bgfx/examples/24-nbody/cs_init_instances.sc

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/*
* Copyright 2014 Stanlo Slasinski. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
#include "bgfx_compute.sh"
#include "uniforms.sh"
BUFFER_WR(prevPositionBuffer, vec4, 0);
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BUFFER_WR(currPositionBuffer, vec4, 1);
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uint rotl(uint _x, uint _r)
{
return (_x << _r) | (_x >> (32u - _r) );
}
uint hash(uint _key, uint _seed)
{
uint c1 = 0xcc9e2d51u;
uint c2 = 0x1b873593u;
uint k1 = _key;
uint h1 = _seed;
k1 *= c1;
k1 = rotl(k1, 15u);
k1 *= c2;
h1 ^= k1;
h1 = rotl(h1, 13u);
h1 = h1 * 5u + 0xe6546b64u;
k1 *= c1;
k1 = rotl(k1, 15u);
k1 *= c2;
h1 ^= k1;
h1 ^= h1 >> uint(16u);
h1 *= 0x85ebca6bu;
h1 ^= h1 >> 13u;
h1 *= 0xc2b2ae35u;
h1 ^= h1 >> 16u;
return h1;
}
vec3 randomPointOnSphere(uint _id, uint _seed)
{
uvec2 u = uvec2(
hash(_id, _seed + 0u),
hash(_id, _seed + 1u)
);
vec2 v = uintBitsToFloat( (u >> 9u) | 0x3f800000u) - 1.0;
float lambda = v.x * 3.14159 * 2.0;
float phi = acos(2.0 * v.y - 1.0) - 3.14159 / 2.0;
vec3 p;
p.x = cos(lambda) * cos(phi);
p.y = sin(phi);
p.z = sin(lambda) * cos(phi);
return p;
}
NUM_THREADS(512, 1, 1)
void main()
{
uint key = gl_GlobalInvocationID.x;
vec3 position;
if (u_initialShape == 0u)
{
position = vec3_splat(0.0);
}
else if (u_initialShape == 1u)
{
position = 20.0 * randomPointOnSphere(gl_GlobalInvocationID.x, u_baseSeed * 7u);
}
else if (u_initialShape == 2u)
{
uvec3 u = uvec3(
hash(gl_GlobalInvocationID.x, u_baseSeed * 7u + 0u),
hash(gl_GlobalInvocationID.x, u_baseSeed * 7u + 1u),
hash(gl_GlobalInvocationID.x, u_baseSeed * 7u + 2u)
);
position = 20.0 * (uintBitsToFloat((u >> 9u) | uvec3(0x40000000, 0x40000000, 0x40000000) ) - 3.0);
}
else
{
uvec3 u = uvec3(
hash(gl_GlobalInvocationID.x, u_baseSeed * 7u + 0u),
hash(gl_GlobalInvocationID.x, u_baseSeed * 7u + 1u),
hash(gl_GlobalInvocationID.x, u_baseSeed * 7u + 2u)
);
vec3 v = 3.14159 * 2.0 * (uintBitsToFloat( (u >> 9u) | uvec3(0x3f800000u, 0x3f800000u, 0x3f800000u) ) - 1.0);
position.x = 20.0 * cos(v.x) + 3.0 * cos(v.y) * cos(v.x);
position.y = 3.0 * sin(v.y);
position.z = 20.0 * sin(v.x) + 3.0 * cos(v.y) * sin(v.x);
}
vec3 velocity = u_initialSpeed * randomPointOnSphere(gl_GlobalInvocationID.x, u_baseSeed * 7u + 3u);
prevPositionBuffer[gl_GlobalInvocationID.x] = vec4(position - velocity * u_timeStep, 0.0);
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currPositionBuffer[gl_GlobalInvocationID.x] = vec4(position, 0.0);
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}