Clean up
This commit is contained in:
parent
ea0304356f
commit
7c70f15e49
65 changed files with 1122 additions and 1906 deletions
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@ -15,10 +15,7 @@ struct Counters {
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var<workgroup> workgroupAliveCount: atomic<u32>;
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var<workgroup> workgroupCompactedOffset: u32;
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fn dead_agent() -> Agent {
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return Agent(vec2<f32>(0.0, 0.0), 0.0, -1.0, vec2<f32>(-1.0, -1.0), 0.0, 0.0);
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}
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var<workgroup> clearAliveAgentCount: u32;
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@compute @workgroup_size(64)
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fn main(
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@ -35,12 +32,12 @@ fn main(
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workgroupBarrier();
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var localCompactedIndex = 0u;
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var agent = dead_agent();
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var agent: Agent;
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var isAlive = false;
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if id < settings.agentCount {
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agent = agents[id];
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isAlive = agent.colorIndex >= 0.0;
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isAlive = agents[id].colorIndex >= 0.0;
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if isAlive {
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agent = agents[id];
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localCompactedIndex = atomicAdd(&workgroupAliveCount, 1u);
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}
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}
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@ -66,16 +63,22 @@ fn main(
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@compute @workgroup_size(64)
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fn clearCompactedTail(
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@builtin(global_invocation_id) global_id: vec3<u32>,
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@builtin(local_invocation_id) local_id: vec3<u32>,
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@builtin(num_workgroups) num_workgroups: vec3<u32>
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) {
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let id = get_id(global_id, num_workgroups);
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if local_id.x == 0u {
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clearAliveAgentCount = atomicLoad(&counters.aliveAgentCount);
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}
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workgroupBarrier();
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if id >= settings.agentCount {
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return;
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}
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let aliveAgentCount = atomicLoad(&counters.aliveAgentCount);
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if id >= aliveAgentCount {
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compactedAgents[id] = dead_agent();
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if id >= clearAliveAgentCount {
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compactedAgents[id].colorIndex = -1.0;
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}
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}
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@ -39,6 +39,15 @@ export class AgentGenerationPipeline {
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private readonly agentCountUniformValues = new Uint32Array(
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AgentGenerationPipeline.UNIFORM_COUNT
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);
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private readonly resizeUniformBuffer = new ArrayBuffer(
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AgentGenerationPipeline.UNIFORM_COUNT * Uint32Array.BYTES_PER_ELEMENT
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);
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private readonly resizeUniformFloatValues = new Float32Array(
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this.resizeUniformBuffer
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);
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private readonly resizeUniformUintValues = new Uint32Array(
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this.resizeUniformBuffer
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);
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public constructor(
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private readonly device: GPUDevice,
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@ -233,11 +242,11 @@ export class AgentGenerationPipeline {
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return;
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}
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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new Float32Array([scale[0], scale[1], agentCount, 0])
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);
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this.resizeUniformFloatValues[0] = scale[0];
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this.resizeUniformFloatValues[1] = scale[1];
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this.resizeUniformUintValues[2] = Math.max(0, Math.floor(agentCount));
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this.resizeUniformUintValues[3] = 0;
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this.device.queue.writeBuffer(this.uniforms, 0, this.resizeUniformBuffer);
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const commandEncoder = this.device.createCommandEncoder();
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const passEncoder = commandEncoder.beginComputePass();
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@ -1,7 +1,7 @@
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struct ResizeSettings {
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scale: vec2<f32>,
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agentCount: f32,
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padding: f32,
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agentCount: u32,
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padding: u32,
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};
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@group(1) @binding(0) var<uniform> resizeSettings: ResizeSettings;
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@ -13,10 +13,11 @@ fn main(
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) {
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let id = get_id(global_id, num_workgroups);
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if id >= u32(resizeSettings.agentCount) {
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if id >= resizeSettings.agentCount {
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return;
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}
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agents[id].position = agents[id].position * resizeSettings.scale;
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agents[id].targetPosition = agents[id].targetPosition * resizeSettings.scale;
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let scale = resizeSettings.scale;
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agents[id].position = agents[id].position * scale;
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agents[id].targetPosition = agents[id].targetPosition * scale;
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}
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@ -10,21 +10,19 @@ import { AgentSettings } from './agent-settings';
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import shader from './agent.wgsl?raw';
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export class AgentPipeline {
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private static readonly UNIFORM_COUNT = 33;
