|  | # 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 | 
|  |  | 
|  | [[location(0)]] var<in> a_particlePos : vec2<f32>; | 
|  | [[location(1)]] var<in> a_particleVel : vec2<f32>; | 
|  | [[location(2)]] var<in> a_pos : vec2<f32>; | 
|  | [[builtin(position)]] var<out> gl_Position : vec4<f32>; | 
|  |  | 
|  | [[stage(vertex)]] | 
|  | fn vert_main() -> void { | 
|  | 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))); | 
|  | gl_Position = vec4<f32>(pos + a_particlePos, 0.0, 1.0); | 
|  | return; | 
|  | } | 
|  |  | 
|  | # fragment shader | 
|  | [[location(0)]] var<out> fragColor : vec4<f32>; | 
|  |  | 
|  | [[stage(fragment)]] | 
|  | fn frag_main() -> void { | 
|  | fragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0); | 
|  | return; | 
|  | } | 
|  |  | 
|  | # compute shader | 
|  | [[block]] struct Particle { | 
|  | [[offset(0)]] pos : vec2<f32>; | 
|  | [[offset(8)]] vel : vec2<f32>; | 
|  | }; | 
|  |  | 
|  | [[block]] struct SimParams { | 
|  | [[offset(0)]] deltaT : f32; | 
|  | [[offset(4)]] rule1Distance : f32; | 
|  | [[offset(8)]] rule2Distance : f32; | 
|  | [[offset(12)]] rule3Distance : f32; | 
|  | [[offset(16)]] rule1Scale : f32; | 
|  | [[offset(20)]] rule2Scale : f32; | 
|  | [[offset(24)]] rule3Scale : f32; | 
|  | }; | 
|  |  | 
|  | [[block]] struct Particles { | 
|  | [[offset(0)]] particles : [[stride(16)]] array<Particle, 5>; | 
|  | }; | 
|  |  | 
|  | [[binding(0), set(0)]] var<uniform> params : SimParams; | 
|  | [[binding(1), set(0)]] var<storage_buffer> particlesA : Particles; | 
|  | [[binding(2), set(0)]] var<storage_buffer> particlesB : Particles; | 
|  |  | 
|  | [[builtin(global_invocation_id)]] var<in> gl_GlobalInvocationID : vec3<u32>; | 
|  |  | 
|  | # https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp | 
|  | [[stage(compute)]] | 
|  | fn comp_main() -> void { | 
|  | 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 + 1) { | 
|  | 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; | 
|  |  | 
|  | return; | 
|  | } |