rusting_engine 1.0.0

Vulkan 3D game engine with GPU-accelerated physics for massive physics-heavy scenes
#version 450

layout(local_size_x = 256) in;

struct InstanceData {
    mat4 model;
    vec4 color;
    vec4 mat_props;
    vec4 velocity;          // xyz = vel, w = bounciness
    vec4 angular_velocity;  // xyz = ang_vel, w = friction
    vec4 physic_props;      // x = type, y = mass, z = gravity_scale, w = grid_hack
};

layout(std430, set = 0, binding = 0) readonly buffer ReadBuffer {
    InstanceData data[];
} read_buf;

layout(std430, set = 0, binding = 1) writeonly buffer WriteBuffer {
    InstanceData data[];
} write_buf;

layout(push_constant) uniform PushConstants {
    float dt;
    uint total_objects;
    uint offset;
    uint count;
    uint num_big_objects;
    uint _pad[3];
    vec4 global_gravity;
} pc;

mat3 skew(vec3 v) {
    return mat3(
        0.0,  v.z, -v.y,
       -v.z,  0.0,  v.x,
        v.y, -v.x,  0.0
    );
}

void main() {
    uint i = gl_GlobalInvocationID.x + pc.offset;
    if (i >= pc.offset + pc.count) return;

    InstanceData me = read_buf.data[i];

    float mass = me.physic_props.y;
    if (mass <= 0.0) {
        write_buf.data[i] = me;
        return;
    }

    vec3 pos = me.model[3].xyz;
    vec3 vel = me.velocity.xyz;
    
    vec3 ang_vel = me.angular_velocity.xyz;
    
    float type = me.physic_props.x; 
    float dt = pc.dt;

    vec3 scaleA = vec3(length(me.model[0].xyz), length(me.model[1].xyz), length(me.model[2].xyz));
    vec3 halfA = scaleA * 0.5; 
    mat3 rotA = mat3(me.model[0].xyz / scaleA.x, me.model[1].xyz / scaleA.y, me.model[2].xyz / scaleA.z);

    vel.y -= 9.81 * me.physic_props.z * dt;
    pos += vel * dt;

    if (length(ang_vel) > 0.001) {
        rotA += skew(ang_vel) * rotA * dt;
        vec3 c0 = normalize(rotA[0]);
        vec3 c1 = normalize(rotA[1] - dot(c0, rotA[1]) * c0);
        vec3 c2 = cross(c0, c1);
        rotA = mat3(c0, c1, c2);
    }

    for (uint j = 0; j < pc.total_objects; ++j) {
        if (i == j) continue;

        InstanceData other = read_buf.data[j];
        vec3 o_pos = other.model[3].xyz;
        vec3 delta = o_pos - pos;
        
        vec3 o_scale = vec3(length(other.model[0].xyz), length(other.model[1].xyz), length(other.model[2].xyz));
        vec3 halfB = o_scale * 0.5;
        
        float o_type = other.physic_props.x;

        float boundA = (type > 0.5) ? scaleA.x : length(halfA);
        float boundB = (o_type > 0.5) ? o_scale.x : length(halfB);
        if (dot(delta, delta) > pow(boundA + boundB, 2.0)) continue;

        mat3 rotB = mat3(other.model[0].xyz / o_scale.x, other.model[1].xyz / o_scale.y, other.model[2].xyz / o_scale.z);
        vec3 normal = vec3(0.0);
        float overlap = 0.0;
        vec3 world_contact = vec3(0.0);

        // Sphere - Sphere
        if (type > 0.5 && o_type > 0.5) {
            float d = length(delta);
            float sum_r = scaleA.x + o_scale.x; 
            if (d < sum_r) {
                normal = -delta / max(d, 0.0001); 
                overlap = sum_r - d;
                world_contact = pos - normal * scaleA.x;
            }
        }
        // Box - Box
        else if (type < 0.5 && o_type < 0.5) {
            float min_overlap = 1e9;
            vec3 best_axis;
            bool separating = false;
            vec3 axes[15];
            axes[0] = rotA[0]; axes[1] = rotA[1]; axes[2] = rotA[2];
            axes[3] = rotB[0]; axes[4] = rotB[1]; axes[5] = rotB[2];
            axes[6] = cross(rotA[0], rotB[0]); axes[7] = cross(rotA[0], rotB[1]); axes[8] = cross(rotA[0], rotB[2]);
            axes[9] = cross(rotA[1], rotB[0]); axes[10] = cross(rotA[1], rotB[1]); axes[11] = cross(rotA[1], rotB[2]);
            axes[12] = cross(rotA[2], rotB[0]); axes[13] = cross(rotA[2], rotB[1]); axes[14] = cross(rotA[2], rotB[2]);

            for (int a = 0; a < 15; a++) {
                vec3 L = axes[a];
                float lenSq = dot(L, L);
                if (lenSq < 1e-6) continue; 
                L *= inversesqrt(lenSq); 
                float rA = halfA.x * abs(dot(rotA[0], L)) + halfA.y * abs(dot(rotA[1], L)) + halfA.z * abs(dot(rotA[2], L));
                float rB = halfB.x * abs(dot(rotB[0], L)) + halfB.y * abs(dot(rotB[1], L)) + halfB.z * abs(dot(rotB[2], L));
                float s = rA + rB - abs(dot(delta, L));
                if (s <= 0.0) { separating = true; break; }
                if (s < min_overlap) { min_overlap = s; best_axis = L; }
            }
            if (!separating) {
                overlap = min_overlap;
                normal = (dot(delta, best_axis) > 0.0) ? -best_axis : best_axis;
                
