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-rw-r--r--src/effects/particles_effect.cc67
1 files changed, 34 insertions, 33 deletions
diff --git a/src/effects/particles_effect.cc b/src/effects/particles_effect.cc
index b9e2b9c..3c9feb7 100644
--- a/src/effects/particles_effect.cc
+++ b/src/effects/particles_effect.cc
@@ -1,21 +1,20 @@
// This file is part of the 64k demo project.
-// It implements the ParticlesEffect.
+// It implements the Particles.
-#include "util/fatal_error.h"
#include "effects/particles_effect.h"
+#include "effects/shaders.h"
#include "gpu/gpu.h"
-#include "gpu/shaders.h"
+#include "util/fatal_error.h"
#include <vector>
-ParticlesEffect::ParticlesEffect(const GpuContext& ctx,
- const std::vector<std::string>& inputs,
- const std::vector<std::string>& outputs)
- : Effect(ctx, inputs, outputs) {
- // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL)
+Particles::Particles(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs, float start_time,
+ float end_time)
+ : Effect(ctx, inputs, outputs, start_time, end_time) {
HEADLESS_RETURN_IF_NULL(ctx_.device);
- // Initialize uniforms
- uniforms_.init(ctx_.device);
+ init_uniforms_buffer();
// Initialize particles buffer
std::vector<Particle> init_p(NUM_PARTICLES);
@@ -48,51 +47,53 @@ ParticlesEffect::ParticlesEffect(const GpuContext& ctx,
// 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,
+ {uniforms_buffer_.get(), WGPUBufferBindingType_Uniform}};
+ compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_compute_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, WGPUTextureFormat_RGBA8Unorm,
- particle_render_v2_wgsl, render_bindings, 2);
+ {uniforms_buffer_.get(), WGPUBufferBindingType_Uniform}};
+ render_pass_ =
+ gpu_create_render_pass(ctx_.device, WGPUTextureFormat_RGBA8Unorm,
+ particle_render_wgsl, render_bindings, 2);
render_pass_.vertex_count = 6;
render_pass_.instance_count = NUM_PARTICLES;
}
-void ParticlesEffect::render(WGPUCommandEncoder encoder,
- const UniformsSequenceParams& params,
- NodeRegistry& nodes) {
+void Particles::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
// Update uniforms
- uniforms_.update(ctx_.queue, params);
+ uniforms_buffer_.update(ctx_.queue, params);
// Run compute pass (particle simulation)
- WGPUComputePassEncoder compute = wgpuCommandEncoderBeginComputePass(encoder, nullptr);
+ 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);
+ 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}};
+ WGPURenderPassColorAttachment color_attachment = {};
+ gpu_init_color_attachment(color_attachment, output_view);
WGPURenderPassDescriptor render_desc = {
- .colorAttachmentCount = 1,
- .colorAttachments = &color_attachment};
+ .colorAttachmentCount = 1, .colorAttachments = &color_attachment};
- WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_desc);
+ 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);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0,
+ nullptr);
+ wgpuRenderPassEncoderDraw(pass, render_pass_.vertex_count,
+ render_pass_.instance_count, 0, 0);
wgpuRenderPassEncoderEnd(pass);
}