Various improvements

This commit is contained in:
Andras Schmelczer 2023-05-28 22:28:44 +01:00
commit abf3803cdc
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GPG key ID: FC8F2C3D3D1A718C
15 changed files with 283 additions and 250 deletions

View file

@ -6,6 +6,8 @@ import { CollapsiblePanelAnimator } from './page/collapsible-panel-animator';
import { FullScreenHandler } from './page/full-screen-handler'; import { FullScreenHandler } from './page/full-screen-handler';
import { MenuHider } from './page/menu-hider'; import { MenuHider } from './page/menu-hider';
import { setUpSettingsPage } from './page/set-up-settings-page'; import { setUpSettingsPage } from './page/set-up-settings-page';
import { SettingsSlider } from './page/settings-slider';
import { resetSettings } from './settings';
import { applyArrayPlugins } from './utils/array'; import { applyArrayPlugins } from './utils/array';
import { DeltaTimeCalculator } from './utils/delta-time-calculator'; import { DeltaTimeCalculator } from './utils/delta-time-calculator';
import { ErrorHandler, Severity } from './utils/error-handler'; import { ErrorHandler, Severity } from './utils/error-handler';
@ -29,11 +31,13 @@ declare global {
} }
} }
const getElements = () => ({ const elements = {
aside: document.querySelector('aside') as HTMLDivElement, aside: document.querySelector('aside') as HTMLDivElement,
infoButton: document.querySelector('button.info') as HTMLButtonElement, infoButton: document.querySelector('button.info') as HTMLButtonElement,
infoElement: document.querySelector('.info-page') as HTMLDivElement, infoElement: document.querySelector('.info-page') as HTMLDivElement,
settingsPage: document.querySelector('.settings-page') as HTMLDivElement, settingsPage: document.querySelector('.settings-page') as HTMLDivElement,
settingsContent: document.querySelector('.settings-content') as HTMLDivElement,
applyDefaults: document.querySelector('#apply-defaults') as HTMLButtonElement,
minimizeFullScreenButton: document.querySelector( minimizeFullScreenButton: document.querySelector(
'button.minimize-full-screen' 'button.minimize-full-screen'
) as HTMLButtonElement, ) as HTMLButtonElement,
@ -46,25 +50,23 @@ const getElements = () => ({
canvasContainer: document.querySelector('main.canvas-container') as HTMLCanvasElement, canvasContainer: document.querySelector('main.canvas-container') as HTMLCanvasElement,
errorContainer: document.querySelector('.errors-container') as HTMLDivElement, errorContainer: document.querySelector('.errors-container') as HTMLDivElement,
counters: document.querySelector('.counters > pre') as HTMLPreElement, counters: document.querySelector('.counters > pre') as HTMLPreElement,
}); };
const main = async () => { const main = async () => {
const elements = getElements();
let shouldStop = false;
let game: GameLoop | null = null;
ErrorHandler.addOnErrorListener((error, _metadata) => {
elements.errorContainer.innerHTML += `
<pre class="${error.severity}">${error.message}</div>
`;
game?.destroy();
shouldStop = true;
});
try { try {
let shouldStop = false;
let game: GameLoop | null = null;
applyArrayPlugins(); applyArrayPlugins();
ErrorHandler.addOnErrorListener((error, _metadata) => {
elements.errorContainer.innerHTML += `
<pre class="${error.severity}">${error.message}</div>
`;
game?.destroy();
shouldStop = true;
});
const infoPageHandler = new CollapsiblePanelAnimator( const infoPageHandler = new CollapsiblePanelAnimator(
elements.infoButton, elements.infoButton,
elements.infoElement, elements.infoElement,
@ -98,7 +100,12 @@ const main = async () => {
const deltaTimeCalculator = new DeltaTimeCalculator(); const deltaTimeCalculator = new DeltaTimeCalculator();
const gameRules = new GameRules(performance.now() / 1000); const gameRules = new GameRules(performance.now() / 1000);
let isSettingsPageSetUp = false; let sliders: Array<SettingsSlider<any>> = [];
elements.applyDefaults.addEventListener('click', () => {
resetSettings();
sliders.forEach((slider) => slider.updateSliderValueBasedOnSource());
});
const updateCounters = () => { const updateCounters = () => {
elements.counters.innerHTML = `FPS: ${deltaTimeCalculator.fps.toFixed(2)} elements.counters.innerHTML = `FPS: ${deltaTimeCalculator.fps.toFixed(2)}
@ -110,9 +117,9 @@ next gen: ${formatNumber(game?.aliveAgentCounts.nextGenerationCount ?? 0)}`;
while (!shouldStop) { while (!shouldStop) {
game = new GameLoop(elements.canvas, gpu, deltaTimeCalculator, gameRules); game = new GameLoop(elements.canvas, gpu, deltaTimeCalculator, gameRules);
if (!isSettingsPageSetUp) {
isSettingsPageSetUp = true; if (sliders.length === 0) {
setUpSettingsPage(elements.settingsPage, game.maxAgentCount); sliders = setUpSettingsPage(elements.settingsContent, game.maxAgentCount);
} }
await game.start(); await game.start();

