#include "shared/hash-functions.hlsl" #include "shared/point.hlsl" #include "shared/quat-functions.hlsl" #include "shared/pbr.hlsl" cbuffer Params : register(b0) { float Bounciness; float Damping; // float3 Direction; // float Amount; // float RandomAmount; // float Mode; } RWStructuredBuffer Particles : u0; StructuredBuffer Vertices: t0; StructuredBuffer Indices: t1; float3 closestPointOnTriangle( in float3 p0, in float3 p1, in float3 p2, in float3 sourcePosition ) { float3 edge0 = p1 - p0; float3 edge1 = p2 - p0; float3 v0 = p0 - sourcePosition; float a = dot(edge0, edge0 ); float b = dot(edge0, edge1 ); float c = dot(edge1, edge1 ); float d = dot(edge0, v0 ); float e = dot(edge1, v0 ); float det = a*c - b*b; float s = b*e - c*d; float t = b*d - a*e; if ( s + t < det ) { if ( s < 0.f ) { if ( t < 0.f ) { if ( d < 0.f ) { s = clamp( -d/a, 0.f, 1.f ); t = 0.f; } else { s = 0.f; t = clamp( -e/c, 0.f, 1.f ); } } else { s = 0.f; t = clamp( -e/c, 0.f, 1.f ); } } else if ( t < 0.f ) { s = clamp( -d/a, 0.f, 1.f ); t = 0.f; } else { float invDet = 1.f / det; s *= invDet; t *= invDet; } } else { if ( s < 0.f ) { float tmp0 = b+d; float tmp1 = c+e; if ( tmp1 > tmp0 ) { float numer = tmp1 - tmp0; float denom = a-2*b+c; s = clamp( numer/denom, 0.f, 1.f ); t = 1-s; } else { t = clamp( -e/c, 0.f, 1.f ); s = 0.f; } } else if ( t < 0.f ) { if ( a+d > b+e ) { float numer = c+e-b-d; float denom = a-2*b+c; s = clamp( numer/denom, 0.f, 1.f ); t = 1-s; } else { s = clamp( -e/c, 0.f, 1.f ); t = 0.f; } } else { float numer = c+e-b-d; float denom = a-2*b+c; s = clamp( numer/denom, 0.f, 1.f ); t = 1.f - s; } } return p0 + s * edge0 + t * edge1; } void findClosestPointAndDistance( in uint faceCount, in float3 pos, out uint closestFaceIndex, out float3 closestSurfacePoint) { closestFaceIndex = -1; float closestDistance = 99999; for(uint faceIndex = 0; faceIndex < faceCount; faceIndex++) { int3 f = Indices[faceIndex]; float3 pointOnFace = closestPointOnTriangle( Vertices[f[0]].Position, Vertices[f[1]].Position, Vertices[f[2]].Position, pos ); float distance2 = length(pointOnFace - pos); if(distance2 < closestDistance) { closestDistance = distance2; closestFaceIndex = faceIndex; closestSurfacePoint = pointOnFace; } } } float4 q_from_tangentAndNormal(float3 dx, float3 dz) { dx = normalize(dx); dz = normalize(dz); float3 dy = -cross(dx, dz); float3x3 orientationDest= float3x3( dx, dy, dz ); return normalize( qFromMatrix3Precise( transpose( orientationDest))); } [numthreads(64,1,1)] void main(uint3 i : SV_DispatchThreadID) { uint pointCount, Particlestride; Particles.GetDimensions(pointCount, Particlestride); if(i.x >= pointCount) return; uint vertexCount, vertexStride; Vertices.GetDimensions(vertexCount, vertexStride); uint faceCount, faceStride; Indices.GetDimensions(faceCount, faceStride); Particle p = Particles[i.x]; float3 pos = p.Position; float4 rot = p.Rotation; float pW = p.Radius; float3 pos2 = pos; // TODO: Implement // + forward * usedSpeed; int closestFaceIndex; float3 closestSurfacePoint; findClosestPointAndDistance(faceCount, pos2, closestFaceIndex, closestSurfacePoint); //float4 normalizedRot; //float v = q_separate_v(rot, normalizedRot); float3 vToSurface = pos - closestSurfacePoint; //vToSurface = float3(0,-1,0); float distance = length(vToSurface); if(isnan(distance) || distance < 0.001) { //Particles[i.x].w = 2; return; } if(distance > pW) return; //float3 forward = qRotateVec3(float3(0,0, v * Damping), p.Rotation); Particles[i.x].Velocity = p.Velocity + normalize(vToSurface) * Bounciness; // float newV =length(forward); // float4 newRotation = qLookAt(normalize(forward), float3(0,0,1)); //Particles[i.x].Rotation = q_encode_v(newRotation, newV); }