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// This file is part of the 64k demo project.
// It implements the ParticleSprayEffect.
#include "gpu/demo_effects.h"
#include "gpu/gpu.h"
#include <vector>
// --- ParticleSprayEffect ---
ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue,
WGPUTextureFormat format)
: queue_(queue) {
uniforms_ =
gpu_create_buffer(device, sizeof(float) * 4,
WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
std::vector<Particle> init_p(NUM_PARTICLES);
for (Particle& p : init_p)
p.pos[3] = 0.0f;
particles_buffer_ = gpu_create_buffer(
device, sizeof(Particle) * NUM_PARTICLES,
WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data());
ResourceBinding cb[] = {{particles_buffer_, WGPUBufferBindingType_Storage},
{uniforms_, WGPUBufferBindingType_Uniform}};
compute_pass_ =
gpu_create_compute_pass(device, particle_spray_compute_wgsl, cb, 2);
compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64;
ResourceBinding rb[] = {
{particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage},
{uniforms_, WGPUBufferBindingType_Uniform}};
render_pass_ =
gpu_create_render_pass(device, format, particle_render_wgsl, rb, 2);
render_pass_.vertex_count = 6;
render_pass_.instance_count = NUM_PARTICLES;
}
void ParticleSprayEffect::compute(WGPUCommandEncoder e, float t, float b,
float i, float a) {
struct {
float i, a, t, b;
} u = {i, a, t, b};
wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u));
WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr);
wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline);
wgpuComputePassEncoderSetBindGroup(pass, 0, compute_pass_.bind_group, 0,
nullptr);
wgpuComputePassEncoderDispatchWorkgroups(pass, compute_pass_.workgroup_size_x,
1, 1);
wgpuComputePassEncoderEnd(pass);
}
void ParticleSprayEffect::render(WGPURenderPassEncoder pass, float t, float b,
float i, float a) {
wgpuRenderPassEncoderSetPipeline(pass, render_pass_.pipeline);
wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0,
nullptr);
wgpuRenderPassEncoderDraw(pass, 6, NUM_PARTICLES, 0, 0);
}
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