dawn-cmake/test/compute_boids.wgsl
dan sinclair 7156d3e314 [wgsl-reader] Add parsing of named structs.
This CL adds the parsing of structs with names. The parsing of type
aliased structs remains to allow for migration to the new system. The
named struct format is always emitted.

Bug: tint:175
Change-Id: Ic0579dedbd2dd0edc7dfd30bc2ec02972091e718
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/30341
Commit-Queue: dan sinclair <dsinclair@chromium.org>
Reviewed-by: David Neto <dneto@google.com>
2020-10-19 15:31:47 +00:00

143 lines
3.9 KiB
WebGPU Shading Language

# Copyright 2020 The Tint Authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
# vertex shader
[[location(0)]] var<in> a_particlePos : vec2<f32>;
[[location(1)]] var<in> a_particleVel : vec2<f32>;
[[location(2)]] var<in> a_pos : vec2<f32>;
[[builtin(position)]] var<out> gl_Position : vec4<f32>;
[[stage(vertex)]]
fn vert_main() -> void {
var angle : f32 = -atan2(a_particleVel.x, a_particleVel.y);
var pos : vec2<f32> = vec2<f32>(
(a_pos.x * cos(angle)) - (a_pos.y * sin(angle)),
(a_pos.x * sin(angle)) + (a_pos.y * cos(angle)));
gl_Position = vec4<f32>(pos + a_particlePos, 0.0, 1.0);
return;
}
# fragment shader
[[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]]
fn frag_main() -> void {
fragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
return;
}
# compute shader
[[block]] struct Particle {
[[offset(0)]] pos : vec2<f32>;
[[offset(8)]] vel : vec2<f32>;
};
[[block]] struct SimParams {
[[offset(0)]] deltaT : f32;
[[offset(4)]] rule1Distance : f32;
[[offset(8)]] rule2Distance : f32;
[[offset(12)]] rule3Distance : f32;
[[offset(16)]] rule1Scale : f32;
[[offset(20)]] rule2Scale : f32;
[[offset(24)]] rule3Scale : f32;
};
[[block]] struct Particles {
[[offset(0)]] particles : [[stride(16)]] array<Particle, 5>;
};
[[binding(0), set(0)]] var<uniform> params : SimParams;
[[binding(1), set(0)]] var<storage_buffer> particlesA : Particles;
[[binding(2), set(0)]] var<storage_buffer> particlesB : Particles;
[[builtin(global_invocation_id)]] var<in> gl_GlobalInvocationID : vec3<u32>;
# https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
[[stage(compute)]]
fn comp_main() -> void {
var index : u32 = gl_GlobalInvocationID.x;
if (index >= 5u) {
return;
}
var vPos : vec2<f32> = particlesA.particles[index].pos;
var vVel : vec2<f32> = particlesA.particles[index].vel;
var cMass : vec2<f32> = vec2<f32>(0.0, 0.0);
var cVel : vec2<f32> = vec2<f32>(0.0, 0.0);
var colVel : vec2<f32> = vec2<f32>(0.0, 0.0);
var cMassCount : i32 = 0;
var cVelCount : i32 = 0;
var pos : vec2<f32>;
var vel : vec2<f32>;
for(var i : u32 = 0u; i < 5u; i = i + 1) {
if (i == index) {
continue;
}
pos = particlesA.particles[i].pos.xy;
vel = particlesA.particles[i].vel.xy;
if (distance(pos, vPos) < params.rule1Distance) {
cMass = cMass + pos;
cMassCount = cMassCount + 1;
}
if (distance(pos, vPos) < params.rule2Distance) {
colVel = colVel - (pos - vPos);
}
if (distance(pos, vPos) < params.rule3Distance) {
cVel = cVel + vel;
cVelCount = cVelCount + 1;
}
}
if (cMassCount > 0) {
cMass =
(cMass / vec2<f32>(f32(cMassCount), f32(cMassCount))) - vPos;
}
if (cVelCount > 0) {
cVel = cVel / vec2<f32>(f32(cVelCount), f32(cVelCount));
}
vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) +
(cVel * params.rule3Scale);
# clamp velocity for a more pleasing simulation
vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
# kinematic update
vPos = vPos + (vVel * params.deltaT);
# Wrap around boundary
if (vPos.x < -1.0) {
vPos.x = 1.0;
}
if (vPos.x > 1.0) {
vPos.x = -1.0;
}
if (vPos.y < -1.0) {
vPos.y = 1.0;
}
if (vPos.y > 1.0) {
vPos.y = -1.0;
}
# Write back
particlesB.particles[index].pos = vPos;
particlesB.particles[index].vel = vVel;
return;
}