328 lines
10 KiB
C++
328 lines
10 KiB
C++
// Copyright 2017 The NXT 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 "utils/NXTHelpers.h"
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#include "utils/SystemUtils.h"
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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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nxt::Device device;
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nxt::Queue queue;
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nxt::SwapChain swapchain;
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nxt::TextureView depthStencilView;
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nxt::Buffer modelBuffer;
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std::array<nxt::Buffer, 2> particleBuffers;
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nxt::RenderPipeline renderPipeline;
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nxt::RenderPass renderpass;
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nxt::Buffer updateParams;
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nxt::ComputePipeline updatePipeline;
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std::array<nxt::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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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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modelBuffer = utils::CreateFrozenBufferFromData(device, model, sizeof(model), nxt::BufferUsageBit::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 = utils::CreateFrozenBufferFromData(device, ¶ms, sizeof(params), nxt::BufferUsageBit::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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{
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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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for (size_t i = 0; i < 2; i++) {
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particleBuffers[i] = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Storage)
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.SetInitialUsage(nxt::BufferUsageBit::TransferDst)
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.SetSize(sizeof(Particle) * kNumParticles)
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.GetResult();
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particleBuffers[i].SetSubData(0,
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sizeof(Particle) * kNumParticles / sizeof(uint32_t),
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reinterpret_cast<uint32_t*>(initialParticles.data()));
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}
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}
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void initRender() {
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nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec2 a_particlePos;
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layout(location = 1) in vec2 a_particleVel;
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layout(location = 2) in vec2 a_pos;
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void main() {
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float angle = -atan(a_particleVel.x, a_particleVel.y);
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vec2 pos = vec2(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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gl_Position = vec4(pos + a_particlePos, 0, 1);
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}
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)");
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0);
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}
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)");
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nxt::InputState inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, pos))
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.SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, vel))
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.SetInput(0, sizeof(Particle), nxt::InputStepMode::Instance)
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.SetAttribute(2, 1, nxt::VertexFormat::FloatR32G32, 0)
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.SetInput(1, sizeof(glm::vec2), nxt::InputStepMode::Vertex)
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.GetResult();
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renderpass = CreateDefaultRenderPass(device);
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depthStencilView = CreateDefaultDepthStencilView(device);
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renderPipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
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.GetResult();
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}
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void initSim() {
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nxt::ShaderModule module = utils::CreateShaderModule(device, nxt::ShaderStage::Compute, R"(
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#version 450
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struct Particle {
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vec2 pos;
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vec2 vel;
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};
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layout(std140, set = 0, binding = 0) uniform 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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} params;
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layout(std140, set = 0, binding = 1) buffer ParticlesA {
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Particle particle;
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} particlesA[1000];
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layout(std140, set = 0, binding = 2) buffer ParticlesB {
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Particle particle;
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} particlesB[1000];
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void main() {
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// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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uint index = gl_GlobalInvocationID.x;
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if (index >= params.particleCount) { return; }
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vec2 vPos = particlesA[index].particle.pos;
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vec2 vVel = particlesA[index].particle.vel;
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vec2 cMass = vec2(0.0, 0.0);
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vec2 cVel = vec2(0.0, 0.0);
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vec2 colVel = vec2(0.0, 0.0);
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int cMassCount = 0;
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int cVelCount = 0;
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vec2 pos;
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vec2 vel;
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for (int i = 0; i < params.particleCount; ++i) {
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if (i == index) { continue; }
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pos = particlesA[i].particle.pos.xy;
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vel = particlesA[i].particle.vel.xy;
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if (distance(pos, vPos) < params.rule1Distance) {
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cMass += pos;
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cMassCount++;
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}
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if (distance(pos, vPos) < params.rule2Distance) {
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colVel -= (pos - vPos);
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}
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if (distance(pos, vPos) < params.rule3Distance) {
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cVel += vel;
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cVelCount++;
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}
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}
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if (cMassCount > 0) {
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cMass = cMass / cMassCount - vPos;
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}
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if (cVelCount > 0) {
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cVel = cVel / cVelCount;
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}
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vVel += cMass * params.rule1Scale + colVel * params.rule2Scale + 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 += vVel * params.deltaT;
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// Wrap around boundary
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if (vPos.x < -1.0) vPos.x = 1.0;
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if (vPos.x > 1.0) vPos.x = -1.0;
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if (vPos.y < -1.0) vPos.y = 1.0;
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if (vPos.y > 1.0) vPos.y = -1.0;
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particlesB[index].particle.pos = vPos;
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// Write back
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particlesB[index].particle.vel = vVel;
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}
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)");
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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer, 0, 1)
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.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 1, 2)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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updatePipeline = device.CreateComputePipelineBuilder()
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Compute, module, "main")
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.GetResult();
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nxt::BufferView updateParamsView = updateParams.CreateBufferViewBuilder()
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.SetExtent(0, sizeof(SimParams))
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.GetResult();
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std::array<nxt::BufferView, 2> views;
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for (uint32_t i = 0; i < 2; ++i) {
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views[i] = particleBuffers[i].CreateBufferViewBuilder()
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.SetExtent(0, kNumParticles * sizeof(Particle))
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.GetResult();
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}
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for (uint32_t i = 0; i < 2; ++i) {
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updateBGs[i] = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetUsage(nxt::BindGroupUsage::Frozen)
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.SetBufferViews(0, 1, &updateParamsView)
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.SetBufferViews(1, 1, &views[i])
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.SetBufferViews(2, 1, &views[(i + 1) % 2])
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.GetResult();
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}
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}
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nxt::CommandBuffer createCommandBuffer(const nxt::Framebuffer& framebuffer, size_t i) {
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static const uint32_t zeroOffsets[1] = {0};
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auto& bufferSrc = particleBuffers[i];
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auto& bufferDst = particleBuffers[(i + 1) % 2];
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return device.CreateCommandBufferBuilder()
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.BeginComputePass()
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.SetComputePipeline(updatePipeline)
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.TransitionBufferUsage(bufferSrc, nxt::BufferUsageBit::Storage)
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.TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Storage)
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.SetBindGroup(0, updateBGs[i])
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.Dispatch(kNumParticles, 1, 1)
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.EndComputePass()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(renderPipeline)
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.TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Vertex)
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.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets)
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.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets)
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.DrawArrays(3, kNumParticles, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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}
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void init() {
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device = CreateCppNXTDevice();
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queue = device.CreateQueueBuilder().GetResult();
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swapchain = GetSwapChain(device);
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swapchain.Configure(nxt::TextureFormat::R8G8B8A8Unorm, 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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nxt::Texture backbuffer;
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nxt::Framebuffer framebuffer;
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GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer);
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nxt::CommandBuffer commandBuffer = createCommandBuffer(framebuffer, pingpong);
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queue.Submit(1, &commandBuffer);
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backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
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swapchain.Present(backbuffer);
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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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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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