Improve rendering

This commit is contained in:
Andras Schmelczer 2023-04-30 16:02:07 +01:00
commit afe2a67ba0
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GPG key ID: FC8F2C3D3D1A718C
20 changed files with 147 additions and 95 deletions

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@ -10,7 +10,7 @@ struct Settings {
deltaTime: f32,
time: f32,
trailWeight: f32,
brushTrailWeight: f32,
moveRate: f32,
turnRate: f32,
sensorAngle: f32,
@ -33,16 +33,18 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
var agent = agents[id];
if (agent.timeToLive <= 0.) {
agent.position = vec2(random(id + u32(settings.time * 10 + agent.position.x * 10000)),
random(id + u32(settings.time * 10 + agent.position.y * 10000)));
agent.angle = random(id + u32(settings.time)) * 3.14159265359 * 2.;
agent.position = vec2(
random_with_seed(agent.position, f32(id) + settings.time),
random_with_seed(agent.position, f32(id) + settings.time + 12),
);
agent.angle = random_with_seed(vec2(agent.angle), f32(id) + settings.time);
agent.species = 1;
agent.timeToLive = 1000;
agents[id] = agent;
return;
}
let random = random(id + u32(settings.time * 10000 + agent.position.y * 10 + agent.position.x));
let random = random_with_seed(agent.position, f32(id) + settings.time);
let trailCurrent = sense(agent, 0, 0);
var weight: f32;
@ -60,9 +62,9 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let trailLeft = sense(agent, settings.sensorOffset, settings.sensorAngle);
let trailRight = sense(agent, settings.sensorOffset, -settings.sensorAngle);
var weightForward: f32 = trailForward.a;
var weightLeft: f32 = trailLeft.a;
var weightRight: f32 = trailRight.a;
var weightForward: f32 = trailForward.a * settings.brushTrailWeight;
var weightLeft: f32 = trailLeft.a * settings.brushTrailWeight;
var weightRight: f32 = trailRight.a * settings.brushTrailWeight;
if (agent.species == 0) {
weightForward += trailForward.r - trailForward.g;
weightLeft += trailLeft.r - trailLeft.g;
@ -107,13 +109,4 @@ fn sense(agent: Agent, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0);
}
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;
}