Improve rendering
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parent
f6c7abf8dc
commit
afe2a67ba0
20 changed files with 148 additions and 96 deletions
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@ -1,4 +1,5 @@
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import { smartCompile } from '../../utils/webgpu/smart-compile';
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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 { CommonParameters } from '../common-parameters';
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import { AGENT_SIZE_IN_BYTES, Agent } from './agent';
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import { AgentSettings } from './agent-settings';
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@ -24,7 +25,7 @@ export class AgentPipeline {
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this.pipeline = device.createComputePipeline({
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layout: 'auto',
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compute: {
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module: smartCompile(device, shader),
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module: smartCompile(device, random, shader),
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entryPoint: 'main',
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},
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});
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@ -57,7 +58,7 @@ export class AgentPipeline {
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canvasSize,
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deltaTime,
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time,
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trailWeight,
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brushTrailWeight,
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moveSpeed,
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turnSpeed,
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sensorAngleDegrees,
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@ -71,7 +72,7 @@ export class AgentPipeline {
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canvasSize[1],
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deltaTime,
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time,
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trailWeight,
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brushTrailWeight,
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moveSpeed * deltaTime,
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turnSpeed * deltaTime,
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(sensorAngleDegrees * Math.PI) / 180,
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@ -1,5 +1,5 @@
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export interface AgentSettings {
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trailWeight: number;
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brushTrailWeight: number;
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moveSpeed: number;
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turnSpeed: number;
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sensorAngleDegrees: number;
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@ -10,7 +10,7 @@ struct Settings {
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deltaTime: f32,
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time: f32,
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trailWeight: f32,
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brushTrailWeight: f32,
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moveRate: f32,
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turnRate: f32,
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sensorAngle: f32,
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@ -33,16 +33,18 @@ 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(random(id + u32(settings.time * 10 + agent.position.x * 10000)),
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random(id + u32(settings.time * 10 + agent.position.y * 10000)));
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agent.angle = random(id + u32(settings.time)) * 3.14159265359 * 2.;
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agent.position = vec2(
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random_with_seed(agent.position, f32(id) + settings.time),
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random_with_seed(agent.position, f32(id) + settings.time + 12),
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);
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agent.angle = random_with_seed(vec2(agent.angle), f32(id) + settings.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(id + u32(settings.time * 10000 + agent.position.y * 10 + agent.position.x));
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let random = random_with_seed(agent.position, f32(id) + settings.time);
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let trailCurrent = sense(agent, 0, 0);
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var weight: f32;
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@ -60,9 +62,9 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let trailLeft = sense(agent, settings.sensorOffset, settings.sensorAngle);
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let trailRight = sense(agent, settings.sensorOffset, -settings.sensorAngle);
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var weightForward: f32 = trailForward.a;
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var weightLeft: f32 = trailLeft.a;
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var weightRight: f32 = trailRight.a;
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var weightForward: f32 = trailForward.a * settings.brushTrailWeight;
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var weightLeft: f32 = trailLeft.a * settings.brushTrailWeight;
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var weightRight: f32 = trailRight.a * settings.brushTrailWeight;
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if (agent.species == 0) {
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weightForward += trailForward.r - trailForward.g;
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weightLeft += trailLeft.r - trailLeft.g;
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@ -107,13 +109,4 @@ fn sense(agent: Agent, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
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return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0);
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}
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fn random(state0: u32) -> f32 {
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var state: u32 = state0;
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state = state ^ 2747636419u;
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state = state * 2654435769u;
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state = state ^ (state >> 16u);
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state = state * 2654435769u;
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state = state ^ (state >> 16u);
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state = state * 2654435769u;
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return f32(state) / 4294967295.0;
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}
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