2018-07-18 09:40:26 +00:00
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// Copyright 2017 The Dawn Authors
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2017-04-20 18:38:20 +00:00
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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2017-06-19 17:15:13 +00:00
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#include "SampleUtils.h"
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2017-04-20 18:38:20 +00:00
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2018-12-10 19:47:22 +00:00
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#include "utils/ComboRenderPipelineDescriptor.h"
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2017-07-17 21:13:57 +00:00
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#include "utils/SystemUtils.h"
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2019-10-25 11:36:47 +00:00
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#include "utils/WGPUHelpers.h"
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2017-06-19 17:09:41 +00:00
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2017-04-20 18:38:20 +00:00
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#include <array>
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#include <cstring>
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#include <random>
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#include <glm/glm.hpp>
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2019-10-25 11:36:47 +00:00
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wgpu::Device device;
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wgpu::Queue queue;
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wgpu::SwapChain swapchain;
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wgpu::TextureView depthStencilView;
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2017-04-20 18:38:20 +00:00
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2019-10-25 11:36:47 +00:00
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wgpu::Buffer modelBuffer;
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std::array<wgpu::Buffer, 2> particleBuffers;
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2017-04-20 18:38:20 +00:00
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2019-10-25 11:36:47 +00:00
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wgpu::RenderPipeline renderPipeline;
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2017-04-20 18:38:20 +00:00
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2019-10-25 11:36:47 +00:00
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wgpu::Buffer updateParams;
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wgpu::ComputePipeline updatePipeline;
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std::array<wgpu::BindGroup, 2> updateBGs;
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2017-04-20 18:38:20 +00:00
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size_t pingpong = 0;
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static const uint32_t kNumParticles = 1000;
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struct Particle {
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glm::vec2 pos;
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glm::vec2 vel;
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};
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struct SimParams {
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float deltaT;
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float rule1Distance;
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float rule2Distance;
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float rule3Distance;
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float rule1Scale;
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float rule2Scale;
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float rule3Scale;
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int particleCount;
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};
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void initBuffers() {
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glm::vec2 model[3] = {
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{-0.01, -0.02},
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{0.01, -0.02},
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{0.00, 0.02},
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};
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2019-08-27 08:21:39 +00:00
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modelBuffer =
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utils::CreateBufferFromData(device, model, sizeof(model), wgpu::BufferUsage::Vertex);
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2017-04-20 18:38:20 +00:00
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2020-07-10 20:33:08 +00:00
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SimParams params = {0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles};
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updateParams =
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utils::CreateBufferFromData(device, ¶ms, sizeof(params), wgpu::BufferUsage::Uniform);
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std::vector<Particle> initialParticles(kNumParticles);
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{
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std::mt19937 generator;
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std::uniform_real_distribution<float> dist(-1.0f, 1.0f);
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2020-07-10 20:33:08 +00:00
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for (auto& p : initialParticles) {
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2017-04-20 18:38:20 +00:00
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p.pos = glm::vec2(dist(generator), dist(generator));
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p.vel = glm::vec2(dist(generator), dist(generator)) * 0.1f;
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}
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}
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2017-07-22 00:00:22 +00:00
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for (size_t i = 0; i < 2; i++) {
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2019-10-25 11:36:47 +00:00
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wgpu::BufferDescriptor descriptor;
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2018-08-22 13:37:29 +00:00
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descriptor.size = sizeof(Particle) * kNumParticles;
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2019-08-27 08:21:39 +00:00
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descriptor.usage =
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2019-10-25 11:36:47 +00:00
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wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Storage;
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2018-08-22 13:37:29 +00:00
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particleBuffers[i] = device.CreateBuffer(&descriptor);
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2017-04-20 18:38:20 +00:00
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2020-06-02 09:24:39 +00:00
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queue.WriteBuffer(particleBuffers[i], 0,
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reinterpret_cast<uint8_t*>(initialParticles.data()),
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sizeof(Particle) * kNumParticles);
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2017-04-20 18:38:20 +00:00
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}
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}
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void initRender() {
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2021-01-12 23:56:54 +00:00
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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2020-11-26 16:39:46 +00:00
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[[location(0)]] var<in> a_particlePos : vec2<f32>;
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[[location(1)]] var<in> a_particleVel : vec2<f32>;
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[[location(2)]] var<in> a_pos : vec2<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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fn main() -> void {
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var angle : f32 = -atan2(a_particleVel.x, a_particleVel.y);
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var pos : vec2<f32> = vec2<f32>(
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(a_pos.x * cos(angle)) - (a_pos.y * sin(angle)),
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(a_pos.x * sin(angle)) + (a_pos.y * cos(angle)));
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Position = vec4<f32>(pos + a_particlePos, 0.0, 1.0);
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return;
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2017-04-20 18:38:20 +00:00
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}
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)");
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2021-01-12 23:56:54 +00:00
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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2020-11-26 16:39:46 +00:00
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[stage(fragment)]]
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fn main() -> void {
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FragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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return;
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2017-04-20 18:38:20 +00:00
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}
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)");
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2017-07-28 01:30:57 +00:00
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depthStencilView = CreateDefaultDepthStencilView(device);
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2018-12-10 19:47:22 +00:00
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utils::ComboRenderPipelineDescriptor descriptor(device);
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2019-09-05 09:35:07 +00:00
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descriptor.vertexStage.module = vsModule;
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2018-12-10 19:47:22 +00:00
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descriptor.cFragmentStage.module = fsModule;
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2019-03-27 18:08:50 +00:00
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2019-11-07 22:23:29 +00:00
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descriptor.cVertexState.vertexBufferCount = 2;
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descriptor.cVertexState.cVertexBuffers[0].arrayStride = sizeof(Particle);
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descriptor.cVertexState.cVertexBuffers[0].stepMode = wgpu::InputStepMode::Instance;
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descriptor.cVertexState.cVertexBuffers[0].attributeCount = 2;
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descriptor.cVertexState.cAttributes[0].offset = offsetof(Particle, pos);
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descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float2;
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descriptor.cVertexState.cAttributes[1].shaderLocation = 1;
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descriptor.cVertexState.cAttributes[1].offset = offsetof(Particle, vel);
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descriptor.cVertexState.cAttributes[1].format = wgpu::VertexFormat::Float2;
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descriptor.cVertexState.cVertexBuffers[1].arrayStride = sizeof(glm::vec2);
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descriptor.cVertexState.cVertexBuffers[1].attributeCount = 1;
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descriptor.cVertexState.cVertexBuffers[1].attributes = &descriptor.cVertexState.cAttributes[2];
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descriptor.cVertexState.cAttributes[2].shaderLocation = 2;
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descriptor.cVertexState.cAttributes[2].format = wgpu::VertexFormat::Float2;
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2019-02-15 02:20:57 +00:00
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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2019-10-25 11:36:47 +00:00
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descriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
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2019-09-20 23:22:27 +00:00
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descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
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2018-12-10 19:47:22 +00:00
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renderPipeline = device.CreateRenderPipeline(&descriptor);
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2017-04-20 18:38:20 +00:00
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}
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void initSim() {
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2021-01-12 22:11:14 +00:00
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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2020-11-26 16:39:46 +00:00
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[[block]] struct Particle {
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[[offset(0)]] pos : vec2<f32>;
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[[offset(8)]] vel : vec2<f32>;
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};
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[[block]] struct SimParams {
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[[offset(0)]] deltaT : f32;
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[[offset(4)]] rule1Distance : f32;
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[[offset(8)]] rule2Distance : f32;
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[[offset(12)]] rule3Distance : f32;
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[[offset(16)]] rule1Scale : f32;
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[[offset(20)]] rule2Scale : f32;
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[[offset(24)]] rule3Scale : f32;
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[[offset(28)]] particleCount : u32;
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2017-04-20 18:38:20 +00:00
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};
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2020-11-26 16:39:46 +00:00
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[[block]] struct Particles {
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[[offset(0)]] particles : [[stride(16)]] array<Particle>;
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};
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2021-01-19 14:18:51 +00:00
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[[binding(0), group(0)]] var<uniform> params : SimParams;
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[[binding(1), group(0)]] var<storage_buffer> particlesA : [[access(read)]] Particles;
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[[binding(2), group(0)]] var<storage_buffer> particlesB : [[access(read_write)]] Particles;
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2020-11-26 16:39:46 +00:00
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[[builtin(global_invocation_id)]] var<in> GlobalInvocationID : vec3<u32>;
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2021-01-12 22:11:14 +00:00
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// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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2020-11-26 16:39:46 +00:00
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[[stage(compute)]]
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fn main() -> void {
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var index : u32 = GlobalInvocationID.x;
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if (index >= params.particleCount) {
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return;
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}
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var vPos : vec2<f32> = particlesA.particles[index].pos;
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var vVel : vec2<f32> = particlesA.particles[index].vel;
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var cMass : vec2<f32> = vec2<f32>(0.0, 0.0);
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var cVel : vec2<f32> = vec2<f32>(0.0, 0.0);
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var colVel : vec2<f32> = vec2<f32>(0.0, 0.0);
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var cMassCount : u32 = 0u;
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var cVelCount : u32 = 0u;
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var pos : vec2<f32>;
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var vel : vec2<f32>;
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for (var i : u32 = 0u; i < params.particleCount; i = i + 1u) {
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if (i == index) {
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continue;
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}
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2017-04-20 18:38:20 +00:00
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2018-07-10 18:01:28 +00:00
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pos = particlesA.particles[i].pos.xy;
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vel = particlesA.particles[i].vel.xy;
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2017-04-20 18:38:20 +00:00
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if (distance(pos, vPos) < params.rule1Distance) {
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2020-11-26 16:39:46 +00:00
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cMass = cMass + pos;
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cMassCount = cMassCount + 1u;
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2017-04-20 18:38:20 +00:00
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}
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if (distance(pos, vPos) < params.rule2Distance) {
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2020-11-26 16:39:46 +00:00
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colVel = colVel - (pos - vPos);
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2017-04-20 18:38:20 +00:00
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}
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if (distance(pos, vPos) < params.rule3Distance) {
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2020-11-26 16:39:46 +00:00
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cVel = cVel + vel;
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cVelCount = cVelCount + 1u;
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2017-04-20 18:38:20 +00:00
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}
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}
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2020-11-26 16:39:46 +00:00
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if (cMassCount > 0u) {
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cMass = (cMass / vec2<f32>(f32(cMassCount), f32(cMassCount))) - vPos;
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2017-04-20 18:38:20 +00:00
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}
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2020-11-26 16:39:46 +00:00
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if (cVelCount > 0u) {
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cVel = cVel / vec2<f32>(f32(cVelCount), f32(cVelCount));
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}
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vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) +
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(cVel * params.rule3Scale);
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2017-04-20 18:38:20 +00:00
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2021-01-12 22:11:14 +00:00
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// clamp velocity for a more pleasing simulation
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2017-04-20 18:38:20 +00:00
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vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
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2021-01-12 22:11:14 +00:00
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// kinematic update
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2020-11-26 16:39:46 +00:00
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vPos = vPos + (vVel * params.deltaT);
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2017-04-20 18:38:20 +00:00
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2021-01-12 22:11:14 +00:00
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// Wrap around boundary
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2020-11-26 16:39:46 +00:00
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if (vPos.x < -1.0) {
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vPos.x = 1.0;
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}
