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genuary2025_6.rs
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use cuneus::{Core,Renderer,ShaderApp, ShaderManager, UniformProvider, UniformBinding, BaseShader,ExportSettings, ExportError, ExportManager,ShaderHotReload,ShaderControls};
use winit::event::*;
use image::ImageError;
use std::path::PathBuf;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct ShaderParams {
// Colors
color1: [f32; 3],
_pad1: f32,
gradient_color: [f32; 3],
_pad2: f32,
c_value_max: f32,
iterations: f32,
aa_level: i32,
_pad3: f32,
}
impl UniformProvider for ShaderParams {
fn as_bytes(&self) -> &[u8] {
bytemuck::bytes_of(self)
}
}
struct Shader {
base: BaseShader,
params_uniform: UniformBinding<ShaderParams>,
hot_reload: ShaderHotReload,
time_bind_group_layout: wgpu::BindGroupLayout,
resolution_bind_group_layout: wgpu::BindGroupLayout,
params_bind_group_layout: wgpu::BindGroupLayout,
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
env_logger::init();
let (app, event_loop) = ShaderApp::new("sinh", 800, 600);
let shader = Shader::init(app.core());
app.run(event_loop, shader)
}
impl Shader {
fn capture_frame(&mut self, core: &Core, time: f32) -> Result<Vec<u8>, wgpu::SurfaceError> {
let settings = self.base.export_manager.settings();
let (capture_texture, output_buffer) = self.base.create_capture_texture(
&core.device,
settings.width,
settings.height
);
let align = 256;
let unpadded_bytes_per_row = settings.width * 4;
let padding = (align - unpadded_bytes_per_row % align) % align;
let padded_bytes_per_row = unpadded_bytes_per_row + padding;
let capture_view = capture_texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = core.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Capture Encoder"),
});
self.base.time_uniform.data.time = time;
self.base.time_uniform.update(&core.queue);
self.base.resolution_uniform.data.dimensions = [settings.width as f32, settings.height as f32];
self.base.resolution_uniform.update(&core.queue);
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Capture Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &capture_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
render_pass.set_pipeline(&self.base.renderer.render_pipeline);
render_pass.set_vertex_buffer(0, self.base.renderer.vertex_buffer.slice(..));
render_pass.set_bind_group(0, &self.base.time_uniform.bind_group, &[]);
render_pass.set_bind_group(1, &self.base.resolution_uniform.bind_group, &[]);
render_pass.set_bind_group(2, &self.params_uniform.bind_group, &[]);
render_pass.draw(0..4, 0..1);
}
encoder.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture: &capture_texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &output_buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(padded_bytes_per_row),
rows_per_image: Some(settings.height),
},
},
wgpu::Extent3d {
width: settings.width,
height: settings.height,
depth_or_array_layers: 1,
},
);
core.queue.submit(Some(encoder.finish()));
let buffer_slice = output_buffer.slice(..);
let (tx, rx) = std::sync::mpsc::channel();
buffer_slice.map_async(wgpu::MapMode::Read, move |result| {
tx.send(result).unwrap();
});
core.device.poll(wgpu::Maintain::Wait);
rx.recv().unwrap().unwrap();
let padded_data = buffer_slice.get_mapped_range().to_vec();
let mut unpadded_data = Vec::with_capacity((settings.width * settings.height * 4) as usize);
for chunk in padded_data.chunks(padded_bytes_per_row as usize) {
unpadded_data.extend_from_slice(&chunk[..unpadded_bytes_per_row as usize]);
}
Ok(unpadded_data)
}
#[allow(unused_mut)]
fn save_frame(&self, mut data: Vec<u8>, frame: u32, settings: &ExportSettings) -> Result<(), ExportError> {
let frame_path = settings.export_path
.join(format!("frame_{:05}.png", frame));
if let Some(parent) = frame_path.parent() {
std::fs::create_dir_all(parent)?;
}
#[cfg(target_os = "macos")]
{
for chunk in data.chunks_mut(4) {
chunk.swap(0, 2);
}
}
let image = image::ImageBuffer::<image::Rgba<u8>, Vec<u8>>::from_raw(
settings.width,
settings.height,
data
).ok_or_else(|| ImageError::Parameter(
image::error::ParameterError::from_kind(
image::error::ParameterErrorKind::Generic(
"Failed to create image buffer".to_string()
)
)
))?;
image.save(&frame_path)?;
Ok(())
}
fn handle_export(&mut self, core: &Core) {
if let Some((frame, time)) = self.base.export_manager.try_get_next_frame() {
if let Ok(data) = self.capture_frame(core, time) {
let settings = self.base.export_manager.settings();
