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-rw-r--r--cmake/DemoSourceLists.cmake1
-rw-r--r--src/effects/particles_effect_v2.cc94
-rw-r--r--src/effects/particles_effect_v2.h35
-rw-r--r--src/gpu/shaders.cc8
-rw-r--r--src/gpu/shaders.h2
-rw-r--r--workspaces/main/assets.txt2
-rw-r--r--workspaces/main/shaders/particle_compute_v2.wgsl31
-rw-r--r--workspaces/main/shaders/particle_render_v2.wgsl53
-rw-r--r--workspaces/main/timeline_v2.seq7
9 files changed, 229 insertions, 4 deletions
diff --git a/cmake/DemoSourceLists.cmake b/cmake/DemoSourceLists.cmake
index bb7cdbc..5325f6a 100644
--- a/cmake/DemoSourceLists.cmake
+++ b/cmake/DemoSourceLists.cmake
@@ -35,6 +35,7 @@ set(COMMON_GPU_EFFECTS
src/effects/placeholder_effect_v2.cc
src/effects/gaussian_blur_effect_v2.cc
src/effects/heptagon_effect_v2.cc
+ src/effects/particles_effect_v2.cc
src/effects/heptagon_effect.cc
src/effects/particles_effect.cc
src/effects/passthrough_effect.cc
diff --git a/src/effects/particles_effect_v2.cc b/src/effects/particles_effect_v2.cc
new file mode 100644
index 0000000..5a1a07c
--- /dev/null
+++ b/src/effects/particles_effect_v2.cc
@@ -0,0 +1,94 @@
+// This file is part of the 64k demo project.
+// It implements the ParticlesEffectV2.
+
+#include "effects/particles_effect_v2.h"
+#include "gpu/gpu.h"
+#include "gpu/shaders.h"
+#include <vector>
+
+ParticlesEffectV2::ParticlesEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs)
+ : EffectV2(ctx, inputs, outputs) {
+ // Initialize uniforms
+ uniforms_.init(ctx_.device);
+
+ // Initialize particles buffer
+ std::vector<Particle> init_p(NUM_PARTICLES);
+ for (int i = 0; i < NUM_PARTICLES; ++i) {
+ float x = (float)(i % 100) / 50.0f - 1.0f;
+ float y = (float)(i / 100) / 100.0f * 3.0f - 1.5f;
+ init_p[i].pos[0] = x;
+ init_p[i].pos[1] = y;
+ init_p[i].pos[2] = ((float)i / NUM_PARTICLES) * 0.5f;
+ init_p[i].pos[3] = 1.0f;
+ init_p[i].vel[0] = 0.0f;
+ init_p[i].vel[1] = 0.0f;
+ init_p[i].vel[2] = 0.0f;
+ init_p[i].vel[3] = 0.0f;
+ init_p[i].rot[0] = 0.0f;
+ init_p[i].rot[1] = ((float)(i % 7) / 7.0f) * 3.14159f;
+ init_p[i].rot[2] = 0.0f;
+ init_p[i].rot[3] = 0.0f;
+ float hue = (float)(i % 100) / 100.0f;
+ init_p[i].color[0] = 0.5f + 0.5f * hue;
+ init_p[i].color[1] = 0.3f + 0.7f * (1.0f - hue);
+ init_p[i].color[2] = 0.8f;
+ init_p[i].color[3] = 0.8f;
+ }
+
+ particles_buffer_ = gpu_create_buffer(
+ ctx_.device, sizeof(Particle) * NUM_PARTICLES,
+ WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data());
+
+ // Create compute shader (particle simulation)
+ ResourceBinding compute_bindings[] = {
+ {particles_buffer_, WGPUBufferBindingType_Storage},
+ {uniforms_.get(), WGPUBufferBindingType_Uniform}};
+ compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_compute_v2_wgsl,
+ compute_bindings, 2);
+ compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64;
+
+ // Create render shader (particle rendering)
+ ResourceBinding render_bindings[] = {
+ {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage},
+ {uniforms_.get(), WGPUBufferBindingType_Uniform}};
+ render_pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, particle_render_v2_wgsl,
+ render_bindings, 2);
+ render_pass_.vertex_count = 6;
+ render_pass_.instance_count = NUM_PARTICLES;
+}
+
+void ParticlesEffectV2::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ // Update uniforms
+ uniforms_.update(ctx_.queue, params);
+
+ // Run compute pass (particle simulation)
+ WGPUComputePassEncoder compute = wgpuCommandEncoderBeginComputePass(encoder, nullptr);
+ wgpuComputePassEncoderSetPipeline(compute, compute_pass_.pipeline);
+ wgpuComputePassEncoderSetBindGroup(compute, 0, compute_pass_.bind_group, 0, nullptr);