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private static readonly UNIFORM_COUNT = 30;
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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 uniformValues = new Float32Array(AgentPipeline.UNIFORM_COUNT);
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private readonly uniformUintValues = new Uint32Array(this.uniformValues.buffer);
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private readonly uniformCache = createCachedFloat32BufferWrite(
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AgentPipeline.UNIFORM_COUNT
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);
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private readonly bindGroupsByAgentsBuffer = new WeakMap<
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GPUBuffer,
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WeakMap<
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GPUTextureView,
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WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>
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>
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WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>
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>();
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private agentCount = 0;
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@ -69,9 +67,6 @@ export class AgentPipeline {
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color3ToColor1,
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color3ToColor2,
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color3ToColor3,
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sourceAttractionWeight,
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sourceSlowMoveRate,
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sourceTrailWeightMultiplier,
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forwardRotationScale,
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introNearDistanceInner,
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introNearDistanceMin,
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@ -100,7 +95,7 @@ export class AgentPipeline {
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this.uniformValues[4] = sensorOffsetDistance;
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this.uniformValues[5] = turnWhenLost;
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this.uniformValues[6] = individualTrailWeight;
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this.uniformValues[7] = agentCount;
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this.uniformUintValues[7] = Math.max(0, Math.floor(agentCount));
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this.uniformValues[8] = introProgress ?? 1;
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this.uniformValues[9] = color1ToColor1;
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this.uniformValues[10] = color1ToColor2;
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@ -111,21 +106,18 @@ export class AgentPipeline {
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this.uniformValues[15] = color3ToColor1;
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this.uniformValues[16] = color3ToColor2;
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this.uniformValues[17] = color3ToColor3;
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this.uniformValues[18] = sourceAttractionWeight;
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this.uniformValues[19] = sourceSlowMoveRate;
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this.uniformValues[20] = sourceTrailWeightMultiplier;
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this.uniformValues[21] = forwardRotationScale;
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this.uniformValues[22] = introNearDistanceInner;
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this.uniformValues[23] = introNearDistanceMin;
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this.uniformValues[24] = introNearSensorOffsetMultiplier;
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this.uniformValues[25] = introTargetAngleBlend;
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this.uniformValues[26] = introProgressCutoff;
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this.uniformValues[27] = introTurnRateMultiplier;
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this.uniformValues[28] = introRandomTurnMultiplier;
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this.uniformValues[29] = introFarMoveMultiplier;
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this.uniformValues[30] = introNearMoveMultiplier;
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this.uniformValues[31] = introStepStopDistance;
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this.uniformValues[32] = randomTimeScale;
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this.uniformValues[18] = forwardRotationScale;
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this.uniformValues[19] = introNearDistanceInner;
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this.uniformValues[20] = introNearDistanceMin;
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this.uniformValues[21] = introNearSensorOffsetMultiplier;
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this.uniformValues[22] = introTargetAngleBlend;
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this.uniformValues[23] = introProgressCutoff;
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this.uniformValues[24] = introTurnRateMultiplier;
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this.uniformValues[25] = introRandomTurnMultiplier;
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this.uniformValues[26] = introFarMoveMultiplier;
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this.uniformValues[27] = introNearMoveMultiplier;
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this.uniformValues[28] = introStepStopDistance;
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this.uniformValues[29] = randomTimeScale;
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writeFloat32BufferIfChanged(
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this.device,
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this.uniforms,
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@ -137,14 +129,13 @@ export class AgentPipeline {
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public execute(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTextureView,
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trailMapOut: GPUTextureView,
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sourceMap: GPUTextureView
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trailMapOut: GPUTextureView
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) {
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if (this.agentCount <= 0) {
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return;
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}
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const bindGroup = this.getBindGroup(trailMapIn, trailMapOut, sourceMap);
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const bindGroup = this.getBindGroup(trailMapIn, trailMapOut);
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const passEncoder = commandEncoder.beginComputePass();
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passEncoder.setPipeline(this.pipeline);
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@ -156,32 +147,22 @@ export class AgentPipeline {
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private getBindGroup(
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trailMapIn: GPUTextureView,
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trailMapOut: GPUTextureView,
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sourceMap: GPUTextureView
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trailMapOut: GPUTextureView
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): GPUBindGroup {
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const agentsBuffer = this.getAgentsBuffer();
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let textureCache = this.bindGroupsByAgentsBuffer.get(agentsBuffer);
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if (!textureCache) {
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textureCache = new WeakMap<
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GPUTextureView,
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WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>
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>();
