141 lines
2.9 KiB
GLSL
141 lines
2.9 KiB
GLSL
#version 450
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layout(local_size_x = 128) in;
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struct DrawArraysIndirectArgs
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{
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uint count;
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uint instanceCount;
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uint first;
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uint baseInstance;
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};
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struct ParticleData
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{
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vec4 position;
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vec4 rotation;
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vec4 velocity;
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vec4 acceleration;
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vec4 scaleAndDecay;
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float life;
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uint textureIndex;
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}
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struct GenericData
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{
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//! Delta time
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float dt;
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//! Elapsed time of the application
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float elapsedTime;
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//! Viewport width of the scene (excluding imgui, that means smaller than window)
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uint viewportWidth;
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//! Ditto but for height
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uint viewportHeight;
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};
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layout(set = 1, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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layout (set = 0, binding = 0) uniform GenericDataBuffer
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{
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GenericData data;
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} genericDataBuffer;
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layout (std430, set = 2, binding = 1) coherent restrict readonly buffer ParticlesInputBuffer
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{
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ParticleData data[];
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} inputParticles;
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// output buffer not needed
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layout (std430, set = 2, binding = 2) coherent restrict buffer ParticlesOutputBuffer
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{
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ParticleData data[];
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} outputParticles;
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layout (std430, set = 2, binding = 3) coherent restrict buffer ParticlesFreelistBuffer
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{
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int freeCount;
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int freeIndices[];
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} freelist;
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layout (std430, set = 2, binding = 4) coherent restrict buffer IndicesData
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{
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uint indices[];
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};
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layout (std140, set = 2, binding = 5) coherent restrict uniform IndirectDrawArgs
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{
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DrawArraysIndirectArgs indirectArgs;
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};
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// push constants
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layout(std140, push_constant) uniform EmitterPushConstant
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{
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vec4 emitterPosition;
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uint emissionCount;
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} emitterPushConstant;
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uint pcg_hash(uint seed)
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{
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uint state = seed * 747796405u + 2891336453u;
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uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
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return (word >> 22u) ^ word;
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}
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// Used to advance the PCG state.
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uint rand_pcg(inout uint rng_state)
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{
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uint state = rng_state;
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rng_state = rng_state * 747796405u + 2891336453u;
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uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
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return (word >> 22u) ^ word;
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}
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// Advances the prng state and returns the corresponding random float.
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float rand(inout uint state)
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{
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uint x = rand_pcg(state);
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state = x;
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return float(x)*uintBitsToFloat(0x2f800004u);
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}
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void main()
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{
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uint index = gl_GlobalInvocationID.x;
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ParticleData particle = inputParticles.data[index];
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if (particle.lifetime > 0.0f)
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{
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// particle.position += particle.velocity * dt;
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// particle.lifetime -= dt;
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// particle.size -= 1.2f * dt;
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// particle.color += 1.0f * dt;
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if (particle.lifetime < 0.0f || particle.size < 0.0f)
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{
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particle.lifetime = 0.0f;
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particle.position.x = 99999.0f;
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outputParticles.data[index] = particle;
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freelist.freeIndices[atomicAdd(freelist.freeCount, 1)] = int (index);
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return;
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}
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outputParticles.data[index] = particle;
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uint drawIndex = atomicAdd (indirectArgs.instanceCount, 1);
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indices[drawIndex] = index;
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}
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} |