+ wgpuComputePassEncoderDispatchWorkgroups(compute, compute_pass_.workgroup_size_x, 1, 1);
+ wgpuComputePassEncoderEnd(compute);
+
+ // Run render pass (draw particles to output)
+ WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
+
+ WGPURenderPassColorAttachment color_attachment = {
+ .view = output_view,
+ .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED,
+ .loadOp = WGPULoadOp_Clear,
+ .storeOp = WGPUStoreOp_Store,
+ .clearValue = {0.0, 0.0, 0.0, 1.0}};
+
+ WGPURenderPassDescriptor render_desc = {
+ .colorAttachmentCount = 1,
+ .colorAttachments = &color_attachment};
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_desc);
+ wgpuRenderPassEncoderSetPipeline(pass, render_pass_.pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, render_pass_.vertex_count, render_pass_.instance_count, 0, 0);
+ wgpuRenderPassEncoderEnd(pass);
+}
diff --git a/src/effects/particles_effect_v2.h b/src/effects/particles_effect_v2.h
new file mode 100644
index 0000000..f0f260c
--- /dev/null
+++ b/src/effects/particles_effect_v2.h
@@ -0,0 +1,35 @@
+// This file is part of the 64k demo project.
+// It declares the ParticlesEffectV2.
+
+#pragma once
+
+#include "gpu/effect_v2.h"
+#include "gpu/gpu.h"
+#include "gpu/uniform_helper.h"
+#include <vector>
+
+// Particle structure
+static const int NUM_PARTICLES = 10000;
+
+struct Particle {
+ float pos[4];
+ float vel[4];
+ float rot[4];
+ float color[4];
+};
+
+class ParticlesEffectV2 : public EffectV2 {
+ public:
+ ParticlesEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs);
+ void render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) override;
+
+ private:
+ ComputePass compute_pass_;
+ RenderPass render_pass_;
+ GpuBuffer particles_buffer_;
+ UniformBuffer<UniformsSequenceParams> uniforms_;
+};
diff --git a/src/gpu/shaders.cc b/src/gpu/shaders.cc
index 4f24705..bea1eb9 100644
--- a/src/gpu/shaders.cc
+++ b/src/gpu/shaders.cc
@@ -173,3 +173,11 @@ const char* gaussian_blur_v2_shader_wgsl =
const char* heptagon_v2_shader_wgsl =
SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2);
+
+const char* particle_compute_v2_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE_V2);
+
+const char* particle_render_v2_wgsl =
+
+ SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER_V2);
diff --git a/src/gpu/shaders.h b/src/gpu/shaders.h
index d1658fa..b7ee226 100644
--- a/src/gpu/shaders.h
+++ b/src/gpu/shaders.h
@@ -33,3 +33,5 @@ extern const char* gen_mask_compute_wgsl;
extern const char* passthrough_v2_shader_wgsl;
extern const char* gaussian_blur_v2_shader_wgsl;
extern const char* heptagon_v2_shader_wgsl;
+extern const char* particle_compute_v2_wgsl;
+extern const char* particle_render_v2_wgsl;
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
index de96eab..fe15cdf 100644
--- a/workspaces/main/assets.txt
+++ b/workspaces/main/assets.txt
@@ -33,6 +33,8 @@ SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle
SHADER_MAIN, NONE, shaders/main_shader.wgsl, "Main Heptagon Shader"
SHADER_PARTICLE_COMPUTE, NONE, shaders/particle_compute.wgsl, "Particle Compute Shader"
SHADER_PARTICLE_RENDER, NONE, shaders/particle_render.wgsl, "Particle Render Shader"
+SHADER_PARTICLE_COMPUTE_V2, NONE, shaders/particle_compute_v2.wgsl, "Particle Compute Shader V2"
+SHADER_PARTICLE_RENDER_V2, NONE, shaders/particle_render_v2.wgsl, "Particle Render Shader V2"
SHADER_PASSTHROUGH, NONE, ../../common/shaders/passthrough.wgsl, "Passthrough Shader"
SHADER_ELLIPSE, NONE, shaders/ellipse.wgsl, "Ellipse Shader"
SHADER_PARTICLE_SPRAY_COMPUTE, NONE, shaders/particle_spray_compute.wgsl, "Particle Spray Compute"
