use bytemuck::{Pod, Zeroable};
use std::collections::HashMap;
use wgpu::util::DeviceExt;
pub const MAX_PARTICLES_PER_SYSTEM: u32 = 100_000;
#[repr(C)]
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
pub struct GpuParticle {
pub position_life: [f32; 4],
pub velocity_max_life: [f32; 4],
pub color: [f32; 4],
pub size_rotation: [f32; 4],
}
impl Default for GpuParticle {
fn default() -> Self {
Self {
position_life: [0.0, 0.0, 0.0, 0.0], velocity_max_life: [0.0, 0.0, 0.0, 1.0],
color: [1.0, 1.0, 1.0, 1.0],
size_rotation: [0.1, 0.1, 0.0, 0.0],
}
}
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
pub struct GpuEmitter {
pub position_shape: [f32; 4],
pub shape_params: [f32; 4],
pub direction_randomness: [f32; 4],
pub emission_config: [f32; 4],
pub lifetime_speed: [f32; 4],
pub size_config: [f32; 4],
pub start_color: [f32; 4],
pub mid_color: [f32; 4],
pub end_color: [f32; 4],
}
impl Default for GpuEmitter {
fn default() -> Self {
Self {
position_shape: [0.0, 0.0, 0.0, 0.0], shape_params: [0.0; 4],
direction_randomness: [0.0, 1.0, 0.0, 0.0], emission_config: [100.0, 0.0, 0.0, 1.0], lifetime_speed: [1.0, 2.0, 1.0, 2.0],
size_config: [0.1, 0.2, 0.0, 0.1],
start_color: [1.0, 1.0, 1.0, 1.0],
mid_color: [1.0, 1.0, 1.0, 0.5],
end_color: [1.0, 1.0, 1.0, 0.0],
}
}
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
pub struct GpuForce {
pub type_strength: [f32; 4],
pub direction_params: [f32; 4],
}
impl Default for GpuForce {
fn default() -> Self {
Self {
type_strength: [0.0, 0.0, 0.0, 0.0],
direction_params: [0.0, -9.8, 0.0, 0.0], }
}
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
pub struct GpuSimulationUniforms {
pub time_config: [f32; 4],
pub random_seed: [f32; 4],
pub force_config: [f32; 4],
}
impl Default for GpuSimulationUniforms {
fn default() -> Self {
Self {
time_config: [0.016, 0.0, MAX_PARTICLES_PER_SYSTEM as f32, 0.0],
random_seed: [0.0; 4],
force_config: [0.0; 4],
}
}
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Pod, Zeroable)]
pub struct GpuRenderUniforms {
pub view_proj: [[f32; 4]; 4],
pub camera_pos_fov: [f32; 4],
pub camera_right_aspect: [f32; 4],
pub camera_up: [f32; 4],
pub viewport_config: [f32; 4],
}
impl Default for GpuRenderUniforms {
fn default() -> Self {
Self {
view_proj: [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
],
camera_pos_fov: [0.0, 0.0, 5.0, 0.8],
camera_right_aspect: [1.0, 0.0, 0.0, 1.0],
camera_up: [0.0, 1.0, 0.0, 0.0],
viewport_config: [800.0, 600.0, 0.0, 0.0],
}
}
}
#[derive(Clone, Debug)]
pub struct ParticleViewport {
pub emitter: GpuEmitter,
pub forces: Vec<GpuForce>,
pub max_particles: u32,
pub camera_pos: [f32; 3],
pub camera_target: [f32; 3],
pub camera_up: [f32; 3],
pub fov: f32,
pub time: f32,
pub delta_time: f32,
pub bounds: [f32; 4],
pub blend_mode: u32,
pub playing: bool,
}
impl Default for ParticleViewport {
fn default() -> Self {
Self {
emitter: GpuEmitter::default(),
forces: Vec::new(),
max_particles: 10000,
camera_pos: [0.0, 0.0, 5.0],
camera_target: [0.0, 0.0, 0.0],
camera_up: [0.0, 1.0, 0.0],
fov: 0.8,
time: 0.0,
delta_time: 0.016,
bounds: [0.0, 0.0, 800.0, 600.0],
blend_mode: 0,
playing: true,
}
}
}
pub const PARTICLE_COMPUTE_SHADER: &str = r#"
// ============================================================================
// Blinc GPU Particle Compute Shader
// ============================================================================
struct Particle {
position_life: vec4<f32>, // xyz=position, w=life remaining
