Visual Update for computeparticles
Instead of using a small amount of large textured particles, use a large amount of small monochrome particles. Which uses a new vulkanexamplebase functionality of creating and updating a only device visible buffer via a temporary staging buffer.
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9 changed files with 203 additions and 209 deletions
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@ -5,9 +5,8 @@
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struct Particle
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{
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vec4 pos;
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vec4 col;
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vec4 vel;
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vec2 pos;
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vec2 vel;
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};
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// Binding 0 : Position storage buffer
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@ -26,14 +25,21 @@ layout (binding = 1) uniform UBO
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int particleCount;
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} ubo;
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vec3 attraction(vec3 pos, vec3 attractPos)
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vec2 attraction(vec2 pos, vec2 attractPos)
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{
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vec3 delta = attractPos - pos;
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vec2 delta = attractPos - pos;
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const float damp = 0.5;
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float dDampedDot = dot(delta, delta) + damp;
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float invDist = 1.0f / sqrt(dDampedDot);
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float invDistCubed = invDist*invDist*invDist;
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return delta * invDistCubed * 0.00035;
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return delta * invDistCubed * 0.0035;
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}
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vec2 repulsion(vec2 pos, vec2 attractPos)
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{
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vec2 delta = attractPos - pos;
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float targetDistance = sqrt(dot(delta, delta));
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return delta * (1.0 / (targetDistance * targetDistance * targetDistance)) * -0.000035;
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}
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void main()
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@ -45,22 +51,25 @@ void main()
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return;
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// Read position and velocity
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vec3 vPos = particles[index].pos.xyz;
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vec3 vVel = particles[index].vel.xyz;
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vec3 destPos = vec3(ubo.destX, ubo.destY, 0.0);
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vec2 vVel = particles[index].vel.xy;
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vec2 vPos = particles[index].pos.xy;
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vec2 destPos = vec2(ubo.destX, ubo.destY);
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vec2 delta = destPos - vPos;
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float targetDistance = sqrt(dot(delta, delta));
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vVel += repulsion(vPos, destPos.xy) * 0.05;
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// Calculate new velocity depending on attraction point
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vVel += attraction(vPos, destPos.xyz);
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// Move by velocity
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vPos += vVel * ubo.deltaT;
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if ((vPos.x < -1.0) || (vPos.x > 1.0))
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vVel.x -= vVel.x;
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// collide with boundary
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if ((vPos.x < -1.0) || (vPos.x > 1.0) || (vPos.y < -1.0) || (vPos.y > 1.0))
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vVel = (-vVel * 0.1) + attraction(vPos, destPos) * 12;
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else
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particles[index].pos.xy = vPos;
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// Write back
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particles[index].pos.xyz = vPos;
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particles[index].vel.xyz = vVel;
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particles[index].vel.xy = vVel;
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}
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@ -3,13 +3,11 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 0) uniform sampler2D sColorMap;
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layout (location = 0) in vec4 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main ()
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{
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outFragColor = texture(sColorMap, gl_PointCoord) * inColor;
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outFragColor = inColor;
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}
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@ -4,13 +4,12 @@
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec4 inColor;
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layout (location = 0) out vec4 outColor;
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void main ()
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{
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gl_PointSize = 32.0;
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outColor = inColor;
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gl_Position = vec4(inPos.xyz, 1.0);
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gl_PointSize = 1.0;
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outColor = vec4(0.035);
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gl_Position = vec4(inPos.xy, 1.0, 1.0);
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}
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