mirror of
https://github.com/gfx-rs/wgpu.git
synced 2024-11-23 15:23:33 +00:00
2f516c0932
* Resurrect texture_storage_* tests * Test parsing of `var<storage,write>` * Default storage textures to READ * Restore default features * Fix glsl/hlsl/msl/spv front and back ends * Add missing test outputs * All-around fixes for the storage access Co-authored-by: Dzmitry Malyshau <kvarkus@gmail.com>
110 lines
2.4 KiB
WebGPU Shading Language
110 lines
2.4 KiB
WebGPU Shading Language
let NUM_PARTICLES: u32 = 1500u;
|
|
|
|
struct Particle {
|
|
pos : vec2<f32>;
|
|
vel : vec2<f32>;
|
|
};
|
|
|
|
[[block]]
|
|
struct SimParams {
|
|
deltaT : f32;
|
|
rule1Distance : f32;
|
|
rule2Distance : f32;
|
|
rule3Distance : f32;
|
|
rule1Scale : f32;
|
|
rule2Scale : f32;
|
|
rule3Scale : f32;
|
|
};
|
|
|
|
[[block]]
|
|
struct Particles {
|
|
particles : [[stride(16)]] array<Particle>;
|
|
};
|
|
|
|
[[group(0), binding(0)]] var<uniform> params : SimParams;
|
|
[[group(0), binding(1)]] var<storage> particlesSrc : Particles;
|
|
[[group(0), binding(2)]] var<storage,read_write> particlesDst : Particles;
|
|
|
|
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
|
|
[[stage(compute), workgroup_size(64)]]
|
|
fn main([[builtin(global_invocation_id)]] global_invocation_id : vec3<u32>) {
|
|
let index : u32 = global_invocation_id.x;
|
|
if (index >= NUM_PARTICLES) {
|
|
return;
|
|
}
|
|
|
|
var vPos = particlesSrc.particles[index].pos;
|
|
var vVel = particlesSrc.particles[index].vel;
|
|
|
|
var cMass = vec2<f32>(0.0, 0.0);
|
|
var cVel = vec2<f32>(0.0, 0.0);
|
|
var colVel = vec2<f32>(0.0, 0.0);
|
|
var cMassCount : i32 = 0;
|
|
var cVelCount : i32 = 0;
|
|
|
|
var pos : vec2<f32>;
|
|
var vel : vec2<f32>;
|
|
var i : u32 = 0u;
|
|
loop {
|
|
if (i >= NUM_PARTICLES) {
|
|
break;
|
|
}
|
|
if (i == index) {
|
|
continue;
|
|
}
|
|
|
|
pos = particlesSrc.particles[i].pos;
|
|
vel = particlesSrc.particles[i].vel;
|
|
|
|
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;
|
|
}
|
|
|
|
continuing {
|
|
i = i + 1u;
|
|
}
|
|
}
|
|
if (cMassCount > 0) {
|
|
cMass = cMass / f32(cMassCount) - vPos;
|
|
}
|
|
if (cVelCount > 0) {
|
|
cVel = cVel / 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
|
|
particlesDst.particles[index].pos = vPos;
|
|
particlesDst.particles[index].vel = vVel;
|
|
}
|