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compute.wgsl
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struct Particle {
pos : vec2<f32>,
vel : vec2<f32>,
};
struct SimParams {
deltaT : f32,
rule1Distance : f32,
rule2Distance : f32,
rule3Distance : f32,
rule1Scale : f32,
rule2Scale : f32,
rule3Scale : f32,
};
@group(0) @binding(0) var<uniform> params : SimParams;
@group(0) @binding(1) var<storage, read> particlesSrc : array<Particle>;
@group(0) @binding(2) var<storage, read_write> particlesDst : array<Particle>;
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
@compute
@workgroup_size(64)
fn main(@builtin(global_invocation_id) global_invocation_id: vec3<u32>) {
let total = arrayLength(&particlesSrc);
let index = global_invocation_id.x;
if (index >= total) {
return;
}
var vPos : vec2<f32> = particlesSrc[index].pos;
var vVel : vec2<f32> = particlesSrc[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 i : u32 = 0u;
loop {
if (i >= total) {
break;
}
if (i == index) {
continue;
}
let pos = particlesSrc[i].pos;
let vel = particlesSrc[i].vel;
if (distance(pos, vPos) < params.rule1Distance) {
cMass += pos;
cMassCount += 1;
}
if (distance(pos, vPos) < params.rule2Distance) {
colVel -= pos - vPos;
}
if (distance(pos, vPos) < params.rule3Distance) {
cVel += vel;
cVelCount += 1;
}
continuing {
i = i + 1u;
}
}
if (cMassCount > 0) {
cMass = cMass * (1.0 / f32(cMassCount)) - vPos;
}
if (cVelCount > 0) {
cVel *= 1.0 / 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 += 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
particlesDst[index] = Particle(vPos, vVel);
}