| // Copyright 2017 The Dawn 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/ComboRenderPipelineDescriptor.h" |
| #include "utils/SystemUtils.h" |
| #include "utils/WGPUHelpers.h" |
| |
| #include <array> |
| #include <cstring> |
| #include <random> |
| |
| #include <glm/glm.hpp> |
| |
| wgpu::Device device; |
| wgpu::Queue queue; |
| wgpu::SwapChain swapchain; |
| wgpu::TextureView depthStencilView; |
| |
| wgpu::Buffer modelBuffer; |
| std::array<wgpu::Buffer, 2> particleBuffers; |
| |
| wgpu::RenderPipeline renderPipeline; |
| |
| wgpu::Buffer updateParams; |
| wgpu::ComputePipeline updatePipeline; |
| std::array<wgpu::BindGroup, 2> updateBGs; |
| |
| 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::CreateBufferFromData(device, model, sizeof(model), wgpu::BufferUsage::Vertex); |
| |
| SimParams params = { 0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles }; |
| updateParams = |
| utils::CreateBufferFromData(device, ¶ms, sizeof(params), wgpu::BufferUsage::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++) { |
| wgpu::BufferDescriptor descriptor; |
| descriptor.size = sizeof(Particle) * kNumParticles; |
| descriptor.usage = |
| wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Storage; |
| particleBuffers[i] = device.CreateBuffer(&descriptor); |
| |
| queue.WriteBuffer(particleBuffers[i], 0, |
| reinterpret_cast<uint8_t*>(initialParticles.data()), |
| sizeof(Particle) * kNumParticles); |
| } |
| } |
| |
| void initRender() { |
| wgpu::ShaderModule vsModule = |
| utils::CreateShaderModule(device, utils::SingleShaderStage::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); |
| } |
| )"); |
| |
| wgpu::ShaderModule fsModule = |
| utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( |
| #version 450 |
| layout(location = 0) out vec4 fragColor; |
| void main() { |
| fragColor = vec4(1.0); |
| } |
| )"); |
| |
| depthStencilView = CreateDefaultDepthStencilView(device); |
| |
| utils::ComboRenderPipelineDescriptor descriptor(device); |
| descriptor.vertexStage.module = vsModule; |
| descriptor.cFragmentStage.module = fsModule; |
| |
| descriptor.cVertexState.vertexBufferCount = 2; |
| descriptor.cVertexState.cVertexBuffers[0].arrayStride = sizeof(Particle); |
| descriptor.cVertexState.cVertexBuffers[0].stepMode = wgpu::InputStepMode::Instance; |
| descriptor.cVertexState.cVertexBuffers[0].attributeCount = 2; |
| descriptor.cVertexState.cAttributes[0].offset = offsetof(Particle, pos); |
| descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float2; |
| descriptor.cVertexState.cAttributes[1].shaderLocation = 1; |
| descriptor.cVertexState.cAttributes[1].offset = offsetof(Particle, vel); |
| descriptor.cVertexState.cAttributes[1].format = wgpu::VertexFormat::Float2; |
| descriptor.cVertexState.cVertexBuffers[1].arrayStride = sizeof(glm::vec2); |
| descriptor.cVertexState.cVertexBuffers[1].attributeCount = 1; |
| descriptor.cVertexState.cVertexBuffers[1].attributes = &descriptor.cVertexState.cAttributes[2]; |
| descriptor.cVertexState.cAttributes[2].shaderLocation = 2; |
| descriptor.cVertexState.cAttributes[2].format = wgpu::VertexFormat::Float2; |
| descriptor.depthStencilState = &descriptor.cDepthStencilState; |
| descriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8; |
| descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat(); |
| |
| renderPipeline = device.CreateRenderPipeline(&descriptor); |
| } |
| |
| void initSim() { |
| wgpu::ShaderModule module = |
| utils::CreateShaderModule(device, utils::SingleShaderStage::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 particles[1000]; |
| } particlesA; |
| |
| layout(std140, set = 0, binding = 2) buffer ParticlesB { |
| Particle particles[1000]; |
| } particlesB; |
| |
| 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.particles[index].pos; |
| vec2 vVel = particlesA.particles[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.particles[i].pos.xy; |
| vel = particlesA.particles[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.particles[index].pos = vPos; |
| |
| // Write back |
| particlesB.particles[index].vel = vVel; |
| } |
| )"); |
| |
| auto bgl = utils::MakeBindGroupLayout( |
| device, { |
| {0, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer}, |
| {1, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}, |
| {2, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer}, |
| }); |
| |
| wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); |
| |
| wgpu::ComputePipelineDescriptor csDesc; |
| csDesc.layout = pl; |
| csDesc.computeStage.module = module; |
| csDesc.computeStage.entryPoint = "main"; |
| updatePipeline = device.CreateComputePipeline(&csDesc); |
| |
| for (uint32_t i = 0; i < 2; ++i) { |
| updateBGs[i] = utils::MakeBindGroup(device, bgl, { |
| {0, updateParams, 0, sizeof(SimParams)}, |
| {1, particleBuffers[i], 0, kNumParticles * sizeof(Particle)}, |
| {2, particleBuffers[(i + 1) % 2], 0, kNumParticles * sizeof(Particle)}, |
| }); |
| } |
| } |
| |
| wgpu::CommandBuffer createCommandBuffer(const wgpu::TextureView backbufferView, size_t i) { |
| auto& bufferDst = particleBuffers[(i + 1) % 2]; |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| { |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(updatePipeline); |
| pass.SetBindGroup(0, updateBGs[i]); |
| pass.Dispatch(kNumParticles); |
| pass.EndPass(); |
| } |
| |
| { |
| utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView); |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(renderPipeline); |
| pass.SetVertexBuffer(0, bufferDst); |
| pass.SetVertexBuffer(1, modelBuffer); |
| pass.Draw(3, kNumParticles); |
| pass.EndPass(); |
| } |
| |
| return encoder.Finish(); |
| } |
| |
| void init() { |
| device = CreateCppDawnDevice(); |
| |
| queue = device.GetDefaultQueue(); |
| swapchain = GetSwapChain(device); |
| swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::OutputAttachment, |
| 640, 480); |
| |
| initBuffers(); |
| initRender(); |
| initSim(); |
| } |
| |
| void frame() { |
| wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView(); |
| |
| wgpu::CommandBuffer commandBuffer = createCommandBuffer(backbufferView, pingpong); |
| queue.Submit(1, &commandBuffer); |
| swapchain.Present(); |
| DoFlush(); |
| |
| 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 |
| } |