/* * Copyright 2014 Stanlo Slasinski. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "bgfx_compute.sh" #include "uniforms.sh" BUFFER_WR(prevPositionBuffer, vec4, 0); BUFFER_WR(currPositionBuffer, vec4, 1); 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); currPositionBuffer[gl_GlobalInvocationID.x] = vec4(position, 0.0); }