procedural-3d-engine/shaders/hlsl/computecloth/cloth.comp
2024-01-07 20:04:18 +01:00

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// Copyright 2020 Google LLC
// Copyright 2023 Sascha Willems
struct Particle {
float4 pos;
float4 vel;
float4 uv;
float4 normal;
};
[[vk::binding(0)]]
StructuredBuffer<Particle> particleIn;
[[vk::binding(1)]]
RWStructuredBuffer<Particle> particleOut;
struct UBO
{
float deltaT;
float particleMass;
float springStiffness;
float damping;
float restDistH;
float restDistV;
float restDistD;
float sphereRadius;
float4 spherePos;
float4 gravity;
int2 particleCount;
};
cbuffer ubo : register(b2)
{
UBO params;
};
struct PushConstants
{
uint calculateNormals;
};
[[vk::push_constant]]
PushConstants pushConstants;
float3 springForce(float3 p0, float3 p1, float restDist)
{
float3 dist = p0 - p1;
return normalize(dist) * params.springStiffness * (length(dist) - restDist);
}
[numthreads(10, 10, 1)]
void main(uint3 id : SV_DispatchThreadID)
{
uint index = id.y * params.particleCount.x + id.x;
if (index > params.particleCount.x * params.particleCount.y)
return;
// Initial force from gravity
float3 force = params.gravity.xyz * params.particleMass;
float3 pos = particleIn[index].pos.xyz;
float3 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
float3 f = force * (1.0 / params.particleMass);
particleOut[index].pos = float4(pos + vel * params.deltaT + 0.5 * f * params.deltaT * params.deltaT, 1.0);
particleOut[index].vel = float4(vel + f * params.deltaT, 0.0);
// Sphere collision
float3 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 = float4(0, 0, 0, 0);
}
// Normals
if (pushConstants.calculateNormals == 1) {
float3 normal = float3(0, 0, 0);
float3 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 = float4(normalize(normal), 0.0f);
}
}