Generate agents with compute shader
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6351a67703
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6b17a8e023
15 changed files with 206 additions and 154 deletions
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@ -0,0 +1,79 @@
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import random from '../../../utils/graphics/random.wgsl';
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import { smartCompile } from '../../../utils/graphics/smart-compile';
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import { CommonState } from '../../common-state/common-state';
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import { AGENT_SIZE_IN_BYTES, Agent } from '../agent';
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import shader from './agent-generation.wgsl';
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import agentSchema from './agent-schema.wgsl';
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export class AgentGenerationPipeline {
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private static readonly WORKGROUP_SIZE = 64;
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPUComputePipeline;
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private bindGroup?: GPUBindGroup;
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public constructor(
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private readonly device: GPUDevice,
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private readonly commonState: CommonState
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) {
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this.bindGroupLayout = device.createBindGroupLayout({
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entries: [
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{
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binding: 1,
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visibility: GPUShaderStage.COMPUTE,
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buffer: {
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type: 'storage',
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},
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},
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],
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});
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this.pipeline = device.createComputePipeline({
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layout: device.createPipelineLayout({
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bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
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}),
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compute: {
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module: smartCompile(device, CommonState.shaderCode, random, agentSchema, shader),
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entryPoint: 'main',
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},
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});
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}
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public generateAgents(agentCount: number): GPUBuffer {
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if (agentCount <= 0 || agentCount != Math.floor(agentCount)) {
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throw new Error('Agent count must be a positive integer');
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}
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const agentsBuffer = this.device.createBuffer({
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size: agentCount * AGENT_SIZE_IN_BYTES,
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usage: GPUBufferUsage.STORAGE,
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});
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this.bindGroup = this.device.createBindGroup({
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layout: this.bindGroupLayout,
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entries: [
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{
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binding: 1,
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resource: {
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buffer: agentsBuffer,
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},
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},
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],
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});
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const commandEncoder = this.device.createCommandEncoder();
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const passEncoder = commandEncoder.beginComputePass();
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passEncoder.setPipeline(this.pipeline);
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this.commonState.execute(passEncoder);
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passEncoder.setBindGroup(1, this.bindGroup);
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passEncoder.dispatchWorkgroups(
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Math.ceil(agentCount / AgentGenerationPipeline.WORKGROUP_SIZE)
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);
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passEncoder.end();
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this.device.queue.submit([commandEncoder.finish()]);
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return agentsBuffer;
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}
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}
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26
src/pipelines/agents/agent-generation/agent-generation.wgsl
Normal file
26
src/pipelines/agents/agent-generation/agent-generation.wgsl
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@ -0,0 +1,26 @@
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let id = global_id.x;
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if (id >= arrayLength(&agents)) {
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return;
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}
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let position = vec2(
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hash(id) * state.size.x,
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hash(id * id) * state.size.y,
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);
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let center = state.size / 2.0;
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let direction = position - center;
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let angle = atan2(direction.y, direction.x);
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agents[id] = Agent(
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position,
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angle,
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0,
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1000000,
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0
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);
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}
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9
src/pipelines/agents/agent-generation/agent-schema.wgsl
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9
src/pipelines/agents/agent-generation/agent-schema.wgsl
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@ -0,0 +1,9 @@
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struct Agent {
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position: vec2<f32>,
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angle: f32,
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species: f32,
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timeToLive: f32,
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timeToLive2: f32,
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}
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@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;
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@ -1,6 +1,8 @@
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import random from '../../utils/graphics/random.wgsl';
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import { smartCompile } from '../../utils/graphics/smart-compile';
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import { CommonState } from '../common-state/common-state';
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import { AGENT_SIZE_IN_BYTES, Agent } from './agent';
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import agentSchme from './agent-generation/agent-schema.wgsl';
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import { AgentSettings } from './agent-settings';
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import shader from './agent.wgsl';
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@ -11,7 +13,6 @@ export class AgentPipeline {
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPUComputePipeline;
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private readonly uniforms: GPUBuffer;
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private readonly agentsBuffer: GPUBuffer;
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private bindGroup?: GPUBindGroup;
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private previousTrailMapIn?: GPUTextureView;
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@ -19,13 +20,9 @@ export class AgentPipeline {
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public constructor(
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private readonly device: GPUDevice,
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agents: Array<Agent>,
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private readonly commonState: CommonState
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private readonly commonState: CommonState,
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private readonly agentsBuffer: GPUBuffer
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) {
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if (agents.length === 0) {
