| # 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. |
| |
| import "GLSL.std.450" as std; |
| |
| # 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>; |
| |
| fn vtx_main() -> void { |
| var angle : f32 = -std::atan2(a_particleVel.x, a_particleVel.y); |
| var pos : vec2<f32> = vec2<f32>( |
| (a_pos.x * std::cos(angle)) - (a_pos.y * std::sin(angle)), |
| (a_pos.x * std::sin(angle)) + (a_pos.y * std::cos(angle))); |
| gl_Position = vec4<f32>(pos + a_particlePos, 0.0, 1.0); |
| return; |
| } |
| entry_point vertex as "vert_main" = vtx_main; |
| |
| # fragment shader |
| [[location(0)]] var<out> fragColor : vec4<f32>; |
| |
| fn frag_main() -> void { |
| fragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0); |
| return; |
| } |
| entry_point fragment as "frag_main" = frag_main; |
| |
| # compute shader |
| type Particle = [[block]] struct { |
| [[offset(0)]] pos : vec2<f32>; |
| [[offset(8)]] vel : vec2<f32>; |
| }; |
| |
| type SimParams = [[block]] struct { |
| [[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; |
| }; |
| |
| type Particles = [[block]] struct { |
| [[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 |
| fn compute_main() -> void { |
| var index : u32 = gl_GlobalInvocationID.x; |
| if (index >= 5) { |
| 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>; |
| var i : i32 = 0; |
| loop { |
| if (i >= 5) { |
| break; |
| } |
| if (i == index) { |
| continue; |
| } |
| |
| pos = particlesA.particles[i].pos.xy; |
| vel = particlesA.particles[i].vel.xy; |
| |
| if (std::distance(pos, vPos) < params.rule1Distance) { |
| cMass = cMass + pos; |
| cMassCount = cMassCount + 1; |
| } |
| if (std::distance(pos, vPos) < params.rule2Distance) { |
| colVel = colVel - (pos - vPos); |
| } |
| if (std::distance(pos, vPos) < params.rule3Distance) { |
| cVel = cVel + vel; |
| cVelCount = cVelCount + 1; |
| } |
| |
| continuing { |
| i = i + 1; |
| } |
| } |
| if (cMassCount > 0) { |
| cMass = |
| (cMass / vec2<f32>(cast<f32>(cMassCount), cast<f32>(cMassCount))) - vPos; |
| } |
| if (cVelCount > 0) { |
| cVel = cVel / vec2<f32>(cast<f32>(cVelCount), cast<f32>(cVelCount)); |
| } |
| |
| vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) + |
| (cVel * params.rule3Scale); |
| |
| # clamp velocity for a more pleasing simulation |
| vVel = std::normalize(vVel) * std::fclamp(std::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; |
| } |
| entry_point compute as "comp_main" = compute_main; |
| |