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particles_emit_gpu.rs
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223 lines (185 loc) · 6.87 KB
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use processing_glfw::GlfwContext;
use std::time::Instant;
use bevy::math::Vec3;
use processing::prelude::*;
use processing_render::geometry::AttributeFormat;
use processing_render::render::command::DrawCommand;
const SPAWN_SHADER: &str = r#"
struct Spawn {
pos: vec4<f32>,
speed: vec4<f32>,
}
@group(0) @binding(0) var<storage, read_write> position: array<f32>;
@group(0) @binding(1) var<storage, read_write> velocity: array<f32>;
@group(0) @binding(2) var<storage, read_write> color: array<f32>;
@group(0) @binding(3) var<storage, read_write> scale: array<f32>;
@group(0) @binding(4) var<storage, read_write> age: array<f32>;
@group(0) @binding(5) var<storage, read_write> dead: array<f32>;
@group(0) @binding(6) var<uniform> spawn: Spawn;
@group(0) @binding(7) var<uniform> emit_range: vec4<f32>;
fn hash(n: u32) -> u32 {
var x = n;
x = (x ^ 61u) ^ (x >> 16u);
x = x + (x << 3u);
x = x ^ (x >> 4u);
x = x * 0x27d4eb2du;
x = x ^ (x >> 15u);
return x;
}
fn hash_unit(n: u32) -> f32 {
return f32(hash(n)) / f32(0xffffffffu);
}
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let local_i = gid.x;
if local_i >= u32(emit_range.y) { return; }
let base = u32(emit_range.x);
let cap = u32(emit_range.z);
let slot = (base + local_i) % cap;
let seed = base + local_i;
let theta = hash_unit(seed) * 6.2831853;
let r = sqrt(hash_unit(seed * 2u + 1u));
let dirxz = vec2<f32>(cos(theta), sin(theta)) * r;
let dy = 0.7 + 0.3 * hash_unit(seed * 3u + 7u);
let v = vec3<f32>(dirxz.x, dy, dirxz.y) * spawn.speed.x;
position[slot * 3u + 0u] = spawn.pos.x;
position[slot * 3u + 1u] = spawn.pos.y;
position[slot * 3u + 2u] = spawn.pos.z;
velocity[slot * 3u + 0u] = v.x;
velocity[slot * 3u + 1u] = v.y;
velocity[slot * 3u + 2u] = v.z;
let h = fract(hash_unit(seed * 5u + 11u));
color[slot * 4u + 0u] = 0.5 + 0.5 * sin(h * 6.28);
color[slot * 4u + 1u] = 0.5 + 0.5 * sin(h * 6.28 + 2.094);
color[slot * 4u + 2u] = 0.5 + 0.5 * sin(h * 6.28 + 4.189);
color[slot * 4u + 3u] = 1.0;
scale[slot * 3u + 0u] = 1.0;
scale[slot * 3u + 1u] = 1.0;
scale[slot * 3u + 2u] = 1.0;
age[slot] = 0.0;
dead[slot] = 0.0;
}
"#;
const MOTION_SHADER: &str = r#"
struct Params {
dt: f32,
ttl: f32,
gravity: f32,
_pad: f32,
}
@group(0) @binding(0) var<storage, read_write> position: array<f32>;
@group(0) @binding(1) var<storage, read_write> velocity: array<f32>;
@group(0) @binding(2) var<storage, read_write> scale: array<f32>;
@group(0) @binding(3) var<storage, read_write> age: array<f32>;
@group(0) @binding(4) var<storage, read_write> dead: array<f32>;
@group(0) @binding(5) var<uniform> params: Params;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let i = gid.x;
let count = arrayLength(&age);
if i >= count { return; }
if dead[i] != 0.0 { return; }
age[i] = age[i] + params.dt;
velocity[i * 3u + 1u] = velocity[i * 3u + 1u] - params.gravity * params.dt;
position[i * 3u + 0u] = position[i * 3u + 0u] + velocity[i * 3u + 0u] * params.dt;
