120 lines
3.4 KiB
Plaintext
120 lines
3.4 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 */ packed_float2 pos;
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/* 0x0008 */ packed_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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vertex tint_symbol_2 vert_main(tint_symbol_1 tint_symbol [[stage_in]]) {
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float2 const a_particlePos = tint_symbol.a_particlePos;
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float2 const a_particleVel = tint_symbol.a_particleVel;
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float2 const a_pos = tint_symbol.a_pos;
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float angle = -( atan2(a_particleVel.x, a_particleVel.y));
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float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle))));
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tint_symbol_2 const tint_symbol_5 = {.value=float4((pos + a_particlePos), 0.0f, 1.0f)};
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return tint_symbol_5;
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}
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fragment tint_symbol_3 frag_main() {
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tint_symbol_3 const tint_symbol_6 = {.value=float4(1.0f, 1.0f, 1.0f, 1.0f)};
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return tint_symbol_6;
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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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uint index = gl_GlobalInvocationID.x;
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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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{
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uint i = 0u;
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while (true) {
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if (!((i < 5u))) {
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break;
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}
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if ((i == index)) {
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{
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i = (i + 1u);
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}
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continue;
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}
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pos = particlesA.particles.arr[i].pos.xy;
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vel = 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 = (cMassCount + 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 = (cVelCount + 1);
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}
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{
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i = (i + 1u);
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}
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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.x < -1.0f)) {
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vPos.x = 1.0f;
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}
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if ((vPos.x > 1.0f)) {
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vPos.x = -1.0f;
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}
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if ((vPos.y < -1.0f)) {
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vPos.y = 1.0f;
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}
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if ((vPos.y > 1.0f)) {
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vPos.y = -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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return;
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}
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