struct Agent { position: vec2, angle: f32, species: f32, timeToLive: f32 } struct Settings { size: vec2, deltaTime: f32, time: f32, trailWeight: f32, moveRate: f32, turnRate: f32, sensorAngle: f32, sensorOffset: f32, }; @group(0) @binding(0) var settings: Settings; @group(0) @binding(1) var agents: array; @group(0) @binding(2) var TrailMapIn: texture_2d; @group(0) @binding(3) var TrailMapOut: texture_storage_2d; @compute @workgroup_size(8, 8) fn main(@builtin(global_invocation_id) global_id: vec3) { let id = global_id.x; if (id >= arrayLength(&agents)) { return; } var agent = agents[id]; if (agent.timeToLive <= 0.) { agent.position = vec2(random(id + u32(settings.time * 10 + agent.position.x * 10000)), random(id + u32(settings.time * 10 + agent.position.y * 10000))); agent.angle = random(id + u32(settings.time)) * 3.14159265359 * 2.; agent.species = 1; agent.timeToLive = 1000; agents[id] = agent; return; } let random = random(id + u32(settings.time * 10000 + agent.position.y * 10 + agent.position.x)); let trailCurrent = sense(agent, 0, 0); var weight: f32; if(agent.species == 0) { weight = trailCurrent.r - trailCurrent.g; } else { weight = trailCurrent.g - trailCurrent.r; } if (weight < 0) { agent.timeToLive = 0; return; } let trailForward = sense(agent, settings.sensorOffset, 0); let trailLeft = sense(agent, settings.sensorOffset, settings.sensorAngle); let trailRight = sense(agent, settings.sensorOffset, -settings.sensorAngle); var weightForward: f32 = trailForward.a; var weightLeft: f32 = trailLeft.a; var weightRight: f32 = trailRight.a; if (agent.species == 0) { weightForward += trailForward.r - trailForward.g; weightLeft += trailLeft.r - trailLeft.g; weightRight += trailRight.r - trailRight.g; } else { weightForward += trailForward.g - trailForward.r; weightLeft += trailLeft.g - trailLeft.r; weightRight += trailRight.g - trailRight.r; } if (weightForward < weightLeft && weightForward < weightRight) { agent.angle += (random - 0.5) * 2. * settings.turnRate; } else if (weightLeft < weightRight) { agent.angle -= random * settings.turnRate; } else if (weightRight < weightLeft) { agent.angle += random * settings.turnRate; } let direction = vec2(cos(agent.angle), sin(agent.angle)); var newPos = agent.position + direction / normalize(settings.size) * settings.moveRate; newPos = clamp(newPos, vec2(0, 0), vec2(1, 1)); if (newPos.x == 0. || newPos.x == 1. || newPos.y == 0. || newPos.y == 1.) { agent.angle += 3.14159265359 + random - 0.5; } var trail = vec4(0, 1, 0, 0); if (agent.species == 0) { trail = vec4(1, 0, 0, 0); } textureStore(TrailMapOut, vec2(newPos * settings.size), trail); agent.position = newPos; agent.timeToLive -= settings.deltaTime; agents[id] = agent; } fn sense(agent: Agent, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4 { let sensorAngle = agent.angle + sensorOffsetAngle; let sensorDir: vec2 = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(settings.size); let sensorPos: vec2 = agent.position + sensorDir * sensorOffset; return textureLoad(TrailMapIn, vec2(sensorPos * settings.size), 0); } fn random(state0: u32) -> f32 { var state: u32 = state0; state = state ^ 2747636419u; state = state * 2654435769u; state = state ^ (state >> 16u); state = state * 2654435769u; state = state ^ (state >> 16u); state = state * 2654435769u; return f32(state) / 4294967295.0; }