Files
2026-07-13 13:13:17 +08:00

152 lines
3.8 KiB
HLSL

#include "shared/hash-functions.hlsl"
#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/pbr.hlsl"
/*{ADDITIONAL_INCLUDES}*/
cbuffer Params : register(b0)
{
/*{FLOAT_PARAMS}*/
}
cbuffer Params : register(b1)
{
float Amount;
float Attraction;
float AttractionDecay;
float Repulsion;
float Bounciness;
float RandomizeBounce;
float RandomizeReflection;
float InvertVolumeFactor;
float NormalSamplingDistance;
float SpeedFactor;
}
cbuffer Params : register(b2)
{
uint ParticleCount;
int EnableBounce;
int ApplyColorOnCollision;
}
RWStructuredBuffer<Particle> Particles : u0;
// StructuredBuffer<PbrVertex> Vertices : t0;
// StructuredBuffer<int3> Indices : t1;
sampler ClampedSampler : s0;
sampler WrappedSampler : s1;
//=== Additional Resources ==========================================
/*{RESOURCES(t0)}*/
//=== Global functions ==============================================
/*{GLOBALS}*/
//=== Field functions ===============================================
/*{FIELD_FUNCTIONS}*/
//-------------------------------------------------------------------
float4 GetField(float4 p)
{
float4 f = 1;
/*{FIELD_CALL}*/
return f;
}
inline float GetDistance(float3 p3)
{
return GetField(float4(p3.xyz, 0)).w;
}
//===================================================================
float3 GetNormal(float3 p, float offset)
{
return normalize(
GetDistance(p + float3(offset, -offset, -offset)) * float3(1, -1, -1) +
GetDistance(p + float3(-offset, offset, -offset)) * float3(-1, 1, -1) +
GetDistance(p + float3(-offset, -offset, offset)) * float3(-1, -1, 1) +
GetDistance(p + float3(offset, offset, offset)) * float3(1, 1, 1));
}
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 maxParticleCount, _;
Particles.GetDimensions(maxParticleCount, _);
int gi = i.x;
if (gi >= maxParticleCount)
return;
// if (isnan(Particles[gi].BirthTime))
// return;
float3 pos = Particles[gi].Position;
float distance = GetDistance(pos);
float3 surfaceN = GetNormal(pos, NormalSamplingDistance);
float4 rot = Particles[gi].Rotation;
float3 velocity = Particles[gi].Velocity;
float3 posNext = float4(pos + velocity * SpeedFactor * 0.01 * 2, 1);
float distanceNext = GetDistance(posNext);
float3 force = 0;
surfaceN *= InvertVolumeFactor;
// Reflect if distance changes
if (sign(distance * distanceNext) < 0 && distance * InvertVolumeFactor > 0)
{
float4 rand = hash41u(gi);
float3 v = lerp(velocity,
reflect(velocity, surfaceN + (RandomizeReflection * (rand.xyz - 0.5))),
EnableBounce);
velocity = lerp(velocity,
//
(v * Bounciness //
* (RandomizeBounce //
* (rand.z - 0.5) +
1)), //
Amount);
if (ApplyColorOnCollision)
{
float4 surfaceColor = GetField(float4(pos, 1));
Particles[gi].Color.rgb = surfaceColor.rgb;
}
}
else
{
if (distance * InvertVolumeFactor < 0)
{
force = surfaceN * Repulsion;
}
else
{
force = -surfaceN * Attraction / (1 + distance * AttractionDecay);
}
velocity += force * Amount * SpeedFactor;
}
if (!isnan(velocity.x) && !isnan(velocity.y) && !isnan(velocity.z))
Particles[gi].Velocity = velocity;
}