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

273 lines
8.2 KiB
WebGPU Shading Language

const PI: f32 = 3.14159265359;
const TAU: f32 = 6.28318530718;
const INV_TAU: f32 = 0.15915494309;
const CHANNEL_MASKS = array<vec3<f32>, 3>(
vec3<f32>(1.0, 0.0, 0.0),
vec3<f32>(0.0, 1.0, 0.0),
vec3<f32>(0.0, 0.0, 1.0),
);
struct Settings {
// Columns are indexed by source colorIndex; each column holds the per-target
// weights (colorXToColor1, colorXToColor2, colorXToColor3).
reactionMatrix: mat3x3<f32>,
moveRate: f32,
turnRate: f32,
sensorAngleSin: f32,
sensorAngleCos: f32,
sensorOffset: f32,
turnWhenLost: f32,
individualTrailWeight: f32,
agentCount: u32,
introProgress: f32,
forwardRotationScale: f32,
introNearDistanceInner: f32,
introNearDistanceMin: f32,
introNearSensorOffsetMultiplier: f32,
introTargetAngleBlend: f32,
introProgressCutoff: f32,
introTurnRateMultiplier: f32,
introRandomTurnMultiplier: f32,
introMoveRate: f32,
introStepStopDistance: f32,
randomTimeSeed: u32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(2) var trailMapIn: texture_2d<f32>;
@group(1) @binding(3) var trailMapOut: texture_storage_2d<rgba8unorm, write>;
struct AgentMovement {
rotation: f32,
step: vec2<f32>,
}
@compute @workgroup_size(agentWorkgroupSize)
fn main(
@builtin(global_invocation_id) global_id: vec3<u32>
) {
let id = get_id(global_id);
if id >= settings.agentCount {
return;
}
let colorIndex = agents[id].colorIndex;
if colorIndex < 0.0 || colorIndex >= 2.5 {
return;
}
let position = agents[id].position;
let angle = agents[id].angle;
var targetPosition = vec2<f32>(-1.0, -1.0);
var hasIntroTarget = false;
if settings.introProgress < settings.introProgressCutoff {
targetPosition = agents[id].targetPosition;
hasIntroTarget = targetPosition.x >= 0.0 && targetPosition.y >= 0.0;
if hasIntroTarget && settings.introProgress < agents[id].introDelay {
return;
}
}
let channelMask = get_channel_mask(colorIndex);
let reactionMask = get_reaction_mask(colorIndex);
let randomSeed = random_seed(id);
let maxPosition = state.size - vec2<f32>(1.0, 1.0);
var movement = AgentMovement(0.0, vec2<f32>(0.0, 0.0));
if hasIntroTarget {
movement = intro_decide(id, position, angle, targetPosition, randomSeed);
} else {
movement = steady_decide(position, angle, reactionMask, randomSeed, maxPosition);
}
agent_finalize(id, position, angle, channelMask, randomSeed, maxPosition, movement);
}
// Steady-state-only entry point used after introProgress >= introProgressCutoff.
// Drops the intro target reads, atan2/smoothstep math, and introDelay check —
// once intro completes those paths are dead for the rest of the session.
@compute @workgroup_size(agentWorkgroupSize)
fn mainSteady(
@builtin(global_invocation_id) global_id: vec3<u32>
) {
let id = get_id(global_id);
if id >= settings.agentCount {
return;
}
let colorIndex = agents[id].colorIndex;
if colorIndex < 0.0 || colorIndex >= 2.5 {
return;
}
let position = agents[id].position;
let angle = agents[id].angle;
let channelMask = get_channel_mask(colorIndex);
let reactionMask = get_reaction_mask(colorIndex);
let randomSeed = random_seed(id);
let maxPosition = state.size - vec2<f32>(1.0, 1.0);
let movement = steady_decide(position, angle, reactionMask, randomSeed, maxPosition);
agent_finalize(id, position, angle, channelMask, randomSeed, maxPosition, movement);
}
fn steady_decide(
position: vec2<f32>,
angle: f32,
reactionMask: vec3<f32>,
randomSeed: u32,
maxPosition: vec2<f32>
) -> AgentMovement {
let randomTurn = random_float(randomSeed);
let direction = vec2(cos(angle), sin(angle));
let forwardSensor = sensor_position(position, direction, settings.sensorOffset, maxPosition);
let leftSensor = sensor_position(
position,
rotate_direction(direction, settings.sensorAngleSin, settings.sensorAngleCos),
settings.sensorOffset,
maxPosition
);
let rightSensor = sensor_position(
position,
rotate_direction(direction, -settings.sensorAngleSin, settings.sensorAngleCos),
settings.sensorOffset,
maxPosition
);
