134 lines
4.8 KiB
WebGPU Shading Language
134 lines
4.8 KiB
WebGPU Shading Language
struct Settings {
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center: vec2<f32>,
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radius: f32,
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brushTrailWeight: f32,
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currentGenerationMoveRate: f32,
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turnRate: f32,
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sensorAngle: f32,
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sensorOffset: f32,
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currentGenerationAggression: f32,
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nextGenerationAggression: f32,
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nextGenerationSensorOffsetDistance: f32,
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nextGenerationMoveRate: f32,
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isNextGenerationOdd: f32,
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turnWhenLost: f32,
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individualTrailWeight: f32,
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infectionProbability: f32,
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agentCount: f32 // might be smaller than the length of the agents array
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};
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@group(1) @binding(0) var<uniform> settings: Settings;
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// even generation's trail -> red channel
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// odd generation's trail -> green channel
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// unused -> blue channel
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// brush -> alpha channel
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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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@compute @workgroup_size(64)
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fn main(
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@builtin(global_invocation_id) global_id: vec3<u32>,
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@builtin(num_workgroups) workgroup_count: vec3<u32>
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) {
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let id = get_id(global_id, workgroup_count);
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if id >= u32(settings.agentCount) {
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return;
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}
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var agent = agents[id];
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let random = textureSampleLevel(
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noise,
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noiseSampler,
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vec2(
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f32(id) % 23647 / 2000,
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state.time % 3243 / 2000
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),
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0
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);
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let isFromCurrentGeneration = abs(agent.generation - settings.isNextGenerationOdd);
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let isFromNextGeneration = 1.0 - isFromCurrentGeneration;
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let isFromOddGeneration = agent.generation % 2;
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let sensorOffset = mix(settings.sensorOffset, settings.nextGenerationSensorOffsetDistance, isFromNextGeneration);
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let moveRate = mix(settings.currentGenerationMoveRate, settings.nextGenerationMoveRate, isFromNextGeneration);
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let brushWeight = mix(settings.brushTrailWeight, 0, isFromNextGeneration);
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let trailForward = sense(agent.position, agent.angle, sensorOffset, 0);
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let trailLeft = sense(agent.position, agent.angle, sensorOffset, settings.sensorAngle);
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let trailRight = sense(agent.position, agent.angle, sensorOffset, -settings.sensorAngle);
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var weightForward = brushWeight * trailForward.a;
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var weightLeft = brushWeight * trailLeft.a;
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var weightRight = brushWeight * trailRight.a;
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let agression = mix(settings.currentGenerationAggression, settings.nextGenerationAggression, isFromNextGeneration) + weightForward;
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weightForward += mix(trailForward.r + agression * trailForward.g, trailForward.g + agression * trailForward.r, isFromOddGeneration);
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weightLeft += mix(trailLeft.r + agression * trailLeft.g, trailLeft.g + agression * trailLeft.r, isFromOddGeneration);
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weightRight += mix(trailRight.r + agression * trailRight.g, trailRight.g + agression * trailRight.r, isFromOddGeneration);
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var rotation: f32;
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if weightForward >= weightLeft && weightForward >= weightRight {
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rotation = 0;
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} else {
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rotation = sign(weightLeft - weightRight) * settings.turnRate;
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}
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let nextPosition = clamp(
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agent.position + vec2(cos(agent.angle), sin(agent.angle)) * moveRate,
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vec2<f32>(0, 0),
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state.size
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);
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if nextPosition.x == 0 || nextPosition.x == state.size.x || nextPosition.y == 0 || nextPosition.y == state.size.y {
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rotation = 3.14159265359 + random.a - 0.5;
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}
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var trail = vec4<f32>(settings.individualTrailWeight, 0, 0, 0);
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if isFromOddGeneration == 1.0 {
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trail = vec4<f32>(0, settings.individualTrailWeight, 0, 0);
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}
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var trailBelow = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
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agent.angle += rotation;
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trailBelow += trail;
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if settings.radius > 0 && length(settings.center - agent.position) < settings.radius {
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agent.generation = settings.isNextGenerationOdd;
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// clear trail map below so the agent won't die immediately
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// trailBelow.r = (1 - settings.isNextGenerationOdd) * (trailBelow.r + trailBelow.g);
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// trailBelow.g = settings.isNextGenerationOdd * (trailBelow.r + trailBelow.g);
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} else {
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let relativeWeight = mix(trailBelow.g - trailBelow.r, trailBelow.r - trailBelow.g, isFromOddGeneration);
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if (relativeWeight > 0 && (
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(isFromCurrentGeneration == 1.0 && trailBelow.a == 0 && random.b < settings.infectionProbability)
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|| (isFromCurrentGeneration == 0.0 && trailBelow.a > 0)
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)) || (trailBelow.a > 0 && isFromCurrentGeneration == 0.0){
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// trailBelow.r = isFromOddGeneration * (trailBelow.r + trailBelow.g);
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// trailBelow.g = (1 - isFromOddGeneration) * (trailBelow.r + trailBelow.g);
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agent.generation = (agent.generation + 1) % 2;
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}
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}
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textureStore(trailMapOut, vec2<i32>(nextPosition), trailBelow);
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agent.position = nextPosition;
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agents[id] = agent;
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}
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fn sense(agentPosition: vec2<f32>, agentAngle: f32, sensorOffset: f32, sensorOffsetAngle: f32) -> vec4<f32> {
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let sensorAngle = agentAngle + sensorOffsetAngle;
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let sensorPosition = vec2<i32>(agentPosition + vec2(cos(sensorAngle), sin(sensorAngle)) * sensorOffset);
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return textureLoad(trailMapIn, sensorPosition, 0);
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}
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