View file

@ -4,129 +4,123 @@ import { SettingsSlider, ValueScaling } from './settings-slider';
export const setUpSettingsPage = ( export const setUpSettingsPage = (
settingsPage: HTMLDivElement, settingsPage: HTMLDivElement,
maxAgentCount: number maxAgentCount: number
) => { ): Array<SettingsSlider<any>> => {
const sliders = [ const sliders = [
[ new SettingsSlider(settings, 'renderSpeed', {
new SettingsSlider(settings, 'agentCount', { min: 1,
min: 1, max: 10,
max: maxAgentCount, rounding: Math.round,
scaling: ValueScaling.Logarithmic, }),
rounding: Math.round,
}),
new SettingsSlider(settings, 'currentGenerationAggression', { new SettingsSlider(settings, 'agentCount', {
min: -20, min: 1,
max: 20, max: maxAgentCount,
}), scaling: ValueScaling.Logarithmic,
rounding: Math.round,
}),
new SettingsSlider(settings, 'nextGenerationAggression', { new SettingsSlider(settings, 'currentGenerationAggression', {
min: -20, min: -5,
max: 20, max: 5,
}), }),
new SettingsSlider(settings, 'moveSpeed', { new SettingsSlider(settings, 'nextGenerationAggression', {
min: 10, min: -5,
max: 500, max: 5,
scaling: ValueScaling.Quadratic, }),
rounding: Math.round,
}),
new SettingsSlider(settings, 'turnSpeed', { new SettingsSlider(settings, 'moveSpeed', {
min: 10, min: 10,
max: 1000, max: 500,
scaling: ValueScaling.Quadratic, scaling: ValueScaling.Quadratic,
rounding: Math.round, rounding: Math.round,
}), }),
new SettingsSlider(settings, 'sensorOffsetAngle', { new SettingsSlider(settings, 'turnSpeed', {
min: 0, min: 1,
max: 90, max: 200,
step: 1, scaling: ValueScaling.Quadratic,
}), rounding: Math.round,
}),
new SettingsSlider(settings, 'sensorOffsetDistance', { new SettingsSlider(settings, 'sensorOffsetAngle', {
min: 0, min: 0,
max: 200, max: 90,
scaling: ValueScaling.Quadratic, step: 1,
rounding: Math.round, }),
}),
new SettingsSlider(settings, 'turnWhenLost', { new SettingsSlider(settings, 'sensorOffsetDistance', {
min: 0, min: 0,
max: 1, max: 200,
}), scaling: ValueScaling.Quadratic,
rounding: Math.round,
}),
new SettingsSlider(settings, 'turnWhenGoingInTheRightDirection', { new SettingsSlider(settings, 'turnWhenLost', {
min: 0, min: 0,
max: 1, max: 1,
}), }),
new SettingsSlider(settings, 'deinfectionProbability', { new SettingsSlider(settings, 'deinfectionProbability', {
min: 0, min: 0,
max: 1, max: 1,
scaling: ValueScaling.Quadratic, scaling: ValueScaling.Quadratic,
}), }),
new SettingsSlider(settings, 'brushTrailWeight', { new SettingsSlider(settings, 'individualTrailWeight', {
min: 0, min: 0,
max: 10, max: 1,
}), }),
new SettingsSlider(settings, 'individualTrailWeight', { new SettingsSlider(settings, 'diffusionRateTrails', {
min: 0, min: 0,
max: 1, max: 2,
}), }),
new SettingsSlider(settings, 'diffusionRateTrails', { new SettingsSlider(settings, 'decayRateTrails', {
min: 0, min: 0.1,
max: 10, max: 1000,
}), }),
new SettingsSlider(settings, 'decayRateTrails', { new SettingsSlider(settings, 'diffusionRateBrush', {
min: 0, min: 0.001,
max: 10, max: 1,
}), }),
new SettingsSlider(settings, 'diffusionRateBrush', { new SettingsSlider(settings, 'decayRateBrush', {
min: 0, min: 0.1,
max: 10, max: 100,
}), }),
new SettingsSlider(settings, 'decayRateBrush', { new SettingsSlider(settings, 'spawnRadius', {
min: 0, min: 0,
max: 10, max: 1000,
}), }),
new SettingsSlider(settings, 'spawnRadius', { new SettingsSlider(settings, 'spawnInterval', {
min: 0, min: 0.1,
max: 1000, max: 600,
}), scaling: ValueScaling.Quadratic,
}),
new SettingsSlider(settings, 'spawnInterval', { new SettingsSlider(settings, 'clarity', {
min: 0.1, min: 0,
max: 600, max: 0.5,
}), }),
new SettingsSlider(settings, 'clarity', { new SettingsSlider(settings, 'brushSize', {
min: 0.5, min: 1,
max: 8, max: 30,
step: 0.1, }),
}),
new SettingsSlider(settings, 'brushSize', {
min: 1,
max: 60,
}),
],
]; ];
sliders.forEach((sliderContainer) => { const sliderContainerElement = document.createElement('div');
const sliderContainerElement = document.createElement('div');
sliderContainer.forEach((slider) => { sliders.forEach((slider) => {
sliderContainerElement.appendChild(slider.element); sliderContainerElement.appendChild(slider.element);
});
settingsPage.querySelector('section').appendChild(sliderContainerElement);
}); });
settingsPage.appendChild(sliderContainerElement);
return sliders;
}; };

