// Copyright 2017 The NXT 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/NXTHelpers.h" #include "utils/SystemUtils.h" #include #include #include #include nxt::Device device; nxt::Queue queue; nxt::SwapChain swapchain; nxt::TextureView depthStencilView; nxt::Buffer modelBuffer; std::array particleBuffers; nxt::RenderPipeline renderPipeline; nxt::Buffer updateParams; nxt::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::CreateFrozenBufferFromData(device, model, sizeof(model), nxt::BufferUsageBit::Vertex); SimParams params = { 0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles }; updateParams = utils::CreateFrozenBufferFromData(device, ¶ms, sizeof(params), nxt::BufferUsageBit::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++) { particleBuffers[i] = device.CreateBufferBuilder() .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Storage) .SetInitialUsage(nxt::BufferUsageBit::TransferDst) .SetSize(sizeof(Particle) * kNumParticles) .GetResult(); particleBuffers[i].SetSubData(0, sizeof(Particle) * kNumParticles, reinterpret_cast(initialParticles.data())); } } void initRender() { nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec2 a_particlePos; layout(location = 1) in vec2 a_particleVel; layout(location = 2) in vec2 a_pos; void main() { float angle = -atan(a_particleVel.x, a_particleVel.y); vec2 pos = vec2(a_pos.x * cos(angle) - a_pos.y * sin(angle), a_pos.x * sin(angle) + a_pos.y * cos(angle)); gl_Position = vec4(pos + a_particlePos, 0, 1); } )"); nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(1.0); } )"); nxt::InputState inputState = device.CreateInputStateBuilder() .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, pos)) .SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, vel)) .SetInput(0, sizeof(Particle), nxt::InputStepMode::Instance) .SetAttribute(2, 1, nxt::VertexFormat::FloatR32G32, 0) .SetInput(1, sizeof(glm::vec2), nxt::InputStepMode::Vertex) .GetResult(); depthStencilView = CreateDefaultDepthStencilView(device); renderPipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") .SetInputState(inputState) .GetResult(); } void initSim() { nxt::ShaderModule module = utils::CreateShaderModule(device, nxt::ShaderStage::Compute, R"( #version 450 struct Particle { vec2 pos; vec2 vel; }; layout(std140, set = 0, binding = 0) uniform SimParams { float deltaT; float rule1Distance; float rule2Distance; float rule3Distance; float rule1Scale; float rule2Scale; float rule3Scale; int particleCount; } params; layout(std140, set = 0, binding = 1) buffer ParticlesA { Particle particle; } particlesA[1000]; layout(std140, set = 0, binding = 2) buffer ParticlesB { Particle particle; } particlesB[1000]; void main() { // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp uint index = gl_GlobalInvocationID.x; if (index >= params.particleCount) { return; } vec2 vPos = particlesA[index].particle.pos; vec2 vVel = particlesA[index].particle.vel; vec2 cMass = vec2(0.0, 0.0); vec2 cVel = vec2(0.0, 0.0); vec2 colVel = vec2(0.0, 0.0); int cMassCount = 0; int cVelCount = 0; vec2 pos; vec2 vel; for (int i = 0; i < params.particleCount; ++i) { if (i == index) { continue; } pos = particlesA[i].particle.pos.xy; vel = particlesA[i].particle.vel.xy; if (distance(pos, vPos) < params.rule1Distance) { cMass += pos; cMassCount++; } if (distance(pos, vPos) < params.rule2Distance) { colVel -= (pos - vPos); } if (distance(pos, vPos) < params.rule3Distance) { cVel += vel; cVelCount++; } } if (cMassCount > 0) { cMass = cMass / cMassCount - vPos; } if (cVelCount > 0) { cVel = cVel / cVelCount; } 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 += 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; particlesB[index].particle.pos = vPos; // Write back particlesB[index].particle.vel = vVel; } )"); nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder() .SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer, 0, 1) .SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 1, 2) .GetResult(); nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); updatePipeline = device.CreateComputePipelineBuilder() .SetLayout(pl) .SetStage(nxt::ShaderStage::Compute, module, "main") .GetResult(); nxt::BufferView updateParamsView = updateParams.CreateBufferViewBuilder() .SetExtent(0, sizeof(SimParams)) .GetResult(); std::array views; for (uint32_t i = 0; i < 2; ++i) { views[i] = particleBuffers[i].CreateBufferViewBuilder() .SetExtent(0, kNumParticles * sizeof(Particle)) .GetResult(); } for (uint32_t i = 0; i < 2; ++i) { updateBGs[i] = device.CreateBindGroupBuilder() .SetLayout(bgl) .SetUsage(nxt::BindGroupUsage::Frozen) .SetBufferViews(0, 1, &updateParamsView) .SetBufferViews(1, 1, &views[i]) .SetBufferViews(2, 1, &views[(i + 1) % 2]) .GetResult(); } } nxt::CommandBuffer createCommandBuffer(const nxt::RenderPassDescriptor& renderPass, size_t i) { static const uint32_t zeroOffsets[1] = {0}; auto& bufferSrc = particleBuffers[i]; auto& bufferDst = particleBuffers[(i + 1) % 2]; return device.CreateCommandBufferBuilder() .BeginComputePass() .SetComputePipeline(updatePipeline) .TransitionBufferUsage(bufferSrc, nxt::BufferUsageBit::Storage) .TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Storage) .SetBindGroup(0, updateBGs[i]) .Dispatch(kNumParticles, 1, 1) .EndComputePass() .BeginRenderPass(renderPass) .SetRenderPipeline(renderPipeline) .TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Vertex) .SetVertexBuffers(0, 1, &bufferDst, zeroOffsets) .SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets) .DrawArrays(3, kNumParticles, 0, 0) .EndRenderPass() .GetResult(); } void init() { device = CreateCppNXTDevice(); queue = device.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), nxt::TextureUsageBit::OutputAttachment, 640, 480); initBuffers(); initRender(); initSim(); } void frame() { nxt::Texture backbuffer; nxt::RenderPassDescriptor renderPass; GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); nxt::CommandBuffer commandBuffer = createCommandBuffer(renderPass, pingpong); queue.Submit(1, &commandBuffer); backbuffer.TransitionUsage(nxt::TextureUsageBit::Present); swapchain.Present(backbuffer); 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 }