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throw new Error('No agents provided');
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}
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this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
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this.pipeline = device.createComputePipeline({
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@ -33,7 +30,7 @@ export class AgentPipeline {
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bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
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}),
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compute: {
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module: smartCompile(device, CommonState.shaderCode, shader),
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module: smartCompile(device, CommonState.shaderCode, random, agentSchme, shader),
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entryPoint: 'main',
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},
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});
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@ -42,23 +39,6 @@ export class AgentPipeline {
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size: AgentPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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this.agentsBuffer = device.createBuffer({
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size: agents.length * AGENT_SIZE_IN_BYTES,
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usage: GPUBufferUsage.STORAGE,
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mappedAtCreation: true,
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});
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new Float32Array(this.agentsBuffer.getMappedRange()).set(
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agents.flatMap((agent) => [
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...agent.position,
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agent.angle,
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0, // padding
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agent.species,
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agent.timeToLive,
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])
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);
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this.agentsBuffer.unmap();
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}
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public setParameters({
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@ -81,25 +61,6 @@ export class AgentPipeline {
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);
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}
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public executeRenderPass(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTextureView,
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trailMapOut: GPUTextureView
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) {
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this.ensureBindGroupExists(trailMapIn, trailMapOut);
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const passEncoder = commandEncoder.beginComputePass();
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passEncoder.setPipeline(this.pipeline);
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this.commonState.execute(passEncoder);
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passEncoder.setBindGroup(1, this.bindGroup);
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passEncoder.dispatchWorkgroups(
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Math.ceil(
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this.agentsBuffer.size / AGENT_SIZE_IN_BYTES / AgentPipeline.WORKGROUP_SIZE
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)
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);
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passEncoder.end();
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}
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public execute(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTextureView,
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@ -1,10 +1,3 @@
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struct Agent {
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position: vec2<f32>,
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angle: f32,
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species: f32,
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timeToLive: f32
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}
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struct Settings {
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brushTrailWeight: f32,
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moveRate: f32,
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@ -14,7 +7,6 @@ struct Settings {
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};
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@group(1) @binding(0) var<uniform> settings: Settings;
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@group(1) @binding(1) var<storage, read_write> agents: array<Agent>;
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@group(1) @binding(2) var trailMapIn: texture_2d<f32>;
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@group(1) @binding(3) var trailMapOut: texture_storage_2d<rgba16float, write>;
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@ -28,31 +20,31 @@ fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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var agent = agents[id];
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if (agent.timeToLive <= 0.) {
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// agent.position = vec2(
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// random_with_seed(agent.position, f32(id) + state.time),
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// random_with_seed(agent.position, f32(id) + state.time + 12),
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// );
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// agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
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// agent.species = 1;
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// agent.timeToLive = 1000;
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// agents[id] = agent;
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// return;
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}
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// if (agent.timeToLive <= 0.) {
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// agent.position = vec2(
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// random_with_seed(agent.position, f32(id) + state.time),
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// random_with_seed(agent.position, f32(id) + state.time + 12),
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// );
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// agent.angle = random_with_seed(vec2(agent.angle), f32(id) + state.time);
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// agent.species = 1;
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// agent.timeToLive = 1000;
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// agents[id] = agent;
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// return;
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// }
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let random = random_with_seed(agent.position, f32(id) + state.time);
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let random = hash(id + u32(state.time * 16732.0));
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let trailCurrent = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
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var weight: f32;
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if(agent.species == 0) {
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weight = trailCurrent.r - trailCurrent.g;
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} else {
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weight = trailCurrent.g - trailCurrent.r;
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}
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if (weight < 0) {
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agent.timeToLive = 0;
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return;
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}
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// var weight: f32;
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// if(agent.species == 0) {
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// weight = trailCurrent.r - trailCurrent.g;
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// } else {
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// weight = trailCurrent.g - trailCurrent.r;
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// }
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// if (weight < 0) {
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// agent.timeToLive = 0;
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// return;
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// }
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let trailForward = sense(agent.position, agent.angle, settings.sensorOffset, 0);
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@ -111,7 +103,3 @@ fn sense(agentPosition: vec2<f32>, agentAngle: f32, sensorOffset: f32, sensorOff
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let sensorPosition = vec2<i32>(agentPosition + sensorDirection * sensorOffset);
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return textureLoad(trailMapIn, sensorPosition, 0);
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}
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fn random_with_seed(uv: vec2<f32>, seed: f32) -> f32 {
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return fract(sin(dot(uv, vec2(12.9898 + seed, 78.233 + seed)))* 43758.5453123 + seed);
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}
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