mach/examples/boids/main.zig
iddev5 f4de00d8b5 examples: boids: use std.log.info instead of std.debug.print
std.debug.print uses IO which depends on file system and thus needs
support from OS, which dont have in freestanding targets (like WASM).
2022-05-22 08:26:56 -07:00

210 lines
7.8 KiB
Zig

/// 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;
}