fleeting-garden/src/pipelines/agents/agent.wgsl
2026-05-18 08:11:52 +01:00

258 lines
8.2 KiB
WebGPU Shading Language

struct Settings {
moveRate: f32,
turnRate: f32,
sensorAngleSin: f32,
sensorAngleCos: f32,
sensorOffset: f32,
turnWhenLost: f32,
individualTrailWeight: f32,
agentCount: f32,
introProgress: f32,
color1ToColor1: f32,
color1ToColor2: f32,
color1ToColor3: f32,
color2ToColor1: f32,
color2ToColor2: f32,
color2ToColor3: f32,
color3ToColor1: f32,
color3ToColor2: f32,
color3ToColor3: f32,
sourceAttractionWeight: f32,
sourceSlowMoveRate: f32,
sourceTrailWeightMultiplier: f32,
forwardRotationScale: f32,
introNearDistanceInner: f32,
introNearDistanceMin: f32,
introNearSensorOffsetMultiplier: f32,
introTargetAngleBlend: f32,
introProgressCutoff: f32,
introTurnRateMultiplier: f32,
introRandomTurnMultiplier: f32,
introFarMoveMultiplier: f32,
introNearMoveMultiplier: f32,
introStepStopDistance: f32,
randomTimeScale: f32,
};
@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<rgba16float, write>;
@group(1) @binding(4) var sourceMap: texture_2d<f32>;
@compute @workgroup_size(64)
fn main(
@builtin(global_invocation_id) global_id: vec3<u32>,
@builtin(num_workgroups) num_workgroups: vec3<u32>
) {
let id = get_id(global_id, num_workgroups);
if id >= u32(settings.agentCount) {
return;
}
let colorIndex = agents[id].colorIndex;
if colorIndex < 0.0 || colorIndex >= 2.5 {
return;
}
var position = agents[id].position;
var 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 randomSeed = random_seed(id, state.time);
let randomTurn = random_float(randomSeed);
let direction = vec2(cos(angle), sin(angle));
let forwardSensor = sensor_position(position, direction, settings.sensorOffset);
let leftSensor = sensor_position(
position,
rotate_direction(direction, settings.sensorAngleSin, settings.sensorAngleCos),
settings.sensorOffset
);
let rightSensor = sensor_position(
position,
rotate_direction(direction, -settings.sensorAngleSin, settings.sensorAngleCos),
settings.sensorOffset
);
let trailForward = textureLoad(trailMapIn, forwardSensor, 0);
let trailLeft = textureLoad(trailMapIn, leftSensor, 0);
let trailRight = textureLoad(trailMapIn, rightSensor, 0);
let sourceForwardSample = textureLoad(sourceMap, forwardSensor, 0);
let sourceLeftSample = textureLoad(sourceMap, leftSensor, 0);
let sourceRightSample = textureLoad(sourceMap, rightSensor, 0);
let channelMask = get_channel_mask(colorIndex);
let reactionMask = get_reaction_mask(colorIndex);
let trailForwardWeight = dot(trailForward.rgb, reactionMask);
let trailLeftWeight = dot(trailLeft.rgb, reactionMask);
let trailRightWeight = dot(trailRight.rgb, reactionMask);
let sourceForwardWeight = dot(sourceForwardSample.rgb, reactionMask);
let sourceLeftWeight = dot(sourceLeftSample.rgb, reactionMask);
let sourceRightWeight = dot(sourceRightSample.rgb, reactionMask);
let weightForward =
trailForwardWeight + sourceForwardWeight * settings.sourceAttractionWeight;
let weightLeft = trailLeftWeight + sourceLeftWeight * settings.sourceAttractionWeight;
let weightRight =
trailRightWeight + sourceRightWeight * settings.sourceAttractionWeight;
var rotation = (randomTurn - 0.5) * settings.turnWhenLost;
if weightForward >= weightLeft && weightForward >= weightRight {
rotation = rotation * settings.forwardRotationScale;
} else {
