fleeting-garden/src/pipelines/agents/agent.wgsl
Andras Schmelczer 2347ecd201
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2026-05-13 22:13:15 +01:00

184 lines
6.2 KiB
WebGPU Shading Language

struct Settings {
moveRate: f32,
turnRate: f32,
sensorAngle: f32,
sensorOffset: f32,
turnWhenLost: f32,
individualTrailWeight: f32,
agentCount: f32,
introProgress: f32,
color1ToColor1: f32,
color1ToColor2: f32,
color1ToColor3: f32,
color2ToColor1: f32,
color2ToColor2: f32,
color2ToColor3: f32,
color3ToColor1: f32,
color3ToColor2: f32,
color3ToColor3: f32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(2) var trailMapIn: texture_2d<f32>;
@group(1) @binding(3) var trailMapOut: texture_storage_2d<rgba16float, write>;
@group(1) @binding(4) var sourceMap: texture_2d<f32>;
@compute @workgroup_size(64)
fn main(
@builtin(global_invocation_id) global_id: vec3<u32>,
@builtin(num_workgroups) workgroup_count: vec3<u32>
) {
let id = get_id(global_id, workgroup_count);
if id >= u32(settings.agentCount) {
return;
}
var agent = agents[id];
if agent.colorIndex < 0.0 {
return;
}
let hasIntroTarget =
settings.introProgress < 0.999 &&
agent.targetPosition.x >= 0.0 &&
agent.targetPosition.y >= 0.0;
if hasIntroTarget && settings.introProgress < agent.introDelay {
return;
}
let random = textureSampleLevel(
noise,
noiseSampler,
fract(vec2(f32(id) * 0.7548777, state.time * 0.00017 + f32(id) * 0.5698403)),
0
);
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 trailForward = textureLoad(trailMapIn, forwardSensor, 0);
let trailLeft = textureLoad(trailMapIn, leftSensor, 0);
let trailRight = textureLoad(trailMapIn, rightSensor, 0);
let sourceForwardSample = textureLoad(sourceMap, forwardSensor, 0);
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 trailForwardWeight = dot(trailForward.rgb, reactionMask);
let trailLeftWeight = dot(trailLeft.rgb, reactionMask);
let trailRightWeight = dot(trailRight.rgb, reactionMask);
let sourceForwardWeight = dot(sourceForwardSample.rgb, reactionMask);
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;
var rotation = (random.r - 0.5) * settings.turnWhenLost;
if weightForward >= weightLeft && weightForward >= weightRight {
rotation = rotation * 0.25;
} else {
rotation += sign(weightLeft - weightRight) * settings.turnRate;
}
let sourceAtAgent = textureLoad(sourceMap, vec2<i32>(agent.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 introTargetOffset = vec2<f32>(0.0, 0.0);
var introTargetDistance = 0.0;
if hasIntroTarget {
introTargetOffset = agent.targetPosition - agent.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);
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);
}
var step = vec2(cos(agent.angle), sin(agent.angle)) * moveRate;
if hasIntroTarget {
step = vec2<f32>(0.0, 0.0);
if introTargetDistance > 0.5 {
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);
if nextPosition.x == 0 || nextPosition.x == maxPosition.x || nextPosition.y == 0 || nextPosition.y == maxPosition.y {
rotation = 3.14159265359 + random.a - 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);
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;
}
fn sensor_position(agentPosition: vec2<f32>, agentAngle: f32, sensorOffset: f32, sensorOffsetAngle: f32) -> vec2<i32> {
let sensorAngle = agentAngle + sensorOffsetAngle;
return vec2<i32>(clamp(
agentPosition + vec2(cos(sensorAngle), sin(sensorAngle)) * sensorOffset,
vec2<f32>(0, 0),
state.size - vec2<f32>(1, 1)
));
}
fn get_channel_mask(colorIndex: f32) -> vec3<f32> {
if colorIndex < 0.5 {
return vec3<f32>(1, 0, 0);
}
if colorIndex < 1.5 {
return vec3<f32>(0, 1, 0);
}
return vec3<f32>(0, 0, 1);
}
fn get_reaction_mask(colorIndex: f32) -> vec3<f32> {
if colorIndex < 0.5 {
return vec3<f32>(
settings.color1ToColor1,
settings.color1ToColor2,
settings.color1ToColor3
);
}
if colorIndex < 1.5 {
return vec3<f32>(
settings.color2ToColor1,
settings.color2ToColor2,
settings.color2ToColor3
);
}
return vec3<f32>(
settings.color3ToColor1,
settings.color3ToColor2,
settings.color3ToColor3
);
}
fn angle_delta(sourceAngle: f32, targetAngle: f32) -> f32 {
return atan2(sin(targetAngle - sourceAngle), cos(targetAngle - sourceAngle));
}