| // Copyright 2017 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #include <array> | |
| #include <cstring> | |
| #include <random> | |
| #include <vector> | |
| #include "dawn/samples/SampleUtils.h" | |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "dawn/utils/WGPUHelpers.h" | |
| static const uint32_t kNumParticles = 1024; | |
| struct Particle { | |
| std::array<float, 2> pos; | |
| std::array<float, 2> vel; | |
| }; | |
| struct SimParams { | |
| float deltaT; | |
| float rule1Distance; | |
| float rule2Distance; | |
| float rule3Distance; | |
| float rule1Scale; | |
| float rule2Scale; | |
| float rule3Scale; | |
| int particleCount; | |
| }; | |
| class ComputeBoidsSample : public SampleBase { | |
| public: | |
| using SampleBase::SampleBase; | |
| private: | |
| void initBuffers() { | |
| std::array<std::array<float, 2>, 3> model = {{ | |
| {-0.01, -0.02}, | |
| {0.01, -0.02}, | |
| {0.00, 0.02}, | |
| }}; | |
| modelBuffer = dawn::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 = dawn::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 = {dist(generator), dist(generator)}; | |
| p.vel = {dist(generator) * 0.1f, 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 = dawn::utils::CreateShaderModule(device, R"( | |
| struct VertexIn { | |
| @location(0) a_particlePos : vec2f, | |
| @location(1) a_particleVel : vec2f, | |
| @location(2) a_pos : vec2f, | |
| }; | |
| @vertex | |
| fn main(input : VertexIn) -> @builtin(position) vec4f { | |
| var angle : f32 = -atan2(input.a_particleVel.x, input.a_particleVel.y); | |
| var pos : vec2f = vec2f( | |
| (input.a_pos.x * cos(angle)) - (input.a_pos.y * sin(angle)), | |
| (input.a_pos.x * sin(angle)) + (input.a_pos.y * cos(angle))); | |
| return vec4f(pos + input.a_particlePos, 0.0, 1.0); | |
| } | |
| )"); | |
| wgpu::ShaderModule fsModule = dawn::utils::CreateShaderModule(device, R"( | |
| @fragment | |
| fn main() -> @location(0) vec4f { | |
| return vec4f(1.0, 1.0, 1.0, 1.0); | |
| } | |
| )"); | |
| dawn::utils::ComboRenderPipelineDescriptor descriptor; | |
| descriptor.vertex.module = vsModule; | |
| descriptor.vertex.bufferCount = 2; | |
| descriptor.cBuffers[0].arrayStride = sizeof(Particle); | |
| descriptor.cBuffers[0].stepMode = wgpu::VertexStepMode::Instance; | |
| descriptor.cBuffers[0].attributeCount = 2; | |
| descriptor.cAttributes[0].offset = offsetof(Particle, pos); | |
| descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x2; | |
| descriptor.cAttributes[1].shaderLocation = 1; | |
| descriptor.cAttributes[1].offset = offsetof(Particle, vel); | |
| descriptor.cAttributes[1].format = wgpu::VertexFormat::Float32x2; | |
| descriptor.cBuffers[1].arrayStride = 2 * sizeof(float); | |
| descriptor.cBuffers[1].attributeCount = 1; | |
| descriptor.cBuffers[1].attributes = &descriptor.cAttributes[2]; | |
| descriptor.cAttributes[2].shaderLocation = 2; | |
| descriptor.cAttributes[2].format = wgpu::VertexFormat::Float32x2; | |
| descriptor.cFragment.module = fsModule; | |
| descriptor.cTargets[0].format = GetPreferredSurfaceTextureFormat(); | |
| renderPipeline = device.CreateRenderPipeline(&descriptor); | |
| } | |
| void initSim() { | |
| wgpu::ShaderModule module = dawn::utils::CreateShaderModule(device, R"( | |
| struct Particle { | |
| pos : vec2f, | |
| vel : vec2f, | |
| }; | |
| struct SimParams { | |
| deltaT : f32, | |
| rule1Distance : f32, | |
| rule2Distance : f32, | |
| rule3Distance : f32, | |
| rule1Scale : f32, | |
| rule2Scale : f32, | |
| rule3Scale : f32, | |
| particleCount : u32, | |
| }; | |
| struct Particles { | |
| particles : array<Particle>, | |
| }; | |
| @binding(0) @group(0) var<uniform> params : SimParams; | |