velocity_max_life: vec4<f32>, // xyz=velocity, w=max lifetime
color: vec4<f32>, // rgba
size_rotation: vec4<f32>, // current, start, end, rotation
}
struct Emitter {
position_shape: vec4<f32>, // xyz=position, w=shape type
shape_params: vec4<f32>, // shape-specific params
direction_randomness: vec4<f32>, // xyz=direction, w=randomness
emission_config: vec4<f32>, // rate, burst, spawn_acc, gravity_scale
lifetime_speed: vec4<f32>, // min_life, max_life, min_speed, max_speed
size_config: vec4<f32>, // start_min, start_max, end_min, end_max
start_color: vec4<f32>, // rgba - base (young particles)
mid_color: vec4<f32>, // rgba - middle age
end_color: vec4<f32>, // rgba - tip (old particles)
}
struct Force {
type_strength: vec4<f32>, // type, strength, 0, 0
direction_params: vec4<f32>, // xyz=dir/pos, w=extra
}
struct SimUniforms {
time_config: vec4<f32>, // dt, time, max_particles, active
random_seed: vec4<f32>, // 4 random seeds
force_config: vec4<f32>, // num_forces, 0, 0, 0
}
@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
@group(0) @binding(1) var<uniform> emitter: Emitter;
@group(0) @binding(2) var<uniform> uniforms: SimUniforms;
@group(0) @binding(3) var<storage, read> forces: array<Force>;
// Constants for emitter shapes
const SHAPE_POINT: u32 = 0u;
const SHAPE_SPHERE: u32 = 1u;
const SHAPE_HEMISPHERE: u32 = 2u;
const SHAPE_CONE: u32 = 3u;
const SHAPE_BOX: u32 = 4u;
const SHAPE_CIRCLE: u32 = 5u;
// Constants for force types
const FORCE_GRAVITY: u32 = 0u;
const FORCE_WIND: u32 = 1u;
const FORCE_VORTEX: u32 = 2u;
const FORCE_DRAG: u32 = 3u;
const FORCE_TURBULENCE: u32 = 4u;
const FORCE_ATTRACTOR: u32 = 5u;
const FORCE_RADIAL: u32 = 6u;
// PCG random number generator
fn pcg_hash(input: u32) -> u32 {
let state = input * 747796405u + 2891336453u;
let word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
fn random_float(seed: ptr<function, u32>) -> f32 {
*seed = pcg_hash(*seed);
return f32(*seed) / 4294967295.0;
}
fn random_range(seed: ptr<function, u32>, min_val: f32, max_val: f32) -> f32 {
return min_val + random_float(seed) * (max_val - min_val);
}
fn random_unit_vector(seed: ptr<function, u32>) -> vec3<f32> {
let theta = random_float(seed) * 6.283185;
let z = random_range(seed, -1.0, 1.0);
let r = sqrt(1.0 - z * z);
return vec3<f32>(r * cos(theta), r * sin(theta), z);
}
// Get spawn position based on emitter shape
fn get_spawn_position(seed: ptr<function, u32>) -> vec3<f32> {
let shape = u32(emitter.position_shape.w);
let base_pos = emitter.position_shape.xyz;
switch (shape) {
case SHAPE_POINT: {
return base_pos;
}
case SHAPE_SPHERE: {
let radius = emitter.shape_params.x;
let dir = random_unit_vector(seed);
let r = radius * pow(random_float(seed), 1.0/3.0);
return base_pos + dir * r;
}
case SHAPE_HEMISPHERE: {
let radius = emitter.shape_params.x;
var dir = random_unit_vector(seed);
dir.y = abs(dir.y); // Upper hemisphere
let r = radius * pow(random_float(seed), 1.0/3.0);
return base_pos + dir * r;
}
case SHAPE_CONE: {
let angle = emitter.shape_params.x;
let radius = emitter.shape_params.y;
let theta = random_float(seed) * 6.283185;
let r = radius * sqrt(random_float(seed));
return base_pos + vec3<f32>(r * cos(theta), 0.0, r * sin(theta));
}
case SHAPE_BOX: {
let half = emitter.shape_params.xyz;
return base_pos + vec3<f32>(
random_range(seed, -half.x, half.x),
random_range(seed, -half.y, half.y),
random_range(seed, -half.z, half.z)
);
}
case SHAPE_CIRCLE: {
let radius = emitter.shape_params.x;
let theta = random_float(seed) * 6.283185;
