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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "gpuUpdateParticlesComputeShader"; const shader = `struct Particle {position : vec3<f32>, age : f32, size : vec3<f32>, life : f32, seed : vec4<f32>, direction : vec3<f32>, dummy0: f32, #ifdef CUSTOMEMITTER initialPosition : vec3<f32>, dummy1: f32, #endif #ifndef COLORGRADIENTS color : vec4<f32>, #endif #ifndef BILLBOARD initialDirection : vec3<f32>, dummy2: f32, #endif #ifdef NOISE noiseCoordinates1 : vec3<f32>, dummy3: f32, noiseCoordinates2 : vec3<f32>, dummy4: f32, #endif #ifdef ANGULARSPEEDGRADIENTS angle : f32, #else angle : vec2<f32>, #endif #ifdef ANIMATESHEET cellIndex : f32, #ifdef ANIMATESHEETRANDOMSTART cellStartOffset : f32, #endif #endif };struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32, timeDelta : f32, stopFactor : f32, randomTextureSize: i32, lifeTime : vec2<f32>, emitPower : vec2<f32>, #ifndef COLORGRADIENTS color1 : vec4<f32>, color2 : vec4<f32>, #endif sizeRange : vec2<f32>, scaleRange : vec4<f32>, angleRange : vec4<f32>, gravity : vec3<f32>, #ifdef LIMITVELOCITYGRADIENTS limitVelocityDamping : f32, #endif #ifdef ANIMATESHEET cellInfos : vec4<f32>, #endif #ifdef NOISE noiseStrength : vec3<f32>, #endif #ifdef FLOWMAP flowMapProjection : mat4x4<f32>, flowMapStrength : f32, #endif #ifndef LOCAL emitterWM : mat4x4<f32>, #endif #ifdef BOXEMITTER direction1 : vec3<f32>, direction2 : vec3<f32>, minEmitBox : vec3<f32>, maxEmitBox : vec3<f32>, #endif #ifdef CONEEMITTER radius : vec2<f32>, coneAngle : f32, height : vec2<f32>, #ifdef DIRECTEDCONEEMITTER direction1 : vec3<f32>, direction2 : vec3<f32>, #else directionRandomizer : f32, #endif #endif #ifdef CYLINDEREMITTER radius : f32, height : f32, radiusRange : f32, #ifdef DIRECTEDCYLINDEREMITTER direction1 : vec3<f32>, direction2 : vec3<f32>, #else directionRandomizer : f32, #endif #endif #ifdef HEMISPHERICEMITTER radius : f32, radiusRange : f32, directionRandomizer : f32, #endif #ifdef POINTEMITTER direction1 : vec3<f32>, direction2 : vec3<f32>, #endif #ifdef SPHEREEMITTER radius : f32, radiusRange : f32, #ifdef DIRECTEDSPHEREEMITTER direction1 : vec3<f32>, direction2 : vec3<f32>, #else directionRandomizer : f32, #endif #endif };@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>; #ifdef SIZEGRADIENTS @binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>; #endif #ifdef ANGULARSPEEDGRADIENTS @binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>; #endif #ifdef VELOCITYGRADIENTS @binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>; #endif #ifdef LIMITVELOCITYGRADIENTS @binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>; #endif #ifdef DRAGGRADIENTS @binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>; #endif #ifdef NOISE @binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>; #endif #ifdef FLOWMAP @binding(12) @group(1) var flowMapSampler : sampler;@binding(13) @group(1) var flowMapTexture : texture_2d<f32>; #endif fn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;} fn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);} @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;} let PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;if (newAge>=life && params.stopFactor != 0.) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;particlesOut.particles[index].life=outLife;particlesOut.particles[index].age=newAge-life;particlesOut.particles[index].seed=seed;var sizex : f32; #ifdef SIZEGRADIENTS sizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r; #else sizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g; #endif particlesOut.particles[index].size=vec3<f32>( sizex, params.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b, params.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a); #ifndef COLORGRADIENTS particlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b; #endif #ifndef ANGULARSPEEDGRADIENTS particlesOut.particles[index].angle=vec2<f32>( params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r, params.