| // 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 | |
| } |