I think it is in some kind of working state now
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@@ -7,8 +7,8 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(r32f, binding = 0) uniform restrict readonly image2D current_trail;
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layout(r32f, binding = 1) uniform restrict writeonly image2D output_trail;
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layout(binding = 2) restrict buffer AgentBuffer {
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vec2 positions[1024*1024];
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float headings[1024*1024];
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vec2 positions[1024];
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float headings[1024];
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} agent_buffer;
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layout(push_constant, std430) uniform Params {
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@@ -19,9 +19,17 @@ layout(push_constant, std430) uniform Params {
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const float SPEED = 1.0;
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void main() {
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vec2 loop_position(vec2 pos) {
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int width = params.texture_size.x;
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int height = params.texture_size.y;
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if (pos.x > width) pos.x = mod(pos.x, width);
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if (pos.y > height) pos.y = mod(pos.y, height);
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if (pos.x < 0) pos.x = width - pos.x;
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if (pos.y < 0) pos.y = height - pos.y;
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return pos;
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}
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ivec2 size = ivec2(params.texture_size.x - 1, params.texture_size.y - 1);
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void main() {
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uint id = gl_GlobalInvocationID.x;
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vec2 position = agent_buffer.positions[id];
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@@ -36,35 +44,34 @@ void main() {
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vec2 forward_detect_dir = vec2(cos(heading), sin(heading));
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float sd = params.sensor_distance;
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vec2 left_detect_pos = position + left_detect_dir * sd;
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vec2 right_detect_pos = position + right_detect_dir * sd;
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vec2 forward_detect_pos = position + forward_detect_dir * sd;
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left_detect_pos = mod(left_detect_pos, size);
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right_detect_pos = mod(right_detect_pos, size);
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forward_detect_pos = mod(forward_detect_pos, size);
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vec2 left_detect_pos = loop_position(position + left_detect_dir * sd);
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vec2 right_detect_pos = loop_position(position + right_detect_dir * sd);
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vec2 forward_detect_pos = loop_position(position + forward_detect_dir * sd);
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float left = imageLoad(current_trail, ivec2(left_detect_pos)).r;
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float right = imageLoad(current_trail, ivec2(right_detect_pos)).r;
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float forward = imageLoad(current_trail, ivec2(forward_detect_pos)).r;
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vec2 pos = position;
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float new_heading = heading;
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if (left > forward && left > right) {
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pos += left_detect_dir * SPEED;
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new_heading = left_heading;
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} else if (right > forward && right > left) {
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pos += right_detect_dir * SPEED;
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new_heading = right_heading;
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} else {
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pos += forward_detect_dir * SPEED;
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}
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pos = mod(pos, size);
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pos = loop_position(pos);
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agent_buffer.positions[id] = pos;
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agent_buffer.headings[id] = new_heading;
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ivec2 uv = ivec2(pos);
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float current_v = imageLoad(current_trail, uv).r;
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float current_v = imageLoad(current_trail, ivec2(pos)).r;
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float new_v = current_v + 0.3;
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vec4 result = vec4(new_v, new_v, new_v, 1.0);
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imageStore(output_trail, uv, result);
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imageStore(output_trail, ivec2(pos), result);
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}
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