This commit is contained in:
Andras Schmelczer 2026-05-17 14:12:01 +01:00
commit 80ed37298b
73 changed files with 3619 additions and 1295 deletions

View file

@ -15,7 +15,6 @@ struct Counters {
var<workgroup> workgroupAliveCount: atomic<u32>;
var<workgroup> workgroupCompactedOffset: u32;
var<workgroup> workgroupCopyCount: u32;
@compute @workgroup_size(64)
fn main(
@ -31,9 +30,12 @@ fn main(
workgroupBarrier();
var localCompactedIndex = 0u;
var agent = Agent(vec2<f32>(0.0, 0.0), 0.0, -1.0, vec2<f32>(-1.0, -1.0), 0.0, 0.0);
var isAlive = false;
if id < settings.agentCount {
let agent = agents[id];
if agent.colorIndex >= 0.0 {
agent = agents[id];
isAlive = agent.colorIndex >= 0.0;
if isAlive {
localCompactedIndex = atomicAdd(&workgroupAliveCount, 1u);
}
}
@ -51,30 +53,7 @@ fn main(
workgroupBarrier();
if id < settings.agentCount {
let agent = agents[id];
if agent.colorIndex >= 0.0 {
compactedAgents[workgroupCompactedOffset + localCompactedIndex] = agent;
}
if isAlive {
compactedAgents[workgroupCompactedOffset + localCompactedIndex] = agent;
}
}
@compute @workgroup_size(64)
fn copyCompactedAgents(
@builtin(global_invocation_id) global_id: vec3<u32>,
@builtin(local_invocation_id) local_id: vec3<u32>
) {
let id = get_id(global_id);
if local_id.x == 0u {
workgroupCopyCount = atomicLoad(&counters.aliveAgentCount);
}
workgroupBarrier();
if id >= workgroupCopyCount {
return;
}
agents[id] = compactedAgents[id];
}

View file

@ -177,17 +177,14 @@ const createPipeline = (compactedCount: number) => {
};
describe('AgentGenerationPipeline compaction', () => {
it('copies compacted agents back with compute instead of a full agent buffer copy', async () => {
it('swaps compacted agents into the active buffer without a copy-back dispatch', async () => {
const agentCount = 10;
const { device, pipeline } = createPipeline(3);
await expect(pipeline.compactAgents(agentCount)).resolves.toBe(3);
expect(device.createdComputeEntryPoints).toContain('copyCompactedAgents');
expect(device.dispatchCalls.map((call) => call.entryPoint)).toEqual([
'main',
'copyCompactedAgents',
]);
expect(device.createdComputeEntryPoints).not.toContain('copyCompactedAgents');
expect(device.dispatchCalls.map((call) => call.entryPoint)).toEqual(['main']);
expect(device.copyCalls.map((call) => call.size)).toEqual([
Uint32Array.BYTES_PER_ELEMENT,
]);