let r = radius * sqrt(random_float(seed));
return base_pos + vec3<f32>(r * cos(theta), 0.0, r * sin(theta));
}
default: {
return base_pos;
}
}
}
// Get spawn velocity based on direction and randomness
fn get_spawn_velocity(seed: ptr<function, u32>) -> vec3<f32> {
let base_dir = normalize(emitter.direction_randomness.xyz);
let randomness = emitter.direction_randomness.w;
// Mix base direction with random direction
let random_dir = random_unit_vector(seed);
let dir = normalize(mix(base_dir, random_dir, randomness));
let speed = random_range(seed, emitter.lifetime_speed.z, emitter.lifetime_speed.w);
return dir * speed;
}
// Apply force to velocity
fn apply_force(force: Force, pos: vec3<f32>, vel: vec3<f32>, dt: f32) -> vec3<f32> {
let force_type = u32(force.type_strength.x);
let strength = force.type_strength.y;
var new_vel = vel;
switch (force_type) {
case FORCE_GRAVITY: {
new_vel = vel + force.direction_params.xyz * dt;
}
case FORCE_WIND: {
let turbulence = force.direction_params.w;
new_vel = vel + force.direction_params.xyz * strength * dt;
}
case FORCE_VORTEX: {
let axis = normalize(force.direction_params.xyz);
let to_particle = pos;
let tangent = cross(axis, to_particle);
new_vel = vel + normalize(tangent) * strength * dt;
}
case FORCE_DRAG: {
new_vel = vel * (1.0 - strength * dt);
}
case FORCE_TURBULENCE: {
// 3D turbulence with per-particle variation
let freq = force.direction_params.w;
let t = uniforms.time_config.y;
// Use velocity magnitude as per-particle seed for variation
// This makes each particle get unique turbulence even at same position
let vel_seed = dot(vel, vec3<f32>(12.9898, 78.233, 37.719));
let particle_offset = fract(sin(vel_seed) * 43758.5453) * 6.28318; // 0 to 2*PI
// Position-based noise with per-particle phase offset
let p1 = pos * freq + vec3<f32>(t * 1.3 + particle_offset, t * 0.7, t * 1.1);
let p2 = pos * freq * 1.7 + vec3<f32>(t * 0.9, t * 1.4 + particle_offset, t * 0.6);
// Multi-octave noise
let n1 = sin(p1.x + particle_offset) * cos(p1.y) * sin(p1.z + t);
let n2 = cos(p1.y * 1.3 + particle_offset) * sin(p1.z * 0.8) * cos(p1.x + t * 0.7);
let n3 = sin(p1.z * 1.1) * cos(p1.x * 0.9 + particle_offset) * sin(p1.y + t * 1.2);
// Second octave
let m1 = sin(p2.x + particle_offset * 0.7) * cos(p2.z) * 0.5;
let m2 = cos(p2.y) * sin(p2.x + particle_offset * 1.3) * 0.5;
let m3 = sin(p2.z + particle_offset * 0.5) * cos(p2.y) * 0.5;
// Combine - allow more vertical variation for dancing flames
let turb = vec3<f32>(
n1 + m1,
(n2 + m2) * 0.5,
n3 + m3
);
new_vel = vel + turb * strength * dt;
}
case FORCE_ATTRACTOR: {
let attractor_pos = force.direction_params.xyz;
let to_attractor = attractor_pos - pos;
let dist = max(length(to_attractor), 0.1);
new_vel = vel + normalize(to_attractor) * strength / (dist * dist) * dt;
}
case FORCE_RADIAL: {
// Centering force - pulls particles toward the Y-axis (center line)
// Negative strength = pull toward center, positive = push away
let center = force.direction_params.xyz;
let to_center = vec3<f32>(center.x - pos.x, 0.0, center.z - pos.z);
let dist = max(length(to_center), 0.01);
// Linear falloff - stronger when further from center
new_vel = vel + to_center * strength * dt;
}
default: {}
}
return new_vel;
}
@compute @workgroup_size(64)
fn cs_main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let idx = global_id.x;
let max_particles = u32(uniforms.time_config.z);
if (idx >= max_particles) {
return;
}
var p = particles[idx];
