Files
wgpu/tests/in/boids.wgsl
SparkyPotato 6035b07b78 [wgsl-in] Implement module-level scoping.
Fixes #1745: Support out-of-order module scope declarations in WGSL
Fixes #1044: Forbid local variable shadowing in WGSL
Fixes #2076: [wgsl-in] no error for duplicated type definition
Fixes #2071: Global item does not support 'const'
Fixes #2105: [wgsl-in] Type aliases for a vecN<T> doesn't work when constructing vec from a single argument
Fixes #1775: Referencing a function without a return type yields an unknown identifier error.
Fixes #2089: Error span reported on the declaration of a variable instead of its use
Fixes #1996: [wgsl-in] Confusing error: "expected unsigned/signed integer literal, found '1'"

Separate parsing from lowering by generating an AST, which desugars as
much as possible down to something like Naga IR. The AST is then used
to resolve identifiers while lowering to Naga IR.

Co-authored-by: Teodor Tanasoaia <28601907+teoxoy@users.noreply.github.com>
Co-authored-by: Jim Blandy <jimb@red-bean.com>
2023-01-12 09:37:08 -08:00

108 lines
2.4 KiB
WebGPU Shading Language

const NUM_PARTICLES: u32 = 1500u;
struct Particle {
pos : vec2<f32>,
vel : vec2<f32>,
}
struct SimParams {
deltaT : f32,
rule1Distance : f32,
rule2Distance : f32,
rule3Distance : f32,
rule1Scale : f32,
rule2Scale : f32,
rule3Scale : f32,
}
struct Particles {
particles : array<Particle>
}
@group(0) @binding(0) var<uniform> params : SimParams;
@group(0) @binding(1) var<storage> particlesSrc : Particles;
@group(0) @binding(2) var<storage,read_write> 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<u32>) {
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<f32>(0.0, 0.0);
var cVel = vec2<f32>(0.0, 0.0);
var colVel = vec2<f32>(0.0, 0.0);
var cMassCount : i32 = 0;
var cVelCount : i32 = 0;
var pos : vec2<f32>;
var vel : vec2<f32>;
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;
}