View file

@ -97,6 +97,11 @@ export class SettingsSlider<T extends Record<string, number>> {
); );
} }
public updateSliderValueBasedOnSource() {
this.slider.value = this.scaling(this.settings[this.settingName]).toString();
this.onChange();
}
public updateConfig(config: Partial<SliderConfiguration>) { public updateConfig(config: Partial<SliderConfiguration>) {
Object.assign(this.config, config); Object.assign(this.config, config);

View file

@ -9,6 +9,8 @@ fn main(
return; return;
} }
let clusterId = f32(id % 1000);
let random = textureSampleLevel( let random = textureSampleLevel(
noise, noise,
noiseSampler, noiseSampler,
@ -16,13 +18,17 @@ fn main(
0 0
); );
let position = random.xy * state.size; let randomPosition = textureSampleLevel(
let center = state.size / 2.0; noise,
let direction = position - center; noiseSampler,
vec2(clusterId / 2000, clusterId / 2000),
0
);
agents[id] = Agent( agents[id] = Agent(
state.size / 2.0, randomPosition.xz * state.size,
atan2(direction.y, direction.x), random.r * 3.14 * 2,
0, 0,
); );
} }

View file

@ -9,7 +9,7 @@ import { vec2 } from 'gl-matrix';
export class AgentPipeline { export class AgentPipeline {
private static readonly WORKGROUP_SIZE = 64; private static readonly WORKGROUP_SIZE = 64;
private static readonly UNIFORM_COUNT = 17; private static readonly UNIFORM_COUNT = 16;
private readonly bindGroupLayout: GPUBindGroupLayout; private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPUComputePipeline; private readonly pipeline: GPUComputePipeline;
@ -54,7 +54,6 @@ export class AgentPipeline {
isNextGenerationOdd, isNextGenerationOdd,
center, center,
radius, radius,
turnWhenGoingInTheRightDirection,
turnWhenLost, turnWhenLost,
individualTrailWeight, individualTrailWeight,
deinfectionProbability, deinfectionProbability,
@ -72,20 +71,24 @@ export class AgentPipeline {
this.uniforms, this.uniforms,
0, 0,
new Float32Array([ new Float32Array([
...center,
radius,
brushTrailWeight, brushTrailWeight,
moveSpeed, moveSpeed,
turnSpeed, turnSpeed,
(sensorOffsetAngle * Math.PI) / 180, (sensorOffsetAngle * Math.PI) / 180,
sensorOffsetDistance, sensorOffsetDistance,
currentGenerationAggression, currentGenerationAggression,
nextGenerationAggression, nextGenerationAggression,
isNextGenerationOdd, isNextGenerationOdd,
...center,
radius,
turnWhenGoingInTheRightDirection,
turnWhenLost, turnWhenLost,
individualTrailWeight, individualTrailWeight,
deinfectionProbability, deinfectionProbability,
agentCount, agentCount,
]) ])
); );

View file

@ -4,7 +4,6 @@ export interface AgentSettings {
turnSpeed: number; turnSpeed: number;
sensorOffsetAngle: number; sensorOffsetAngle: number;
sensorOffsetDistance: number; sensorOffsetDistance: number;
turnWhenGoingInTheRightDirection: number;
turnWhenLost: number; turnWhenLost: number;
individualTrailWeight: number; individualTrailWeight: number;
deinfectionProbability: number; deinfectionProbability: number;