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textureCache = new WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>();
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this.bindGroupsByAgentsBuffer.set(agentsBuffer, textureCache);
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}
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let outputCache = textureCache.get(trailMapIn);
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if (!outputCache) {
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outputCache = new WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>();
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outputCache = new WeakMap<GPUTextureView, GPUBindGroup>();
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textureCache.set(trailMapIn, outputCache);
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}
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let sourceCache = outputCache.get(trailMapOut);
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if (!sourceCache) {
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sourceCache = new WeakMap<GPUTextureView, GPUBindGroup>();
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outputCache.set(trailMapOut, sourceCache);
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}
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const cached = sourceCache.get(sourceMap);
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const cached = outputCache.get(trailMapOut);
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if (cached) {
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return cached;
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}
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@ -209,14 +190,10 @@ export class AgentPipeline {
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binding: 3,
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resource: trailMapOut,
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},
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{
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binding: 4,
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resource: sourceMap,
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},
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],
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});
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sourceCache.set(sourceMap, bindGroup);
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outputCache.set(trailMapOut, bindGroup);
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return bindGroup;
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}
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@ -255,13 +232,6 @@ export class AgentPipeline {
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format: 'rgba16float',
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},
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},
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{
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binding: 4,
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visibility: GPUShaderStage.COMPUTE,
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texture: {
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sampleType: 'float',
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},
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},
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],
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};
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}
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@ -14,9 +14,6 @@ export interface AgentSettings {
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sensorOffsetDistance: number;
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turnWhenLost: number;
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individualTrailWeight: number;
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sourceAttractionWeight: number;
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sourceSlowMoveRate: number;
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sourceTrailWeightMultiplier: number;
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forwardRotationScale: number;
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introNearDistanceMin: number;
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introNearSensorOffsetMultiplier: number;
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@ -6,7 +6,7 @@ struct Settings {
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sensorOffset: f32,
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turnWhenLost: f32,
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individualTrailWeight: f32,
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agentCount: f32,
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agentCount: u32,
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introProgress: f32,
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color1ToColor1: f32,
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color1ToColor2: f32,
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@ -17,9 +17,6 @@ struct Settings {
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color3ToColor1: f32,
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color3ToColor2: f32,
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color3ToColor3: f32,
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sourceAttractionWeight: f32,
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sourceSlowMoveRate: f32,
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sourceTrailWeightMultiplier: f32,
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forwardRotationScale: f32,
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introNearDistanceInner: f32,
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introNearDistanceMin: f32,
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@ -37,7 +34,6 @@ struct Settings {
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@group(1) @binding(0) var<uniform> settings: Settings;
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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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@group(1) @binding(4) var sourceMap: texture_2d<f32>;
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@compute @workgroup_size(64)
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fn main(
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@ -46,7 +42,7 @@ fn main(
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) {
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let id = get_id(global_id, num_workgroups);
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if id >= u32(settings.agentCount) {
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if id >= settings.agentCount {
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return;
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}
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@ -67,63 +63,15 @@ fn main(
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}
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}
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let randomSeed = random_seed(id, state.time);
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let randomTurn = random_float(randomSeed);
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let direction = vec2(cos(angle), sin(angle));
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let forwardSensor = sensor_position(position, direction, settings.sensorOffset);
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let leftSensor = sensor_position(
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position,
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rotate_direction(direction, settings.sensorAngleSin, settings.sensorAngleCos),
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settings.sensorOffset
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);
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let rightSensor = sensor_position(
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position,
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rotate_direction(direction, -settings.sensorAngleSin, settings.sensorAngleCos),
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settings.sensorOffset
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);
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let trailForward = textureLoad(trailMapIn, forwardSensor, 0);
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let trailLeft = textureLoad(trailMapIn, leftSensor, 0);
