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-rw-r--r--src/effects/particles_effect_v2.cc96
1 files changed, 0 insertions, 96 deletions
diff --git a/src/effects/particles_effect_v2.cc b/src/effects/particles_effect_v2.cc
deleted file mode 100644
index 69da4da..0000000
--- a/src/effects/particles_effect_v2.cc
+++ /dev/null
@@ -1,96 +0,0 @@
-// 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, WGPUTextureFormat_RGBA8Unorm,
- 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,
-#if !defined(DEMO_CROSS_COMPILE_WIN32)
- .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED,
-#endif
- .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);
-}