/* The MIT License (MIT) Copyright (c) 2022 Google LLC Copyright (c) 2022 Sascha Willems Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ struct Particle { float4 pos; float4 vel; float4 uv; float4 normal; float pinned; }; [[vk::binding(0)]] StructuredBuffer particleIn; [[vk::binding(1)]] RWStructuredBuffer 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; }; #ifdef GLSLANG layout ( push_constant ) cbuffer PushConstants { uint calculateNormals; } pushConstants; #else struct PushConstants { uint calculateNormals; }; [[vk::push_constant]] PushConstants pushConstants; #endif 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; // Pinned? if (particleIn[index].pinned == 1.0) { particleOut[index].pos = particleOut[index].pos; particleOut[index].vel = float4(0, 0, 0, 0); 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); } }