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physics.cs
Go to the documentation of this file.
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#version 310 es
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/* Copyright (c) 2014-2017, ARM Limited and Contributors
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*
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* SPDX-License-Identifier: MIT
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*
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* Permission is hereby granted, free of charge,
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* to any person obtaining a copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
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* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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// Not a very interesting shader.
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// It's purpose is to move the spheres around a bit to see how Hi-Z works on more dynamic objects.
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precision highp
float
;
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precision highp
int
;
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layout
(local_size_x = 128) in;
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layout
(
location
= 0)
uniform
uint uNumBoundingBoxes;
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layout
(
location
= 1)
uniform
float
uDeltaTime;
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struct
SphereInstance
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{
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vec4
position;
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vec4
velocity
;
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};
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layout
(std430, binding = 0)
buffer
SphereInstances
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{
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SphereInstance
instance[];
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}
spheres
;
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#define RANGE 20.0
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#define RANGE_Y 10.0
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// Super basic collision against some arbitrary walls.
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void
compute_collision
(inout
vec3
pos,
float
radius, inout
vec3
velocity
)
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{
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vec3
dist = pos -
vec3
(0.0, 2.0, 0.0);
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float
dist_sqr = dot(dist, dist);
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float
minimum_distance = 2.0 + radius;
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if
(dist_sqr < minimum_distance * minimum_distance)
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{
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if
(dot(dist, velocity) < 0.0)
// Sphere is heading towards us, "reflect" it away.
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velocity = reflect(velocity,
normalize
(dist));
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}
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else
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{
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// If we collide against our invisible walls, reflect the velocity.
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if
(pos.x - radius < -
RANGE
)
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velocity.x = abs(velocity.x);
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else
if
(pos.x + radius >
RANGE
)
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velocity.x = -abs(velocity.x);
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if
(pos.y - radius < 0.0)
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velocity.y = abs(velocity.y);
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else
if
(pos.y + radius >
RANGE_Y
)
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velocity.y = -abs(velocity.y);
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if
(pos.z - radius < -
RANGE
)
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velocity.z = abs(velocity.z);
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else
if
(pos.z + radius >
RANGE
)
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velocity.z = -abs(velocity.z);
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}
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}
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void
main
()
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{
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uint ident =
gl_GlobalInvocationID.x
;
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if
(ident >= uNumBoundingBoxes)
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return
;
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// Load instance data.
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// position.w is sphere radius.
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SphereInstance
sphere
= spheres.instance[ident];
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// Move the sphere.
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sphere.position.xyz += sphere.velocity.xyz * uDeltaTime;
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// Test collision.
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compute_collision
(sphere.
position
.
xyz
, sphere.
position
.
w
, sphere.
velocity
.
xyz
);
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// Write back result.
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spheres.instance[ident] =
sphere
;
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}
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compute_collision
void compute_collision(inout vec3 pos, float radius, inout vec3 velocity)
Definition:
physics.cs:47
RANGE_Y
#define RANGE_Y
Definition:
physics.cs:45
int
precision highp int
Definition:
physics.cs:27
SphereInstance
Definition:
hiz_cull.cs:63
vec4::xyz
vec3 xyz() const
Definition:
matrix.h:101
SphereInstance.velocity
vec4 velocity
Definition:
hiz_cull.cs:66
vec3
Definition:
matrix.h:51
float
precision highp float
Definition:
physics.cs:26
vec4
Definition:
matrix.h:75
SphereInstance.position
vec4 position
Definition:
hiz_cull.cs:65
spheres
spheres
Definition:
physics.cs:42
normalize
static vec3 normalize(const vec3 &v)
Definition:
matrix.h:154
location
GLint location
Definition:
gl2ext.h:180
vec4::w
float w
Definition:
matrix.h:80
layout
layout(local_size_x=128) in
sphere
Mesh sphere
Definition:
app.cpp:40
uniform
void uniform(string name, const mat4 &v)
Definition:
glutil.cpp:97
velocity
float velocity
Definition:
Native.cpp:157
x
GLint GLint GLint GLint GLint x
Definition:
gl2ext.h:574
RANGE
#define RANGE
Definition:
physics.cs:44
buffer
GLenum GLuint buffer
Definition:
gl2ext.h:628
main
void main()
Definition:
physics.cs:77
samples
advanced_samples
OcclusionCulling
assets
physics.cs
(C) ARM Ltd. 2017