let dt = uniforms.time_config.x;
let time = uniforms.time_config.y;
// Initialize random seed based on particle index and time
var seed = idx + u32(time * 1000.0);
seed = pcg_hash(seed + u32(uniforms.random_seed.x * 1000000.0));
// Check if particle is alive
if (p.position_life.w > 0.0) {
// Update particle
p.position_life.w -= dt;
if (p.position_life.w <= 0.0) {
// Particle died
p.position_life.w = 0.0;
} else {
// Apply forces
var vel = p.velocity_max_life.xyz;
let num_forces = u32(uniforms.force_config.x);
let gravity_scale = emitter.emission_config.w;
// Apply forces from the forces array
// Note: Gravity is handled via Force::Gravity in the forces array, not hardcoded
for (var i = 0u; i < num_forces; i++) {
let force = forces[i];
// For gravity forces (type 0), apply gravity_scale
if (u32(force.type_strength.x) == FORCE_GRAVITY) {
let gravity_dir = force.direction_params.xyz * gravity_scale;
vel = vel + gravity_dir * dt;
} else {
vel = apply_force(force, p.position_life.xyz, vel, dt);
}
}
p.velocity_max_life = vec4<f32>(vel, p.velocity_max_life.w);
// Update position
p.position_life = vec4<f32>(
p.position_life.xyz + vel * dt,
p.position_life.w
);
// Update color based on lifetime (3-color gradient)
// life_ratio: 1.0 = just born (start), 0.5 = mid-life (mid), 0.0 = dying (end)
let life_ratio = p.position_life.w / p.velocity_max_life.w;
if (life_ratio > 0.5) {
// Young particle: interpolate from start to mid
let t = (life_ratio - 0.5) * 2.0; // 0.5->1.0 maps to 0->1
p.color = mix(emitter.mid_color, emitter.start_color, t);
} else {
// Older particle: interpolate from mid to end
let t = life_ratio * 2.0; // 0->0.5 maps to 0->1
p.color = mix(emitter.end_color, emitter.mid_color, t);
}
// Update size based on lifetime
let start_size = p.size_rotation.y;
let end_size = p.size_rotation.z;
p.size_rotation.x = mix(end_size, start_size, life_ratio);
}
} else {
// Try to spawn new particle
let emission_rate = emitter.emission_config.x;
let burst_count = emitter.emission_config.y;
// Calculate spawn chance: combines continuous emission with burst
var spawn_chance = 0.0;
if (emission_rate > 0.0) {
spawn_chance = emission_rate * dt / f32(max_particles);
}
// For burst effects, use burst_count to determine spawn probability
if (burst_count > 0.0) {
spawn_chance = spawn_chance + burst_count / f32(max_particles);
}
if (random_float(&seed) < spawn_chance) {
// Spawn new particle
let pos = get_spawn_position(&seed);
let vel = get_spawn_velocity(&seed);
let lifetime = random_range(&seed, emitter.lifetime_speed.x, emitter.lifetime_speed.y);
let size = random_range(&seed, emitter.size_config.x, emitter.size_config.y);
let end_size = random_range(&seed, emitter.size_config.z, emitter.size_config.w);
p.position_life = vec4<f32>(pos, lifetime);
p.velocity_max_life = vec4<f32>(vel, lifetime);
p.color = emitter.start_color;
p.size_rotation = vec4<f32>(size, size, end_size, 0.0);
}
}
particles[idx] = p;
}
"#;
pub const PARTICLE_RENDER_SHADER: &str = r#"
// ============================================================================
// Blinc GPU Particle Render Shader
// ============================================================================
struct Particle {
position_life: vec4<f32>,
velocity_max_life: vec4<f32>,
color: vec4<f32>,
size_rotation: vec4<f32>,
}
struct RenderUniforms {
view_proj: mat4x4<f32>,
camera_pos_fov: vec4<f32>,
camera_right_aspect: vec4<f32>,
camera_up: vec4<f32>,
viewport_config: vec4<f32>,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