| @binding(1) @group(0) var<storage, read_write> particlesA : Particles; | |
| @binding(2) @group(0) var<storage, read_write> particlesB : Particles; | |
| // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp | |
| @compute @workgroup_size(64) | |
| fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3u) { | |
| var index : u32 = GlobalInvocationID.x; | |
| if (index >= params.particleCount) { | |
| return; | |
| } | |
| var vPos : vec2f = particlesA.particles[index].pos; | |
| var vVel : vec2f = particlesA.particles[index].vel; | |
| var cMass : vec2f = vec2f(0.0, 0.0); | |
| var cVel : vec2f = vec2f(0.0, 0.0); | |
| var colVel : vec2f = vec2f(0.0, 0.0); | |
| var cMassCount : u32 = 0u; | |
| var cVelCount : u32 = 0u; | |
| var pos : vec2f; | |
| var vel : vec2f; | |
| for (var i : u32 = 0u; i < params.particleCount; i = i + 1u) { | |
| if (i == index) { | |
| continue; | |
| } | |
| pos = particlesA.particles[i].pos.xy; | |
| vel = particlesA.particles[i].vel.xy; | |
| if (distance(pos, vPos) < params.rule1Distance) { | |
| cMass = cMass + pos; | |
| cMassCount = cMassCount + 1u; | |
| } | |
| if (distance(pos, vPos) < params.rule2Distance) { | |
| colVel = colVel - (pos - vPos); | |
| } | |
| if (distance(pos, vPos) < params.rule3Distance) { | |
| cVel = cVel + vel; | |
| cVelCount = cVelCount + 1u; | |
| } | |
| } | |
| if (cMassCount > 0u) { | |
| cMass = (cMass / vec2f(f32(cMassCount), f32(cMassCount))) - vPos; | |
| } | |
| if (cVelCount > 0u) { | |
| cVel = cVel / vec2f(f32(cVelCount), f32(cVelCount)); | |
| } | |
| vVel = 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 = 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; | |
| } | |
| // Write back | |
| particlesB.particles[index].pos = vPos; | |
| particlesB.particles[index].vel = vVel; | |
| return; | |
| } | |
| )"); | |
| auto bgl = dawn::utils::MakeBindGroupLayout( | |
| device, { | |
| {0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform}, | |
| {1, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}, | |
| {2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage}, | |
| }); | |
| wgpu::PipelineLayout pl = dawn::utils::MakeBasicPipelineLayout(device, &bgl); | |
| wgpu::ComputePipelineDescriptor csDesc; | |
| csDesc.layout = pl; | |
| csDesc.compute.module = module; | |
| csDesc.compute.entryPoint = "main"; | |
| updatePipeline = device.CreateComputePipeline(&csDesc); | |
| for (uint32_t i = 0; i < 2; ++i) { | |
| updateBGs[i] = dawn::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.DispatchWorkgroups(kNumParticles / 64); | |
| pass.End(); | |
| } | |
| { | |
| dawn::utils::ComboRenderPassDescriptor renderPass({backbufferView}); | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(renderPipeline); | |
| pass.SetVertexBuffer(0, bufferDst); | |
| pass.SetVertexBuffer(1, modelBuffer); | |
| pass.Draw(3, kNumParticles); | |
| pass.End(); | |
| } | |
| return encoder.Finish(); | |
| } | |
| bool SetupImpl() override { | |
| initBuffers(); | |
| initRender(); | |
| initSim(); | |
| return true; | |
| } | |
| void FrameImpl() override { | |
| wgpu::SurfaceTexture surfaceTexture; | |
| surface.GetCurrentTexture(&surfaceTexture); | |
| wgpu::CommandBuffer commandBuffer = | |
| createCommandBuffer(surfaceTexture.texture.CreateView(), pingpong); | |
| queue.Submit(1, &commandBuffer); | |
| pingpong = (pingpong + 1) % 2; | |
| } | |
| 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; | |
| }; | |
| int main(int argc, const char* argv[]) { | |
| if (!InitSample(argc, argv)) { | |
| return 1; | |
| } | |
| ComputeBoidsSample* sample = new ComputeBoidsSample(); | |
| sample->Run(16000); | |
| } |