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Corentin Wallezf07e3bd2017-04-20 14:38:20 -04001// Copyright 2017 The NXT Authors
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7// http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
15#include "Utils.h"
16
Corentin Wallez5ee7afd2017-06-19 13:09:41 -040017#include "utils/NXTHelpers.h"
18
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040019#include <array>
20#include <cstring>
21#include <random>
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040022
23#include <glm/glm.hpp>
24
25nxt::Device device;
26nxt::Queue queue;
27
28nxt::Buffer modelBuffer;
29std::array<nxt::Buffer, 2> particleBuffers;
30
31nxt::Pipeline renderPipeline;
Kai Ninomiya68df8b02017-05-16 14:04:22 -070032nxt::RenderPass renderpass;
33nxt::Framebuffer framebuffer;
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040034
35nxt::Buffer updateParams;
36nxt::Pipeline updatePipeline;
37std::array<nxt::BindGroup, 2> updateBGs;
38
39std::array<nxt::CommandBuffer, 2> commandBuffers;
40
41size_t pingpong = 0;
42
43static const uint32_t kNumParticles = 1000;
44
45struct Particle {
46 glm::vec2 pos;
47 glm::vec2 vel;
48};
49
50struct SimParams {
51 float deltaT;
52 float rule1Distance;
53 float rule2Distance;
54 float rule3Distance;
55 float rule1Scale;
56 float rule2Scale;
57 float rule3Scale;
58 int particleCount;
59};
60
61void initBuffers() {
62 glm::vec2 model[3] = {
63 {-0.01, -0.02},
64 {0.01, -0.02},
65 {0.00, 0.02},
66 };
Corentin Wallez5ee7afd2017-06-19 13:09:41 -040067 modelBuffer = utils::CreateFrozenBufferFromData(device, model, sizeof(model), nxt::BufferUsageBit::Vertex);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040068
69 SimParams params = { 0.04, 0.1, 0.025, 0.025, 0.02, 0.05, 0.005, kNumParticles };
Corentin Wallez5ee7afd2017-06-19 13:09:41 -040070 updateParams = utils::CreateFrozenBufferFromData(device, &params, sizeof(params), nxt::BufferUsageBit::Uniform);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040071
72 std::vector<Particle> initialParticles(kNumParticles);
73 {
74 std::mt19937 generator;
75 std::uniform_real_distribution<float> dist(-1.0f, 1.0f);
76 for (auto& p : initialParticles)
77 {
78 p.pos = glm::vec2(dist(generator), dist(generator));
79 p.vel = glm::vec2(dist(generator), dist(generator)) * 0.1f;
80 }
81 }
82
83 for (int i = 0; i < 2; i++) {
84 particleBuffers[i] = device.CreateBufferBuilder()
Austin Eng39c901d2017-06-12 17:33:44 -040085 .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Storage)
86 .SetInitialUsage(nxt::BufferUsageBit::TransferDst)
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040087 .SetSize(sizeof(Particle) * kNumParticles)
88 .GetResult();
89
90 particleBuffers[i].SetSubData(0,
91 sizeof(Particle) * kNumParticles / sizeof(uint32_t),
92 reinterpret_cast<uint32_t*>(initialParticles.data()));
93 }
94}
95
96void initRender() {
Corentin Wallez5ee7afd2017-06-19 13:09:41 -040097 nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040098 #version 450
99 layout(location = 0) in vec2 a_particlePos;
100 layout(location = 1) in vec2 a_particleVel;
101 layout(location = 2) in vec2 a_pos;
102 void main() {
103 float angle = -atan(a_particleVel.x, a_particleVel.y);
104 vec2 pos = vec2(a_pos.x * cos(angle) - a_pos.y * sin(angle),
105 a_pos.x * sin(angle) + a_pos.y * cos(angle));
106 gl_Position = vec4(pos + a_particlePos, 0, 1);
107 }
108 )");
109
Corentin Wallez5ee7afd2017-06-19 13:09:41 -0400110 nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400111 #version 450
112 out vec4 fragColor;
113 void main() {
114 fragColor = vec4(1.0);
115 }
116 )");
117
118 nxt::InputState inputState = device.CreateInputStateBuilder()
119 .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, pos))
120 .SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, vel))
121 .SetInput(0, sizeof(Particle), nxt::InputStepMode::Instance)
122 .SetAttribute(2, 1, nxt::VertexFormat::FloatR32G32, 0)
123 .SetInput(1, sizeof(glm::vec2), nxt::InputStepMode::Vertex)
124 .GetResult();
125
Corentin Wallez5ee7afd2017-06-19 13:09:41 -0400126 utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400127 renderPipeline = device.CreatePipelineBuilder()
Kai Ninomiya68df8b02017-05-16 14:04:22 -0700128 .SetSubpass(renderpass, 0)
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400129 .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
130 .SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
131 .SetInputState(inputState)
132 .GetResult();
133}
134
135void initSim() {
Corentin Wallez5ee7afd2017-06-19 13:09:41 -0400136 nxt::ShaderModule module = utils::CreateShaderModule(device, nxt::ShaderStage::Compute, R"(
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400137 #version 450
138
139 struct Particle {
140 vec2 pos;
141 vec2 vel;
142 };
143
144 layout(std140, set = 0, binding = 0) uniform SimParams {
145 float deltaT;
146 float rule1Distance;