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a); #else particlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r; #endif #if defined(POINTEMITTER) let randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; #elif defined(BOXEMITTER) let randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; #elif defined(HEMISPHERICEMITTER) let randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3); #elif defined(SPHEREEMITTER) let randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ); #ifdef DIRECTEDSPHEREEMITTER newDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3); #else newDirection=normalize(newPosition+params.directionRandomizer*randoms3); #endif #elif defined(CYLINDEREMITTER) let randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos); #ifdef DIRECTEDCYLINDEREMITTER newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; #else angle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection); #endif #elif defined(CONEEMITTER) let randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x; #ifdef CONEEMITTERSPAWNPOINT let h : f32=0.0001; #else var h : f32=randoms2.y*params.height.y;h=1.-h*h; #endif var lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID); #ifdef DIRECTEDCONEEMITTER newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; #else if (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); } #endif #elif defined(CUSTOMEMITTER) newPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition; #else newPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5)); #endif let power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a; #ifdef LOCAL particlesOut.particles[index].position=newPosition; #else particlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz; #endif #ifdef CUSTOMEMITTER particlesOut.particles[index].direction=direction; #ifndef BILLBOARD particlesOut.particles[index].initialDirection=direction; #endif #else #ifdef LOCAL let initial : vec3<f32>=newDirection; #else let initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz; #endif particlesOut.particles[index].direction=initial*power; #ifndef BILLBOARD particlesOut.particles[index].initialDirection=initial; #endif #endif #ifdef ANIMATESHEET particlesOut.particles[index].cellIndex=params.cellInfos.x; #ifdef ANIMATESHEETRANDOMSTART particlesOut.particles[index].cellStartOffset=randoms.a*outLife; #endif #endif #ifdef NOISE particlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2; #endif } else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life; #ifdef VELOCITYGRADIENTS directionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r; #endif #ifdef DRAGGRADIENTS directionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r); #endif let position : vec3<f32>=particlesIn.particles[index].position; #if defined(CUSTOMEMITTER) particlesOut.particles[index].position=position+(direction-position)*ageGradient; particlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition; #else particlesOut.particles[index].position=position+direction*directionScale; #endif particlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed; #ifndef COLORGRADIENTS particlesOut.particles[index].color=particlesIn.particles[index].color; #endif #ifdef SIZEGRADIENTS particlesOut.particles[index].size=vec3<f32>( textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r, particlesIn.particles[index].size.yz); #else particlesOut.particles[index].size=particlesIn.particles[index].size; #endif #ifndef BILLBOARD particlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection; #endif #ifdef CUSTOMEMITTER particlesOut.particles[index].direction=direction; #else var updatedDirection : vec3<f32>=direction+params.gravity*timeDelta; #ifdef FLOWMAP var clipSpace=(params.flowMapProjection*vec4f(position,1.));var ndcSpace=clipSpace.xyz/clipSpace.w;var flowMapUV=ndcSpace.xy*0.5+0.5;var flowMapValue=textureSampleLevel(flowMapTexture,flowMapSampler,flowMapUV,0.);var flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*params.flowMapStrength; #endif #ifdef LIMITVELOCITYGRADIENTS let limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;} #endif particlesOut.particles[index].direction=updatedDirection; #ifdef NOISE let noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2; #endif #endif #ifdef ANGULARSPEEDGRADIENTS let angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta; #else let angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y); #endif #ifdef ANIMATESHEET var offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x; #ifdef ANIMATESHEETRANDOMSTART let cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset; #else let cellStartOffset : f32=0.; #endif var ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);} else {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);} particlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist)); #endif }} `; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const gpuUpdateParticlesComputeShaderWGSL = { name, shader }; //# sourceMappingURL=gpuUpdateParticles.compute.js.map