}
@group(0) @binding(0) var<storage, read> particles: array<Particle>;
@group(0) @binding(1) var<uniform> uniforms: RenderUniforms;
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
@builtin(instance_index) instance_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let p = particles[instance_index];
// Skip dead particles (move to clip space far away)
if (p.position_life.w <= 0.0) {
out.position = vec4<f32>(0.0, 0.0, 1000.0, 1.0);
out.uv = vec2<f32>(0.0);
out.color = vec4<f32>(0.0);
return out;
}
// Billboard quad vertices
let quad_verts = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, -1.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, -1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, 1.0),
);
let quad_uvs = array<vec2<f32>, 6>(
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 0.0),
);
let local_pos = quad_verts[vertex_index];
let size = p.size_rotation.x;
// Calculate billboard orientation
let camera_right = uniforms.camera_right_aspect.xyz;
let camera_up = uniforms.camera_up.xyz;
// World position with billboard offset
let world_pos = p.position_life.xyz +
camera_right * local_pos.x * size +
camera_up * local_pos.y * size;
// Project to clip space
out.position = uniforms.view_proj * vec4<f32>(world_pos, 1.0);
out.uv = quad_uvs[vertex_index];
out.color = p.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Circular particle with soft edges
let center = vec2<f32>(0.5);
let dist = length(in.uv - center) * 2.0;
// Soft circle falloff
let alpha = 1.0 - smoothstep(0.8, 1.0, dist);
// Discard if too far from center
if (alpha < 0.01) {
discard;
}
return vec4<f32>(in.color.rgb, in.color.a * alpha);
}
"#;
#[derive(Debug)]
pub struct ParticleSystemGpu {
particle_buffer: wgpu::Buffer,
emitter_buffer: wgpu::Buffer,
sim_uniform_buffer: wgpu::Buffer,
render_uniform_buffer: wgpu::Buffer,
forces_buffer: wgpu::Buffer,
compute_pipeline: wgpu::ComputePipeline,
render_pipeline: wgpu::RenderPipeline,
compute_bind_group: wgpu::BindGroup,
render_bind_group: wgpu::BindGroup,
max_particles: u32,
time: f32,
}
impl ParticleSystemGpu {
pub fn new(
device: &wgpu::Device,
surface_format: wgpu::TextureFormat,
max_particles: u32,
) -> Self {
let max_particles = max_particles.min(MAX_PARTICLES_PER_SYSTEM);
let particle_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Particle Buffer"),
size: (std::mem::size_of::<GpuParticle>() * max_particles as usize) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let emitter_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Emitter Buffer"),
size: std::mem::size_of::<GpuEmitter>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let sim_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Simulation Uniforms"),
size: std::mem::size_of::<GpuSimulationUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let render_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Render Uniforms"),
size: std::mem::size_of::<GpuRenderUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let forces_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Forces Buffer"),
size: (std::mem::size_of::<GpuForce>() * 8) as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let compute_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Particle Compute Shader"),
source: wgpu::ShaderSource::Wgsl(PARTICLE_COMPUTE_SHADER.into()),
});
let render_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Particle Render Shader"),
source: wgpu::ShaderSource::Wgsl(PARTICLE_RENDER_SHADER.into()),
