178 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			178 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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The MIT License (MIT)
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Copyright (c) 2022 Sascha Willems
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#version 450
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struct Particle {
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	vec4 pos;
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	vec4 vel;
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	vec4 uv;
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	vec4 normal;
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	float pinned;
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};
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layout(std430, binding = 0) buffer ParticleIn {
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	Particle particleIn[ ];
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};
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layout(std430, binding = 1) buffer ParticleOut {
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	Particle particleOut[ ];
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};
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// todo: use shared memory to speed up calculation
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layout (local_size_x = 10, local_size_y = 10) in;
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layout (binding = 2) uniform UBO
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{
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	float deltaT;
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	float particleMass;
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	float springStiffness;
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	float damping;
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	float restDistH;
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	float restDistV;
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	float restDistD;
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	float sphereRadius;
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	vec4 spherePos;
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	vec4 gravity;
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	ivec2 particleCount;
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} params;
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layout (push_constant) uniform PushConsts {
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	uint calculateNormals;
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} pushConsts;
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vec3 springForce(vec3 p0, vec3 p1, float restDist)
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{
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	vec3 dist = p0 - p1;
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	return normalize(dist) * params.springStiffness * (length(dist) - restDist);
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}
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void main()
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{
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	uvec3 id = gl_GlobalInvocationID;
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	uint index = id.y * params.particleCount.x + id.x;
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	if (index > params.particleCount.x * params.particleCount.y)
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		return;
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	// Pinned?
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	if (particleIn[index].pinned == 1.0) {
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		particleOut[index].pos = particleOut[index].pos;
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		particleOut[index].vel = vec4(0.0);
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		return;
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	}
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	// Initial force from gravity
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	vec3 force = params.gravity.xyz * params.particleMass;
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	vec3 pos = particleIn[index].pos.xyz;
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	vec3 vel = particleIn[index].vel.xyz;
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	// Spring forces from neighboring particles
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	// left
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	if (id.x > 0) {
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		force += springForce(particleIn[index-1].pos.xyz, pos, params.restDistH);
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	}
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	// right
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	if (id.x < params.particleCount.x - 1) {
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		force += springForce(particleIn[index + 1].pos.xyz, pos, params.restDistH);
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	}
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	// upper
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	if (id.y < params.particleCount.y - 1) {
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		force += springForce(particleIn[index + params.particleCount.x].pos.xyz, pos, params.restDistV);
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	}
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	// lower
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	if (id.y > 0) {
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		force += springForce(particleIn[index - params.particleCount.x].pos.xyz, pos, params.restDistV);
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	}
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	// upper-left
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	if ((id.x > 0) && (id.y < params.particleCount.y - 1)) {
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		force += springForce(particleIn[index + params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
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	}
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	// lower-left
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	if ((id.x > 0) && (id.y > 0)) {
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		force += springForce(particleIn[index - params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
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	}
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	// upper-right
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	if ((id.x < params.particleCount.x - 1) && (id.y < params.particleCount.y - 1)) {
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		force += springForce(particleIn[index + params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
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	}
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	// lower-right
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	if ((id.x < params.particleCount.x - 1) && (id.y > 0)) {
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		force += springForce(particleIn[index - params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
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	}
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	force += (-params.damping * vel);
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	// Integrate
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	vec3 f = force * (1.0 / params.particleMass);
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	particleOut[index].pos = vec4(pos + vel * params.deltaT + 0.5 * f * params.deltaT * params.deltaT, 1.0);
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	particleOut[index].vel = vec4(vel + f * params.deltaT, 0.0);
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	// Sphere collision
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	vec3 sphereDist = particleOut[index].pos.xyz - params.spherePos.xyz;
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	if (length(sphereDist) < params.sphereRadius + 0.01) {
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		// If the particle is inside the sphere, push it to the outer radius
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		particleOut[index].pos.xyz = params.spherePos.xyz + normalize(sphereDist) * (params.sphereRadius + 0.01);
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		// Cancel out velocity
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		particleOut[index].vel = vec4(0.0);
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	}
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	// Normals
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	if (pushConsts.calculateNormals == 1) {
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		vec3 normal = vec3(0.0);
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		vec3 a, b, c;
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		if (id.y > 0) {
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			if (id.x > 0) {
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				a = particleIn[index - 1].pos.xyz - pos;
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				b = particleIn[index - params.particleCount.x - 1].pos.xyz - pos;
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				c = particleIn[index - params.particleCount.x].pos.xyz - pos;
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				normal += cross(a,b) + cross(b,c);
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			}
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			if (id.x < params.particleCount.x - 1) {
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				a = particleIn[index - params.particleCount.x].pos.xyz - pos;
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				b = particleIn[index - params.particleCount.x + 1].pos.xyz - pos;
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				c = particleIn[index + 1].pos.xyz - pos;
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				normal += cross(a,b) + cross(b,c);
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			}
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		}
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		if (id.y < params.particleCount.y - 1) {
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			if (id.x > 0) {
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				a = particleIn[index + params.particleCount.x].pos.xyz - pos;
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				b = particleIn[index + params.particleCount.x - 1].pos.xyz - pos;
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				c = particleIn[index - 1].pos.xyz - pos;
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				normal += cross(a,b) + cross(b,c);
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			}
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			if (id.x < params.particleCount.x - 1) {
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				a = particleIn[index + 1].pos.xyz - pos;
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				b = particleIn[index + params.particleCount.x + 1].pos.xyz - pos;
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				c = particleIn[index + params.particleCount.x].pos.xyz - pos;
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				normal += cross(a,b) + cross(b,c);
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			}
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		}
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		particleOut[index].normal = vec4(normalize(normal), 0.0f);
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	}
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}
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