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start to new n-body particles, not yet working
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obviousjim committed Dec 2, 2013
1 parent 76bca05 commit 23696c8
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#version 110
#extension GL_ARB_texture_rectangle : enable

uniform sampler2DRect acceleration;
uniform sampler2DRect force;

uniform float time;
uniform float timestep;
uniform float accLimit;
uniform float damping;

varying vec2 texcoord;

void main()
{
vec3 accel = texture2DRect( acceleration, texcoord ).xyz;
vec3 force = texture2DRect( force, texcoord ).xyz;

accel += force;

float m = length(acc);
if(m > accLimit)
{
accel = normalize(acc)*accLimit;
}

gl_FragColor = vec4(accel, 1.0);
}
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#version 110
#extension GL_ARB_texture_rectangle : enable

varying vec2 texcoord;

void main()
{
texcoord = gl_MultiTexCoord0.st;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
157 changes: 157 additions & 0 deletions CloudsLibrary/src/VisualSystems/Nbody/bin/data/shaders/noise.frag
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#version 110
#extension GL_ARB_texture_rectangle : enable

uniform sampler2DRect position;

//uniform sampler2DRect acceleration;
//uniform sampler2DRect velocity;

//uniform float time;
//uniform float timestep;
//uniform float accLimit;
//uniform float damping;

varying vec2 texcoord;



//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//

vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0; }

float mod289(float x) {
return x - floor(x * (1.0 / 289.0)) * 289.0; }

vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}

float permute(float x) {
return mod289(((x*34.0)+1.0)*x);
}

vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}

float taylorInvSqrt(float r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}

vec4 grad4(float j, vec4 ip)
{
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p,s;

p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;

return p;
}

// (sqrt(5) - 1)/4 = F4, used once below
#define F4 0.309016994374947451

float snoise(vec4 v)
{
const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
0.276393202250021, // 2 * G4
0.414589803375032, // 3 * G4
-0.447213595499958); // -1 + 4 * G4

// First corner
vec4 i = floor(v + dot(v, vec4(F4)) );
vec4 x0 = v - i + dot(i, C.xxxx);

// Other corners

// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
vec3 isX = step( x0.yzw, x0.xxx );
vec3 isYZ = step( x0.zww, x0.yyz );
// i0.x = dot( isX, vec3( 1.0 ) );
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;

// i0 now contains the unique values 0,1,2,3 in each channel
vec4 i3 = clamp( i0, 0.0, 1.0 );
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );

// x0 = x0 - 0.0 + 0.0 * C.xxxx
// x1 = x0 - i1 + 1.0 * C.xxxx
// x2 = x0 - i2 + 2.0 * C.xxxx
// x3 = x0 - i3 + 3.0 * C.xxxx
// x4 = x0 - 1.0 + 4.0 * C.xxxx
vec4 x1 = x0 - i1 + C.xxxx;
vec4 x2 = x0 - i2 + C.yyyy;
vec4 x3 = x0 - i3 + C.zzzz;
vec4 x4 = x0 + C.wwww;

// Permutations
i = mod289(i);
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute( permute( permute( permute (
i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));

// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;

vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);

// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
p4 *= taylorInvSqrt(dot(p4,p4));

// Mix contributions from the five corners
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;

}
//END NOISE ---------------------------

void main()
{
vec3 pos = texture2DRect( position, texcoord ).xyz;

vec3 force = vec3(snoise(vec4(pos.xyz,1.0)),
snoise(vec4(pos.zxy,1.0)),
snoise(vec4(pos.yzx,1.0)));

gl_FragColor = vec4(force, 1.0);
}
12 changes: 12 additions & 0 deletions CloudsLibrary/src/VisualSystems/Nbody/bin/data/shaders/noise.vert
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#version 110
#extension GL_ARB_texture_rectangle : enable

uniform float trailLength;
varying vec2 texcoord;

void main()
{
texcoord = vec2(gl_MultiTexCoord0.s, gl_MultiTexCoord0.t * trailLength);
//texcoord = vec2(gl_Vertex.x, gl_Vertex.y * trailLength);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
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#version 110
#extension GL_ARB_texture_rectangle : enable

uniform sampler2DRect position;
uniform sampler2DRect velocity;
uniform float dT;
uniform float size;

varying vec2 texcoord;

void main()
{
vec3 pos = texture2DRect( position, texcoord ).xyz;
vec3 vel = texture2DRect( velocity, texcoord ).xyz;
pos += vel * dT;
//if(pos.z < -size)
//{
// pos.z = -size;
//}
gl_FragColor = vec4(pos, 1.0);
}
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#version 110
#extension GL_ARB_texture_rectangle : enable

varying vec2 texcoord;

void main()
{
texcoord = gl_MultiTexCoord0.st;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
11 changes: 11 additions & 0 deletions CloudsLibrary/src/VisualSystems/Nbody/bin/data/shaders/render.frag
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#version 110
#extension GL_ARB_texture_rectangle : enable

//uniform float spriteSize;

varying vec2 texcoord;

void main()
{
gl_FragColor = gl_Color;
}
19 changes: 19 additions & 0 deletions CloudsLibrary/src/VisualSystems/Nbody/bin/data/shaders/render.vert
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#version 110
#extension GL_ARB_texture_rectangle : enable

uniform sampler2DRect positions;
//uniform sampler2DRect radiData;
uniform float radiusMultiplier;

varying vec2 texcoord;

void main()
{
// texcoord = gl_MultiTexCoord0.st;
vec4 pos = texture2DRect( positions , gl_Vertex.xy);
// vec4 radi = texture2DRect( radiData, texcoord.st);

// gl_PointSize = radi.x*radiusMultiplier;
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * pos;
gl_FrontColor = gl_Color;
}
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#version 110
#extension GL_ARB_texture_rectangle : enable

uniform sampler2DRect velocity;
uniform sampler2DRect acceleration;
uniform float dT;
//uniform float velLimit;
//uniform float damping;

varying vec2 texcoord;

void main()
{
vec3 vel = texture2DRect( velocity, texcoord ).xyz;
vec3 acc = texture2DRect( acceleration, texcoord ).xyz;
vel += acc * dT;

// if(length(vel) > velLimit)
// {
// vel = normalize(vel)*velLimit;
// }
// vel *= damping;

gl_FragColor = vec4(vel, 1.0);
}
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#version 110
#extension GL_ARB_texture_rectangle : enable

varying vec2 texcoord;

void main()
{
texcoord = gl_MultiTexCoord0.st;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

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