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Implement GPU Particle Collisions
-Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
This commit is contained in:
@@ -31,6 +31,40 @@ global_variables;
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/* Set 1: FRAME AND PARTICLE DATA */
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// a frame history is kept for trail deterministic behavior
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#define MAX_ATTRACTORS 32
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#define ATTRACTOR_TYPE_SPHERE 0
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#define ATTRACTOR_TYPE_BOX 1
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#define ATTRACTOR_TYPE_VECTOR_FIELD 2
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struct Attractor {
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mat4 transform;
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vec3 extents; //exents or radius
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uint type;
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uint texture_index; //texture index for vector field
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float strength;
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float attenuation;
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float directionality;
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};
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#define MAX_COLLIDERS 32
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#define COLLIDER_TYPE_SPHERE 0
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#define COLLIDER_TYPE_BOX 1
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#define COLLIDER_TYPE_SDF 2
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#define COLLIDER_TYPE_HEIGHT_FIELD 3
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struct Collider {
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mat4 transform;
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vec3 extents; //exents or radius
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uint type;
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uint texture_index; //texture index for vector field
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float scale;
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uint pad[2];
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};
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struct FrameParams {
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bool emitting;
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float system_phase;
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@@ -43,9 +77,14 @@ struct FrameParams {
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float delta;
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uint random_seed;
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uint pad[3];
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uint attractor_count;
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uint collider_count;
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float particle_size;
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mat4 emission_transform;
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Attractor attractors[MAX_ATTRACTORS];
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Collider colliders[MAX_COLLIDERS];
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};
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layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
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@@ -80,7 +119,7 @@ struct ParticleEmission {
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vec4 custom;
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};
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layout(set = 1, binding = 2, std430) restrict volatile coherent buffer SourceEmission {
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layout(set = 1, binding = 2, std430) restrict buffer SourceEmission {
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int particle_count;
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uint pad0;
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uint pad1;
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@@ -89,7 +128,7 @@ layout(set = 1, binding = 2, std430) restrict volatile coherent buffer SourceEmi
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}
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src_particles;
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layout(set = 1, binding = 3, std430) restrict volatile coherent buffer DestEmission {
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layout(set = 1, binding = 3, std430) restrict buffer DestEmission {
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int particle_count;
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int particle_max;
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uint pad1;
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@@ -98,10 +137,17 @@ layout(set = 1, binding = 3, std430) restrict volatile coherent buffer DestEmiss
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}
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dst_particles;
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/* SET 2: MATERIAL */
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/* SET 2: COLLIDER/ATTRACTOR TEXTURES */
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#define MAX_3D_TEXTURES 7
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layout(set = 2, binding = 0) uniform texture3D sdf_vec_textures[MAX_3D_TEXTURES];
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layout(set = 2, binding = 1) uniform texture2D height_field_texture;
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/* SET 3: MATERIAL */
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#ifdef USE_MATERIAL_UNIFORMS
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layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
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layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
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/* clang-format off */
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MATERIAL_UNIFORMS
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/* clang-format on */
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@@ -140,29 +186,7 @@ bool emit_particle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, u
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atomicAdd(dst_particles.particle_count, -1);
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return false;
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}
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/*
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valid = true;
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int attempts = 256; // never trust compute
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while(attempts-- > 0) {
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dst_index = dst_particles.particle_count;
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if (dst_index == dst_particles.particle_max) {
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return false; //can't emit anymore
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}
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if (atomicCompSwap(dst_particles.particle_count, dst_index, dst_index +1 ) != dst_index) {
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continue;
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}
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valid=true;
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break;
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}
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barrier();
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if (!valid) {
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return false; //gave up (attempts exhausted)
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}
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*/
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dst_particles.data[dst_index].xform = p_xform;
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dst_particles.data[dst_index].velocity = p_velocity;
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dst_particles.data[dst_index].color = p_color;
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@@ -217,6 +241,199 @@ void main() {
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vec4(0.0, 0.0, 0.0, 1.0));
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}
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bool collided = false;
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vec3 collision_normal = vec3(0.0);
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float collision_depth = 0.0;
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vec3 attractor_force = vec3(0.0);
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#if !defined(DISABLE_VELOCITY)
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if (PARTICLE.is_active) {
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PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
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}
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#endif
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/* Process physics if active */
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if (PARTICLE.is_active) {
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for (uint i = 0; i < FRAME.attractor_count; i++) {
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vec3 dir;
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float amount;
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vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.attractors[i].transform[3].xyz;
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vec3 local_pos = rel_vec * mat3(FRAME.attractors[i].transform);
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switch (FRAME.attractors[i].type) {
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case ATTRACTOR_TYPE_SPHERE: {
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dir = normalize(rel_vec);
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float d = length(local_pos) / FRAME.attractors[i].extents.x;
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} break;
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case ATTRACTOR_TYPE_BOX: {
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dir = normalize(rel_vec);
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vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
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float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} break;
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case ATTRACTOR_TYPE_VECTOR_FIELD: {
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vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
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if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
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continue;
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}
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vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
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dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction
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amount = length(s);
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} break;
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}
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amount = pow(amount, FRAME.attractors[i].attenuation);
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dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
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attractor_force -= amount * dir * FRAME.attractors[i].strength;
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}
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float particle_size = FRAME.particle_size;
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#ifdef USE_COLLISON_SCALE
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particle_size *= dot(vec3(length(PARTICLE.xform[0].xyz), length(PARTICLE.xform[1].xyz), length(PARTICLE.xform[2].xyz)), vec3(0.33333333333));
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#endif
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for (uint i = 0; i < FRAME.collider_count; i++) {
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vec3 normal;
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float depth;
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bool col = false;
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vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
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vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);
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switch (FRAME.colliders[i].type) {
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case COLLIDER_TYPE_SPHERE: {
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float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);
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if (d < 0.0) {
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col = true;
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depth = -d;
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normal = normalize(rel_vec);
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}
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} break;
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case COLLIDER_TYPE_BOX: {
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vec3 abs_pos = abs(local_pos);
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vec3 sgn_pos = sign(local_pos);
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if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) {
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//point outside box
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vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
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vec3 rel = abs_pos - closest;
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depth = length(rel) - particle_size;
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if (depth < 0.0) {
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col = true;
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normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
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depth = -depth;
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}
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} else {
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//point inside box
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vec3 axis_len = FRAME.colliders[i].extents - abs_pos;
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// there has to be a faster way to do this?
