Block pheromone diffusion through solid materials

Checks each blur neighbor's material behavior before including it in
the average. Solid and non-gas cells are excluded so pheromones don't
bleed through walls, sand, or rock.
This commit is contained in:
Jared Miller 2026-03-11 16:31:08 -04:00
parent 6b514f338c
commit d91b5a9b5e
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C
3 changed files with 27 additions and 3 deletions

View file

@ -187,6 +187,8 @@ export default class Renderer {
this.renderer.setRenderTarget(this.resources.worldBlurredRenderTarget); this.renderer.setRenderTarget(this.resources.worldBlurredRenderTarget);
scenes.worldBlur.material.uniforms.tWorld.value = scenes.worldBlur.material.uniforms.tWorld.value =
this.resources.sandPhysicsRenderTarget.texture; this.resources.sandPhysicsRenderTarget.texture;
scenes.worldBlur.material.uniforms.uMaterialProps.value =
this.materialPropsTexture;
this.renderer.render(scenes.worldBlur, scenes.worldBlur.camera); this.renderer.render(scenes.worldBlur, scenes.worldBlur.camera);
this.renderer.setRenderTarget(this.resources.antsPresenceRenderTarget); this.renderer.setRenderTarget(this.resources.antsPresenceRenderTarget);

View file

@ -17,6 +17,7 @@ export default class WorldBlurScene extends AbstractScene {
const material = new THREE.RawShaderMaterial({ const material = new THREE.RawShaderMaterial({
uniforms: { uniforms: {
tWorld: { value: null }, tWorld: { value: null },
uMaterialProps: { value: null },
}, },
vertexShader, vertexShader,
fragmentShader, fragmentShader,

View file

@ -6,19 +6,33 @@ in vec2 vUv;
out vec4 FragColor; out vec4 FragColor;
uniform sampler2D tWorld; uniform sampler2D tWorld;
uniform sampler2D uMaterialProps;
const float offset = 1. / WORLD_SIZE * SCENT_BLUR_RADIUS; const float offset = 1. / WORLD_SIZE * SCENT_BLUR_RADIUS;
const float repellentOffset = 1. / WORLD_SIZE * REPELLENT_BLUR_RADIUS; const float repellentOffset = 1. / WORLD_SIZE * REPELLENT_BLUR_RADIUS;
// returns 1.0 if materialId has GAS behavior (pheromone can diffuse through it)
float isAir(float materialId) {
vec4 props = texelFetch(uMaterialProps, ivec2(int(materialId), 0), 0);
return props.r == BEHAVIOR_GAS ? 1.0 : 0.0;
}
void main() { void main() {
vec4 s0 = texture(tWorld, vUv); vec4 s0 = texture(tWorld, vUv);
float centerAir = isAir(s0.x);
vec4 s1 = texture(tWorld, vUv + vec2(1, 1) * offset); vec4 s1 = texture(tWorld, vUv + vec2(1, 1) * offset);
vec4 s2 = texture(tWorld, vUv + vec2(-1, -1) * offset); vec4 s2 = texture(tWorld, vUv + vec2(-1, -1) * offset);
vec4 s3 = texture(tWorld, vUv + vec2(-1, 1) * offset); vec4 s3 = texture(tWorld, vUv + vec2(-1, 1) * offset);
vec4 s4 = texture(tWorld, vUv + vec2(1, -1) * offset); vec4 s4 = texture(tWorld, vUv + vec2(1, -1) * offset);
float scentToHome = (s0.y + s1.y + s2.y + s3.y + s4.y) / 5. * (1. - SCENT_FADE_OUT_FACTOR); float a1 = isAir(s1.x);
float scentToFood = (s0.z + s1.z + s2.z + s3.z + s4.z) / 5. * (1. - SCENT_FADE_OUT_FACTOR); float a2 = isAir(s2.x);
float a3 = isAir(s3.x);
float a4 = isAir(s4.x);
float scentCount = 1.0 + a1 + a2 + a3 + a4;
float scentToHome = (s0.y + s1.y * a1 + s2.y * a2 + s3.y * a3 + s4.y * a4) / scentCount * (1. - SCENT_FADE_OUT_FACTOR) * centerAir;
float scentToFood = (s0.z + s1.z * a1 + s2.z * a2 + s3.z * a3 + s4.z * a4) / scentCount * (1. - SCENT_FADE_OUT_FACTOR) * centerAir;
// repellent channel uses its own diffusion radius and decay rate // repellent channel uses its own diffusion radius and decay rate
vec4 rr0 = texture(tWorld, vUv); vec4 rr0 = texture(tWorld, vUv);
@ -26,7 +40,14 @@ void main() {
vec4 rr2 = texture(tWorld, vUv + vec2(-1, -1) * repellentOffset); vec4 rr2 = texture(tWorld, vUv + vec2(-1, -1) * repellentOffset);
vec4 rr3 = texture(tWorld, vUv + vec2(-1, 1) * repellentOffset); vec4 rr3 = texture(tWorld, vUv + vec2(-1, 1) * repellentOffset);
vec4 rr4 = texture(tWorld, vUv + vec2(1, -1) * repellentOffset); vec4 rr4 = texture(tWorld, vUv + vec2(1, -1) * repellentOffset);
float repellent = (rr0.w + rr1.w + rr2.w + rr3.w + rr4.w) / 5. * (1. - REPELLENT_FADE_OUT_FACTOR);
float b1 = isAir(rr1.x);
float b2 = isAir(rr2.x);
float b3 = isAir(rr3.x);
float b4 = isAir(rr4.x);
float repellentCount = 1.0 + b1 + b2 + b3 + b4;
float repellent = (rr0.w + rr1.w * b1 + rr2.w * b2 + rr3.w * b3 + rr4.w * b4) / repellentCount * (1. - REPELLENT_FADE_OUT_FACTOR) * centerAir;
FragColor = vec4( FragColor = vec4(
s0.x, s0.x,