let trailForward = textureLoad(trailMapIn, forwardSensor, 0);
let trailLeft = textureLoad(trailMapIn, leftSensor, 0);
let trailRight = textureLoad(trailMapIn, rightSensor, 0);
let weightForward = dot(trailForward.rgb, reactionMask);
let weightLeft = dot(trailLeft.rgb, reactionMask);
let weightRight = dot(trailRight.rgb, reactionMask);
var rotation = (randomTurn - 0.5) * settings.turnWhenLost;
if weightForward >= weightLeft && weightForward >= weightRight {
rotation = rotation * settings.forwardRotationScale;
} else {
rotation += sign(weightLeft - weightRight) * settings.turnRate;
}
return AgentMovement(rotation, direction * settings.moveRate);
}
fn intro_decide(
id: u32,
position: vec2<f32>,
angle: f32,
targetPosition: vec2<f32>,
randomSeed: u32
) -> AgentMovement {
let introTargetOffset = targetPosition - position;
let introTargetDistance = length(introTargetOffset);
let targetAngle = atan2(introTargetOffset.y, introTargetOffset.x);
let nearTitle = 1.0 - smoothstep(
settings.introNearDistanceInner,
max(
settings.introNearDistanceMin,
settings.sensorOffset * settings.introNearSensorOffsetMultiplier
),
introTargetDistance
);
let desiredAngle = mix(
targetAngle,
agents[id].targetAngle,
nearTitle * settings.introTargetAngleBlend
);
let introTurn = angle_delta(angle, desiredAngle);
let rotation = clamp(
introTurn,
-settings.turnRate * settings.introTurnRateMultiplier,
settings.turnRate * settings.introTurnRateMultiplier
)
+ (random_float(randomSeed + 1013904223u) - 0.5) *
settings.turnWhenLost *
settings.introRandomTurnMultiplier;
let moveRate = min(settings.introMoveRate, introTargetDistance);
var step = vec2<f32>(0.0, 0.0);
if introTargetDistance > settings.introStepStopDistance {
step = introTargetOffset / introTargetDistance * moveRate;
}
return AgentMovement(rotation, step);
}
fn agent_finalize(
id: u32,
position: vec2<f32>,
angle: f32,
channelMask: vec3<f32>,
randomSeed: u32,
maxPosition: vec2<f32>,
movement: AgentMovement
) {
let nextPosition = clamp(position + movement.step, vec2<f32>(0, 0), maxPosition);
var rotation = movement.rotation;
if nextPosition.x == 0 || nextPosition.x == maxPosition.x || nextPosition.y == 0 || nextPosition.y == maxPosition.y {
rotation = PI + random_float(randomSeed + 22695477u) - 0.5;
}
// Writes only this agent's last-writer-wins deposit into a per-frame-cleared
// depositMap. Storage textures do not blend concurrent compute writes, so
// overlapping agents intentionally collapse to whichever write wins. The
// diffusion pass then sums trailMap + depositMap at tile-load time.
textureStore(
trailMapOut,
vec2<i32>(nextPosition),
vec4<f32>(channelMask * settings.individualTrailWeight, 0.0)
);
agents[id].angle = angle + rotation;
agents[id].position = nextPosition;
}
fn sensor_position(
agentPosition: vec2<f32>,
direction: vec2<f32>,
sensorOffset: f32,
maxPosition: vec2<f32>
) -> vec2<i32> {
return vec2<i32>(clamp(
agentPosition + direction * sensorOffset,
vec2<f32>(0, 0),
maxPosition
));
}
fn rotate_direction(direction: vec2<f32>, angleSin: f32, angleCos: f32) -> vec2<f32> {
return vec2<f32>(
direction.x * angleCos - direction.y * angleSin,
direction.x * angleSin + direction.y * angleCos
);
}
fn get_channel_mask(colorIndex: f32) -> vec3<f32> {
return CHANNEL_MASKS[u32(clamp(colorIndex, 0.0, 2.0))];
}
fn get_reaction_mask(colorIndex: f32) -> vec3<f32> {
return settings.reactionMatrix[u32(clamp(colorIndex, 0.0, 2.0))];
}
fn angle_delta(sourceAngle: f32, targetAngle: f32) -> f32 {
// Wraps to (-π, π] via fract(); replaces atan2(sin(d), cos(d)).
return (fract((targetAngle - sourceAngle) * INV_TAU + 0.5) - 0.5) * TAU;
}
fn random_seed(id: u32) -> u32 {
return id * 747796405u + settings.randomTimeSeed * 2891336453u;
}
fn random_float(seed: u32) -> f32 {
return f32(hash_u32(seed) >> 8u) * (1.0 / 16777216.0);
}
fn hash_u32(seed: u32) -> u32 {
let value = seed * 747796405u + 2891336453u;
let word = ((value >> ((value >> 28u) + 4u)) ^ value) * 277803737u;
return (word >> 22u) ^ word;
}