View file

@ -1,4 +1,7 @@
struct Settings { struct Settings {
center: vec2<f32>,
radius: f32,
brushTrailWeight: f32, brushTrailWeight: f32,
moveRate: f32, moveRate: f32,
turnRate: f32, turnRate: f32,
@ -10,10 +13,6 @@ struct Settings {
nextGenerationAggression: f32, nextGenerationAggression: f32,
isNextGenerationOdd: f32, isNextGenerationOdd: f32,
center: vec2<f32>,
radius: f32,
turnWhenGoingInTheRightDirection: f32,
turnWhenLost: f32, turnWhenLost: f32,
individualTrailWeight: f32, individualTrailWeight: f32,
deinfectionProbability: f32, deinfectionProbability: f32,
@ -47,10 +46,12 @@ fn main(
let random = textureSampleLevel( let random = textureSampleLevel(
noise, noise,
noiseSampler, noiseSampler,
vec2(f32(id) % 23647 / 2000, vec2(
state.time % 6294 / 2000), f32(id) % 23647 / 2000,
agent.angle / 10
) + agent.position / state.size,
0 0
).a; );
let isFromCurrentGeneration = abs(agent.generation - settings.isNextGenerationOdd); let isFromCurrentGeneration = abs(agent.generation - settings.isNextGenerationOdd);
let isFromOddGeneration = agent.generation == 1.0; let isFromOddGeneration = agent.generation == 1.0;
@ -59,9 +60,10 @@ fn main(
let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle); let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
let trailRight = sense(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle); let trailRight = sense(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle);
var weightForward: f32 = isFromCurrentGeneration * trailForward.a * settings.brushTrailWeight; let brushWeight = isFromCurrentGeneration * settings.brushTrailWeight - (1 - isFromCurrentGeneration) * settings.brushTrailWeight;
var weightLeft: f32 = isFromCurrentGeneration * trailLeft.a * settings.brushTrailWeight; var weightForward: f32 = brushWeight * trailForward.a;
var weightRight: f32 = isFromCurrentGeneration * trailRight.a * settings.brushTrailWeight; var weightLeft: f32 = brushWeight * trailLeft.a;
var weightRight: f32 = brushWeight * trailRight.a;
let agression = isFromCurrentGeneration * settings.currentGenerationAggression + (1.0 - isFromCurrentGeneration) * settings.nextGenerationAggression; let agression = isFromCurrentGeneration * settings.currentGenerationAggression + (1.0 - isFromCurrentGeneration) * settings.nextGenerationAggression;
if (isFromOddGeneration) { if (isFromOddGeneration) {
@ -75,32 +77,34 @@ fn main(
} }
var rotation: f32 = 0; var rotation: f32 = 0;
if weightForward > weightLeft && weightForward > weightRight { if weightForward >= weightLeft && weightForward >= weightRight {
rotation = (random - 0.5) * settings.turnWhenGoingInTheRightDirection * settings.turnRate * state.deltaTime; rotation = (random.r - 0.5) * 0.0 * settings.turnRate * state.deltaTime;
} else if weightLeft < weightRight { } else if weightLeft < weightRight {
rotation = -min(settings.sensorAngle, settings.turnRate * state.deltaTime); rotation = -settings.turnRate * state.deltaTime;
} else if weightRight < weightLeft { } else if weightRight < weightLeft {
rotation = min(settings.sensorAngle, settings.turnRate * state.deltaTime); rotation = settings.turnRate * state.deltaTime;