});
let compute_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Particle Compute Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
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,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
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: 2,
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: 3,
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,
},
],
});
let render_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Particle Render Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let compute_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Particle Compute Pipeline Layout"),
bind_group_layouts: &[&compute_bind_group_layout],
push_constant_ranges: &[],
});
let compute_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Particle Compute Pipeline"),
layout: Some(&compute_pipeline_layout),
module: &compute_shader,
entry_point: Some("cs_main"),
compilation_options: Default::default(),
cache: None,
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Particle Render Pipeline Layout"),
bind_group_layouts: &[&render_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Particle Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &render_shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &render_shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None, unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
let compute_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Particle Compute Bind Group"),
layout: &compute_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: particle_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: emitter_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: sim_uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: forces_buffer.as_entire_binding(),
},
],
});
let render_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Particle Render Bind Group"),
layout: &render_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: particle_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: render_uniform_buffer.as_entire_binding(),
},
],
});
Self {
particle_buffer,
emitter_buffer,
sim_uniform_buffer,
render_uniform_buffer,
forces_buffer,
compute_pipeline,
render_pipeline,
compute_bind_group,
render_bind_group,
max_particles,
time: 0.0,
}
}
pub fn update(
&mut self,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
viewport: &ParticleViewport,
) {
if !viewport.playing {
return;
}
self.time = viewport.time;
queue.write_buffer(
&self.emitter_buffer,
0,
bytemuck::bytes_of(&viewport.emitter),
);
let sim_uniforms = GpuSimulationUniforms {
time_config: [
viewport.delta_time,
viewport.time,
self.max_particles as f32,
0.0,
],
random_seed: [
viewport.time * 12_345.679,
viewport.time * 98_765.43,
(viewport.time * 11_111.111).fract(),
(viewport.time * 22_222.223).fract(),
],
force_config: [viewport.forces.len() as f32, 0.0, 0.0, 0.0],
};
queue.write_buffer(
&self.sim_uniform_buffer,
0,
bytemuck::bytes_of(&sim_uniforms),
);
let mut forces = [GpuForce::default(); 8];
for (i, force) in viewport.forces.iter().take(8).enumerate() {
forces[i] = *force;
}
queue.write_buffer(&self.forces_buffer, 0, bytemuck::cast_slice(&forces));
let workgroups = self.max_particles.div_ceil(64);
let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("Particle Compute Pass"),
timestamp_writes: None,
});
compute_pass.set_pipeline(&self.compute_pipeline);
compute_pass.set_bind_group(0, &self.compute_bind_group, &[]);
