196 lines
5.5 KiB
GLSL
196 lines
5.5 KiB
GLSL
#version 450
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#define PI 3.14159265f
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layout(local_size_x = 128) in;
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struct EmitterParameters
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{
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vec4 angularRangesAndOffsets;
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vec4 acceleration;
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float minSpeed;
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float maxSpeed;
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float rotationSpeed;
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float rotationDecay;
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vec4 lifeAndSizeRange; // min life, max life, min size, max size
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vec4 colorTint;
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float sizeDecay;
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uint textureIndex;
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float padding[2];
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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 orientationSpeedDecay;
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vec4 velocity;
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vec4 acceleration;
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vec4 scaleAndDecay;
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vec4 colorTint;
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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 = 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 = 0) readonly buffer EmitterBuffer
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{
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EmitterParameters data;
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} emitterParams;
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layout (std430, set = 2, binding = 1) coherent restrict 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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// 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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float map(float value, float inMin, float inMax, float outMin, float outMax)
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{
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return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
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}
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void main()
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{
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uint emitterInvocationIndex = gl_GlobalInvocationID.x;
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vec4 emitterPosition = emitterPushConstant.emitterPosition;
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vec4 angularRangesAndOffsets = emitterParams.data.angularRangesAndOffsets;
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float minSpeed = emitterParams.data.minSpeed;
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float maxSpeed = emitterParams.data.maxSpeed;
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if (emitterInvocationIndex >= emitterPushConstant.emissionCount)
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return;
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// Freecount will start at max particles. Here we subtract every time we emit.
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int freelistIndex = atomicAdd (freelist.freeCount, -1) - 1;
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if (freelistIndex < 0)
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atomicAdd (freelist.freeCount, 1);
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ParticleData particle;
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// Get seed for randomization
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uint pixel_index = uint (emitterPosition.x + emitterPosition.y + floatBitsToUint(genericDataBuffer.data.elapsedTime) * (gl_GlobalInvocationID.x + 1));
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uint seed = pcg_hash (pixel_index);
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int index = freelist.freeIndices[freelistIndex];
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// emit particle from emitter position
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particle.position = vec4 (emitterPosition.xyz, 1.0f);
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vec2 eulerAngles = vec2 ((rand(seed) - 0.5f) * angularRangesAndOffsets.x + angularRangesAndOffsets.z,
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(rand(seed) - 0.5f) * angularRangesAndOffsets.y + angularRangesAndOffsets.w);
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// Set its velocity
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// particle.velocity.xyz = vec3 (cos(eulerAngles.x) * cos(eulerAngles.y),
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// sin(eulerAngles.x) * cos(eulerAngles.y),
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// sin(eulerAngles.y));
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float heading = eulerAngles.x;
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float bank = eulerAngles.y;
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float cb = cos(bank);
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float sb = sin(bank);
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float ch = cos (heading);
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float sh = sin (heading);
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float cp = cos (0.0f);
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float sp = sin (0.0f);
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particle.velocity.xyz = mat3 (
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(ch * cb + sh * sp * sb), (sb * cp), (-sh * cb + ch * sp * sb),
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(-ch * sb + sh * sp * cb), (cb * cp), ( sb * sh + ch * sp * cb),
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(sh * cp), (-sp), (ch * cp)
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) * vec3 (1.0f, 0.0f, 0.0f);
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particle.velocity *= map (rand (seed), 0.0f, 1.0f, minSpeed.x, maxSpeed.x);
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// randomize life value that ranges from minLife to maxLife
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particle.life = map (rand(seed), 0.0f, 1.0f, emitterParams.data.lifeAndSizeRange.x, emitterParams.data.lifeAndSizeRange.y);
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float particleSize = map (rand(seed), 0.0f, 1.0f, emitterParams.data.lifeAndSizeRange.z, emitterParams.data.lifeAndSizeRange.w);
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// Set size of and size decay of particle
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particle.scaleAndDecay.x = particleSize;
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particle.scaleAndDecay.y = particleSize;
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particle.scaleAndDecay.z = emitterParams.data.sizeDecay;
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particle.scaleAndDecay.w = emitterParams.data.sizeDecay;
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// Set particle color tint
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particle.colorTint = emitterParams.data.colorTint;
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// Set the texture for the particle
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particle.textureIndex = emitterParams.data.textureIndex;
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// Set orientation and rotation speed
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if (emitterParams.data.rotationSpeed != 0.0f)
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particle.orientationSpeedDecay = vec4 (rand(seed) * PI, emitterParams.data.rotationSpeed, emitterParams.data.rotationDecay, 0.0f);
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else
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particle.orientationSpeedDecay = vec4 (0.0f);
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particle.acceleration = emitterParams.data.acceleration;
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inputParticles.data[index] = particle;
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} |