diff --git a/shaders/slang/computenbody/particle.slang b/shaders/slang/computenbody/particle.slang new file mode 100644 index 00000000..15724781 --- /dev/null +++ b/shaders/slang/computenbody/particle.slang @@ -0,0 +1,56 @@ +/* Copyright (c) 2025, Sascha Willems + * + * SPDX-License-Identifier: MIT + * + */ + +struct VSInput +{ + float4 Pos; + float4 Vel; +}; + +struct VSOutput +{ + float4 Pos : SV_POSITION; + float PSize : SV_PointSize; + float GradientPos; + float2 CenterPos; + float PointSize; +}; + +Sampler2D samplerColorMap; +Sampler2D samplerGradientRamp; + +struct UBO +{ + float4x4 projection; + float4x4 modelview; + float2 screendim; +}; +ConstantBuffer ubo; + +[shader("vertex")] +VSOutput vertexMain(VSInput input) +{ + VSOutput output; + const float spriteSize = 0.005 * input.Pos.w; // Point size influenced by mass (stored in input.Pos.w); + + float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0)); + float4 projectedCorner = mul(ubo.projection, float4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w)); + output.PSize = output.PointSize = clamp(ubo.screendim.x * projectedCorner.x / projectedCorner.w, 1.0, 128.0); + + output.Pos = mul(ubo.projection, eyePos); + output.CenterPos = ((output.Pos.xy / output.Pos.w) + 1.0) * 0.5 * ubo.screendim; + + output.GradientPos = input.Vel.w; + return output; +} + +[shader("fragment")] +float4 fragmentMain(VSOutput input) +{ + float3 color = samplerGradientRamp.Sample(float2(input.GradientPos, 0.0)).rgb; + float2 PointCoord = (input.Pos.xy - input.CenterPos.xy) / input.PointSize + 0.5; + return float4(samplerColorMap.Sample(PointCoord).rgb * color, 1); +} diff --git a/shaders/slang/computenbody/particle_calculate.slang b/shaders/slang/computenbody/particle_calculate.slang new file mode 100644 index 00000000..e4ec9499 --- /dev/null +++ b/shaders/slang/computenbody/particle_calculate.slang @@ -0,0 +1,77 @@ +/* Copyright (c) 2025, Sascha Willems + * + * SPDX-License-Identifier: MIT + * + */ + +struct Particle +{ + float4 pos; + float4 vel; +}; +// Binding 0 : Position storage buffer +RWStructuredBuffer particles; + +struct UBO +{ + float deltaT; + int particleCount; + float gravity; + float power; + float soften; +}; +ConstantBuffer ubo; + +#define MAX_SHARED_DATA_SIZE 1024 +[[SpecializationConstant]] const int SHARED_DATA_SIZE = 512; +[[SpecializationConstant]] const float GRAVITY = 0.002; +[[SpecializationConstant]] const float POWER = 0.75; +[[SpecializationConstant]] const float SOFTEN = 0.0075; + +// Share data between computer shader invocations to speed up caluclations +groupshared float4 sharedData[MAX_SHARED_DATA_SIZE]; + +[shader("compute")] +[numthreads(256, 1, 1)] +void computeMain(uint3 GlobalInvocationID : SV_DispatchThreadID, uint3 LocalInvocationID : SV_GroupThreadID) +{ + // Current SSBO index + uint index = GlobalInvocationID.x; + if (index >= ubo.particleCount) + return; + + float4 position = particles[index].pos; + float4 velocity = particles[index].vel; + float4 acceleration = float4(0, 0, 0, 0); + + for (int i = 0; i < ubo.particleCount; i += SHARED_DATA_SIZE) + { + if (i + LocalInvocationID.x < ubo.particleCount) + { + sharedData[LocalInvocationID.x] = particles[i + LocalInvocationID.x].pos; + } + else + { + sharedData[LocalInvocationID.x] = float4(0, 0, 0, 0); + } + + GroupMemoryBarrierWithGroupSync(); + + for (int j = 0; j < 256; j++) + { + float4 other = sharedData[j]; + float3 len = other.xyz - position.xyz; + acceleration.xyz += ubo.gravity * len * other.w / pow(dot(len, len) + ubo.soften, ubo.power); + } + + GroupMemoryBarrierWithGroupSync(); + } + + 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; + } +} \ No newline at end of file diff --git a/shaders/slang/computenbody/particle_integrate.slang b/shaders/slang/computenbody/particle_integrate.slang new file mode 100644 index 00000000..484fe5d9 --- /dev/null +++ b/shaders/slang/computenbody/particle_integrate.slang @@ -0,0 +1,31 @@ +/* Copyright (c) 2025, Sascha Willems + * + * SPDX-License-Identifier: MIT + * + */ + +struct Particle +{ + float4 pos; + float4 vel; +}; +// Binding 0 : Position storage buffer +RWStructuredBuffer particles; + +struct UBO +{ + float deltaT; + int particleCount; +}; +ConstantBuffer ubo; + +[shader("compute")] +[numthreads(256, 1, 1)] +void computeMain(uint3 GlobalInvocationID : SV_DispatchThreadID) +{ + int index = int(GlobalInvocationID.x); + float4 position = particles[index].pos; + float4 velocity = particles[index].vel; + position += ubo.deltaT * velocity; + particles[index].pos = position; +} \ No newline at end of file