Compute shader cloth simulation

This commit is contained in:
saschawillems 2017-07-09 11:39:10 +02:00
parent fd439a59e2
commit a55759b31b
14 changed files with 1157 additions and 0 deletions

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#version 450
struct Particle {
vec4 pos;
vec4 vel;
vec4 uv;
vec4 normal;
float pinned;
};
layout(std430, binding = 0) buffer ParticleIn {
Particle particleIn[ ];
};
layout(std430, binding = 1) buffer ParticleOut {
Particle particleOut[ ];
};
// todo: use shared memory to speed up calculation
layout (local_size_x = 10, local_size_y = 10) in;
layout (binding = 2) uniform UBO
{
float deltaT;
float particleMass;
float springStiffness;
float damping;
float restDistH;
float restDistV;
float restDistD;
float sphereRadius;
vec4 spherePos;
vec4 gravity;
ivec2 particleCount;
} params;
vec3 springForce(vec3 p0, vec3 p1, float restDist)
{
vec3 dist = p0 - p1;
return normalize(dist) * params.springStiffness * (length(dist) - restDist);
}
void main()
{
uvec3 id = gl_GlobalInvocationID;
uint index = id.y * params.particleCount.x + id.x;
if (index > params.particleCount.x * params.particleCount.y)
return;
// Pinned?
if (particleIn[index].pinned == 1.0) {
particleOut[index].pos = particleOut[index].pos;
particleOut[index].vel = vec4(0.0);
return;
}
// Initial force from gravity
vec3 force = params.gravity.xyz * params.particleMass;
vec3 pos = particleIn[index].pos.xyz;
vec3 vel = particleIn[index].vel.xyz;
// Spring forces from neighboring particles
// left
if (id.x > 0) {
force += springForce(particleIn[index-1].pos.xyz, pos, params.restDistH);
}
// right
if (id.x < params.particleCount.x - 1) {
force += springForce(particleIn[index + 1].pos.xyz, pos, params.restDistH);
}
// upper
if (id.y < params.particleCount.y - 1) {
force += springForce(particleIn[index + params.particleCount.x].pos.xyz, pos, params.restDistV);
}
// lower
if (id.y > 0) {
force += springForce(particleIn[index - params.particleCount.x].pos.xyz, pos, params.restDistV);
}
// upper-left
if ((id.x > 0) && (id.y < params.particleCount.y - 1)) {
force += springForce(particleIn[index + params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
}
// lower-left
if ((id.x > 0) && (id.y > 0)) {
force += springForce(particleIn[index - params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
}
// upper-right
if ((id.x < params.particleCount.x - 1) && (id.y < params.particleCount.y - 1)) {
force += springForce(particleIn[index + params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
}
// lower-right
if ((id.x < params.particleCount.x - 1) && (id.y > 0)) {
force += springForce(particleIn[index - params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
}
force += (-params.damping * vel);
// Integrate
vec3 f = force * (1.0 / params.particleMass);
particleOut[index].pos = vec4(pos + vel * params.deltaT + 0.5 * f * params.deltaT * params.deltaT, 1.0);
particleOut[index].vel = vec4(vel + f * params.deltaT, 0.0);
// Sphere collision
vec3 sphereDist = particleOut[index].pos.xyz - params.spherePos.xyz;
if (length(sphereDist) < params.sphereRadius + 0.01) {
// If the particle is inside the sphere, push it to the outer radius
particleOut[index].pos.xyz = params.spherePos.xyz + normalize(sphereDist) * (params.sphereRadius + 0.01);
// Cancel out velocity
particleOut[index].vel = vec4(0.0);
}
// Normals
// todo: Only once (use push const to check)
vec3 normal = vec3(0.0);
vec3 a, b, c;
if (id.y > 0) {
if (id.x > 0) {
a = particleIn[index - 1].pos.xyz - pos;
b = particleIn[index - params.particleCount.x - 1].pos.xyz - pos;
c = particleIn[index - params.particleCount.x].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
if (id.x < params.particleCount.x - 1) {
a = particleIn[index - params.particleCount.x].pos.xyz - pos;
b = particleIn[index - params.particleCount.x + 1].pos.xyz - pos;
c = particleIn[index + 1].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
}
if (id.y < params.particleCount.y - 1) {
if (id.x > 0) {
a = particleIn[index + params.particleCount.x].pos.xyz - pos;
b = particleIn[index + params.particleCount.x - 1].pos.xyz - pos;
c = particleIn[index - 1].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
if (id.x < params.particleCount.x - 1) {
a = particleIn[index + 1].pos.xyz - pos;
b = particleIn[index + params.particleCount.x + 1].pos.xyz - pos;
c = particleIn[index + params.particleCount.x].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
}
particleOut[index].normal = vec4(normalize(normal), 0.0f);
}

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#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main ()
{
vec3 color = texture(samplerColor, inUV).rgb;
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.15) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 8.0) * vec3(0.2);
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
} ubo;
out gl_PerVertex
{
vec4 gl_Position;
};
void main ()
{
outUV = inUV;
outNormal = inNormal.xyz;
vec4 eyePos = ubo.modelview * vec4(inPos.x, inPos.y, inPos.z, 1.0);
gl_Position = ubo.projection * eyePos;
vec4 pos = vec4(inPos, 1.0);
vec3 lPos = ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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#version 450
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inViewVec;
layout (location = 2) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main ()
{
vec3 color = vec3(0.5);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.15) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(1.0);
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 2) in vec3 inNormal;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outViewVec;
layout (location = 2) out vec3 outLightVec;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
} ubo;
out gl_PerVertex
{
vec4 gl_Position;
};
void main ()
{
vec4 eyePos = ubo.modelview * vec4(inPos.x, inPos.y, inPos.z, 1.0);
gl_Position = ubo.projection * eyePos;
vec4 pos = vec4(inPos, 1.0);
vec3 lPos = ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
outNormal = inNormal;
}

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