} else { } else {
rotation = (random - 0.5) * settings.turnWhenLost * settings.turnRate * state.deltaTime; rotation = (random.r - 0.5) * settings.turnWhenLost * settings.turnRate * state.deltaTime;
} }
let direction = vec2(cos(agent.angle), sin(agent.angle)); let direction = vec2(cos(agent.angle), sin(agent.angle));
var nextPosition = agent.position + direction * settings.moveRate * state.deltaTime; var nextPosition = agent.position + direction * settings.moveRate * state.deltaTime;
nextPosition = clamp(nextPosition, vec2<f32>(0, 0), state.size); nextPosition = clamp(nextPosition, vec2<f32>(0, 0), state.size);
if nextPosition.x == 0 || nextPosition.x == state.size.x || nextPosition.y == 0 || nextPosition.y == state.size.y { if nextPosition.x == 0 || nextPosition.x == state.size.x || nextPosition.y == 0 || nextPosition.y == state.size.y {
rotation = 3.14159265359 + random - 0.5; rotation = 3.14159265359 + random.a - 0.5;
} }
var trail = vec4<f32>(settings.individualTrailWeight, 0, 0, 0); var trail = vec4<f32>(settings.individualTrailWeight, 0, 0, 0);
if isFromOddGeneration { if isFromOddGeneration {
trail = vec4(0, settings.individualTrailWeight, 0, 0); trail = vec4<f32>(0, settings.individualTrailWeight, 0, 0);
} }
var trailBelow = textureLoad(trailMapIn, vec2<i32>(agent.position), 0); agent.position = nextPosition;
agent.angle += rotation;
var trailBelow = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
if settings.radius > 0 && length(settings.center - agent.position) < settings.radius { if settings.radius > 0 && length(settings.center - agent.position) < settings.radius {
agents[id].generation = settings.isNextGenerationOdd; agent.generation = settings.isNextGenerationOdd;
// clear trail map below so the agent won't die immediately // clear trail map below so the agent won't die immediately
if (settings.isNextGenerationOdd == 1.0) { if (settings.isNextGenerationOdd == 1.0) {
@ -111,25 +115,21 @@ fn main(
trailBelow.g = 0; trailBelow.g = 0;
} }
textureStore(trailMapOut, vec2<i32>(agent.position), trailBelow); textureStore(trailMapOut, vec2<i32>(nextPosition), trailBelow);
return;
}
let next = vec4(trail.rgb + trailBelow.rgb, trailBelow.a);
textureStore(trailMapOut, vec2<i32>(nextPosition), next);
if isFromOddGeneration {
if next.g < next.r && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random < settings.deinfectionProbability)) {
agent.generation = 0;
}
} else { } else {
if next.r < next.g && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random < settings.deinfectionProbability)) { textureStore(trailMapOut, vec2<i32>(nextPosition), trail + trailBelow);
agent.generation = 1;
if isFromOddGeneration {
if trailBelow.g < trailBelow.r && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random.a < settings.deinfectionProbability)) {
agent.generation = 0;
}
} else {
if trailBelow.r < trailBelow.g && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random.a < settings.deinfectionProbability)) {
agent.generation = 1;
}
} }
} }
agent.position = nextPosition;
agent.angle += rotation;
agents[id] = agent; agents[id] = agent;
} }