position[i * 3u + 1u] = position[i * 3u + 1u] + velocity[i * 3u + 1u] * params.dt;
position[i * 3u + 2u] = position[i * 3u + 2u] + velocity[i * 3u + 2u] * params.dt;
let life = clamp(1.0 - age[i] / params.ttl, 0.0, 1.0);
let s = life * life;
scale[i * 3u + 0u] = s;
scale[i * 3u + 1u] = s;
scale[i * 3u + 2u] = s;
if age[i] > params.ttl { dead[i] = 1.0; }
}
"#;
fn main() {
sketch().unwrap();
exit(0).unwrap();
}
fn sketch() -> error::Result<()> {
let mut glfw_ctx = GlfwContext::new(900, 700)?;
init(Config::default())?;
let surface = glfw_ctx.create_surface(900, 700)?;
let graphics = graphics_create(surface, 900, 700, TextureFormat::Rgba16Float)?;
graphics_mode_3d(graphics)?;
transform_set_position(graphics, Vec3::new(0.0, 4.0, 16.0))?;
transform_look_at(graphics, Vec3::new(0.0, 2.0, 0.0))?;
let _light =
light_create_directional(graphics, bevy::color::Color::srgb(0.95, 0.9, 0.85), 800.0)?;
let particle = geometry_sphere(0.12, 8, 6)?;
let capacity: u32 = 40000;
let position_attr = geometry_attribute_position();
let color_attr = geometry_attribute_color();
let scale_attr = geometry_attribute_scale();
let dead_attr = geometry_attribute_dead();
let velocity_attr = geometry_attribute_create("velocity", AttributeFormat::Float3)?;
let age_attr = geometry_attribute_create("age", AttributeFormat::Float)?;
let p = particles_create(
capacity,
vec![
position_attr,
color_attr,
scale_attr,
dead_attr,
velocity_attr,
age_attr,
],
)?;
// mark all unemitted slots dead so they don't render at origin.
let dead_buf =
particles_buffer(p, dead_attr)?.ok_or(error::ProcessingError::ParticlesNotFound)?;
let init_dead: Vec<u8> = (0..capacity).flat_map(|_| 1.0_f32.to_le_bytes()).collect();
buffer_write(dead_buf, init_dead)?;
let color_buf =
particles_buffer(p, color_attr)?.ok_or(error::ProcessingError::ParticlesNotFound)?;
let mat = {
let m = material_create_pbr()?;
material_set_albedo_buffer(m, color_buf)?;
m
};
let spawn_shader = shader_create(SPAWN_SHADER)?;
let spawn = compute_create(spawn_shader)?;
let motion_shader = shader_create(MOTION_SHADER)?;
let motion = compute_create(motion_shader)?;
let burst: u32 = 120;
let dt: f32 = 1.0 / 60.0;
let ttl: f32 = 2.5;
let gravity: f32 = 9.8;
let speed: f32 = 5.0;
let start = Instant::now();
while glfw_ctx.poll_events() {
graphics_begin_draw(graphics)?;
graphics_record_command(
graphics,
DrawCommand::BackgroundColor(bevy::color::Color::srgb(0.04, 0.04, 0.07)),
)?;
graphics_record_command(graphics, DrawCommand::Material(mat))?;
graphics_record_command(
graphics,
DrawCommand::Particles {
particles: p,
geometry: particle,
},
)?;
graphics_end_draw(graphics)?;
let t = start.elapsed().as_secs_f32();
let sx = t.cos() * 0.4;
let sz = t.sin() * 0.4;
compute_set(
spawn,
"pos",
shader_value::ShaderValue::Float4([sx, 7.0, sz, 0.0]),
)?;
compute_set(
spawn,
"speed",
shader_value::ShaderValue::Float4([speed, 0.0, 0.0, 0.0]),
)?;
particles_emit_gpu(p, burst, spawn)?;
compute_set(motion, "dt", shader_value::ShaderValue::Float(dt))?;
compute_set(motion, "ttl", shader_value::ShaderValue::Float(ttl))?;
compute_set(motion, "gravity", shader_value::ShaderValue::Float(gravity))?;
particles_apply(p, motion)?;
}
Ok(())
}