Refactor & improve

This commit is contained in:
Andras Schmelczer 2023-05-01 12:14:36 +01:00
commit b3d9229af5
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GPG key ID: FC8F2C3D3D1A718C
22 changed files with 713 additions and 334 deletions

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@ -6,10 +6,6 @@ struct Agent {
}
struct Settings {
size: vec2<f32>,
deltaTime: f32,
time: f32,
brushTrailWeight: f32,
moveRate: f32,
turnRate: f32,
@ -17,10 +13,10 @@ struct Settings {
sensorOffset: f32,
};
@group(0) @binding(0) var<uniform> settings: Settings;
@group(0) @binding(1) var<storage, read_write> agents: array<Agent>;
@group(0) @binding(2) var TrailMapIn: texture_2d<f32>;
@group(0) @binding(3) var TrailMapOut: texture_storage_2d<rgba16float, write>;
@group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;
@group(1) @binding(2) var TrailMapIn: texture_2d<f32>;
@group(1) @binding(3) var TrailMapOut: texture_storage_2d<rgba16float, write>;
@compute @workgroup_size(8, 8)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
@ -34,17 +30,17 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
if (agent.timeToLive <= 0.) {
agent.position = vec2(
random_with_seed(agent.position, f32(id) + settings.time),
random_with_seed(agent.position, f32(id) + settings.time + 12),
random_with_seed(agent.position, f32(id) + state.time),
random_with_seed(agent.position, f32(id) + state.time + 12),
);
agent.angle = random_with_seed(vec2(agent.angle), f32(id) + settings.time);
agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
agent.species = 1;
agent.timeToLive = 1000;
agents[id] = agent;
return;
}
let random = random_with_seed(agent.position, f32(id) + settings.time);
let random = random_with_seed(agent.position, f32(id) + state.time);
let trailCurrent = sense(agent, 0, 0);
var weight: f32;
@ -76,15 +72,15 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
}
if (weightForward < weightLeft && weightForward < weightRight) {
agent.angle += (random - 0.5) * 2. * settings.turnRate;
agent.angle += (random - 0.5) * 2. * settings.turnRate * state.deltaTime;
} else if (weightLeft < weightRight) {
agent.angle -= random * settings.turnRate;
agent.angle -= random * settings.turnRate * state.deltaTime;
} else if (weightRight < weightLeft) {
agent.angle += random * settings.turnRate;
agent.angle += random * settings.turnRate * state.deltaTime;
}
let direction = vec2(cos(agent.angle), sin(agent.angle));
var newPos = agent.position + direction / normalize(settings.size) * settings.moveRate;
var newPos = agent.position + direction / normalize(state.size) * settings.moveRate * state.deltaTime;
newPos = clamp(newPos, vec2<f32>(0, 0), vec2<f32>(1, 1));
if (newPos.x == 0. || newPos.x == 1. || newPos.y == 0. || newPos.y == 1.) {
agent.angle += 3.14159265359 + random - 0.5;
@ -94,19 +90,23 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
if (agent.species == 0) {
trail = vec4(1, 0, 0, 0);
}
textureStore(TrailMapOut, vec2<i32>(newPos * settings.size), trail);
textureStore(TrailMapOut, vec2<i32>(newPos * state.size), trail);
agent.position = newPos;
agent.timeToLive -= settings.deltaTime;
agent.timeToLive -= state.deltaTime;
agents[id] = agent;
}
fn sense(agent: Agent, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
let sensorAngle = agent.angle + sensorOffsetAngle;
let sensorDir: vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(settings.size);
let sensorDir: vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(state.size);
let sensorPos: vec2<f32> = agent.position + sensorDir * sensorOffset;
return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0);
return textureLoad(TrailMapIn, vec2<i32>(sensorPos * state.size), 0);
}
fn random_with_seed(uv: vec2<f32>, seed: f32) -> f32 {
return fract(sin(dot(uv, vec2(12.9898 + seed, 78.233 + seed)))* 43758.5453123 + seed);
}