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113 lines
2.6 KiB
WebGPU Shading Language
113 lines
2.6 KiB
WebGPU Shading Language
const NUM_PARTICLES: u32 = 1500;
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[[block]]
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struct Particle {
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pos : vec2<f32>;
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vel : vec2<f32>;
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};
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[[block]]
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struct SimParams {
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deltaT : f32;
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rule1Distance : f32;
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rule2Distance : f32;
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rule3Distance : f32;
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rule1Scale : f32;
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rule2Scale : f32;
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rule3Scale : f32;
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};
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[[block]]
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struct Particles {
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particles : [[stride(16)]] array<Particle>;
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};
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[[group(0), binding(0)]] var<uniform> params : SimParams;
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[[group(0), binding(1)]] var<storage> particlesSrc : [[access(read)]] Particles;
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[[group(0), binding(2)]] var<storage> particlesDst : [[access(read_write)]] Particles;
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[[builtin(global_invocation_id)]] var gl_GlobalInvocationID : vec3<u32>;
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// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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[[stage(compute), workgroup_size(64)]]
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fn main() {
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const index : u32 = gl_GlobalInvocationID.x;
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if (index >= NUM_PARTICLES) {
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return;
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}
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var vPos : vec2<f32> = particlesSrc.particles[index].pos;
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var vVel : vec2<f32> = particlesSrc.particles[index].vel;
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var cMass : vec2<f32> = vec2<f32>(0.0, 0.0);
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var cVel : vec2<f32> = vec2<f32>(0.0, 0.0);
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var colVel : vec2<f32> = vec2<f32>(0.0, 0.0);
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var cMassCount : i32 = 0;
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var cVelCount : i32 = 0;
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var pos : vec2<f32>;
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var vel : vec2<f32>;
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var i : u32 = 0u;
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loop {
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if (i >= NUM_PARTICLES) {
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break;
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}
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if (i == index) {
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continue;
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}
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pos = particlesSrc.particles[i].pos;
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vel = particlesSrc.particles[i].vel;
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if (distance(pos, vPos) < params.rule1Distance) {
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cMass = cMass + pos;
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cMassCount = cMassCount + 1;
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}
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if (distance(pos, vPos) < params.rule2Distance) {
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colVel = colVel - (pos - vPos);
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}
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if (distance(pos, vPos) < params.rule3Distance) {
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cVel = cVel + vel;
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cVelCount = cVelCount + 1;
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}
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continuing {
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i = i + 1u;
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}
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}
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if (cMassCount > 0) {
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cMass = cMass * (1.0 / f32(cMassCount)) - vPos;
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}
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if (cVelCount > 0) {
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cVel = cVel * (1.0 / f32(cVelCount));
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}
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vVel = vVel + (cMass * params.rule1Scale) +
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(colVel * params.rule2Scale) +
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(cVel * params.rule3Scale);
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// clamp velocity for a more pleasing simulation
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vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
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// kinematic update
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vPos = vPos + (vVel * params.deltaT);
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// Wrap around boundary
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if (vPos.x < -1.0) {
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vPos.x = 1.0;
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}
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if (vPos.x > 1.0) {
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vPos.x = -1.0;
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}
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if (vPos.y < -1.0) {
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vPos.y = 1.0;
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}
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if (vPos.y > 1.0) {
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vPos.y = -1.0;
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}
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// Write back
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particlesDst.particles[index].pos = vPos;
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particlesDst.particles[index].vel = vVel;
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}
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