147 float rule2Distance;
148 float rule3Distance;
149 float rule1Scale;
150 float rule2Scale;
151 float rule3Scale;
152 int particleCount;
153 } params;
154
155 layout(std140, set = 0, binding = 1) buffer ParticlesA {
156 Particle particlesA[1000];
157 };
158
159 layout(std140, set = 0, binding = 2) buffer ParticlesB {
160 Particle particlesB[1000];
161 };
162
163 void main() {
164 // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
165
166 uint index = gl_GlobalInvocationID.x;
167 if (index >= params.particleCount) { return; }
168
169 vec2 vPos = particlesA[index].pos;
170 vec2 vVel = particlesA[index].vel;
171
172 vec2 cMass = vec2(0.0, 0.0);
173 vec2 cVel = vec2(0.0, 0.0);
174 vec2 colVel = vec2(0.0, 0.0);
175 int cMassCount = 0;
176 int cVelCount = 0;
177
178 vec2 pos;
179 vec2 vel;
180 for (int i = 0; i < params.particleCount; ++i) {
181 if (i == index) { continue; }
182 pos = particlesA[i].pos.xy;
183 vel = particlesA[i].vel.xy;
184
185 if (distance(pos, vPos) < params.rule1Distance) {
186 cMass += pos;
187 cMassCount++;
188 }
189 if (distance(pos, vPos) < params.rule2Distance) {
190 colVel -= (pos - vPos);
191 }
192 if (distance(pos, vPos) < params.rule3Distance) {
193 cVel += vel;
194 cVelCount++;
195 }
196 }
197 if (cMassCount > 0) {
198 cMass = cMass / cMassCount - vPos;
199 }
200 if (cVelCount > 0) {
201 cVel = cVel / cVelCount;
202 }
203
204 vVel += cMass * params.rule1Scale + colVel * params.rule2Scale + cVel * params.rule3Scale;
205
206 // clamp velocity for a more pleasing simulation.
207 vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
208
209 // kinematic update
210 vPos += vVel * params.deltaT;
211
212 // Wrap around boundary
213 if (vPos.x < -1.0) vPos.x = 1.0;
214 if (vPos.x > 1.0) vPos.x = -1.0;
215 if (vPos.y < -1.0) vPos.y = 1.0;
216 if (vPos.y > 1.0) vPos.y = -1.0;
217
218 particlesB[index].pos = vPos;
219
220 // Write back
221 particlesB[index].vel = vVel;
222 }
223 )");
224
225 nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
226 .SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer, 0, 1)
227 .SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 1, 2)
228 .GetResult();
229
230 nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
231 .SetBindGroupLayout(0, bgl)
232 .GetResult();
233
234 updatePipeline = device.CreatePipelineBuilder()
235 .SetLayout(pl)
236 .SetStage(nxt::ShaderStage::Compute, module, "main")
237 .GetResult();
238
239 nxt::BufferView updateParamsView = updateParams.CreateBufferViewBuilder()
240 .SetExtent(0, sizeof(SimParams))
241 .GetResult();
242
243 std::array<nxt::BufferView, 2> views;
244 for (uint32_t i = 0; i < 2; ++i) {
245 views[i] = particleBuffers[i].CreateBufferViewBuilder()
246 .SetExtent(0, kNumParticles * sizeof(Particle))
247 .GetResult();
248 }
249
250 for (uint32_t i = 0; i < 2; ++i) {
251 updateBGs[i] = device.CreateBindGroupBuilder()
252 .SetLayout(bgl)
253 .SetUsage(nxt::BindGroupUsage::Frozen)
254 .SetBufferViews(0, 1, &updateParamsView)
255 .SetBufferViews(1, 1, &views[i])
256 .SetBufferViews(2, 1, &views[(i + 1) % 2])
257 .GetResult();
258 }
259}
260
261void initCommandBuffers() {
262 static const uint32_t zeroOffsets[1] = {0};
263 for (int i = 0; i < 2; ++i) {
264 auto& bufferSrc = particleBuffers[i];
265 auto& bufferDst = particleBuffers[(i + 1) % 2];
266 commandBuffers[i] = device.CreateCommandBufferBuilder()
267 .SetPipeline(updatePipeline)
268 .TransitionBufferUsage(bufferSrc, nxt::BufferUsageBit::Storage)
269 .TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Storage)
270 .SetBindGroup(0, updateBGs[i])
271 .Dispatch(kNumParticles, 1, 1)
272
Kai Ninomiya68df8b02017-05-16 14:04:22 -0700273 .BeginRenderPass(renderpass, framebuffer)
274 .SetPipeline(renderPipeline)
275 .TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Vertex)
276 .SetVertexBuffers(0, 1, &bufferDst, zeroOffsets)
277 .SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets)
278 .DrawArrays(3, kNumParticles, 0, 0)
279 .EndRenderPass()
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400280
281 .GetResult();
282 }
283}
284
285void init() {
Corentin Wallez583e9a82017-05-29 11:30:29 -0700286 device = CreateCppNXTDevice();
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400287
288 queue = device.CreateQueueBuilder().GetResult();
289
290 initBuffers();
291 initRender();
292 initSim();
293 initCommandBuffers();
294}
295
296void frame() {
297 queue.Submit(1, &commandBuffers[pingpong]);
Corentin Wallez583e9a82017-05-29 11:30:29 -0700298 DoSwapBuffers();
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400299
300 pingpong = (pingpong + 1) % 2;
301}
302
303int main(int argc, const char* argv[]) {
304 if (!InitUtils(argc, argv)) {
305 return 1;
306 }
307 init();
308
309 while (!ShouldQuit()) {
310 frame();
Corentin Wallez583e9a82017-05-29 11:30:29 -0700311 USleep(16000);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400312 }
313
314 // TODO release stuff
315}