View file

@ -1,40 +1,48 @@
struct Settings { struct Settings {
diffusionRateTrails: f32, inverseDiffusionRateTrails: f32,
decayRateTrails: f32, decayRateTrails: f32,
diffusionRateBrush: f32, inverseDiffusionRateBrush: f32,
decayRateBrush: f32, decayRateBrush: f32,
}; };
@group(1) @binding(0) var<uniform> settings: Settings; @group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(1) var Sampler: sampler; @group(1) @binding(1) var Sampler: sampler;
@group(1) @binding(2) var trailMap: texture_2d<f32>; @group(1) @binding(2) var trailMap: texture_2d<f32>;
@fragment @fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> { fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
var current = textureSample(trailMap, Sampler, uv); var current = textureSample(trailMap, Sampler, uv);
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)); current += (
change += vec4( propagate(uv, vec2(-1.0, -1.0), current)
length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb, + propagate(uv, vec2(-1.0, 1.0), current)
min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a + propagate(uv, vec2(1.0, -1.0), current)
); + propagate(uv, vec2(1.0, 1.0), current)
}
}
}
current += change / 4; + propagate(uv, vec2(-1.0, 0.0), current)
+ propagate(uv, vec2(0.0, -1.0), current)
+ propagate(uv, vec2(1.0, 0.0), current)
+ propagate(uv, vec2(0.0, 1.0), current)
) / 8;
let decayed = clamp(vec4( let decayed = clamp(vec4(
current.rgb * settings.decayRateTrails, current.rgb - settings.decayRateTrails,
max(0, current.a - settings.decayRateBrush) max(0, current.a + (current.a - 1.001) * settings.decayRateBrush)
), vec4(0), vec4(1)); ), vec4(0), vec4(1));
return decayed; return decayed;
} }
fn propagate(uv: vec2<f32>, offset: vec2<f32>, currentColor: vec4<f32>) -> vec4<f32> {
let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
var random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
let difference = clamp(neighbour - currentColor, vec4(0), vec4(1));
return vec4(
vec3(length(neighbour.rgb) * pow(random, settings.inverseDiffusionRateTrails)),
length(neighbour.a) * pow(random, settings.inverseDiffusionRateBrush)
) * difference;
}

View file

@ -62,10 +62,10 @@ export class DiffusionPipeline {
this.uniforms, this.uniforms,
0, 0,
new Float32Array([ new Float32Array([
diffusionRateTrails, 1 / diffusionRateTrails,
decayRateTrails, decayRateTrails / 1000,
diffusionRateBrush, 1 / diffusionRateBrush,
decayRateBrush, decayRateBrush / 1000,
]) ])
); );
} }

View file

@ -16,8 +16,8 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
let backgroundColor = vec3(0.9) + 0.075 * random.r; let backgroundColor = vec3(0.9) + 0.075 * random.r;
let evenGenerationStrength = pow(traces.r, settings.clarity); let evenGenerationStrength = clarity(traces.r);
let oddGenerationStrength = pow(traces.g, settings.clarity); let oddGenerationStrength = clarity(traces.g);
let brushStrength = traces.a; let brushStrength = traces.a;
let color = max( let color = max(
@ -32,3 +32,7 @@ fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
return vec4(mix(backgroundColor, color, strength), 1); return vec4(mix(backgroundColor, color, strength), 1);
} }
fn clarity(strength: f32) -> f32 {
return pow(strength, 5) - strength * settings.clarity + sign(strength) * settings.clarity;
}

