141 lines
5.1 KiB
WebGPU Shading Language
141 lines
5.1 KiB
WebGPU Shading Language
struct Settings {
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brushTrailWeight: f32,
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moveRate: 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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isNextGenerationOdd: f32,
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center: vec2<f32>,
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radius: f32,
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turnWhenGoingInTheRightDirection: f32,
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turnWhenLost: f32,
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individualTrailWeight: f32,
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deinfectionProbability: 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 = global_id.x + global_id.y * (workgroup_count.x * 64) + global_id.z * (workgroup_count.x * workgroup_count.y * 64);
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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(f32(id) % 23647 / 2000,
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state.time % 6294 / 2000),
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0
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).a;
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let isFromCurrentGeneration = abs(agent.generation - settings.isNextGenerationOdd);
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let isFromOddGeneration = agent.generation == 1.0;
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let trailForward = sense(agent.position, agent.angle, settings.sensorOffset, 0);
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let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
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let trailRight = sense(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle);
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var weightForward: f32 = isFromCurrentGeneration * trailForward.a * settings.brushTrailWeight;
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var weightLeft: f32 = isFromCurrentGeneration * trailLeft.a * settings.brushTrailWeight;
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var weightRight: f32 = isFromCurrentGeneration * trailRight.a * settings.brushTrailWeight;
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let agression = isFromCurrentGeneration * settings.currentGenerationAggression + (1.0 - isFromCurrentGeneration) * settings.nextGenerationAggression;
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if (isFromOddGeneration) {
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weightForward += trailForward.g + agression * trailForward.r;
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weightLeft += trailLeft.g + agression * trailLeft.r;
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weightRight += trailRight.g + agression * trailRight.r;
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} else {
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weightForward += trailForward.r + agression * trailForward.g;
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weightLeft += trailLeft.r + agression * trailLeft.g;
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weightRight += trailRight.r + agression * trailRight.g;
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}
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var rotation: f32 = 0;
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if weightForward > weightLeft && weightForward > weightRight {
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rotation = (random - 0.5) * settings.turnWhenGoingInTheRightDirection * settings.turnRate * state.deltaTime;
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} else if weightLeft < weightRight {
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rotation = -min(settings.sensorAngle, settings.turnRate * state.deltaTime);
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} else if weightRight < weightLeft {
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rotation = min(settings.sensorAngle, settings.turnRate * state.deltaTime);
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} else {
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rotation = (random - 0.5) * settings.turnWhenLost * settings.turnRate * state.deltaTime;
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}
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let direction = vec2(cos(agent.angle), sin(agent.angle));
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var nextPosition = agent.position + direction * settings.moveRate * state.deltaTime;
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nextPosition = clamp(nextPosition, vec2<f32>(0, 0), state.size);
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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 - 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 {
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trail = vec4(0, settings.individualTrailWeight, 0, 0);
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}
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var trailBelow = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
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if settings.radius > 0 && length(settings.center - agent.position) < settings.radius {
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agents[id].generation = settings.isNextGenerationOdd;
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// clear trail map below so the agent won't die immediately
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if (settings.isNextGenerationOdd == 1.0) {
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trailBelow.g += trailBelow.r;
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trailBelow.r = 0;
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} else {
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trailBelow.r += trailBelow.g;
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trailBelow.g = 0;
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}
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textureStore(trailMapOut, vec2<i32>(agent.position), trailBelow);
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return;
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}
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let next = vec4(trail.rgb + trailBelow.rgb, trailBelow.a);
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textureStore(trailMapOut, vec2<i32>(nextPosition), next);
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if isFromOddGeneration {
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if next.g < next.r && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random < settings.deinfectionProbability)) {
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agent.generation = 0;
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}
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} else {
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if next.r < next.g && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random < settings.deinfectionProbability)) {
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agent.generation = 1;
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}
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}
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agent.position = nextPosition;
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agent.angle += rotation;
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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 sensorDirection = vec2(cos(sensorAngle), sin(sensorAngle));
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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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