// 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 ParticlesEffectV2::ParticlesEffectV2(const GpuContext& ctx, const std::vector& inputs, const std::vector& outputs) : EffectV2(ctx, inputs, outputs) { // Initialize uniforms uniforms_.init(ctx_.device); // Initialize particles buffer std::vector 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); }