121 lines
3.8 KiB
Plaintext
121 lines
3.8 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct tint_symbol_1 {
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float2 a_particlePos [[attribute(0)]];
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float2 a_particleVel [[attribute(1)]];
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float2 a_pos [[attribute(2)]];
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};
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struct tint_symbol_2 {
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float4 value [[position]];
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};
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struct tint_symbol_3 {
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float4 value [[color(0)]];
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};
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struct Particle {
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/* 0x0000 */ float2 pos;
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/* 0x0008 */ float2 vel;
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};
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struct SimParams {
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/* 0x0000 */ float deltaT;
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/* 0x0004 */ float rule1Distance;
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/* 0x0008 */ float rule2Distance;
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/* 0x000c */ float rule3Distance;
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/* 0x0010 */ float rule1Scale;
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/* 0x0014 */ float rule2Scale;
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/* 0x0018 */ float rule3Scale;
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};
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struct tint_array_wrapper {
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/* 0x0000 */ Particle arr[5];
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};
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struct Particles {
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/* 0x0000 */ tint_array_wrapper particles;
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};
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float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) {
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float angle = -(atan2(a_particleVel[0], a_particleVel[1]));
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float2 pos = float2(((a_pos[0] * cos(angle)) - (a_pos[1] * sin(angle))), ((a_pos[0] * sin(angle)) + (a_pos[1] * cos(angle))));
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return float4((pos + a_particlePos), 0.0f, 1.0f);
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}
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vertex tint_symbol_2 vert_main(tint_symbol_1 tint_symbol [[stage_in]]) {
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float4 const inner_result = vert_main_inner(tint_symbol.a_particlePos, tint_symbol.a_particleVel, tint_symbol.a_pos);
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tint_symbol_2 wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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float4 frag_main_inner() {
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return float4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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fragment tint_symbol_3 frag_main() {
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float4 const inner_result_1 = frag_main_inner();
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tint_symbol_3 wrapper_result_1 = {};
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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void comp_main_inner(constant SimParams& params, device Particles& particlesA, device Particles& particlesB, uint3 gl_GlobalInvocationID) {
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uint index = gl_GlobalInvocationID[0];
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if ((index >= 5u)) {
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return;
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}
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float2 vPos = particlesA.particles.arr[index].pos;
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float2 vVel = particlesA.particles.arr[index].vel;
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float2 cMass = float2(0.0f, 0.0f);
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float2 cVel = float2(0.0f, 0.0f);
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float2 colVel = float2(0.0f, 0.0f);
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int cMassCount = 0;
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int cVelCount = 0;
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float2 pos = 0.0f;
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float2 vel = 0.0f;
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for(uint i = 0u; (i < 5u); i = (i + 1u)) {
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if ((i == index)) {
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continue;
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}
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pos = float2(particlesA.particles.arr[i].pos).xy;
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vel = float2(particlesA.particles.arr[i].vel).xy;
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if ((distance(pos, vPos) < params.rule1Distance)) {
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cMass = (cMass + pos);
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cMassCount = as_type<int>((as_type<uint>(cMassCount) + as_type<uint>(1)));
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}
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if ((distance(pos, vPos) < params.rule2Distance)) {
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colVel = (colVel - (pos - vPos));
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}
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if ((distance(pos, vPos) < params.rule3Distance)) {
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cVel = (cVel + vel);
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cVelCount = as_type<int>((as_type<uint>(cVelCount) + as_type<uint>(1)));
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}
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}
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if ((cMassCount > 0)) {
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cMass = ((cMass / float2(float(cMassCount), float(cMassCount))) - vPos);
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}
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if ((cVelCount > 0)) {
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cVel = (cVel / float2(float(cVelCount), float(cVelCount)));
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}
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vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale));
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vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.100000001f));
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vPos = (vPos + (vVel * params.deltaT));
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if ((vPos[0] < -1.0f)) {
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vPos[0] = 1.0f;
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}
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if ((vPos[0] > 1.0f)) {
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vPos[0] = -1.0f;
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}
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if ((vPos[1] < -1.0f)) {
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vPos[1] = 1.0f;
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}
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if ((vPos[1] > 1.0f)) {
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vPos[1] = -1.0f;
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}
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particlesB.particles.arr[index].pos = vPos;
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particlesB.particles.arr[index].vel = vVel;
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}
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kernel void comp_main(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], constant SimParams& params [[buffer(0)]], device Particles& particlesA [[buffer(1)]], device Particles& particlesB [[buffer(2)]]) {
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comp_main_inner(params, particlesA, particlesB, gl_GlobalInvocationID);
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return;
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}
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