fleeting-garden/src/pipelines/agents/agent.wgsl

142 lines
4.9 KiB
WebGPU Shading Language

struct Settings {
brushTrailWeight: f32,
moveRate: f32,
turnRate: f32,
sensorAngle: f32,
sensorOffset: f32,
evenGenerationAggression: f32,
oddGenerationAggression: f32,
nextGenerationId: f32,
center: vec2<f32>,
radius: f32,
turnWhenGoingInTheRightDirection: f32,
turnWhenLost: f32,
individualTrailWeight: f32,
deinfectionProbability: f32
};
@group(1) @binding(0) var<uniform> settings: Settings;
// even generation's trail -> red channel
// odd generation's trail -> green channel
// unused -> blue channel
// brush -> alpha channel
@group(1) @binding(2) var trailMapIn: texture_2d<f32>;
@group(1) @binding(3) var trailMapOut: texture_storage_2d<rgba16float, write>;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let id = global_id.x;
if (id >= arrayLength(&agents)) {
return;
}
var agent = agents[id];
var trailBelow = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
if settings.radius > 0 && length(settings.center - agent.position) < settings.radius {
agents[id].generation = settings.nextGenerationId;
// clear trail map below so the agent won't die immediately
if (settings.nextGenerationId % 2 == 0) {
trailBelow.r += trailBelow.g;
trailBelow.g = 0;
} else {
trailBelow.g += trailBelow.r;
trailBelow.r = 0;
}
textureStore(trailMapOut, vec2<i32>(agent.position), trailBelow);
return;
}
let random = hash(id + u32(state.time % 107 * 1673.7));
let isFromEvenGeneration = agent.generation % 2 == 0;
let isFromNextGeneration = agent.generation == settings.nextGenerationId;
let isFromCurrentGeneration = !isFromNextGeneration;
let trailForward = sense(agent.position, agent.angle, settings.sensorOffset , 0);
let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
let trailRight = sense(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle);
var weightForward: f32 = f32(isFromCurrentGeneration) * trailForward.a * settings.brushTrailWeight;
var weightLeft: f32 = f32(isFromCurrentGeneration) * trailLeft.a * settings.brushTrailWeight;
var weightRight: f32 = f32(isFromCurrentGeneration) * trailRight.a * settings.brushTrailWeight;
if (isFromEvenGeneration) {
weightForward += trailForward.r + settings.evenGenerationAggression * trailForward.g;
weightLeft += trailLeft.r + settings.evenGenerationAggression * trailLeft.g;
weightRight += trailRight.r + settings.evenGenerationAggression * trailRight.g;
} else {
weightForward += trailForward.g + settings.oddGenerationAggression * trailForward.r;
weightLeft += trailLeft.g + settings.oddGenerationAggression * trailLeft.r;
weightRight += trailRight.g + settings.oddGenerationAggression * trailRight.r;
}
var rotation: f32 = 0;
if weightForward > weightLeft && weightForward > weightRight {
rotation = (random - 0.5) * settings.turnWhenGoingInTheRightDirection * settings.turnRate * state.deltaTime;
} else if weightLeft < weightRight {
rotation = -min(settings.sensorAngle, settings.turnRate * state.deltaTime);
} else if weightRight < weightLeft {
rotation = min(settings.sensorAngle, settings.turnRate * state.deltaTime);
} else {
rotation = (random - 0.5) * settings.turnWhenLost * settings.turnRate * state.deltaTime;
}
let direction = vec2(cos(agent.angle), sin(agent.angle));
var nextPosition = agent.position + direction * settings.moveRate * state.deltaTime;
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 {
rotation = 3.14159265359 + random - 0.5;
}
var trail = vec4<f32>(0, settings.individualTrailWeight, 0, 0);
if isFromEvenGeneration {
trail = vec4(settings.individualTrailWeight, 0, 0, 0);
}
let next = vec4(trail.rgb + trailBelow.rgb, trailBelow.a);
textureStore(trailMapOut, vec2<i32>(nextPosition), next);
if isFromEvenGeneration {
if next.r < next.g {
if agent.generation == settings.nextGenerationId {
if random < settings.deinfectionProbability {
agent.generation -= 1;
}
} else {
agent.generation += 1;
}
}
} else {
if next.g < next.r {
if agent.generation == settings.nextGenerationId {
if random < settings.deinfectionProbability {
agent.generation -= 1;
}
} else {
agent.generation += 1;
}
}
}
agent.position = nextPosition;
agent.angle += rotation;
agents[id] = agent;
}
fn sense(agentPosition: vec2<f32>, agentAngle: f32, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
let sensorAngle = agentAngle + sensorOffsetAngle;
let sensorDirection = vec2(cos(sensorAngle), sin(sensorAngle));
let sensorPosition = vec2<i32>(agentPosition + sensorDirection * sensorOffset);
return textureLoad(trailMapIn, sensorPosition, 0);
}