compute_pass.dispatch_workgroups(workgroups, 1, 1);
}
pub fn render<'a>(
&'a self,
queue: &wgpu::Queue,
render_pass: &mut wgpu::RenderPass<'a>,
viewport: &ParticleViewport,
) {
let view = Self::look_at(
viewport.camera_pos,
viewport.camera_target,
viewport.camera_up,
);
let aspect = viewport.bounds[2] / viewport.bounds[3];
let proj = Self::perspective(viewport.fov, aspect, 0.1, 100.0);
let view_proj = Self::mat4_mul(&proj, &view);
let forward = [
viewport.camera_target[0] - viewport.camera_pos[0],
viewport.camera_target[1] - viewport.camera_pos[1],
viewport.camera_target[2] - viewport.camera_pos[2],
];
let forward = Self::normalize(forward);
let right = Self::cross(forward, viewport.camera_up);
let right = Self::normalize(right);
let up = Self::cross(right, forward);
let render_uniforms = GpuRenderUniforms {
view_proj,
camera_pos_fov: [
viewport.camera_pos[0],
viewport.camera_pos[1],
viewport.camera_pos[2],
viewport.fov,
],
camera_right_aspect: [right[0], right[1], right[2], aspect],
camera_up: [up[0], up[1], up[2], 0.0],
viewport_config: [
viewport.bounds[2],
viewport.bounds[3],
0.0, viewport.blend_mode as f32,
],
};
queue.write_buffer(
&self.render_uniform_buffer,
0,
bytemuck::bytes_of(&render_uniforms),
);
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.render_bind_group, &[]);
render_pass.draw(0..6, 0..self.max_particles); }
fn normalize(v: [f32; 3]) -> [f32; 3] {
let len = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
if len > 0.0001 {
[v[0] / len, v[1] / len, v[2] / len]
} else {
[0.0, 1.0, 0.0]
}
}
fn cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] {
[
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0],
]
}
fn look_at(eye: [f32; 3], target: [f32; 3], up: [f32; 3]) -> [[f32; 4]; 4] {
let f = Self::normalize([target[0] - eye[0], target[1] - eye[1], target[2] - eye[2]]);
let r = Self::normalize(Self::cross(f, up));
let u = Self::cross(r, f);
[
[r[0], u[0], -f[0], 0.0],
[r[1], u[1], -f[1], 0.0],
[r[2], u[2], -f[2], 0.0],
[
-(r[0] * eye[0] + r[1] * eye[1] + r[2] * eye[2]),
-(u[0] * eye[0] + u[1] * eye[1] + u[2] * eye[2]),
f[0] * eye[0] + f[1] * eye[1] + f[2] * eye[2],
1.0,
],
]
}
fn perspective(fov: f32, aspect: f32, near: f32, far: f32) -> [[f32; 4]; 4] {
let f = 1.0 / (fov * 0.5).tan();
let nf = 1.0 / (near - far);
[
[f / aspect, 0.0, 0.0, 0.0],
[0.0, f, 0.0, 0.0],
[0.0, 0.0, (far + near) * nf, -1.0],
[0.0, 0.0, 2.0 * far * near * nf, 0.0],
]
}
fn mat4_mul(a: &[[f32; 4]; 4], b: &[[f32; 4]; 4]) -> [[f32; 4]; 4] {
let mut result = [[0.0f32; 4]; 4];
for i in 0..4 {
for j in 0..4 {
result[i][j] =
a[0][j] * b[i][0] + a[1][j] * b[i][1] + a[2][j] * b[i][2] + a[3][j] * b[i][3];
}
}
result
}
}
pub struct ParticleManager {
systems: HashMap<u64, ParticleSystemGpu>,
next_id: u64,
}
impl ParticleManager {
pub fn new() -> Self {
Self {
systems: HashMap::new(),
next_id: 0,
}
}
pub fn create_system(
&mut self,
device: &wgpu::Device,
surface_format: wgpu::TextureFormat,
max_particles: u32,
) -> u64 {
let id = self.next_id;
self.next_id += 1;
let system = ParticleSystemGpu::new(device, surface_format, max_particles);
self.systems.insert(id, system);
id
}
pub fn get_system(&self, id: u64) -> Option<&ParticleSystemGpu> {
self.systems.get(&id)
}
pub fn get_system_mut(&mut self, id: u64) -> Option<&mut ParticleSystemGpu> {
self.systems.get_mut(&id)
}
pub fn remove_system(&mut self, id: u64) {
self.systems.remove(&id);
}
}
impl Default for ParticleManager {
fn default() -> Self {
Self::new()
}
}