/// A port of Austin Eng's "computeBoids" webgpu sample. /// https://github.com/austinEng/webgpu-samples/blob/main/src/sample/computeBoids/main.ts const std = @import("std"); const mach = @import("mach"); const gpu = @import("gpu"); compute_pipeline: gpu.ComputePipeline, render_pipeline: gpu.RenderPipeline, sprite_vertex_buffer: gpu.Buffer, particle_buffers: [2]gpu.Buffer, particle_bind_groups: [2]gpu.BindGroup, sim_param_buffer: gpu.Buffer, frame_counter: usize, const App = @This(); const num_particle = 1500; var sim_params = [_]f32{ 0.04, // .delta_T 0.1, // .rule_1_distance 0.025, // .rule_2_distance 0.025, // .rule_3_distance 0.02, // .rule_1_scale 0.05, // .rule_2_scale 0.005, // .rule_3_scale }; pub fn init(app: *App, engine: *mach.Engine) !void { const sprite_shader_module = engine.gpu_driver.device.createShaderModule(&.{ .label = "sprite shader module", .code = .{ .wgsl = @embedFile("sprite.wgsl") }, }); const update_sprite_shader_module = engine.gpu_driver.device.createShaderModule(&.{ .label = "update sprite shader module", .code = .{ .wgsl = @embedFile("updateSprites.wgsl") }, }); const instanced_particles_attributes = [_]gpu.VertexAttribute{ .{ // instance position .shader_location = 0, .offset = 0, .format = .float32x2, }, .{ // instance velocity .shader_location = 1, .offset = 2 * 4, .format = .float32x2, }, }; const vertex_buffer_attributes = [_]gpu.VertexAttribute{ .{ // vertex positions .shader_location = 2, .offset = 0, .format = .float32x2, }, }; const render_pipeline = engine.gpu_driver.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{ .vertex = .{ .module = sprite_shader_module, .entry_point = "vert_main", .buffers = &[_]gpu.VertexBufferLayout{ .{ // instanced particles buffer .array_stride = 4 * 4, .step_mode = .instance, .attribute_count = instanced_particles_attributes.len, .attributes = &instanced_particles_attributes, }, .{ // vertex buffer .array_stride = 2 * 4, .step_mode = .vertex, .attribute_count = vertex_buffer_attributes.len, .attributes = &vertex_buffer_attributes, }, }, }, .fragment = &gpu.FragmentState{ .module = sprite_shader_module, .entry_point = "frag_main", .targets = &[_]gpu.ColorTargetState{ .{ .format = engine.gpu_driver.swap_chain_format, }, } }, }); const compute_pipeline = engine.gpu_driver.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{ .module = update_sprite_shader_module, .entry_point = "main", } }); const vert_buffer_data = [_]f32{ -0.01, -0.02, 0.01, -0.02, 0.0, 0.02, }; const sprite_vertex_buffer = engine.gpu_driver.device.createBuffer(&gpu.Buffer.Descriptor{ .usage = .{ .vertex = true, .copy_dst = true }, .size = vert_buffer_data.len * @sizeOf(f32), }); engine.gpu_driver.device.getQueue().writeBuffer(sprite_vertex_buffer, 0, f32, &vert_buffer_data); const sim_param_buffer = engine.gpu_driver.device.createBuffer(&gpu.Buffer.Descriptor{ .usage = .{ .uniform = true, .copy_dst = true }, .size = sim_params.len * @sizeOf(f32), }); engine.gpu_driver.device.getQueue().writeBuffer(sim_param_buffer, 0, f32, &sim_params); var initial_particle_data: [num_particle * 4]f32 = undefined; var rng = std.rand.DefaultPrng.init(0); const random = rng.random(); var i: usize = 0; while (i < num_particle) : (i += 1) { initial_particle_data[4 * i + 0] = 2 * (random.float(f32) - 0.5); initial_particle_data[4 * i + 1] = 2 * (random.float(f32) - 0.5); initial_particle_data[4 * i + 2] = 2 * (random.float(f32) - 0.5) * 0.1; initial_particle_data[4 * i + 3] = 2 * (random.float(f32) - 0.5) * 0.1; } var particle_buffers: [2]gpu.Buffer = undefined; var particle_bind_groups: [2]gpu.BindGroup = undefined; i = 0; while (i < 2) : (i += 1) { particle_buffers[i] = engine.gpu_driver.device.createBuffer(&gpu.Buffer.Descriptor{ .usage = .{ .vertex = true, .copy_dst = true, .storage = true, }, .size = initial_particle_data.len * @sizeOf(f32), }); engine.gpu_driver.device.getQueue().writeBuffer(particle_buffers[i], 0, f32, &initial_particle_data); } i = 0; while (i < 2) : (i += 1) { particle_bind_groups[i] = engine.gpu_driver.device.createBindGroup(&gpu.BindGroup.Descriptor{ .layout = compute_pipeline.getBindGroupLayout(0), .entries = &[_]gpu.BindGroup.Entry{ gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32)), gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32)), gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32)), } }); } app.compute_pipeline = compute_pipeline; app.render_pipeline = render_pipeline; app.sprite_vertex_buffer = sprite_vertex_buffer; app.particle_buffers = particle_buffers; app.particle_bind_groups = particle_bind_groups; app.sim_param_buffer = sim_param_buffer; app.frame_counter = 0; } pub fn deinit(_: *App, _: *mach.Engine) void {} pub fn update(app: *App, engine: *mach.Engine) !bool { const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView(); const color_attachment = gpu.RenderPassColorAttachment{ .view = back_buffer_view, .resolve_target = null, .clear_value = std.mem.zeroes(gpu.Color), .load_op = .clear, .store_op = .store, }; const render_pass_descriptor = gpu.RenderPassEncoder.Descriptor{ .color_attachments = &[_]gpu.RenderPassColorAttachment{ color_attachment, } }; sim_params[0] = @floatCast(f32, engine.delta_time); engine.gpu_driver.device.getQueue().writeBuffer(app.sim_param_buffer, 0, f32, &sim_params); const command_encoder = engine.gpu_driver.device.createCommandEncoder(null); { const pass_encoder = command_encoder.beginComputePass(null); pass_encoder.setPipeline(app.compute_pipeline); pass_encoder.setBindGroup(0, app.particle_bind_groups[app.frame_counter % 2], null); pass_encoder.dispatch(@floatToInt(u32, @ceil(@as(f32, num_particle) / 64)), 1, 1); pass_encoder.end(); pass_encoder.release(); } { const pass_encoder = command_encoder.beginRenderPass(&render_pass_descriptor); pass_encoder.setPipeline(app.render_pipeline); pass_encoder.setVertexBuffer(0, app.particle_buffers[(app.frame_counter + 1) % 2], 0, num_particle * 4 * @sizeOf(f32)); pass_encoder.setVertexBuffer(1, app.sprite_vertex_buffer, 0, 6 * @sizeOf(f32)); pass_encoder.draw(3, num_particle, 0, 0); pass_encoder.end(); pass_encoder.release(); } app.frame_counter += 1; if (app.frame_counter % 60 == 0) { std.log.info("Frame {}", .{app.frame_counter}); } var command = command_encoder.finish(null); command_encoder.release(); engine.gpu_driver.device.getQueue().submit(&.{command}); command.release(); engine.gpu_driver.swap_chain.?.present(); back_buffer_view.release(); return true; }