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

125 lines
3.9 KiB
WebGPU Shading Language

struct Agent {
position: vec2<f32>,
angle: f32,
}
struct Settings {
width : i32,
height : i32,
trailWeight : f32,
deltaTime : f32,
time : f32,
moveSpeed : f32,
turnSpeed : f32,
sensorAngleDegrees : f32,
sensorOffsetDst : f32,
sensorSize : 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>;
// Hash function www.cs.ubc.ca/~rbridson/docs/schechter-sca08-turbulence.pdf
fn hash(state0 : u32) -> u32
{
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 state;
}
@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 random = f32(hash(
u32(
agent.position.y * f32(settings.width) + agent.position.x
)
+ hash(
id + u32(settings.time * 100000.)
)
)) / 4294967295.0;
// Steer based on sensory data
let sensorAngleRad : f32 = settings.sensorAngleDegrees * (3.1415 / 180.);
let weightForward : f32 = sense(agent, 0.);
let weightLeft : f32 = sense(agent, sensorAngleRad);
let weightRight : f32 = sense(agent, -sensorAngleRad);
let randomSteerStrength : f32 = random;
let turnSpeed : f32 = settings.turnSpeed * 2. * 3.1415;
// choose random direction
if (weightForward < weightLeft && weightForward < weightRight) {
agent.angle = agent.angle + (randomSteerStrength - 0.5) * 2. * turnSpeed * settings.deltaTime;
}
// Turn right
else if (weightRight > weightLeft) {
agent.angle = agent.angle - randomSteerStrength * turnSpeed * settings.deltaTime;
}
// Turn left
else if (weightLeft > weightRight) {
agent.angle = agent.angle + randomSteerStrength * turnSpeed * settings.deltaTime;
}
// Update position
let direction : vec2<f32> = vec2<f32>(cos(agent.angle), sin(agent.angle));
var newPos : vec2<f32> = agent.position + direction * settings.deltaTime * settings.moveSpeed;
// Clamp position to map boundaries, and pick new random move dir if hit boundary
if (newPos.x < 0. || newPos.x >= f32(settings.width) || newPos.y < 0. || newPos.y >= f32(settings.height)) {
// random = hash(random);
let randomAngle : f32 = random * 2. * 3.1415;
newPos.x = min(f32(settings.width - 1), max(0., newPos.x));
newPos.y = min(f32(settings.height - 1), max(0., newPos.y));
agent.angle = randomAngle;
} else {
let offset : i32 = i32() * settings.width * 4 + i32() * 4;
textureStore(TrailMapOut, vec2<i32>(i32(newPos.x), i32(newPos.y)), vec4(vec3<f32>(1.) * settings.trailWeight * settings.deltaTime, 1.));
}
agent.position = newPos;
agents[id] = agent;
}
fn sense(agent : Agent, sensorAngleOffset : f32) -> f32 {
let sensorAngle : f32 = agent.angle + sensorAngleOffset;
let sensorDir : vec2<f32> = vec2<f32>(cos(sensorAngle), sin(sensorAngle));
let sensorPos : vec2<f32> = agent.position + sensorDir * settings.sensorOffsetDst;
let sensorCentreX : i32 = i32(sensorPos.x);
let sensorCentreY : i32 = i32(sensorPos.y);
var sum : f32 = 0.;
let senseWeight : vec4<i32> = vec4<i32>(2, 2, 2, 2) - vec4<i32>(1, 1, 1, 1);
let sensorSize : i32 = i32(settings.sensorSize);
for (var offsetX : i32 = -sensorSize; offsetX <= sensorSize; offsetX = offsetX + 1) {
for (var offsetY : i32 = -sensorSize; offsetY <= sensorSize; offsetY = offsetY + 1) {
let sampleX : i32 = min(settings.width - 1, max(0, sensorCentreX + offsetX));
let sampleY : i32 = min(settings.height - 1, max(0, sensorCentreY + offsetY));
sum = sum + dot(vec4<f32>(senseWeight), textureLoad(TrailMapIn, vec2<i32>(sampleX, sampleY), 1));
}
}
return sum;
}