procedural-3d-engine/shaders/slang/computenbody/particle_calculate.slang
2025-05-20 19:42:21 +02:00

77 lines
No EOL
1.8 KiB
Text

/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct Particle
{
float4 pos;
float4 vel;
};
// Binding 0 : Position storage buffer
RWStructuredBuffer<Particle> particles;
struct UBO
{
float deltaT;
int particleCount;
float gravity;
float power;
float soften;
};
ConstantBuffer<UBO> 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;
}
}