                vec3 local_n = transpose(rotA) * (-normal);
                if (abs(local_n.x) > 0.98) world_contact = pos + rotA[0] * (local_n.x * halfA.x);
                else if (abs(local_n.y) > 0.98) world_contact = pos + rotA[1] * (local_n.y * halfA.y);
                else if (abs(local_n.z) > 0.98) world_contact = pos + rotA[2] * (local_n.z * halfA.z);
                else {
                    vec3 c_local = vec3(
                        (local_n.x > 0.0) ? halfA.x : -halfA.x,
                        (local_n.y > 0.0) ? halfA.y : -halfA.y,
                        (local_n.z > 0.0) ? halfA.z : -halfA.z
                    );
                    world_contact = pos + rotA * c_local;
                }
            }
        }
        // Box - Sphere
        else { 
            bool i_is_box = (type < 0.5);
            vec3 b_pos = i_is_box ? pos : o_pos;
            vec3 s_pos = i_is_box ? o_pos : pos;
            mat3 b_rot = i_is_box ? rotA : rotB;
            vec3 b_half = i_is_box ? halfA : halfB;
            float s_rad = i_is_box ? o_scale.x : scaleA.x;
            vec3 local_s = transpose(b_rot) * (s_pos - b_pos);
            vec3 closest = clamp(local_s, -b_half, b_half);
            vec3 local_delta = local_s - closest;
            float d = length(local_delta);

            if (d < s_rad && d > 0.0001) {
                overlap = s_rad - d;
                normal = b_rot * (local_delta / d);
                if (i_is_box) normal = -normal;
                world_contact = b_rot * closest + b_pos;
            }
        }

        if (overlap > 0.0) {
            float o_mass = max(other.physic_props.y, 0.001);
            float my_m = mass;
            float ot_m = o_mass;

            if (pos.y > o_pos.y + 0.1) { ot_m *= 10.0; }
            else if (o_pos.y > pos.y + 0.1) { my_m *= 10.0; }

            float total_m = my_m + ot_m;
            float ratio = ot_m / total_m;
            pos += normal * overlap * ratio * 0.95; 

            vec3 r_me = world_contact - pos;
            vec3 r_ot = world_contact - o_pos;
            float inertia = (type < 0.5) ? mass * dot(scaleA, scaleA) / 6.0 : 0.4 * mass * scaleA.x * scaleA.x;
            float o_inertia = (o_type < 0.5) ? o_mass * dot(o_scale, o_scale) / 6.0 : 0.4 * o_mass * o_scale.x * o_scale.x;

            vec3 v_rel = (vel + cross(ang_vel, r_me)) - (other.velocity.xyz + cross(other.angular_velocity.xyz, r_ot));
            float v_sep = dot(v_rel, normal);

            if (v_sep < 0.0) {
                float K = (1.0/mass + 1.0/o_mass) + dot(normal, cross(cross(r_me, normal)/inertia, r_me)) + dot(normal, cross(cross(r_ot, normal)/o_inertia, r_ot));
                float j = -(1.1 * v_sep) / K; 
                vec3 impulse = j * normal;

                vel += impulse / mass;
                
                if (overlap > 0.01 || abs(v_sep) > 0.1) {
                     ang_vel += cross(r_me, impulse) / inertia;
                }

                v_rel = (vel + cross(ang_vel, r_me)) - (other.velocity.xyz + cross(other.angular_velocity.xyz, r_ot));
                vec3 tangent = v_rel - dot(v_rel, normal) * normal;
                if (length(tangent) > 0.01) {
                    vec3 t_dir = normalize(tangent);
                    float Kt = (1.0/mass + 1.0/o_mass) + dot(t_dir, cross(cross(r_me, t_dir)/inertia, r_me)) + dot(t_dir, cross(cross(r_ot, t_dir)/o_inertia, r_ot));
                    float jt = clamp(-dot(v_rel, t_dir) / Kt, -j * 0.5, j * 0.5);
                    vec3 f_imp = jt * t_dir;
                    vel += f_imp / mass;
                    ang_vel += cross(r_me, f_imp) / inertia;
                }
            }
        }
    }

    float lowest_y = (type > 0.5) ? scaleA.x : (halfA.x * abs(rotA[0].y) + halfA.y * abs(rotA[1].y) + halfA.z * abs(rotA[2].y));
    if (pos.y < lowest_y) {
        pos.y = lowest_y;
        if (vel.y < 0.0) {
            vel.y *= -0.05; 
            vel.xz *= 0.8;
            ang_vel *= 0.7;
            
            if (type < 0.5 && rotA[1].y < 0.99) {
                vec3 local_down = transpose(rotA) * vec3(0, -1, 0);
                vec3 edge = rotA * vec3((local_down.x > 0.0) ? halfA.x : -halfA.x, (local_down.y > 0.0) ? halfA.y : -halfA.y, (local_down.z > 0.0) ? halfA.z : -halfA.z);
                ang_vel += cross(edge, vec3(0, 1, 0)) * 2.0 * dt;
            }
        }
    }
    
    if (length(vel) < 0.02 && length(ang_vel) < 0.02) {
        vel = vec3(0,0,0);
        ang_vel = vec3(0,0,0);
    }

    write_buf.data[i].model[0] = vec4(rotA[0] * scaleA.x, 0.0);
    write_buf.data[i].model[1] = vec4(rotA[1] * scaleA.y, 0.0);
    write_buf.data[i].model[2] = vec4(rotA[2] * scaleA.z, 0.0);
    write_buf.data[i].model[3] = vec4(pos, 1.0);
    
    write_buf.data[i].velocity = vec4(vel, me.velocity.w);
    write_buf.data[i].angular_velocity = vec4(ang_vel, me.angular_velocity.w); 
    
    write_buf.data[i].color = me.color;
    write_buf.data[i].mat_props = me.mat_props;
    write_buf.data[i].physic_props = me.physic_props;
}