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path: root/src/gpu/effects/particle_spray_effect.cc
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// This file is part of the 64k demo project.
// It implements the ParticleSprayEffect.

#include "gpu/demo_effects.h"
#include "gpu/effects/post_process_helper.h"
#include "gpu/gpu.h"
#include <vector>

// --- ParticleSprayEffect ---
ParticleSprayEffect::ParticleSprayEffect(const GpuContext& ctx) : Effect(ctx) {
  uniforms_.init(ctx_.device);
  std::vector<Particle> init_p(NUM_PARTICLES);
  for (Particle& p : init_p)
    p.pos[3] = 0.0f;
  particles_buffer_ = gpu_create_buffer(
      ctx_.device, sizeof(Particle) * NUM_PARTICLES,
      WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data());
  ResourceBinding cb[] = {{particles_buffer_, WGPUBufferBindingType_Storage},
                          {uniforms_.get(), WGPUBufferBindingType_Uniform}};
  compute_pass_ =
      gpu_create_compute_pass(ctx_.device, particle_spray_compute_wgsl, cb, 2);
  compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64;
  ResourceBinding rb[] = {
      {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage},
      {uniforms_.get(), WGPUBufferBindingType_Uniform}};
  render_pass_ = gpu_create_render_pass(ctx_.device, ctx_.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) {
  const CommonPostProcessUniforms u = {
      .resolution = {(float)width_, (float)height_},
      .aspect_ratio = a,
      .time = t,
      .beat = b,
      .audio_intensity = i,
  };
  uniforms_.update(ctx_.queue, 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);
}