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learn-wgpu/code/showcase/snow/src/main.rs

394 lines
14 KiB
Rust

mod camera;
use std::f32::consts::PI;
use camera::{Camera, Projection, CameraController};
use wgpu::util::{BufferInitDescriptor, DeviceExt};
const MAX_PARTICLES: u32 = 1000;
const PARTICLE_SIZE: u64 = 4 * 4 * 2;
const PARTICLE_LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
array_stride: PARTICLE_SIZE,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &wgpu::vertex_attr_array![
0 => Float32x4,
1 => Float32x4,
],
};
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct ParticleConfig {
// The vec3 uniform is the same size as vec4
emitter_position: glam::Vec4,
particle_spread: glam::Vec4,
forces: glam::Vec4,
// These two get interpretted as vec4 by the shader
life_spread: glam::Vec2,
time_and_dt: glam::Vec2,
}
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Uniforms {
view_proj: glam::Mat4,
}
struct Snow {
move_particles: wgpu::ComputePipeline,
particle_buffers: [wgpu::Buffer; 2],
particle_bind_groups: [wgpu::BindGroup; 2],
config: ParticleConfig,
config_buffer: wgpu::Buffer,
iteration: usize,
num_particles: u32,
camera: Camera,
projection: Projection,
uniforms: Uniforms,
uniform_buffer: wgpu::Buffer,
uniforms_bind_group: wgpu::BindGroup,
draw_particles: wgpu::RenderPipeline,
camera_controller: CameraController,
uniforms_dirty: bool,
time_since_spawn: f32,
spawn_timer: f32,
}
impl framework::Demo for Snow {
fn init(display: &framework::Display) -> anyhow::Result<Self> {
let particle_layout =
display
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("particle_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let config = ParticleConfig {
emitter_position: glam::Vec4::new(0.0, 10.0, 0.0, 0.0),
particle_spread: glam::Vec4::new(10.0, 0.0, 10.0, 0.0),
forces: glam::Vec4::new(0.0, 0.0, 0.0, 0.0),
life_spread: glam::Vec2 { x: 1.0, y: 5.0 },
time_and_dt: glam::Vec2::ZERO,
};
let config_buffer = display.device.create_buffer_init(&BufferInitDescriptor {
label: Some("config_buffer"),
contents: bytemuck::bytes_of(&config),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM,
});
let particle_buffers = [
create_particle_buffer(&display.device),
create_particle_buffer(&display.device),
];
let particle_bind_groups = [
create_particle_bind_group(
&display.device,
&particle_layout,
&config_buffer,
&particle_buffers[0],
&particle_buffers[1],
),
create_particle_bind_group(
&display.device,
&particle_layout,
&config_buffer,
&particle_buffers[1],
&particle_buffers[0],
),
];
let shader = display
.device
.create_shader_module(wgpu::include_wgsl!("snow.wgsl"));
let move_pipeline_layout =
display
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&particle_layout],
push_constant_ranges: &[],
});
let move_particles =
display
.device
.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: None,
layout: Some(&move_pipeline_layout),
module: &shader,
entry_point: "move_particles",
});
let camera = Camera::new(glam::vec3(0.0, 0.0, 0.0), 0.0, 0.0);
let camera_controller = CameraController::new(0.1, 1.0);
let projection = Projection::new(
display.config.width,
display.config.height,
PI * 0.25,
0.1,
100.0,
);
let uniforms = Uniforms {
view_proj: projection.calc_matrix() * camera.calc_matrix(),
};
let uniform_buffer = display.device.create_buffer_init(&BufferInitDescriptor {
label: Some("uniform_buffer"),
contents: bytemuck::bytes_of(&uniforms),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM,
});
let uniforms_bind_group_layout =
display
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None },
count: None,
}],
});
let uniforms_bind_group = display.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("uniforms_bind_group"),
layout: &uniforms_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}
],
});
let draw_particles_layout =
display
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&uniforms_bind_group_layout],
push_constant_ranges: &[],
});
let draw_particles =
display
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("draw_particles"),
layout: Some(&draw_particles_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[PARTICLE_LAYOUT],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::PointList,
..Default::default()
},
depth_stencil: None,
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: display.config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
});
Ok(Self {
config,
config_buffer,
iteration: 0,
num_particles: 0,
time_since_spawn: 0.0,
spawn_timer: 1.0,
particle_buffers,
particle_bind_groups,
move_particles,
camera,
camera_controller,
projection,
uniforms,
uniform_buffer,
uniforms_bind_group,
uniforms_dirty: false,
draw_particles,
})
}
fn process_mouse(&mut self, dx: f64, dy: f64) {
self.camera_controller.process_mouse(dx, dy);
self.uniforms_dirty = true;
}
fn process_keyboard(&mut self, key: winit::event::VirtualKeyCode, pressed: bool) {
self.camera_controller.process_keyboard(key, pressed);
self.uniforms_dirty = true;
}
fn resize(&mut self, display: &framework::Display) {
self.projection.resize(display.config.width, display.config.height);
self.uniforms_dirty = true;
self.uniforms_dirty = true;
}
fn update(&mut self, display: &framework::Display, dt: std::time::Duration) {
// Update uniforms
if self.uniforms_dirty {
self.uniforms_dirty = false;
self.camera_controller.update_camera(&mut self.camera, dt);
self.uniforms.view_proj = self.projection.calc_matrix() * self.camera.calc_matrix();
display.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&self.uniforms));
}
let dt = dt.as_secs_f32();
// Spawn particles
if self.time_since_spawn > self.spawn_timer {
self.time_since_spawn = 0.0;
self.num_particles = MAX_PARTICLES.min(self.num_particles + 1);
} else {
self.time_since_spawn += dt;
}
// Update the config
self.config.time_and_dt.x += dt;
self.config.time_and_dt.y = dt;
display
.queue
.write_buffer(&self.config_buffer, 0, bytemuck::bytes_of(&self.config));
// Update the actual particles
let mut encoder = display.device.create_command_encoder(&Default::default());
let mut move_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("move_pass"),
timestamp_writes: None,
});
move_pass.set_pipeline(&self.move_particles);
move_pass.set_bind_group(0, &self.particle_bind_groups[self.iteration % 2], &[]);
move_pass.dispatch_workgroups(self.num_particles, 1, 1);
drop(move_pass);
display.queue.submit([encoder.finish()]);
// Switch the buffers
self.iteration += 1;
}
fn render(&mut self, display: &mut framework::Display) {
let frame = match display.surface().get_current_texture() {
Ok(frame) => frame,
Err(wgpu::SurfaceError::Outdated) => return,
Err(e) => panic!("{}", e),
};
let view = frame.texture.create_view(&Default::default());
let mut encoder = display.device.create_command_encoder(&Default::default());
let mut draw_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("draw_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
draw_pass.set_pipeline(&self.draw_particles);
draw_pass.set_bind_group(0, &self.uniforms_bind_group, &[]);
draw_pass.set_vertex_buffer(0, self.particle_buffers[self.iteration % 2].slice(..));
draw_pass.draw(0..1, 0..self.num_particles);
drop(draw_pass);
display.queue.submit([encoder.finish()]);
frame.present();
}
}
fn create_particle_buffer(device: &wgpu::Device) -> wgpu::Buffer {
device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: PARTICLE_SIZE * MAX_PARTICLES as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::VERTEX,
mapped_at_creation: false,
})
}
fn create_particle_bind_group(
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
config_buffer: &wgpu::Buffer,
src_buffer: &wgpu::Buffer,
dst_buffer: &wgpu::Buffer,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: config_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: src_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: dst_buffer.as_entire_binding(),
},
],
})
}
fn main() {
pollster::block_on(framework::run::<Snow>()).unwrap();
}