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// Copyright 2023 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 <game-activity/native_app_glue/android_native_app_glue.h>
#include <array>
#include <cstring>
#include <random>
#include <vector>
#include "../../../../../utils/SampleUtils.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/SystemUtils.h"
#include "dawn/utils/WGPUHelpers.h"
#ifndef APP_SRC_MAIN_CPP_RENDERER_H_
#define APP_SRC_MAIN_CPP_RENDERER_H_
class Renderer {
public:
wgpu::Device device;
wgpu::SwapChain swapchain;
wgpu::RenderPipeline pipeline;
wgpu::Queue queue;
wgpu::SurfaceDescriptorFromAndroidNativeWindow androidDesc;
wgpu::Instance instance;
wgpu::InstanceDescriptor desc;
bool deviceInitialised;
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 = 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;
};
explicit Renderer(android_app* app) {
deviceInitialised = false;
androidDesc.window = app->window;
androidDesc.sType = wgpu::SType::SurfaceDescriptorFromAndroidNativeWindow;
}
void Init();
void InitBuffers();
void InitRender();
void InitSim();
wgpu::CommandBuffer createCommandBuffer(const wgpu::TextureView backbufferView, size_t i);
void Frame();
void GameLoop();
};
#endif // APP_SRC_MAIN_CPP_RENDERER_H_