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let trailRight = textureLoad(trailMapIn, rightSensor, 0);
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let sourceForwardSample = textureLoad(sourceMap, forwardSensor, 0);
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let sourceLeftSample = textureLoad(sourceMap, leftSensor, 0);
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let sourceRightSample = textureLoad(sourceMap, rightSensor, 0);
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let channelMask = get_channel_mask(colorIndex);
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let reactionMask = get_reaction_mask(colorIndex);
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let trailForwardWeight = dot(trailForward.rgb, reactionMask);
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let trailLeftWeight = dot(trailLeft.rgb, reactionMask);
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let trailRightWeight = dot(trailRight.rgb, reactionMask);
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let sourceForwardWeight = dot(sourceForwardSample.rgb, reactionMask);
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let sourceLeftWeight = dot(sourceLeftSample.rgb, reactionMask);
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let sourceRightWeight = dot(sourceRightSample.rgb, reactionMask);
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let weightForward =
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trailForwardWeight + sourceForwardWeight * settings.sourceAttractionWeight;
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let weightLeft = trailLeftWeight + sourceLeftWeight * settings.sourceAttractionWeight;
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let weightRight =
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trailRightWeight + sourceRightWeight * settings.sourceAttractionWeight;
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var rotation = (randomTurn - 0.5) * settings.turnWhenLost;
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if weightForward >= weightLeft && weightForward >= weightRight {
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rotation = rotation * settings.forwardRotationScale;
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} else {
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rotation += sign(weightLeft - weightRight) * settings.turnRate;
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}
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let sourceAtAgent = textureLoad(sourceMap, vec2<i32>(position), 0);
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let positiveReactionMask = max(reactionMask, vec3<f32>(0.0));
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let sourceAtAgentStrength = clamp(dot(sourceAtAgent.rgb, positiveReactionMask), 0.0, 1.0);
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var moveRate = settings.moveRate * mix(1.0, settings.sourceSlowMoveRate, sourceAtAgentStrength);
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var introTargetOffset = vec2<f32>(0.0, 0.0);
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var introTargetDistance = 0.0;
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let randomSeed = random_seed(id, state.time);
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var rotation = 0.0;
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var step = vec2<f32>(0.0, 0.0);
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if hasIntroTarget {
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introTargetOffset = targetPosition - position;
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introTargetDistance = length(introTargetOffset);
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let introTargetOffset = targetPosition - position;
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let introTargetDistance = length(introTargetOffset);
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let targetAngle = atan2(introTargetOffset.y, introTargetOffset.x);
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let nearTitle = 1.0 - smoothstep(
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settings.introNearDistanceInner,
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@ -148,19 +96,46 @@ fn main(
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+ (random_float(randomSeed + 1013904223u) - 0.5) *
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settings.turnWhenLost *
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settings.introRandomTurnMultiplier;
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moveRate = min(
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let moveRate = min(
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settings.moveRate *
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mix(settings.introFarMoveMultiplier, settings.introNearMoveMultiplier, nearTitle),
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introTargetDistance
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);
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}
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var step = direction * moveRate;
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if hasIntroTarget {
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step = vec2<f32>(0.0, 0.0);
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if introTargetDistance > settings.introStepStopDistance {
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step = introTargetOffset / introTargetDistance * moveRate;
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}
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} else {
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let randomTurn = random_float(randomSeed);
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let direction = vec2(cos(angle), sin(angle));
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let forwardSensor = sensor_position(position, direction, settings.sensorOffset);
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let leftSensor = sensor_position(
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position,
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rotate_direction(direction, settings.sensorAngleSin, settings.sensorAngleCos),
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settings.sensorOffset
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);
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let rightSensor = sensor_position(
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position,
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rotate_direction(direction, -settings.sensorAngleSin, settings.sensorAngleCos),
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settings.sensorOffset
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);
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let trailForward = textureLoad(trailMapIn, forwardSensor, 0);
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let trailLeft = textureLoad(trailMapIn, leftSensor, 0);
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let trailRight = textureLoad(trailMapIn, rightSensor, 0);
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let weightForward = dot(trailForward.rgb, reactionMask);
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let weightLeft = dot(trailLeft.rgb, reactionMask);
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let weightRight = dot(trailRight.rgb, reactionMask);
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rotation = (randomTurn - 0.5) * settings.turnWhenLost;
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if weightForward >= weightLeft && weightForward >= weightRight {
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rotation = rotation * settings.forwardRotationScale;
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} else {
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rotation += sign(weightLeft - weightRight) * settings.turnRate;
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}
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step = direction * settings.moveRate;
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}
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let maxPosition = state.size - vec2<f32>(1.0, 1.0);
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@ -169,14 +144,9 @@ fn main(
|
|||
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,
|
||||
trailBelow.rgb + channelMask * settings.individualTrailWeight,
|
||||
max(trailBelow.a, 0.0)
|
||||
);
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue