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tint->dawn: Move examples -> samples/dawn
Bug: dawn:1275 Change-Id: I4824aaabc2c2b55a609a6e1370959394b93463b8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/79103 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Ben Clayton <bclayton@google.com>
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samples/dawn/ComputeBoids.cpp
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332
samples/dawn/ComputeBoids.cpp
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// Copyright 2017 The Dawn Authors
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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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#include "SampleUtils.h"
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#include "dawn/utils/ComboRenderPipelineDescriptor.h"
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#include "dawn/utils/ScopedAutoreleasePool.h"
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#include "dawn/utils/SystemUtils.h"
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#include "dawn/utils/WGPUHelpers.h"
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#include <array>
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#include <cstring>
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#include <random>
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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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wgpu::Buffer modelBuffer;
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std::array<wgpu::Buffer, 2> particleBuffers;
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wgpu::RenderPipeline renderPipeline;
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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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size_t pingpong = 0;
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static const uint32_t kNumParticles = 1000;
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struct Particle {
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std::array<float, 2> pos;
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std::array<float, 2> 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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std::array<std::array<float, 2>, 3> model = {{
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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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modelBuffer =
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utils::CreateBufferFromData(device, &model, sizeof(model), wgpu::BufferUsage::Vertex);
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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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for (auto& p : initialParticles) {
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p.pos = {dist(generator), dist(generator)};
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p.vel = {dist(generator) * 0.1f, dist(generator) * 0.1f};
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}
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}
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for (size_t i = 0; i < 2; i++) {
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wgpu::BufferDescriptor descriptor;
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descriptor.size = sizeof(Particle) * kNumParticles;
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descriptor.usage =
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wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Storage;
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particleBuffers[i] = device.CreateBuffer(&descriptor);
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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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}
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}
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void initRender() {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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struct VertexIn {
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@location(0) a_particlePos : vec2<f32>;
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@location(1) a_particleVel : vec2<f32>;
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@location(2) a_pos : vec2<f32>;
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};
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@stage(vertex)
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fn main(input : VertexIn) -> @builtin(position) vec4<f32> {
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var angle : f32 = -atan2(input.a_particleVel.x, input.a_particleVel.y);
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var pos : vec2<f32> = vec2<f32>(
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(input.a_pos.x * cos(angle)) - (input.a_pos.y * sin(angle)),
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(input.a_pos.x * sin(angle)) + (input.a_pos.y * cos(angle)));
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return vec4<f32>(pos + input.a_particlePos, 0.0, 1.0);
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}
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)");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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@stage(fragment)
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fn main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 1.0, 1.0, 1.0);
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}
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)");
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 2;
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descriptor.cBuffers[0].arrayStride = sizeof(Particle);
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descriptor.cBuffers[0].stepMode = wgpu::VertexStepMode::Instance;
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descriptor.cBuffers[0].attributeCount = 2;
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descriptor.cAttributes[0].offset = offsetof(Particle, pos);
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descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x2;
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descriptor.cAttributes[1].shaderLocation = 1;
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descriptor.cAttributes[1].offset = offsetof(Particle, vel);
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descriptor.cAttributes[1].format = wgpu::VertexFormat::Float32x2;
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descriptor.cBuffers[1].arrayStride = 2 * sizeof(float);
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descriptor.cBuffers[1].attributeCount = 1;
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descriptor.cBuffers[1].attributes = &descriptor.cAttributes[2];
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descriptor.cAttributes[2].shaderLocation = 2;
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descriptor.cAttributes[2].format = wgpu::VertexFormat::Float32x2;
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descriptor.cFragment.module = fsModule;
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descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
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descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
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renderPipeline = device.CreateRenderPipeline(&descriptor);
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}
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void initSim() {
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wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
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struct Particle {
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pos : vec2<f32>;
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vel : vec2<f32>;
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};
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struct SimParams {
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deltaT : f32;
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rule1Distance : f32;
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rule2Distance : f32;
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rule3Distance : f32;
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rule1Scale : f32;
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rule2Scale : f32;
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rule3Scale : f32;
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particleCount : u32;
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};
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struct Particles {
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particles : array<Particle>;
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};
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@binding(0) @group(0) var<uniform> params : SimParams;
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@binding(1) @group(0) var<storage, read> particlesA : Particles;
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@binding(2) @group(0) var<storage, read_write> particlesB : Particles;
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// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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@stage(compute) @workgroup_size(1)
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fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
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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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pos = particlesA.particles[i].pos.xy;
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vel = particlesA.particles[i].vel.xy;
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if (distance(pos, vPos) < params.rule1Distance) {
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cMass = cMass + pos;
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cMassCount = cMassCount + 1u;
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}
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if (distance(pos, vPos) < params.rule2Distance) {
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colVel = colVel - (pos - vPos);
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}
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if (distance(pos, vPos) < params.rule3Distance) {
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cVel = cVel + vel;
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cVelCount = cVelCount + 1u;
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}
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}
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if (cMassCount > 0u) {
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cMass = (cMass / vec2<f32>(f32(cMassCount), f32(cMassCount))) - vPos;
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}
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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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// clamp velocity for a more pleasing simulation
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vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
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// kinematic update
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vPos = vPos + (vVel * params.deltaT);
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// Wrap around boundary
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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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// Write back
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particlesB.particles[index].pos = vPos;
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particlesB.particles[index].vel = vVel;
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return;
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}
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)");
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform},
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{1, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage},
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{2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage},
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});
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wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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wgpu::ComputePipelineDescriptor csDesc;
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csDesc.layout = pl;
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csDesc.compute.module = module;
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csDesc.compute.entryPoint = "main";
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updatePipeline = device.CreateComputePipeline(&csDesc);
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for (uint32_t i = 0; i < 2; ++i) {
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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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}
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}
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wgpu::CommandBuffer createCommandBuffer(const wgpu::TextureView backbufferView, size_t i) {
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auto& bufferDst = particleBuffers[(i + 1) % 2];
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(updatePipeline);
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pass.SetBindGroup(0, updateBGs[i]);
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pass.Dispatch(kNumParticles);
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pass.EndPass();
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}
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{
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utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView);
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(renderPipeline);
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pass.SetVertexBuffer(0, bufferDst);
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pass.SetVertexBuffer(1, modelBuffer);
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pass.Draw(3, kNumParticles);
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pass.EndPass();
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}
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return encoder.Finish();
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}
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void init() {
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device = CreateCppDawnDevice();
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queue = device.GetQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment,
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640, 480);
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initBuffers();
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initRender();
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initSim();
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}
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void frame() {
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wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
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wgpu::CommandBuffer commandBuffer = createCommandBuffer(backbufferView, pingpong);
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queue.Submit(1, &commandBuffer);
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swapchain.Present();
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DoFlush();
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pingpong = (pingpong + 1) % 2;
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}
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int main(int argc, const char* argv[]) {
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if (!InitSample(argc, argv)) {
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return 1;
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}
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init();
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while (!ShouldQuit()) {
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utils::ScopedAutoreleasePool pool;
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frame();
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utils::USleep(16000);
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}
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// TODO release stuff
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}
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