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This commit is contained in:
Andras Schmelczer 2026-05-13 22:13:15 +01:00
commit 2347ecd201
71 changed files with 3779 additions and 1586 deletions

View file

@ -1,13 +1,2 @@
import { vec2 } from 'gl-matrix';
export interface Agent {
position: vec2;
angle: number;
colorIndex: number;
targetPosition: vec2;
targetAngle: number;
introDelay: number;
}
export const AGENT_FLOAT_COUNT = 8;
export const AGENT_SIZE_IN_BYTES = AGENT_FLOAT_COUNT * Float32Array.BYTES_PER_ELEMENT;

View file

@ -11,7 +11,7 @@ import shader from './agent.wgsl?raw';
export class AgentPipeline {
private static readonly WORKGROUP_SIZE = 64;
private static readonly UNIFORM_COUNT = 8;
private static readonly UNIFORM_COUNT = 17;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPUComputePipeline;
@ -58,6 +58,15 @@ export class AgentPipeline {
sensorOffsetDistance,
turnWhenLost,
individualTrailWeight,
color1ToColor1,
color1ToColor2,
color1ToColor3,
color2ToColor1,
color2ToColor2,
color2ToColor3,
color3ToColor1,
color3ToColor2,
color3ToColor3,
agentCount,
introProgress,
}: AgentSettings & {
@ -74,6 +83,15 @@ export class AgentPipeline {
this.uniformValues[5] = individualTrailWeight;
this.uniformValues[6] = agentCount;
this.uniformValues[7] = introProgress ?? 1;
this.uniformValues[8] = color1ToColor1;
this.uniformValues[9] = color1ToColor2;
this.uniformValues[10] = color1ToColor3;
this.uniformValues[11] = color2ToColor1;
this.uniformValues[12] = color2ToColor2;
this.uniformValues[13] = color2ToColor3;
this.uniformValues[14] = color3ToColor1;
this.uniformValues[15] = color3ToColor2;
this.uniformValues[16] = color3ToColor3;
writeFloat32BufferIfChanged(
this.device,
this.uniforms,

View file

@ -1,4 +1,13 @@
export interface AgentSettings {
color1ToColor1: number;
color1ToColor2: number;
color1ToColor3: number;
color2ToColor1: number;
color2ToColor2: number;
color2ToColor3: number;
color3ToColor1: number;
color3ToColor2: number;
color3ToColor3: number;
moveSpeed: number;
turnSpeed: number;
sensorOffsetAngle: number;

View file

@ -7,6 +7,15 @@ struct Settings {
individualTrailWeight: f32,
agentCount: f32,
introProgress: f32,
color1ToColor1: f32,
color1ToColor2: f32,
color1ToColor3: f32,
color2ToColor1: f32,
color2ToColor2: f32,
color2ToColor3: f32,
color3ToColor1: f32,
color3ToColor2: f32,
color3ToColor3: f32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@ -58,17 +67,19 @@ fn main(
let sourceRightSample = textureLoad(sourceMap, rightSensor, 0);
let channelMask = get_channel_mask(agent.colorIndex);
let friendForward = dot(trailForward.rgb, channelMask);
let friendLeft = dot(trailLeft.rgb, channelMask);
let friendRight = dot(trailRight.rgb, channelMask);
let reactionMask = get_reaction_mask(agent.colorIndex);
let sourceForward = dot(sourceForwardSample.rgb, channelMask);
let sourceLeft = dot(sourceLeftSample.rgb, channelMask);
let sourceRight = dot(sourceRightSample.rgb, channelMask);
let trailForwardWeight = dot(trailForward.rgb, reactionMask);
let trailLeftWeight = dot(trailLeft.rgb, reactionMask);
let trailRightWeight = dot(trailRight.rgb, reactionMask);
let weightForward = friendForward + sourceForward * 24.0;
let weightLeft = friendLeft + sourceLeft * 24.0;
let weightRight = friendRight + sourceRight * 24.0;
let sourceForwardWeight = dot(sourceForwardSample.rgb, reactionMask);
let sourceLeftWeight = dot(sourceLeftSample.rgb, reactionMask);
let sourceRightWeight = dot(sourceRightSample.rgb, reactionMask);
let weightForward = trailForwardWeight + sourceForwardWeight * 24.0;
let weightLeft = trailLeftWeight + sourceLeftWeight * 24.0;
let weightRight = trailRightWeight + sourceRightWeight * 24.0;
var rotation = (random.r - 0.5) * settings.turnWhenLost;
if weightForward >= weightLeft && weightForward >= weightRight {
@ -78,7 +89,8 @@ fn main(
}
let sourceAtAgent = textureLoad(sourceMap, vec2<i32>(agent.position), 0);
let sourceAtAgentStrength = clamp(dot(sourceAtAgent.rgb, channelMask), 0.0, 1.0);
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, 0.08, sourceAtAgentStrength);
var introTargetOffset = vec2<f32>(0.0, 0.0);
var introTargetDistance = 0.0;
@ -111,7 +123,7 @@ fn main(
}
let sourceBelow = textureLoad(sourceMap, vec2<i32>(nextPosition), 0);
let sourceBelowStrength = dot(sourceBelow.rgb, channelMask);
let sourceBelowStrength = clamp(dot(sourceBelow.rgb, positiveReactionMask), 0.0, 1.0);
let trailWeight = settings.individualTrailWeight * (1.0 + sourceBelowStrength * 16.0);
var trailBelow = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
trailBelow = vec4<f32>(
@ -145,6 +157,28 @@ fn get_channel_mask(colorIndex: f32) -> vec3<f32> {
return vec3<f32>(0, 0, 1);
}
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
);
}
return vec3<f32>(
settings.color3ToColor1,
settings.color3ToColor2,
settings.color3ToColor3
);
}
fn angle_delta(sourceAngle: f32, targetAngle: f32) -> f32 {
return atan2(sin(targetAngle - sourceAngle), cos(targetAngle - sourceAngle));
}

View file

@ -1,5 +1,6 @@
export interface BrushSettings {
brushSize: number;
brushCurveResolution: number;
eraserSize: number;
mirrorSegmentCount: number;
brushSizeVariation: number;

View file

@ -110,6 +110,15 @@ describe('WGSL uniform layout contracts', () => {
'individualTrailWeight',
'agentCount',
'introProgress',
'color1ToColor1',
'color1ToColor2',
'color1ToColor3',
'color2ToColor1',
'color2ToColor2',
'color2ToColor3',
'color3ToColor1',
'color3ToColor2',
'color3ToColor3',
],
});
expectStructUniformLayout({