const NUM_PARTICLES: u32 = 1500u; struct Particle { pos : vec2, vel : vec2, } struct SimParams { deltaT : f32, rule1Distance : f32, rule2Distance : f32, rule3Distance : f32, rule1Scale : f32, rule2Scale : f32, rule3Scale : f32, } struct Particles { particles : array } @group(0) @binding(0) var params : SimParams; @group(0) @binding(1) var particlesSrc : Particles; @group(0) @binding(2) var particlesDst : Particles; // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) global_invocation_id : vec3) { let index : u32 = global_invocation_id.x; if index >= NUM_PARTICLES { return; } var vPos = particlesSrc.particles[index].pos; var vVel = particlesSrc.particles[index].vel; var cMass = vec2(0.0, 0.0); var cVel = vec2(0.0, 0.0); var colVel = vec2(0.0, 0.0); var cMassCount : i32 = 0; var cVelCount : i32 = 0; var pos : vec2; var vel : vec2; var i : u32 = 0u; loop { if i >= NUM_PARTICLES { break; } if i == index { continue; } pos = particlesSrc.particles[i].pos; vel = particlesSrc.particles[i].vel; if distance(pos, vPos) < params.rule1Distance { cMass = cMass + pos; cMassCount = cMassCount + 1; } if distance(pos, vPos) < params.rule2Distance { colVel = colVel - (pos - vPos); } if distance(pos, vPos) < params.rule3Distance { cVel = cVel + vel; cVelCount = cVelCount + 1; } continuing { i = i + 1u; } } if cMassCount > 0 { cMass = cMass / f32(cMassCount) - vPos; } if cVelCount > 0 { cVel = cVel / f32(cVelCount); } vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) + (cVel * params.rule3Scale); // clamp velocity for a more pleasing simulation vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1); // kinematic update vPos = vPos + (vVel * params.deltaT); // Wrap around boundary if vPos.x < -1.0 { vPos.x = 1.0; } if vPos.x > 1.0 { vPos.x = -1.0; } if vPos.y < -1.0 { vPos.y = 1.0; } if vPos.y > 1.0 { vPos.y = -1.0; } // Write back particlesDst.particles[index].pos = vPos; particlesDst.particles[index].vel = vVel; }