316 lines
10 KiB
C++
316 lines
10 KiB
C++
// 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 "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/DawnHelpers.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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dawn::Device device;
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dawn::Queue queue;
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dawn::SwapChain swapchain;
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dawn::TextureView depthStencilView;
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dawn::Buffer modelBuffer;
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std::array<dawn::Buffer, 2> particleBuffers;
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dawn::RenderPipeline renderPipeline;
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dawn::Buffer updateParams;
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dawn::ComputePipeline updatePipeline;
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std::array<dawn::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::CreateBufferFromData(device, model, sizeof(model), dawn::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::CreateBufferFromData(device, ¶ms, sizeof(params), dawn::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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dawn::BufferDescriptor descriptor;
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descriptor.size = sizeof(Particle) * kNumParticles;
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descriptor.usage = dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Storage;
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particleBuffers[i] = device.CreateBuffer(&descriptor);
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particleBuffers[i].SetSubData(0,
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sizeof(Particle) * kNumParticles,
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reinterpret_cast<uint8_t*>(initialParticles.data()));
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}
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}
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void initRender() {
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::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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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) 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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dawn::InputState inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32, offsetof(Particle, pos))
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.SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32, offsetof(Particle, vel))
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.SetInput(0, sizeof(Particle), dawn::InputStepMode::Instance)
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.SetAttribute(2, 1, dawn::VertexFormat::FloatR32G32, 0)
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.SetInput(1, sizeof(glm::vec2), dawn::InputStepMode::Vertex)
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.GetResult();
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.inputState = inputState;
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descriptor.cAttachmentsState.hasDepthStencilAttachment = true;
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descriptor.cDepthStencilAttachment.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cColorAttachments[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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dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::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 particles[1000];
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} particlesA;
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layout(std140, set = 0, binding = 2) buffer ParticlesB {
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Particle particles[1000];
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} particlesB;
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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.particles[index].pos;
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vec2 vVel = particlesA.particles[index].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.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 += 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.particles[index].pos = vPos;
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// Write back
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particlesB.particles[index].vel = vVel;
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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, dawn::ShaderStageBit::Compute, dawn::BindingType::UniformBuffer},
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{1, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
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{2, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
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});
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dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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dawn::ComputePipelineDescriptor csDesc;
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csDesc.module = module;
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csDesc.entryPoint = "main";
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csDesc.layout = pl;
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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(device, bgl, {
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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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dawn::CommandBuffer createCommandBuffer(const dawn::RenderPassDescriptor& renderPass, size_t i) {
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static const uint32_t zeroOffsets[1] = {0};
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auto& bufferDst = particleBuffers[(i + 1) % 2];
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dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
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{
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dawn::ComputePassEncoder pass = builder.BeginComputePass();
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pass.SetPipeline(updatePipeline);
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pass.SetBindGroup(0, updateBGs[i]);
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pass.Dispatch(kNumParticles, 1, 1);
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pass.EndPass();
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}
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{
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
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pass.SetPipeline(renderPipeline);
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pass.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets);
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pass.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets);
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pass.Draw(3, kNumParticles, 0, 0);
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pass.EndPass();
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}
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return builder.GetResult();
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}
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void init() {
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device = CreateCppDawnDevice();
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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dawn::TextureUsageBit::OutputAttachment, 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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dawn::Texture backbuffer;
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dawn::RenderPassDescriptor renderPass;
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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dawn::CommandBuffer commandBuffer = createCommandBuffer(renderPass, pingpong);
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queue.Submit(1, &commandBuffer);
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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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