View file

@ -14,14 +14,16 @@ export class AgentGenerationPipeline {
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly uniforms: GPUBuffer;
private readonly bindGroup: GPUBindGroup;
private readonly bindGroupsByActiveBuffer = new WeakMap<
GPUBuffer,
WeakMap<GPUBuffer, GPUBindGroup>
>();
private readonly resizePipeline: GPUComputePipeline;
private readonly compactionPipeline: GPUComputePipeline;
private readonly compactedAgentsCopyPipeline: GPUComputePipeline;
public readonly agentsBuffer: GPUBuffer;
private readonly compactedAgentsBuffer: GPUBuffer;
private activeAgentsBuffer: GPUBuffer;
private inactiveAgentsBuffer: GPUBuffer;
private readonly countersBuffer: GPUBuffer;
private readonly countersStagingBuffer: GPUBuffer;
private readonly counterClearValues = new Uint32Array(
@ -69,15 +71,8 @@ export class AgentGenerationPipeline {
],
});
this.agentsBuffer = this.device.createBuffer({
size: this.maxAgentCount * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
this.compactedAgentsBuffer = this.device.createBuffer({
size: this.maxAgentCount * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE,
});
this.activeAgentsBuffer = this.createAgentsBuffer();
this.inactiveAgentsBuffer = this.createAgentsBuffer();
this.countersBuffer = this.device.createBuffer({
size: AgentGenerationPipeline.COUNTER_COUNT * Uint32Array.BYTES_PER_ELEMENT,
@ -94,36 +89,6 @@ export class AgentGenerationPipeline {
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
this.bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: {
buffer: this.agentsBuffer,
},
},
{
binding: 2,
resource: {
buffer: this.countersBuffer,
},
},
{
binding: 3,
resource: {
buffer: this.compactedAgentsBuffer,
},
},
],
});
this.resizePipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [emptyBindGroupLayout, this.bindGroupLayout],
@ -145,15 +110,16 @@ export class AgentGenerationPipeline {
entryPoint: 'main',
},
});
}
this.compactedAgentsCopyPipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [emptyBindGroupLayout, this.bindGroupLayout],
}),
compute: {
module: compactionModule,
entryPoint: 'copyCompactedAgents',
},
public get agentsBuffer(): GPUBuffer {
return this.activeAgentsBuffer;
}
private createAgentsBuffer(): GPUBuffer {
return this.device.createBuffer({
size: this.maxAgentCount * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
}
@ -163,6 +129,10 @@ export class AgentGenerationPipeline {
? this.maxAgentCountUpperLimit
: Number.POSITIVE_INFINITY,
Math.floor(this.device.limits.maxBufferSize / AGENT_SIZE_IN_BYTES) - 1,
Math.floor(
((this.device.limits as GPUSupportedLimits).maxStorageBufferBindingSize ??
this.device.limits.maxBufferSize) / AGENT_SIZE_IN_BYTES
) - 1,
this.device.limits.maxComputeWorkgroupsPerDimension *
AgentGenerationPipeline.WORKGROUP_SIZE
);
@ -170,7 +140,7 @@ export class AgentGenerationPipeline {
public writeAgents(agentOffset: number, data: Float32Array): void {
this.device.queue.writeBuffer(
this.agentsBuffer,
this.activeAgentsBuffer,
agentOffset * AGENT_SIZE_IN_BYTES,
data
);
@ -190,7 +160,7 @@ export class AgentGenerationPipeline {
const commandEncoder = this.device.createCommandEncoder();
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(this.resizePipeline);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.setBindGroup(1, this.getBindGroup());
passEncoder.dispatchWorkgroups(
getWorkgroupCount(agentCount, AgentGenerationPipeline.WORKGROUP_SIZE)
);
@ -204,8 +174,6 @@ export class AgentGenerationPipeline {
return 0;
}
this.counterClearValues.fill(0);
this.agentCountUniformValues.fill(0);
this.agentCountUniformValues[0] = agentCount;
this.device.queue.writeBuffer(this.countersBuffer, 0, this.counterClearValues);
this.device.queue.writeBuffer(this.uniforms, 0, this.agentCountUniformValues);
@ -213,20 +181,12 @@ export class AgentGenerationPipeline {
const commandEncoder = this.device.createCommandEncoder();
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(this.compactionPipeline);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.setBindGroup(1, this.getBindGroup());
passEncoder.dispatchWorkgroups(
getWorkgroupCount(agentCount, AgentGenerationPipeline.WORKGROUP_SIZE)
);
passEncoder.end();
const copyPassEncoder = commandEncoder.beginComputePass();
copyPassEncoder.setPipeline(this.compactedAgentsCopyPipeline);
copyPassEncoder.setBindGroup(1, this.bindGroup);
copyPassEncoder.dispatchWorkgroups(
getWorkgroupCount(agentCount, AgentGenerationPipeline.WORKGROUP_SIZE)
);
copyPassEncoder.end();
commandEncoder.copyBufferToBuffer(
this.countersBuffer,
0,
@ -239,18 +199,74 @@ export class AgentGenerationPipeline {
await this.countersStagingBuffer.mapAsync(GPUMapMode.READ);
const compactedCount = new Uint32Array(
this.countersStagingBuffer.getMappedRange().slice(0, Uint32Array.BYTES_PER_ELEMENT)
this.countersStagingBuffer.getMappedRange(),
0,
1
)[0];
this.countersStagingBuffer.unmap();
this.swapAgentBuffers();
return compactedCount;
}
private getBindGroup(): GPUBindGroup {
let inactiveCache = this.bindGroupsByActiveBuffer.get(this.activeAgentsBuffer);
if (!inactiveCache) {
inactiveCache = new WeakMap<GPUBuffer, GPUBindGroup>();
this.bindGroupsByActiveBuffer.set(this.activeAgentsBuffer, inactiveCache);
}
const cached = inactiveCache.get(this.inactiveAgentsBuffer);
if (cached) {
return cached;
}
const bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: {
buffer: this.activeAgentsBuffer,
},
},
{
binding: 2,
resource: {
buffer: this.countersBuffer,
},
},
{
binding: 3,
resource: {
buffer: this.inactiveAgentsBuffer,
},
},
],
});
inactiveCache.set(this.inactiveAgentsBuffer, bindGroup);
return bindGroup;
}
private swapAgentBuffers(): void {
[this.activeAgentsBuffer, this.inactiveAgentsBuffer] = [
this.inactiveAgentsBuffer,
this.activeAgentsBuffer,
];
}
public destroy() {
this.uniforms.destroy();
this.countersBuffer.destroy();
this.countersStagingBuffer.destroy();
this.compactedAgentsBuffer.destroy();
this.agentsBuffer.destroy();
this.inactiveAgentsBuffer.destroy();
this.activeAgentsBuffer.destroy();
}
}

