examples: zig fmt
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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1 changed files with 42 additions and 50 deletions
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@ -1,6 +1,5 @@
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/// A port of Austin Eng's "computeBoids" webgpu sample.
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/// https://github.com/austinEng/webgpu-samples/blob/main/src/sample/computeBoids/main.ts
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const std = @import("std");
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const mach = @import("mach");
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const gpu = @import("gpu");
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@ -18,7 +17,7 @@ const App = mach.App(*FrameParams, .{});
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const num_particle = 1500;
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var sim_params = [_]f32 {
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var sim_params = [_]f32{
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0.04, // .delta_T
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0.1, // .rule_1_distance
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0.025, // .rule_2_distance
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@ -76,37 +75,31 @@ pub fn main() !void {
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.buffers = &[_]gpu.VertexBufferLayout{
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.{
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// instanced particles buffer
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.array_stride = 4*4,
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.array_stride = 4 * 4,
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.step_mode = .instance,
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.attribute_count = instanced_particles_attributes.len,
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.attributes = &instanced_particles_attributes,
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},
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.{
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// vertex buffer
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.array_stride = 2*4,
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.array_stride = 2 * 4,
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.step_mode = .vertex,
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.attribute_count = vertex_buffer_attributes.len,
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.attributes = &vertex_buffer_attributes,
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},
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},
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},
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.fragment = &gpu.FragmentState{
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.module = sprite_shader_module,
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.entry_point = "frag_main",
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.targets = &[_]gpu.ColorTargetState{
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.fragment = &gpu.FragmentState{ .module = sprite_shader_module, .entry_point = "frag_main", .targets = &[_]gpu.ColorTargetState{
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.{
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.format = app.swap_chain_format,
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},
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}
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},
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} },
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});
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const compute_pipeline = app.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{
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.compute = gpu.ProgrammableStageDescriptor{
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const compute_pipeline = app.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{
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.module = update_sprite_shader_module,
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.entry_point = "main",
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}
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});
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} });
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const vert_buffer_data = [_]f32{
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-0.01, -0.02, 0.01,
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@ -114,22 +107,22 @@ pub fn main() !void {
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};
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const sprite_vertex_buffer = app.device.createBuffer(&gpu.Buffer.Descriptor{
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.usage = .{.vertex = true, .copy_dst = true},
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.usage = .{ .vertex = true, .copy_dst = true },
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.size = vert_buffer_data.len * @sizeOf(f32),
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});
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app.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data);
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const sim_param_buffer = app.device.createBuffer(&gpu.Buffer.Descriptor{
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.usage = .{.uniform = true, .copy_dst = true},
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.usage = .{ .uniform = true, .copy_dst = true },
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.size = sim_params.len * @sizeOf(f32),
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});
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app.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params);
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var initial_particle_data: [num_particle*4]f32 = undefined;
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var initial_particle_data: [num_particle * 4]f32 = undefined;
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var rng = std.rand.DefaultPrng.init(0);
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const random = rng.random();
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var i:usize = 0;
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while(i < num_particle): (i += 1) {
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var i: usize = 0;
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while (i < num_particle) : (i += 1) {
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initial_particle_data[4 * i + 0] = 2 * (random.float(f32) - 0.5);
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initial_particle_data[4 * i + 1] = 2 * (random.float(f32) - 0.5);
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initial_particle_data[4 * i + 2] = 2 * (random.float(f32) - 0.5) * 0.1;
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@ -139,24 +132,25 @@ pub fn main() !void {
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var particle_buffers: [2]gpu.Buffer = undefined;
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var particle_bind_groups: [2]gpu.BindGroup = undefined;
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i = 0;
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while(i < 2): (i+=1) {
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while (i < 2) : (i += 1) {
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particle_buffers[i] = app.device.createBuffer(&gpu.Buffer.Descriptor{
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.usage = .{.vertex = true, .copy_dst = true, .storage = true, },
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.usage = .{
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.vertex = true,
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.copy_dst = true,
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.storage = true,
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},
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.size = initial_particle_data.len * @sizeOf(f32),
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});
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app.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data);
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}
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i = 0;
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while(i < 2): (i+=1) {
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particle_bind_groups[i] = app.device.createBindGroup(&gpu.BindGroup.Descriptor{
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.layout = compute_pipeline.getBindGroupLayout(0),
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.entries = &[_]gpu.BindGroup.Entry {
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while (i < 2) : (i += 1) {
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particle_bind_groups[i] = app.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{
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gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)),
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gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)),
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gpu.BindGroup.Entry.buffer(2, particle_buffers[(i+1)%2], 0, initial_particle_data.len * @sizeOf(f32)),
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}
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});
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gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32)),
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} });
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}
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ctx.* = FrameParams{
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@ -182,11 +176,9 @@ fn frame(app: *App, params: *FrameParams) !void {
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.store_op = .store,
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};
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const render_pass_descriptor = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &[_]gpu.RenderPassColorAttachment {
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const render_pass_descriptor = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &[_]gpu.RenderPassColorAttachment{
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color_attachment,
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}
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};
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} };
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sim_params[0] = @floatCast(f32, app.delta_time);
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app.device.getQueue().writeBuffer(params.sim_param_buffer, 0, f32, &sim_params);
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@ -203,15 +195,15 @@ fn frame(app: *App, params: *FrameParams) !void {
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{
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const pass_encoder = command_encoder.beginRenderPass(&render_pass_descriptor);
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pass_encoder.setPipeline(params.render_pipeline);
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pass_encoder.setVertexBuffer(0, params.particle_buffers[(params.frame_counter + 1) % 2], 0, num_particle*4*@sizeOf(f32));
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pass_encoder.setVertexBuffer(1, params.sprite_vertex_buffer, 0, 6*@sizeOf(f32));
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pass_encoder.setVertexBuffer(0, params.particle_buffers[(params.frame_counter + 1) % 2], 0, num_particle * 4 * @sizeOf(f32));
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pass_encoder.setVertexBuffer(1, params.sprite_vertex_buffer, 0, 6 * @sizeOf(f32));
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pass_encoder.draw(3, num_particle, 0, 0);
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pass_encoder.end();
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pass_encoder.release();
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}
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params.frame_counter += 1;
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if(params.frame_counter % 60 == 0) {
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if (params.frame_counter % 60 == 0) {
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std.debug.print("Frame {}\n", .{params.frame_counter});
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}
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