| // Copyright 2017 The NXT Authors |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "SampleUtils.h" |
| |
| #include "utils/NXTHelpers.h" |
| #include "utils/SystemUtils.h" |
| |
| #include <array> |
| #include <cstring> |
| #include <random> |
| |
| #include <glm/glm.hpp> |
| |
| nxt::Device device; |
| nxt::Queue queue; |
| |
| nxt::Buffer modelBuffer; |
| std::array<nxt::Buffer, 2> particleBuffers; |
| |
| nxt::RenderPipeline renderPipeline; |
| nxt::RenderPass renderpass; |
| nxt::Framebuffer framebuffer; |
| |
| nxt::Buffer updateParams; |
| nxt::ComputePipeline updatePipeline; |
| std::array<nxt::BindGroup, 2> updateBGs; |
| |
| std::array<nxt::CommandBuffer, 2> commandBuffers; |
| |
| size_t pingpong = 0; |
| |
| static const uint32_t kNumParticles = 1000; |
| |
| struct Particle { |
| glm::vec2 pos; |
| glm::vec2 vel; |
| }; |
| |
| struct SimParams { |
| float deltaT; |
| float rule1Distance; |
| float rule2Distance; |
| float rule3Distance; |
| float rule1Scale; |
| float rule2Scale; |
| float rule3Scale; |
| int particleCount; |
| }; |
| |
| void initBuffers() { |
| glm::vec2 model[3] = { |
| {-0.01, -0.02}, |
| {0.01, -0.02}, |
| {0.00, 0.02}, |
| }; |
| modelBuffer = utils::CreateFrozenBufferFromData(device, model, sizeof(model), nxt::BufferUsageBit::Vertex); |
| |
| SimParams params = { 0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles }; |
| updateParams = utils::CreateFrozenBufferFromData(device, ¶ms, sizeof(params), nxt::BufferUsageBit::Uniform); |
| |
| std::vector<Particle> initialParticles(kNumParticles); |
| { |
| std::mt19937 generator; |
| std::uniform_real_distribution<float> dist(-1.0f, 1.0f); |
| for (auto& p : initialParticles) |
| { |
| p.pos = glm::vec2(dist(generator), dist(generator)); |
| p.vel = glm::vec2(dist(generator), dist(generator)) * 0.1f; |
| } |
| } |
| |
| for (size_t i = 0; i < 2; i++) { |
| particleBuffers[i] = device.CreateBufferBuilder() |
| .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Storage) |
| .SetInitialUsage(nxt::BufferUsageBit::TransferDst) |
| .SetSize(sizeof(Particle) * kNumParticles) |
| .GetResult(); |
| |
| particleBuffers[i].SetSubData(0, |
| sizeof(Particle) * kNumParticles / sizeof(uint32_t), |
| reinterpret_cast<uint32_t*>(initialParticles.data())); |
| } |
| } |
| |
| void initRender() { |
| nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( |
| #version 450 |
| layout(location = 0) in vec2 a_particlePos; |
| layout(location = 1) in vec2 a_particleVel; |
| layout(location = 2) in vec2 a_pos; |
| void main() { |
| float angle = -atan(a_particleVel.x, a_particleVel.y); |
| vec2 pos = vec2(a_pos.x * cos(angle) - a_pos.y * sin(angle), |
| a_pos.x * sin(angle) + a_pos.y * cos(angle)); |
| gl_Position = vec4(pos + a_particlePos, 0, 1); |
| } |
| )"); |
| |
| nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( |
| #version 450 |
| out vec4 fragColor; |
| void main() { |
| fragColor = vec4(1.0); |
| } |
| )"); |
| |
| nxt::InputState inputState = device.CreateInputStateBuilder() |
| .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, pos)) |
| .SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, vel)) |
| .SetInput(0, sizeof(Particle), nxt::InputStepMode::Instance) |
| .SetAttribute(2, 1, nxt::VertexFormat::FloatR32G32, 0) |
| .SetInput(1, sizeof(glm::vec2), nxt::InputStepMode::Vertex) |
| .GetResult(); |
| |
| utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer); |
| renderPipeline = device.CreateRenderPipelineBuilder() |
| .SetSubpass(renderpass, 0) |
| .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") |
| .SetInputState(inputState) |
| .GetResult(); |
| } |
| |
| void initSim() { |
| nxt::ShaderModule module = utils::CreateShaderModule(device, nxt::ShaderStage::Compute, R"( |
| #version 450 |
| |
| struct Particle { |
| vec2 pos; |
| vec2 vel; |
| }; |
| |
| layout(std140, set = 0, binding = 0) uniform SimParams { |
| float deltaT; |
| float rule1Distance; |
| float rule2Distance; |
| float rule3Distance; |
| float rule1Scale; |
| float rule2Scale; |
| float rule3Scale; |
| int particleCount; |
| } params; |
| |
| layout(std140, set = 0, binding = 1) buffer ParticlesA { |