View file

@ -16,12 +16,6 @@ fn main(
return;
}
var agent = agents[id];
agent.position *= resizeSettings.scale;
if agent.targetPosition.x >= 0.0 && agent.targetPosition.y >= 0.0 {
agent.targetPosition *= resizeSettings.scale;
}
agents[id] = agent;
agents[id].position = agents[id].position * resizeSettings.scale;
agents[id].targetPosition = agents[id].targetPosition * resizeSettings.scale;
}

View file

@ -67,13 +67,12 @@ describe('Agent TS/WGSL contract', () => {
expect(compactionShader).toContain('if id < settings.agentCount');
});
it('keeps compaction copy-back bounded by the compacted count', () => {
expect(compactionShader).toContain('fn copyCompactedAgents');
it('keeps compaction as a ping-pong write without copy-back shader work', () => {
expect(compactionShader).not.toContain('fn copyCompactedAgents');
expect(compactionShader).not.toContain('agents[id] = compactedAgents[id];');
expect(compactionShader).toContain(
'workgroupCopyCount = atomicLoad(&counters.aliveAgentCount);'
'compactedAgents[workgroupCompactedOffset + localCompactedIndex] = agent;'
);
expect(compactionShader).toContain('if id >= workgroupCopyCount');
expect(compactionShader).toContain('agents[id] = compactedAgents[id];');
});
it('uses workgroup-local counting before allocating global compacted ranges', () => {

