// 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 #include #include #include wgpu::Device device; wgpu::Queue queue; wgpu::SwapChain swapchain; wgpu::TextureView depthStencilView; wgpu::Buffer modelBuffer; std::array particleBuffers; wgpu::RenderPipeline renderPipeline; wgpu::Buffer updateParams; wgpu::ComputePipeline updatePipeline; std::array 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 initialParticles(kNumParticles); { std::mt19937 generator; std::uniform_real_distribution 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(initialParticles.data()), sizeof(Particle) * kNumParticles); } } void initRender() { wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"( [[location(0)]] var a_particlePos : vec2; [[location(1)]] var a_particleVel : vec2; [[location(2)]] var a_pos : vec2; [[builtin(position)]] var Position : vec4; [[stage(vertex)]] fn main() -> void { var angle : f32 = -atan2(a_particleVel.x, a_particleVel.y); var pos : vec2 = vec2( (a_pos.x * cos(angle)) - (a_pos.y * sin(angle)), (a_pos.x * sin(angle)) + (a_pos.y * cos(angle))); Position = vec4(pos + a_particlePos, 0.0, 1.0); return; } )"); wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"( [[location(0)]] var FragColor : vec4; [[stage(fragment)]] fn main() -> void { FragColor = vec4(1.0, 1.0, 1.0, 1.0); return; } )"); 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::CreateShaderModuleFromWGSL(device, R"( [[block]] struct Particle { [[offset(0)]] pos : vec2; [[offset(8)]] vel : vec2; }; [[block]] struct SimParams { [[offset(0)]] deltaT : f32; [[offset(4)]] rule1Distance : f32; [[offset(8)]] rule2Distance : f32; [[offset(12)]] rule3Distance : f32; [[offset(16)]] rule1Scale : f32; [[offset(20)]] rule2Scale : f32; [[offset(24)]] rule3Scale : f32; [[offset(28)]] particleCount : u32; }; [[block]] struct Particles { [[offset(0)]] particles : [[stride(16)]] array; }; [[binding(0), group(0)]] var params : SimParams; [[binding(1), group(0)]] var particlesA : [[access(read)]] Particles; [[binding(2), group(0)]] var particlesB : [[access(read_write)]] Particles; [[builtin(global_invocation_id)]] var GlobalInvocationID : vec3; // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp [[stage(compute)]] fn main() -> void { var index : u32 = GlobalInvocationID.x; if (index >= params.particleCount) { return; } var vPos : vec2 = particlesA.particles[index].pos; var vVel : vec2 = particlesA.particles[index].vel; var cMass : vec2 = vec2(0.0, 0.0); var cVel : vec2 = vec2(0.0, 0.0); var colVel : vec2 = vec2(0.0, 0.0); var cMassCount : u32 = 0u; var cVelCount : u32 = 0u; var pos : vec2; var vel : vec2; 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 / vec2(f32(cMassCount), f32(cMassCount))) - vPos; } if (cVelCount > 0u) { cVel = cVel / vec2(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 = 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::RenderAttachment, 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 }