Added compute shader n-body particle simulation demonstrating the use of shared compute shader memory

This commit is contained in:
saschawillems 2016-11-26 13:52:22 +01:00
parent 7cd95fc8c8
commit 2674c7c404
13 changed files with 1088 additions and 0 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 0) uniform sampler2D samplerColorMap;
layout (binding = 1) uniform sampler2D samplerGradientRamp;
layout (location = 0) in float inGradientPos;
layout (location = 0) out vec4 outFragColor;
void main ()
{
vec3 color = texture(samplerGradientRamp, vec2(inGradientPos, 0.0)).rgb;
outFragColor.rgb = texture(samplerColorMap, gl_PointCoord).rgb * color;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec4 inVel;
layout (location = 0) out float outGradientPos;
layout (binding = 2) uniform UBO
{
mat4 projection;
mat4 modelview;
} ubo;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
void main ()
{
gl_PointSize = 8.0;
outGradientPos = inVel.w;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos, 1.0);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
struct Particle
{
vec4 pos;
vec4 vel;
};
// Binding 0 : Position storage buffer
layout(std140, binding = 0) buffer Pos
{
Particle particles[ ];
};
layout (local_size_x = 256) in;
layout (binding = 1) uniform UBO
{
float deltaT;
float destX;
float destY;
int particleCount;
} ubo;
layout (constant_id = 0) const int SHARED_DATA_SIZE = 512;
layout (constant_id = 1) const float GRAVITY = 0.002;
layout (constant_id = 2) const float POWER = 0.75;
layout (constant_id = 3) const float SOFTEN = 0.0075;
// Share data between computer shader invocations to speed up caluclations
shared vec4 sharedData[SHARED_DATA_SIZE];
void main()
{
// Current SSBO index
uint index = gl_GlobalInvocationID.x;
if (index >= ubo.particleCount)
return;
vec4 position = particles[index].pos;
vec4 velocity = particles[index].vel;
vec4 acceleration = vec4(0.0);
for (int i = 0; i < ubo.particleCount; i += SHARED_DATA_SIZE)
{
if (i + gl_LocalInvocationID.x < ubo.particleCount)
{
sharedData[gl_LocalInvocationID.x] = particles[i + gl_LocalInvocationID.x].pos;
}
else
{
sharedData[gl_LocalInvocationID.x] = vec4(0.0);
}
memoryBarrierShared();
for (int j = 0; j < gl_WorkGroupSize.x; j++)
{
vec4 other = sharedData[j];
vec3 len = other.xyz - position.xyz;
acceleration.xyz += GRAVITY * len * other.w / pow(dot(len, len) + SOFTEN, POWER);
}
}
particles[index].vel.xyz += ubo.deltaT * acceleration.xyz;
// Gradient texture position
particles[index].vel.w += 0.1 * ubo.deltaT;
if (particles[index].vel.w > 1.0)
particles[index].vel.w -= 1.0;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
struct Particle
{
vec4 pos;
vec4 vel;
};
// Binding 0 : Position storage buffer
layout(std140, binding = 0) buffer Pos
{
Particle particles[ ];
};
layout (local_size_x = 256) in;
layout (binding = 1) uniform UBO
{
float deltaT;
float destX;
float destY;
int particleCount;
} ubo;
void main()
{
int index = int(gl_GlobalInvocationID);
vec4 position = particles[index].pos;
vec4 velocity = particles[index].vel;
position += ubo.deltaT * velocity;
particles[index].pos = position;
}

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