| // Copyright 2020 The Tint Authors. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| // vertex shader |
| |
| @vertex |
| fn vert_main(@location(0) a_particlePos : vec2<f32>, |
| @location(1) a_particleVel : vec2<f32>, |
| @location(2) a_pos : vec2<f32>) |
| -> @builtin(position) vec4<f32> { |
| var angle : f32 = -atan2(a_particleVel.x, a_particleVel.y); |
| var pos : vec2<f32> = vec2<f32>( |
| (a_pos.x * cos(angle)) - (a_pos.y * sin(angle)), |
| (a_pos.x * sin(angle)) + (a_pos.y * cos(angle))); |
| return vec4<f32>(pos + a_particlePos, 0.0, 1.0); |
| } |
| |
| // fragment shader |
| |
| @fragment |
| fn frag_main() -> @location(0) vec4<f32> { |
| return vec4<f32>(1.0, 1.0, 1.0, 1.0); |
| } |
| |
| // compute shader |
| struct Particle { |
| pos : vec2<f32>, |
| vel : vec2<f32>, |
| }; |
| |
| struct SimParams { |
| deltaT : f32, |
| rule1Distance : f32, |
| rule2Distance : f32, |
| rule3Distance : f32, |
| rule1Scale : f32, |
| rule2Scale : f32, |
| rule3Scale : f32, |
| }; |
| |
| struct Particles { |
| particles : array<Particle, 5>, |
| }; |
| |
| @binding(0) @group(0) var<uniform> params : SimParams; |
| @binding(1) @group(0) var<storage, read_write> particlesA : Particles; |
| @binding(2) @group(0) var<storage, read_write> particlesB : Particles; |
| |
| // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp |
| @compute @workgroup_size(1) |
| fn comp_main( |
| @builtin(global_invocation_id) gl_GlobalInvocationID : vec3<u32>) { |
| var index : u32 = gl_GlobalInvocationID.x; |
| if (index >= 5u) { |
| return; |
| } |
| |
| var vPos : vec2<f32> = particlesA.particles[index].pos; |
| var vVel : vec2<f32> = particlesA.particles[index].vel; |
| |
| var cMass : vec2<f32> = vec2<f32>(0.0, 0.0); |
| var cVel : vec2<f32> = vec2<f32>(0.0, 0.0); |
| var colVel : vec2<f32> = vec2<f32>(0.0, 0.0); |
| var cMassCount : i32 = 0; |
| var cVelCount : i32 = 0; |
| |
| var pos : vec2<f32>; |
| var vel : vec2<f32>; |
| for(var i : u32 = 0u; i < 5u; i = i + 1u) { |
| if (i == index) { |
| continue; |
| } |
| |
| pos = particlesA.particles[i].pos.xy; |
| vel = particlesA.particles[i].vel.xy; |
| |
| if (distance(pos, vPos) < params.rule1Distance) { |
| cMass = cMass + pos; |
| cMassCount = cMassCount + 1; |
| } |
| if (distance(pos, vPos) < params.rule2Distance) { |
| colVel = colVel - (pos - vPos); |
| } |
| if (distance(pos, vPos) < params.rule3Distance) { |
| cVel = cVel + vel; |
| cVelCount = cVelCount + 1; |
| } |
| } |
| if (cMassCount > 0) { |
| cMass = |
| (cMass / vec2<f32>(f32(cMassCount), f32(cMassCount))) - vPos; |
| } |
| if (cVelCount > 0) { |
| cVel = cVel / vec2<f32>(f32(cVelCount), f32(cVelCount)); |
| } |
| |
| vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) + |
| (cVel * params.rule3Scale); |
| |
| // clamp velocity for a more pleasing simulation |
| vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1); |
| |
| // kinematic update |
| vPos = vPos + (vVel * params.deltaT); |
| |
| // Wrap around boundary |
| if (vPos.x < -1.0) { |
| vPos.x = 1.0; |
| } |
| if (vPos.x > 1.0) { |
| vPos.x = -1.0; |
| } |
| if (vPos.y < -1.0) { |
| vPos.y = 1.0; |
| } |
| if (vPos.y > 1.0) { |
| vPos.y = -1.0; |
| } |
| |
| // Write back |
| particlesB.particles[index].pos = vPos; |
| particlesB.particles[index].vel = vVel; |
| } |