| Particle particlesA[1000]; |
| }; |
| |
| layout(std140, set = 0, binding = 2) buffer ParticlesB { |
| Particle particlesB[1000]; |
| }; |
| |
| void main() { |
| // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp |
| |
| uint index = gl_GlobalInvocationID.x; |
| if (index >= params.particleCount) { return; } |
| |
| vec2 vPos = particlesA[index].pos; |
| vec2 vVel = particlesA[index].vel; |
| |
| vec2 cMass = vec2(0.0, 0.0); |
| vec2 cVel = vec2(0.0, 0.0); |
| vec2 colVel = vec2(0.0, 0.0); |
| int cMassCount = 0; |
| int cVelCount = 0; |
| |
| vec2 pos; |
| vec2 vel; |
| for (int i = 0; i < params.particleCount; ++i) { |
| if (i == index) { continue; } |
| pos = particlesA[i].pos.xy; |
| vel = particlesA[i].vel.xy; |
| |
| if (distance(pos, vPos) < params.rule1Distance) { |
| cMass += pos; |
| cMassCount++; |
| } |
| if (distance(pos, vPos) < params.rule2Distance) { |
| colVel -= (pos - vPos); |
| } |
| if (distance(pos, vPos) < params.rule3Distance) { |
| cVel += vel; |
| cVelCount++; |
| } |
| } |
| if (cMassCount > 0) { |
| cMass = cMass / cMassCount - vPos; |
| } |
| if (cVelCount > 0) { |
| cVel = cVel / cVelCount; |
| } |
| |
| 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 += 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; |
| |
| particlesB[index].pos = vPos; |
| |
| // Write back |
| particlesB[index].vel = vVel; |
| } |
| )"); |
| |
| nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder() |
| .SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer, 0, 1) |
| .SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 1, 2) |
| .GetResult(); |
| |
| nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder() |
| .SetBindGroupLayout(0, bgl) |
| .GetResult(); |
| |
| updatePipeline = device.CreateComputePipelineBuilder() |
| .SetLayout(pl) |
| .SetStage(nxt::ShaderStage::Compute, module, "main") |
| .GetResult(); |
| |
| nxt::BufferView updateParamsView = updateParams.CreateBufferViewBuilder() |
| .SetExtent(0, sizeof(SimParams)) |
| .GetResult(); |
| |
| std::array<nxt::BufferView, 2> views; |
| for (uint32_t i = 0; i < 2; ++i) { |
| views[i] = particleBuffers[i].CreateBufferViewBuilder() |
| .SetExtent(0, kNumParticles * sizeof(Particle)) |
| .GetResult(); |
| } |
| |
| for (uint32_t i = 0; i < 2; ++i) { |
| updateBGs[i] = device.CreateBindGroupBuilder() |
| .SetLayout(bgl) |
| .SetUsage(nxt::BindGroupUsage::Frozen) |
| .SetBufferViews(0, 1, &updateParamsView) |
| .SetBufferViews(1, 1, &views[i]) |
| .SetBufferViews(2, 1, &views[(i + 1) % 2]) |
| .GetResult(); |
| } |
| } |
| |
| void initCommandBuffers() { |
| static const uint32_t zeroOffsets[1] = {0}; |
| for (size_t i = 0; i < 2; ++i) { |
| auto& bufferSrc = particleBuffers[i]; |
| auto& bufferDst = particleBuffers[(i + 1) % 2]; |
| commandBuffers[i] = device.CreateCommandBufferBuilder() |
| .BeginComputePass() |
| .SetComputePipeline(updatePipeline) |
| .TransitionBufferUsage(bufferSrc, nxt::BufferUsageBit::Storage) |
| .TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Storage) |
| .SetBindGroup(0, updateBGs[i]) |
| .Dispatch(kNumParticles, 1, 1) |
| .EndComputePass() |
| |
| .BeginRenderPass(renderpass, framebuffer) |
| .BeginRenderSubpass() |
| .SetRenderPipeline(renderPipeline) |
| .TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Vertex) |
| .SetVertexBuffers(0, 1, &bufferDst, zeroOffsets) |
| .SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets) |
| .DrawArrays(3, kNumParticles, 0, 0) |
| .EndRenderSubpass() |
| .EndRenderPass() |
| |
| .GetResult(); |
| } |
| } |
| |
| void init() { |
| device = CreateCppNXTDevice(); |
| |
| queue = device.CreateQueueBuilder().GetResult(); |
| |
| initBuffers(); |
| initRender(); |
| initSim(); |
| initCommandBuffers(); |
| } |
| |
| void frame() { |
| queue.Submit(1, &commandBuffers[pingpong]); |
| DoSwapBuffers(); |
| |
| pingpong = (pingpong + 1) % 2; |
| } |
| |
| int main(int argc, const char* argv[]) { |
| if (!InitSample(argc, argv)) { |
| return 1; |
| } |
| init(); |
| |
| while (!ShouldQuit()) { |
| frame(); |
| utils::USleep(16000); |
| } |
| |
| // TODO release stuff |
| } |