rotation += sign(weightLeft - weightRight) * settings.turnRate;
}
let sourceAtAgent = textureLoad(sourceMap, vec2<i32>(position), 0);
let positiveReactionMask = max(reactionMask, vec3<f32>(0.0));
let sourceAtAgentStrength = clamp(dot(sourceAtAgent.rgb, positiveReactionMask), 0.0, 1.0);
var moveRate = settings.moveRate * mix(1.0, settings.sourceSlowMoveRate, sourceAtAgentStrength);
var introTargetOffset = vec2<f32>(0.0, 0.0);
var introTargetDistance = 0.0;
if hasIntroTarget {
introTargetOffset = targetPosition - position;
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);
rotation = clamp(
introTurn,
-settings.turnRate * settings.introTurnRateMultiplier,
settings.turnRate * settings.introTurnRateMultiplier
)
+ (random_float(randomSeed + 1013904223u) - 0.5) *
settings.turnWhenLost *
settings.introRandomTurnMultiplier;
moveRate = min(
settings.moveRate *
mix(settings.introFarMoveMultiplier, settings.introNearMoveMultiplier, nearTitle),
introTargetDistance
);
}
var step = direction * moveRate;
if hasIntroTarget {
step = vec2<f32>(0.0, 0.0);
if introTargetDistance > settings.introStepStopDistance {
step = introTargetOffset / introTargetDistance * moveRate;
}
}
let maxPosition = state.size - vec2<f32>(1.0, 1.0);
let nextPosition = clamp(position + step, vec2<f32>(0, 0), maxPosition);
if nextPosition.x == 0 || nextPosition.x == maxPosition.x || nextPosition.y == 0 || nextPosition.y == maxPosition.y {
rotation = 3.14159265359 + random_float(randomSeed + 22695477u) - 0.5;
}
let sourceBelow = textureLoad(sourceMap, vec2<i32>(nextPosition), 0);
let sourceBelowStrength = clamp(dot(sourceBelow.rgb, positiveReactionMask), 0.0, 1.0);
let trailWeight =
settings.individualTrailWeight *
(1.0 + sourceBelowStrength * settings.sourceTrailWeightMultiplier);
var trailBelow = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
trailBelow = vec4<f32>(
trailBelow.rgb + channelMask * trailWeight,
max(trailBelow.a, 0.0)
);
textureStore(trailMapOut, vec2<i32>(nextPosition), trailBelow);
agents[id].angle = angle + rotation;
agents[id].position = nextPosition;
}
fn sensor_position(agentPosition: vec2<f32>, direction: vec2<f32>, sensorOffset: f32) -> vec2<i32> {
return vec2<i32>(clamp(
agentPosition + direction * sensorOffset,
vec2<f32>(0, 0),
state.size - vec2<f32>(1, 1)
));
}
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> {
if colorIndex < 0.5 {
return vec3<f32>(1, 0, 0);
}
if colorIndex < 1.5 {
return vec3<f32>(0, 1, 0);
}
if colorIndex < 2.5 {
return vec3<f32>(0, 0, 1);
}
return vec3<f32>(0.0, 0.0, 0.0);
}
fn get_reaction_mask(colorIndex: f32) -> vec3<f32> {
if colorIndex < 0.5 {
return vec3<f32>(
settings.color1ToColor1,
settings.color1ToColor2,
settings.color1ToColor3
);
}
if colorIndex < 1.5 {
return vec3<f32>(
settings.color2ToColor1,
settings.color2ToColor2,
settings.color2ToColor3
);
}
if colorIndex < 2.5 {
return vec3<f32>(
settings.color3ToColor1,
settings.color3ToColor2,
settings.color3ToColor3
);
}
return vec3<f32>(0.0, 0.0, 0.0);
}
fn angle_delta(sourceAngle: f32, targetAngle: f32) -> f32 {
return atan2(sin(targetAngle - sourceAngle), cos(targetAngle - sourceAngle));
}
fn random_seed(id: u32, time: f32) -> u32 {
let timeSeed = u32(time * settings.randomTimeScale);
return id * 747796405u + timeSeed * 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;
}