View file

@ -5,37 +5,38 @@ import { DiffusionSettings } from './pipelines/diffusion/diffusion-settings';
import { RenderSettings } from './pipelines/render/render-settings'; import { RenderSettings } from './pipelines/render/render-settings';
import { persist } from './utils/persist'; import { persist } from './utils/persist';
export const settings: { [key: string]: number } & GameLoopSettings & const initialValues: GameLoopSettings &
AgentSettings & AgentSettings &
BrushSettings & BrushSettings &
DiffusionSettings & DiffusionSettings &
RenderSettings = persist({ RenderSettings = {
agentCount: 1_000_000, agentCount: 1_001_500,
currentGenerationAggression: 0.1, currentGenerationAggression: -5,
nextGenerationAggression: 10, nextGenerationAggression: 0.5,
moveSpeed: 70, moveSpeed: 90,
turnSpeed: 345, turnSpeed: 78,
sensorOffsetAngle: 32, sensorOffsetAngle: 41,
sensorOffsetDistance: 23, sensorOffsetDistance: 45,
turnWhenGoingInTheRightDirection: 0, turnWhenLost: 0.43,
turnWhenLost: 0.2, deinfectionProbability: 1,
deinfectionProbability: 0.001,
brushTrailWeight: 5, brushTrailWeight: 500,
individualTrailWeight: 0.5, individualTrailWeight: 0.2,
diffusionRateTrails: 2, // inverse
decayRateTrails: 0.9, // inverse
diffusionRateBrush: 4, // inverse
decayRateBrush: 0.003,
spawnRadius: 5, diffusionRateTrails: 0.29,
spawnInterval: 600, decayRateTrails: 21.95,
diffusionRateBrush: 0.25,
decayRateBrush: 15,
clarity: 2, spawnRadius: 8,
spawnInterval: 8,
clarity: 0,
brushSize: 12, brushSize: 12,
brushSizeVariation: 0.5,
brushSizeVariation: 0.5, // hidden on the UI
startColorHue: 200, startColorHue: 200,
@ -44,4 +45,14 @@ export const settings: { [key: string]: number } & GameLoopSettings &
// debug options // debug options
renderSpeed: 1, renderSpeed: 1,
simulatedDelayMs: 0, simulatedDelayMs: 0,
}); };
export const settings: { [key: string]: number } & GameLoopSettings &
AgentSettings &
BrushSettings &
DiffusionSettings &
RenderSettings = persist({ ...initialValues });
export const resetSettings = () => {
Object.assign(settings, initialValues);
};

View file

@ -7,5 +7,5 @@ export const formatNumber = (value: number, unit = ''): string => {
return `${(value / 1e3).toFixed(1)} thousand ${unit}`; return `${(value / 1e3).toFixed(1)} thousand ${unit}`;
} }
return `${value === Math.floor(value) ? value : value.toFixed(2)}${unit}`; return `${value === Math.floor(value) ? value : value.toFixed(2)} ${unit}`;
}; };

View file

@ -1,4 +1,3 @@
import shader from './full-screen-quad.wgsl';
import { smartCompile } from './smart-compile'; import { smartCompile } from './smart-compile';
export const setUpFullScreenQuad = ( export const setUpFullScreenQuad = (

View file

@ -5,12 +5,12 @@ const textureCache = new Map<string, GPUTexture>();
export const generateNoise = ({ export const generateNoise = ({
device, device,
width = 1024, width,
height = 1024, height,
}: { }: {
device: GPUDevice; device: GPUDevice;
width?: number; width: number;
height?: number; height: number;
}): GPUTextureView => { }): GPUTextureView => {
const cacheKey = `${width}x${height}`; const cacheKey = `${width}x${height}`;
if (!textureCache.has(cacheKey)) { if (!textureCache.has(cacheKey)) {
@ -31,10 +31,10 @@ export const generateNoise = ({
@fragment @fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> { fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
return vec4( return vec4(
random_with_seed(uv, 0),
random_with_seed(uv, 1), random_with_seed(uv, 1),
random_with_seed(uv, 2), random_with_seed(uv, 2),
random_with_seed(uv, 3), random_with_seed(uv, 3),
random_with_seed(uv, 4),
); );
}` }`
), ),

View file

@ -20,12 +20,9 @@ export class ResizableTexture {
const newTexture = this.device.createTexture({ const newTexture = this.device.createTexture({
format: 'rgba16float', format: 'rgba16float',
dimension: '2d',
mipLevelCount: 1,
size: { size: {
width: size.x, width: size.x,
height: size.y, height: size.y,
depthOrArrayLayers: 1,
}, },
usage: usage:
GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.STORAGE_BINDING |