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if (all(lessThan(axis_len.xx, axis_len.yz))) {
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normal = vec3(1, 0, 0);
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} else if (all(lessThan(axis_len.yy, axis_len.xz))) {
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normal = vec3(0, 1, 0);
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} else {
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normal = vec3(0, 0, 1);
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}
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col = true;
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depth = dot(normal * axis_len, vec3(1)) + particle_size;
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normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos);
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}
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} break;
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case COLLIDER_TYPE_SDF: {
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vec3 apos = abs(local_pos);
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float extra_dist = 0.0;
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if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside
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vec3 mpos = min(apos, FRAME.colliders[i].extents);
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extra_dist = distance(mpos, apos);
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}
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if (extra_dist > particle_size) {
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continue;
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}
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vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
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float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
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s *= FRAME.colliders[i].scale;
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s += extra_dist;
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if (s < particle_size) {
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col = true;
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depth = particle_size - s;
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const float EPSILON = 0.001;
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normal = mat3(FRAME.colliders[i].transform) *
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normalize(
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vec3(
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texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
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texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
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texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
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}
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} break;
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case COLLIDER_TYPE_HEIGHT_FIELD: {
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vec3 local_pos_bottom = local_pos;
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local_pos_bottom.y -= particle_size;
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if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) {
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continue;
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}
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const float DELTA = 1.0 / 8192.0;
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vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
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float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r;
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if (y > uvw_pos.y) {
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//inside heightfield
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vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
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vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
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vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
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normal = normalize(cross(pos1 - pos2, pos1 - pos3));
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float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
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col = true;
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depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
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}
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} break;
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}
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if (col) {
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if (!collided) {
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collided = true;
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collision_normal = normal;
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collision_depth = depth;
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} else {
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vec3 c = collision_normal * collision_depth;
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c += normal * max(0.0, depth - dot(normal, c));
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collision_normal = normalize(c);
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collision_depth = length(c);
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}
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}
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}
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}
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if (params.sub_emitter_mode) {
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if (!PARTICLE.is_active) {
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int src_index = atomicAdd(src_particles.particle_count, -1) - 1;
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@@ -329,66 +546,4 @@ COMPUTE_SHADER_CODE
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/* clang-format on */
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}
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#if !defined(DISABLE_VELOCITY)
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if (PARTICLE.is_active) {
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PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
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}
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#endif
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#if 0
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if (PARTICLE.is_active) {
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//execute shader
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//!defined(DISABLE_FORCE)
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if (false) {
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vec3 force = vec3(0.0);
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for (int i = 0; i < attractor_count; i++) {
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vec3 rel_vec = xform[3].xyz - attractors[i].pos;
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float dist = length(rel_vec);
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if (attractors[i].radius < dist)
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continue;
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if (attractors[i].eat_radius > 0.0 && attractors[i].eat_radius > dist) {
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out_velocity_active.a = 0.0;
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}
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rel_vec = normalize(rel_vec);
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float attenuation = pow(dist / attractors[i].radius, attractors[i].attenuation);
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if (attractors[i].dir == vec3(0.0)) {
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//towards center
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force += attractors[i].strength * rel_vec * attenuation * mass;
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} else {
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force += attractors[i].strength * attractors[i].dir * attenuation * mass;
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}
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}
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out_velocity_active.xyz += force * local_delta;
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}
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#if !defined(DISABLE_VELOCITY)
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if (true) {
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xform[3].xyz += out_velocity_active.xyz * local_delta;
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}
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#endif
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} else {
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xform = mat4(0.0);
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}
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xform = transpose(xform);
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out_velocity_active.a = mix(0.0, 1.0, shader_active);
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out_xform_1 = xform[0];
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out_xform_2 = xform[1];
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out_xform_3 = xform[2];
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#endif
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}
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