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 = 17;
private static readonly UNIFORM_COUNT = 33;
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPUComputePipeline;
@ -20,9 +20,12 @@ export class AgentPipeline {
private readonly uniformCache = createCachedFloat32BufferWrite(
AgentPipeline.UNIFORM_COUNT
);
private readonly bindGroupsByTexture = new WeakMap<
GPUTextureView,
WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>
private readonly bindGroupsByAgentsBuffer = new WeakMap<
GPUBuffer,
WeakMap<
GPUTextureView,
WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>
>
>();
private agentCount = 0;
@ -30,7 +33,7 @@ export class AgentPipeline {
public constructor(
private readonly device: GPUDevice,
private readonly commonState: CommonState,
private readonly agentsBuffer: GPUBuffer // doesn't get destroyed
private readonly getAgentsBuffer: () => GPUBuffer // doesn't get destroyed
) {
this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
@ -67,6 +70,21 @@ export class AgentPipeline {
color3ToColor1,
color3ToColor2,
color3ToColor3,
sourceAttractionWeight,
sourceSlowMoveRate,
sourceTrailWeightMultiplier,
forwardRotationScale,
introNearDistanceInner,
introNearDistanceMin,
introNearSensorOffsetMultiplier,
introTargetAngleBlend,
introProgressCutoff,
introTurnRateMultiplier,
introRandomTurnMultiplier,
introFarMoveMultiplier,
introNearMoveMultiplier,
introStepStopDistance,
randomTimeScale,
agentCount,
introProgress,
}: AgentSettings & {
@ -77,21 +95,38 @@ export class AgentPipeline {
this.agentCount = agentCount;
this.uniformValues[0] = moveSpeed * deltaTime;
this.uniformValues[1] = turnSpeed * deltaTime;
this.uniformValues[2] = (sensorOffsetAngle * Math.PI) / 180;
this.uniformValues[3] = sensorOffsetDistance;
this.uniformValues[4] = turnWhenLost;
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;
const sensorAngle = (sensorOffsetAngle * Math.PI) / 180;
this.uniformValues[2] = Math.sin(sensorAngle);
this.uniformValues[3] = Math.cos(sensorAngle);
this.uniformValues[4] = sensorOffsetDistance;
this.uniformValues[5] = turnWhenLost;
this.uniformValues[6] = individualTrailWeight;
this.uniformValues[7] = agentCount;
this.uniformValues[8] = introProgress ?? 1;
this.uniformValues[9] = color1ToColor1;
this.uniformValues[10] = color1ToColor2;
this.uniformValues[11] = color1ToColor3;
this.uniformValues[12] = color2ToColor1;
this.uniformValues[13] = color2ToColor2;
this.uniformValues[14] = color2ToColor3;
this.uniformValues[15] = color3ToColor1;
this.uniformValues[16] = color3ToColor2;
this.uniformValues[17] = color3ToColor3;
this.uniformValues[18] = sourceAttractionWeight;
this.uniformValues[19] = sourceSlowMoveRate;
this.uniformValues[20] = sourceTrailWeightMultiplier;
this.uniformValues[21] = forwardRotationScale;
this.uniformValues[22] = introNearDistanceInner;
this.uniformValues[23] = introNearDistanceMin;
this.uniformValues[24] = introNearSensorOffsetMultiplier;
this.uniformValues[25] = introTargetAngleBlend;
this.uniformValues[26] = introProgressCutoff;
this.uniformValues[27] = introTurnRateMultiplier;
this.uniformValues[28] = introRandomTurnMultiplier;
this.uniformValues[29] = introFarMoveMultiplier;
this.uniformValues[30] = introNearMoveMultiplier;
this.uniformValues[31] = introStepStopDistance;
this.uniformValues[32] = randomTimeScale;
writeFloat32BufferIfChanged(
this.device,
this.uniforms,
@ -127,10 +162,20 @@ export class AgentPipeline {
trailMapOut: GPUTextureView,
sourceMap: GPUTextureView
): GPUBindGroup {
let outputCache = this.bindGroupsByTexture.get(trailMapIn);
const agentsBuffer = this.getAgentsBuffer();
let textureCache = this.bindGroupsByAgentsBuffer.get(agentsBuffer);
if (!textureCache) {
textureCache = new WeakMap<
GPUTextureView,
WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>
>();
this.bindGroupsByAgentsBuffer.set(agentsBuffer, textureCache);
}
let outputCache = textureCache.get(trailMapIn);
if (!outputCache) {
outputCache = new WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>();
this.bindGroupsByTexture.set(trailMapIn, outputCache);
textureCache.set(trailMapIn, outputCache);
}
let sourceCache = outputCache.get(trailMapOut);
@ -156,7 +201,7 @@ export class AgentPipeline {
{
binding: 1,
resource: {
buffer: this.agentsBuffer,
buffer: agentsBuffer,
},
},
{

View file

@ -14,4 +14,19 @@ export interface AgentSettings {
sensorOffsetDistance: number;
turnWhenLost: number;
individualTrailWeight: number;
sourceAttractionWeight: number;
sourceSlowMoveRate: number;
sourceTrailWeightMultiplier: number;
forwardRotationScale: number;
introNearDistanceMin: number;
introNearSensorOffsetMultiplier: number;
introTargetAngleBlend: number;
introProgressCutoff: number;
introNearDistanceInner: number;
introTurnRateMultiplier: number;
introRandomTurnMultiplier: number;
introFarMoveMultiplier: number;
introNearMoveMultiplier: number;
introStepStopDistance: number;
randomTimeScale: number;
}

