188 lines
5.1 KiB
WebGPU Shading Language
188 lines
5.1 KiB
WebGPU Shading Language
@group(0) @binding(0)
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var<storage, read_write> positions: array<vec3<f32>>;
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@group(0) @binding(1)
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var<storage, read_write> velocities: array<vec3<f32>>;
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@group(0) @binding(2)
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var<storage, read_write> gridHashes: array<u32>;
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@group(0) @binding(3)
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var<storage, read_write> hashSortedIndices: array<u32>;
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@group(0) @binding(4)
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var<uniform> cellCount: u32;
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@group(0) @binding(5)
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var<uniform> gridMin: vec3<f32>;
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@group(0) @binding(6)
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var<storage, read> startIndices: array<u32>; // start index of particles in each cell
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@group(0) @binding(7)
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var<storage, read> endIndices: array<u32>; // end index (exclusive) of particles in each cell
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@group(0) @binding(8)
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var<uniform> collisionRadius: f32;
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@group(0) @binding(9)
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var<uniform> deltaTimeSeconds: f32;
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@group(0) @binding(10) var<uniform> gridMax: vec3<f32>;
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// particleIndex = hashSortedIndices[ startIndices[ i ] ]
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fn getHash(gridCoordinate: vec3<i32>, cellCount: u32) -> u32 {
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let maxIndex = i32(cellCount) - 1;
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let x = max(0, min(gridCoordinate.x, maxIndex));
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let y = max(0, min(gridCoordinate.y, maxIndex));
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let z = max(0, min(gridCoordinate.z, maxIndex));
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return u32(x + y * i32(cellCount) + z * i32(cellCount) * i32(cellCount));
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}
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@compute @workgroup_size(256)
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fn computeMain(@builtin(global_invocation_id) globalInvocationId: vec3<u32>) {
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let index = globalInvocationId.x;
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let particleIndex = hashSortedIndices[ index ];
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if ( particleIndex >= arrayLength(&positions) ) {
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return;
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}
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var currentPosition = positions[ particleIndex ];
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let cellSize = (gridMax - gridMin) / f32(cellCount); // 2.0 / 16 = 0.125
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let relativePos = currentPosition - gridMin; // currentPosition + 1
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let gridCoord = vec3<i32>(floor(relativePos / cellSize)); // relativePos divided by cellSize, then floored
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let hash = getHash(gridCoord, cellCount);
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var currentVelocity = velocities[particleIndex];
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var push = vec3<f32>(0.0);
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var count = 0u;
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let collisionRadiusSquared = collisionRadius * collisionRadius;
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for (var dz = -1; dz <= 1; dz = dz + 1) {
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for (var dy = -1; dy <= 1; dy = dy + 1) {
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for (var dx = -1; dx <= 1; dx = dx + 1) {
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let neighborCell = gridCoord + vec3<i32>(dx, dy, dz);
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// Compute hash of neighbor cell, with clamping to valid range inside getHash()
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let neighborHash = getHash(neighborCell, cellCount);
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let startIndex = startIndices[neighborHash];
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let endIndex = endIndices[neighborHash];
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for (var i = startIndex; i < endIndex; i = i + 1u) {
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let otherIndex = hashSortedIndices[i];
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if (otherIndex == particleIndex) {
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continue;
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}
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let otherPosition = positions[otherIndex];
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let offset = currentPosition - otherPosition;
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let distSquared = dot(offset, offset);
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if (distSquared < collisionRadiusSquared && distSquared > 0.00001) {
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let distance = sqrt(distSquared);
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let direction = offset / distance;
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let overlap = collisionRadius - distance;
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push += direction * overlap;
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count += 1u;
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}
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}
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}
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}
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}
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if ( count > 0u ) {
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let averagePush = push / f32(count);
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currentPosition += averagePush * .9;
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currentVelocity += averagePush * 3.0;
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let pushDir = normalize(averagePush);
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// Project current velocity onto push direction
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let velAlongPush = dot(currentVelocity, pushDir);
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// Damping factor (energy loss on collision)
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let dampingFactor = 0.25;
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// Reduce velocity along push direction
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let velAlongPushDamped = velAlongPush * dampingFactor;
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// Velocity perpendicular to push direction remains unchanged
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let velPerp = currentVelocity - velAlongPush * pushDir;
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// Combine damped velocity components
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currentVelocity = velPerp + velAlongPushDamped * pushDir;
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}
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let deltaTimeClamped = min( deltaTimeSeconds, 0.01 );
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let gridExtent = vec3<f32>(f32(cellCount)) * cellSize;
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//let gridMax = gridMin + gridExtent;
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// Enforce hardcoded bounding box from -1 to +1 on all axes
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if (currentPosition.x < gridMin.x) {
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currentPosition.x = gridMin.x;
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currentVelocity.x = abs(currentVelocity.x) * 0.2;
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} else if (currentPosition.x > gridMax.x) {
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currentPosition.x = gridMax.x;
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currentVelocity.x = -abs(currentVelocity.x) * 0.2;
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}
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if (currentPosition.y < gridMin.y) {
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currentPosition.y = gridMin.y;
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currentVelocity.y = abs(currentVelocity.y) * 0.2;
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} else if (currentPosition.y > gridMax.y) {
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currentPosition.y = gridMax.y;
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currentVelocity.y = -abs(currentVelocity.y) * 0.2;
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}
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if (currentPosition.z < gridMin.z) {
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currentPosition.z = gridMin.z;
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currentVelocity.z = abs(currentVelocity.z) * 0.2;
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} else if (currentPosition.z > gridMax.z) {
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currentPosition.z = gridMax.z;
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currentVelocity.z = -abs(currentVelocity.z) * 0.2;
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}
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if (currentPosition.y < -1.0) {
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currentPosition.y = -1.0;
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currentVelocity.y *= -0.2;
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}
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currentPosition += currentVelocity * deltaTimeClamped;
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positions[ particleIndex ] = currentPosition;
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velocities[ particleIndex ] = currentVelocity;
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}
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