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if (vPos.x > 1.0) {
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vPos.x = -1.0;
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}
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if (vPos.y < -1.0) {
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vPos.y = 1.0;
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}
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if (vPos.y > 1.0) {
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vPos.y = -1.0;
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}
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2017-04-20 18:38:20 +00:00
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2021-01-12 22:11:14 +00:00
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// Write back
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2018-07-10 18:01:28 +00:00
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particlesB.particles[index].pos = vPos;
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particlesB.particles[index].vel = vVel;
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2020-11-26 16:39:46 +00:00
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return;
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2017-04-20 18:38:20 +00:00
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}
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)");
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2018-07-10 19:23:50 +00:00
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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2019-10-25 11:36:47 +00:00
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer},
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{1, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer},
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{2, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer},
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2018-07-10 19:23:50 +00:00
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});
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2017-04-20 18:38:20 +00:00
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2019-10-25 11:36:47 +00:00
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wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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2017-04-20 18:38:20 +00:00
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2019-10-25 11:36:47 +00:00
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wgpu::ComputePipelineDescriptor csDesc;
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2018-10-25 10:42:49 +00:00
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csDesc.layout = pl;
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2019-09-05 09:41:17 +00:00
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csDesc.computeStage.module = module;
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csDesc.computeStage.entryPoint = "main";
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2018-08-27 21:12:56 +00:00
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updatePipeline = device.CreateComputePipeline(&csDesc);
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2017-04-20 18:38:20 +00:00
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for (uint32_t i = 0; i < 2; ++i) {
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2020-07-10 20:33:08 +00:00
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updateBGs[i] = utils::MakeBindGroup(
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device, bgl,
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{
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{0, updateParams, 0, sizeof(SimParams)},
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{1, particleBuffers[i], 0, kNumParticles * sizeof(Particle)},
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{2, particleBuffers[(i + 1) % 2], 0, kNumParticles * sizeof(Particle)},
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});
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2017-04-20 18:38:20 +00:00
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}
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}
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2019-11-12 18:30:11 +00:00
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wgpu::CommandBuffer createCommandBuffer(const wgpu::TextureView backbufferView, size_t i) {
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2017-07-28 01:30:57 +00:00
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auto& bufferDst = particleBuffers[(i + 1) % 2];
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2019-10-25 11:36:47 +00:00
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
2017-04-20 18:38:20 +00:00
|
|
|
|
2018-09-21 00:24:37 +00:00
|
|
|
{
|
2019-10-25 11:36:47 +00:00
|
|
|
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
|
2018-12-21 10:40:26 +00:00
|
|
|
pass.SetPipeline(updatePipeline);
|
2019-10-09 16:08:42 +00:00
|
|
|
pass.SetBindGroup(0, updateBGs[i]);
|
2020-03-31 16:23:35 +00:00
|
|
|
pass.Dispatch(kNumParticles);
|
2018-09-21 00:24:37 +00:00
|
|
|
pass.EndPass();
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
2019-11-12 18:30:11 +00:00
|
|
|
utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView);
|
2019-10-25 11:36:47 +00:00
|
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
2018-12-21 10:40:26 +00:00
|
|
|
pass.SetPipeline(renderPipeline);
|
2019-10-10 07:29:58 +00:00
|
|
|
pass.SetVertexBuffer(0, bufferDst);
|
|
|
|
pass.SetVertexBuffer(1, modelBuffer);
|
2020-03-31 16:21:35 +00:00
|
|
|
pass.Draw(3, kNumParticles);
|
2018-09-21 00:24:37 +00:00
|
|
|
pass.EndPass();
|
|
|
|
}
|
|
|
|
|
2019-02-15 12:54:08 +00:00
|
|
|
return encoder.Finish();
|
2017-04-20 18:38:20 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void init() {
|
2018-07-18 12:06:10 +00:00
|
|
|
device = CreateCppDawnDevice();
|
2017-04-20 18:38:20 +00:00
|
|
|
|
2020-04-17 16:45:17 +00:00
|
|
|
queue = device.GetDefaultQueue();
|
2017-07-28 01:30:57 +00:00
|
|
|
swapchain = GetSwapChain(device);
|
2020-10-27 15:35:56 +00:00
|
|
|
swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment,
|
2019-08-27 08:21:39 +00:00
|
|
|
640, 480);
|
2017-04-20 18:38:20 +00:00
|
|
|
|
|
|
|
initBuffers();
|
|
|
|
initRender();
|
|
|
|
initSim();
|
|
|
|
}
|
|
|
|
|
|
|
|
void frame() {
|
2019-11-12 18:30:11 +00:00
|
|
|
wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
|
2017-07-28 01:30:57 +00:00
|
|
|
|
2019-11-12 18:30:11 +00:00
|
|
|
wgpu::CommandBuffer commandBuffer = createCommandBuffer(backbufferView, pingpong);
|
2017-07-28 01:30:57 +00:00
|
|
|
queue.Submit(1, &commandBuffer);
|
2019-11-12 18:30:11 +00:00
|
|
|
swapchain.Present();
|
2017-07-28 01:30:57 +00:00
|
|
|
DoFlush();
|
2017-04-20 18:38:20 +00:00
|
|
|
|
|
|
|
pingpong = (pingpong + 1) % 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
int main(int argc, const char* argv[]) {
|
2017-06-19 17:15:13 +00:00
|
|
|
if (!InitSample(argc, argv)) {
|
2017-04-20 18:38:20 +00:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
init();
|
|
|
|
|
|
|
|
while (!ShouldQuit()) {
|
|
|
|
frame();
|
2017-07-17 21:13:57 +00:00
|
|
|
utils::USleep(16000);
|
2017-04-20 18:38:20 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// TODO release stuff
|
|
|
|
}
|