View file

@ -1,7 +1,8 @@
struct Settings {
moveRate: f32,
turnRate: f32,
sensorAngle: f32,
sensorAngleSin: f32,
sensorAngleCos: f32,
sensorOffset: f32,
turnWhenLost: f32,
individualTrailWeight: f32,
@ -16,6 +17,21 @@ struct Settings {
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;
@ -33,25 +49,38 @@ fn main(
return;
}
var agent = agents[id];
if agent.colorIndex < 0.0 || agent.colorIndex >= 2.5 {
let colorIndex = agents[id].colorIndex;
if colorIndex < 0.0 || colorIndex >= 2.5 {
return;
}
let hasIntroTarget =
settings.introProgress < 0.999 &&
agent.targetPosition.x >= 0.0 &&
agent.targetPosition.y >= 0.0;
if hasIntroTarget && settings.introProgress < agent.introDelay {
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 random = random_vec4(id, state.time);
let randomSeed = random_seed(id, state.time);
let randomTurn = random_float(randomSeed);
let direction = vec2(cos(angle), sin(angle));
let forwardSensor = sensor_position(agent.position, agent.angle, settings.sensorOffset, 0);
let leftSensor = sensor_position(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
let rightSensor = sensor_position(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle);
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);
@ -60,8 +89,8 @@ fn main(
let sourceLeftSample = textureLoad(sourceMap, leftSensor, 0);
let sourceRightSample = textureLoad(sourceMap, rightSensor, 0);
let channelMask = get_channel_mask(agent.colorIndex);
let reactionMask = get_reaction_mask(agent.colorIndex);
let channelMask = get_channel_mask(colorIndex);
let reactionMask = get_reaction_mask(colorIndex);
let trailForwardWeight = dot(trailForward.rgb, reactionMask);
let trailLeftWeight = dot(trailLeft.rgb, reactionMask);
@ -71,76 +100,105 @@ fn main(
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;
let weightForward =
trailForwardWeight + sourceForwardWeight * settings.sourceAttractionWeight;
let weightLeft = trailLeftWeight + sourceLeftWeight * settings.sourceAttractionWeight;
let weightRight =
trailRightWeight + sourceRightWeight * settings.sourceAttractionWeight;
var rotation = (random.r - 0.5) * settings.turnWhenLost;
var rotation = (randomTurn - 0.5) * settings.turnWhenLost;
if weightForward >= weightLeft && weightForward >= weightRight {
rotation = rotation * 0.25;
rotation = rotation * settings.forwardRotationScale;
} else {
rotation += sign(weightLeft - weightRight) * settings.turnRate;
}
let sourceAtAgent = textureLoad(sourceMap, vec2<i32>(agent.position), 0);
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, 0.08, sourceAtAgentStrength);
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 = agent.targetPosition - agent.position;
introTargetOffset = targetPosition - position;
introTargetDistance = length(introTargetOffset);
let targetAngle = atan2(introTargetOffset.y, introTargetOffset.x);
let nearTitle = 1.0 - smoothstep(4.0, max(28.0, settings.sensorOffset * 0.75), introTargetDistance);
let desiredAngle = mix(targetAngle, agent.targetAngle, nearTitle * 0.2);
let introTurn = angle_delta(agent.angle, desiredAngle);
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 * 3.4, settings.turnRate * 3.4)
+ (random.g - 0.5) * settings.turnWhenLost * 0.18;
moveRate = min(settings.moveRate * mix(2.65, 0.01, nearTitle), introTargetDistance);
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 = vec2(cos(agent.angle), sin(agent.angle)) * moveRate;
var step = direction * moveRate;
if hasIntroTarget {
step = vec2<f32>(0.0, 0.0);
if introTargetDistance > 0.5 {
if introTargetDistance > settings.introStepStopDistance {
step = introTargetOffset / introTargetDistance * moveRate;
}
}
let maxPosition = state.size - vec2<f32>(1.0, 1.0);
let nextPosition = clamp(agent.position + step, vec2<f32>(0, 0), maxPosition);
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.a - 0.5;
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 * 16.0);
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)
);
agent.angle += rotation;
agent.position = nextPosition;
textureStore(trailMapOut, vec2<i32>(nextPosition), trailBelow);
agents[id] = agent;
agents[id].angle = angle + rotation;
agents[id].position = nextPosition;
}
fn sensor_position(agentPosition: vec2<f32>, agentAngle: f32, sensorOffset: f32, sensorOffsetAngle: f32) -> vec2<i32> {
let sensorAngle = agentAngle + sensorOffsetAngle;
fn sensor_position(agentPosition: vec2<f32>, direction: vec2<f32>, sensorOffset: f32) -> vec2<i32> {
return vec2<i32>(clamp(
agentPosition + vec2(cos(sensorAngle), sin(sensorAngle)) * sensorOffset,
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);
@ -183,15 +241,9 @@ fn angle_delta(sourceAngle: f32, targetAngle: f32) -> f32 {
return atan2(sin(targetAngle - sourceAngle), cos(targetAngle - sourceAngle));
}
fn random_vec4(id: u32, time: f32) -> vec4<f32> {
let timeSeed = u32(time * 0.34816);
let seed = id * 747796405u + timeSeed * 2891336453u;
return vec4<f32>(
random_float(seed),
random_float(seed + 1013904223u),
random_float(seed + 1664525u),
random_float(seed + 22695477u)
);
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 {