178 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
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			178 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
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| The MIT License (MIT)
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| 
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| Copyright (c) 2022 Sascha Willems
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| 
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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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| 
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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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| 
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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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| 
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| #version 450
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| 
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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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| 
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| layout(std430, binding = 0) buffer ParticleIn {
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| 	Particle particleIn[ ];
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| };
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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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| 
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| // todo: use shared memory to speed up calculation
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| 
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| layout (local_size_x = 10, local_size_y = 10) in;
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| 
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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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| 
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| layout (push_constant) uniform PushConsts {
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| 	uint calculateNormals;
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| } pushConsts;
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| 
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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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| 
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| void main()
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| {
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| 	uvec3 id = gl_GlobalInvocationID;
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| 
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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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| 
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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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| 
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| 	// Initial force from gravity
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| 	vec3 force = params.gravity.xyz * params.particleMass;
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| 
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| 	vec3 pos = particleIn[index].pos.xyz;
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| 	vec3 vel = particleIn[index].vel.xyz;
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| 
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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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| 
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| 	force += (-params.damping * vel);
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| 
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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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| 
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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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| 
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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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