
agents[id] = agent; agents[id] = agent;
} }
fn hash(state0 : u32) -> u32 {
// Hash function www.cs.ubc.ca/~rbridson/docs/schechter-sca08-turbulence.pdf
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 state;
}
fn sense(agent : Agent, sensorAngleOffset : f32) -> f32 { fn sense(agent : Agent, sensorAngleOffset : f32) -> f32 {
let sensorAngle : f32 = agent.angle + sensorAngleOffset; let sensorAngle : f32 = agent.angle + sensorAngleOffset;
let sensorDir : vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(settings.size); let sensorDir : vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(settings.size);
let sensorPos : vec2<f32> = agent.position + sensorDir * settings.sensorOffsetDst; let sensorPos : vec2<f32> = agent.position + sensorDir * settings.sensorOffsetDst;
return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0).x; return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0).x;
} }
fn random(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;
}

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@ -20,11 +20,11 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / settings.size) + textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / settings.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / settings.size) + textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / settings.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size) + textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size)
); ) / 4;
let mixed = mix( let mixed = mix(
current, current,
neighbours / 4.0, neighbours,
settings.diffusionRate settings.diffusionRate
) * (1.0 - settings.decayRate); ) * (1.0 - settings.decayRate);

View file

@ -3,18 +3,19 @@ import { AgentSettings } from './pipelines/agents/agent-settings';
import { BrushSettings } from './pipelines/brush/brush-settings'; import { BrushSettings } from './pipelines/brush/brush-settings';
import { DiffusionSettings } from './pipelines/diffusion/diffusion-settings'; import { DiffusionSettings } from './pipelines/diffusion/diffusion-settings';
import { RenderSettings } from './pipelines/render/render-settings'; import { RenderSettings } from './pipelines/render/render-settings';
import { rgb255 } from './utils/colors/rgb255';
export const settings: GameLoopSettings & export const settings: GameLoopSettings &
AgentSettings & AgentSettings &
BrushSettings & BrushSettings &
DiffusionSettings & DiffusionSettings &
RenderSettings = { RenderSettings = {
agentCount: 1_000, agentCount: 1_000_000,
renderSpeed: 1, renderSpeed: 1,
startingRadius: 0.15, startingRadius: 0.15,
brushWidth: 20, brushWidth: 30,
brushBlurWidth: 5, brushBlurWidth: 8,
trailWeight: 5, trailWeight: 5,
moveSpeed: 0.025, moveSpeed: 0.025,
@ -22,6 +23,15 @@ export const settings: GameLoopSettings &
sensorAngleDegrees: 30, sensorAngleDegrees: 30,
sensorOffsetDst: 0.025, sensorOffsetDst: 0.025,
decayRate: 0.005, decayRate: 0.01,
diffusionRate: 0.8, diffusionRate: 0.8,
}; };
const paletteMap = {
blue: rgb255(0, 110, 202),
red: rgb255(232, 141, 122),
green: rgb255(90, 188, 94),
purple: rgb255(161, 90, 188),
yellow: rgb255(255, 204, 0),
beige: rgb255(229, 204, 175),
};