diff --git a/workspaces/main/shaders/particle_compute_v2.wgsl b/workspaces/main/shaders/particle_compute_v2.wgsl
new file mode 100644
index 0000000..3683826
--- /dev/null
+++ b/workspaces/main/shaders/particle_compute_v2.wgsl
@@ -0,0 +1,31 @@
+// Particle simulation (compute shader) - V2
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "sequence_v2_uniforms"
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
+
+@compute @workgroup_size(64)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let i = id.x;
+ if (i >= arrayLength(&particles)) {
+ return;
+ }
+ var p = particles[i];
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w);
+ p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0);
+ p.rot.x = p.rot.x + p.rot.y * 0.016;
+ if (p.pos.y < -1.5) {
+ p.pos.y = 1.5;
+ p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5);
+ p.vel.y = 0.0;
+ }
+ particles[i] = p;
+}
diff --git a/workspaces/main/shaders/particle_render_v2.wgsl b/workspaces/main/shaders/particle_render_v2.wgsl
new file mode 100644
index 0000000..8663658
--- /dev/null
+++ b/workspaces/main/shaders/particle_render_v2.wgsl
@@ -0,0 +1,53 @@
+// Particle rendering (vertex + fragment) - V2
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "sequence_v2_uniforms"
+
+@group(0) @binding(0) var<storage, read> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
+
+struct VSOut {
+ @builtin(position) pos: vec4<f32>,
+ @location(0) color: vec4<f32>,
+ @location(1) uv: vec2<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) vi: u32, @builtin(instance_index) ii: u32) -> VSOut {
+ let p = particles[ii];
+ let size = 0.02 + p.pos.z * 0.01 + uniforms.audio_intensity * 0.02;
+ var offsets = array<vec2<f32>, 6>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(1, -1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(-1, 1),
+ vec2<f32>(1, -1),
+ vec2<f32>(1, 1)
+ );
+ let offset = offsets[vi];
+ let c = cos(p.rot.x);
+ let s = sin(p.rot.x);
+ let rotated_offset = vec2<f32>(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
+ let pos = vec2<f32>(p.pos.x + rotated_offset.x * size / uniforms.aspect_ratio, p.pos.y + rotated_offset.y * size);
+
+ // Fade based on lifetime (p.pos.w goes from 1.0 to 0.0)
+ let lifetime_fade = p.pos.w;
+ let color_with_fade = vec4<f32>(p.color.rgb * (0.5 + 0.5 * uniforms.audio_intensity), p.color.a * lifetime_fade);
+
+ return VSOut(vec4<f32>(pos, 0.0, 1.0), color_with_fade, offset);
+}
+
+@fragment fn fs_main(@location(0) color: vec4<f32>, @location(1) uv: vec2<f32>) -> @location(0) vec4<f32> {
+ // Calculate distance from center for circular shape
+ let dist = length(uv);
+
+ // Smooth circular falloff (1.0 at center, 0.0 at edge)
+ let circle_alpha = smoothstep(1.0, 0.5, dist);
+
+ // Apply circular fade to alpha channel
+ return vec4<f32>(color.rgb, color.a * circle_alpha);
+}
diff --git a/workspaces/main/timeline_v2.seq b/workspaces/main/timeline_v2.seq
index b0ab993..2dc1720 100644
--- a/workspaces/main/timeline_v2.seq
+++ b/workspaces/main/timeline_v2.seq
@@ -18,10 +18,9 @@ SEQUENCE 8.00 0 "flash_cube"
EFFECT + PlaceholderEffect temp1 -> sink 0.00 0.40
SEQUENCE 12.00 1 "particles"
- # ParticleSpray (placeholder) -> Particles (placeholder) -> Blur -> sink
- EFFECT + PlaceholderEffect source -> temp1 0.00 2.00
- EFFECT + PlaceholderEffect temp1 -> temp2 2.00 4.00
- EFFECT = GaussianBlurEffect temp2 -> sink 0.00 4.00
+ # Particles -> Blur -> sink
+ EFFECT + ParticlesEffectV2 source -> temp1 0.00 4.00
+ EFFECT = GaussianBlurEffect temp1 -> sink 0.00 4.00
SEQUENCE 16.00 2 "hybrid_heptagon"
# Theme (placeholder) -> Heptagon -> ParticleSpray (placeholder) -> Particles (placeholder) -> Hybrid3D (placeholder) -> sink