diff --git a/test-data/boids.wgsl b/test-data/boids.wgsl new file mode 100644 index 0000000000..6df8a30b3f --- /dev/null +++ b/test-data/boids.wgsl @@ -0,0 +1,152 @@ +# Copyright 2020 The Tint Authors. +# +# Licensed under the Apache License, Version 2.0 (the "License"); +# you may not use this file except in compliance with the License. +# You may obtain a copy of the License at +# +# http://www.apache.org/licenses/LICENSE-2.0 +# +# Unless required by applicable law or agreed to in writing, software +# distributed under the License is distributed on an "AS IS" BASIS, +# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +# See the License for the specific language governing permissions and +# limitations under the License. + +import "GLSL.std.450" as std; + +# vertex shader + +[[location 0]] var a_particlePos : vec2; +[[location 1]] var a_particleVel : vec2; +[[location 2]] var a_pos : vec2; +[[builtin position]] var gl_Position : vec4; + +fn vtx_main() -> void { + var angle : f32 = -std::atan2(a_particleVel.x, a_particleVel.y); + var pos : vec2 = vec2( + (a_pos.x * std::cos(angle)) - (a_pos.y * std::sin(angle)), + (a_pos.x * std::sin(angle)) + (a_pos.y * std::cos(angle))); + gl_Position = vec4(pos + a_particlePos, 0, 1); + return; +} +entry_point vertex as "main" = vtx_main; + +# fragment shader +[[location 0]] var fragColor : vec4; + +fn frag_main() -> void { + fragColor = vec4(1.0, 1.0, 1.0, 1.0); + return; +} +entry_point fragment as "main" = frag_main; + +# compute shader +type Particle = struct { + [[offset 0]] pos : vec2; + [[offset 8]] vel : vec2; +}; + +type SimParams = struct { + [[offset 0]] deltaT : f32; + [[offset 4]] rule1Distance : f32; + [[offset 8]] rule2Distance : f32; + [[offset 12]] rule3Distance : f32; + [[offset 16]] rule1Scale : f32; + [[offset 20]] rule2Scale : f32; + [[offset 24]] rule3Scale : f32; +}; + +type Particles = struct { + [[offset 0]] particles : array; +}; + +[[binding 0, set 0]] var params : SimParams; +[[binding 1, set 0]] var particlesA : Particles; +[[binding 2, set 0]] var particlesB : Particles; + +[[builtin global_invocation_id]] var gl_GlobalInvocationID : vec3; + +# https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp +fn compute_main() -> void { + var index : u32 = gl_GlobalInvocationID.x; + if (index >= 5) { + return; + } + + var vPos : vec2 = particlesA.particles[index].pos; + var vVel : vec2 = particlesA.particles[index].vel; + + var cMass : vec2 = vec2(0, 0); + var cVel : vec2 = vec2(0, 0); + var colVel : vec2 = vec2(0, 0); + var cMassCount : i32 = 0; + var cVelCount : i32 = 0; + + var pos : vec2; + var vel : vec2; + var i : i32 = 0; + loop { + if (i >= 5) { + break; + } + if (i == index) { + continue; + } + + pos = particlesA.particles[i].pos.xy; + vel = particlesA.particles[i].vel.xy; + + if (std::distance(pos, vPos) < params.rule1Distance) { + cMass = cMass + pos; + cMassCount = cMassCount + 1; + } + if (std::distance(pos, vPos) < params.rule2Distance) { + colVel = colVel - (pos - vPos); + } + if (std::distance(pos, vPos) < params.rule3Distance) { + cVel = cVel + vel; + cVelCount = cVelCount + 1; + } + + continuing { + i = i + 1; + } + } + if (cMassCount > 0) { + cMass = (cMass / vec2(cMassCount, cMassCount)) + vPos; + } + if (cVelCount > 0) { + cVel = cVel / vec2(cVelCount, cVelCount); + } + + vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) + + (cVel * params.rule3Scale); + + # clamp velocity for a more pleasing simulation + vVel = std::normalize(vVel) * std::fclamp(std::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 + particlesB.particles[index].pos = vPos; + particlesB.particles[index].vel = vVel; + + return; +} +entry_point compute as "main" = compute_main; + diff --git a/test-data/quad.wgsl b/test-data/quad.wgsl new file mode 100644 index 0000000000..738e01dcba --- /dev/null +++ b/test-data/quad.wgsl @@ -0,0 +1,25 @@ +# vertex +const c_scale: f32 = 1.2; +[[location 0]] var a_pos : vec2; +[[location 1]] var a_uv : vec2; +[[location 0]] var v_uv : vec2; +[[builtin position]] var o_position : vec4; + +fn main_vert() -> void { +# scale * a_pos + o_position = vec4(0.0, 0.0, 0.0, 1.0); + return; +} +entry_point vertex as "main" = main_vert; + +# fragment +[[location 0]] var a_uv : vec2; +#layout(set = 0, binding = 0) uniform texture2D u_texture; +#layout(set = 0, binding = 1) uniform sampler u_sampler; +[[location 0]] var o_color : vec4; + +fn main_frag() -> void { + o_color = vec4(1, 0, 0, 1); #TODO: sample + return; +} +entry_point fragment as "main" = main_frag;