if let Err(e) = self.save_frame(data, frame, settings) {
eprintln!("Error saving frame: {:?}", e);
}
}
} else {
self.base.export_manager.complete_export();
}
}
}
impl ShaderManager for Shader {
fn init(core: &Core) -> Self {
let time_bind_group_layout = core.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("time_bind_group_layout"),
});
let resolution_bind_group_layout = core.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("resolution_bind_group_layout"),
});
let params_bind_group_layout = core.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("params_bind_group_layout"),
});
let params_uniform = UniformBinding::new(
&core.device,
"Params Uniform",
ShaderParams {
// Colors
color1: [0.1, 0.15, 0.2],
_pad1: 0.0,
gradient_color: [0.9, 0.9, 0.8],
_pad2: 0.0,
// Numeric parameters
c_value_max: 3.0,
iterations: 0.04,
aa_level: 1,
_pad3: 0.0,
},
¶ms_bind_group_layout,
0,
);
let bind_group_layouts = vec![
&time_bind_group_layout,
&resolution_bind_group_layout,
¶ms_bind_group_layout,
];
let vs_module = core.device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Vertex Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../shaders/vertex.wgsl").into()),
});
let fs_module = core.device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Fragment Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../shaders/genuary2025_6.wgsl").into()),
});
let shader_paths = vec![
PathBuf::from("shaders/vertex.wgsl"),
PathBuf::from("shaders/genuary2025_6.wgsl"),
];
let base = BaseShader::new(
core,
include_str!("../../shaders/vertex.wgsl"),
include_str!("../../shaders/genuary2025_6.wgsl"),
&bind_group_layouts,
None,
);
let hot_reload = ShaderHotReload::new(
core.device.clone(),
shader_paths,
vs_module,
fs_module,
).expect("Failed to initialize hot reload");
Self {
base,
params_uniform,
hot_reload,
time_bind_group_layout,
resolution_bind_group_layout,
params_bind_group_layout,
}
}
fn update(&mut self, core: &Core) {
if let Some((new_vs, new_fs)) = self.hot_reload.check_and_reload() {
println!("Reloading shaders at time: {:.2}s", self.base.start_time.elapsed().as_secs_f32());
let pipeline_layout = core.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[
&self.time_bind_group_layout,
&self.resolution_bind_group_layout,
&self.params_bind_group_layout,
],
push_constant_ranges: &[],
});
self.base.renderer = Renderer::new(
&core.device,
new_vs,
new_fs,
core.config.format,
&pipeline_layout,
None,
);
}
if self.base.export_manager.is_exporting() {
self.handle_export(core);
}
}
fn render(&mut self, core: &Core) -> Result<(), wgpu::SurfaceError> {
let output = core.surface.get_current_texture()?;
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut params = self.params_uniform.data;
let mut changed = false;
let mut should_start_export = false;
let mut export_request = self.base.export_manager.get_ui_request();
let mut controls_request = self.base.controls.get_ui_request(
&self.base.start_time,
&core.size
);
let full_output = if self.base.key_handler.show_ui {
self.base.render_ui(core, |ctx| {
egui::Window::new("Genary").show(ctx, |ui| {
ui.collapsing("Colors", |ui| {
changed |= ui.color_edit_button_rgb(&mut params.color1).changed();
ui.label("Sky");
changed |= ui.color_edit_button_rgb(&mut params.gradient_color).changed();
ui.label("Bloom");
});
ui.collapsing("Parameters", |ui| {
changed |= ui.add(egui::Slider::new(&mut params.c_value_max, 1.0..=30.5)
.text("waves")).changed();
changed |= ui.add(egui::Slider::new(&mut params.iterations, -1.5..=1.5)
.text("thick")).changed();
});
ui.separator();
ShaderControls::render_controls_widget(ui, &mut controls_request);
ui.separator();
should_start_export = ExportManager::render_export_ui_widget(ui, &mut export_request);
});
})
} else {
self.base.render_ui(core, |_ctx| {})
};
self.base.export_manager.apply_ui_request(export_request);
self.base.apply_control_request(controls_request);
let current_time = self.base.controls.get_time(&self.base.start_time);
self.base.time_uniform.data.time = current_time;
self.base.time_uniform.update(&core.queue);
if changed {
self.params_uniform.data = params;
self.params_uniform.update(&core.queue);
}
if should_start_export {
self.base.export_manager.start_export();
}
let mut encoder = core.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Main Render 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,
timestamp_writes: None,
occlusion_query_set: None,
});
render_pass.set_pipeline(&self.base.renderer.render_pipeline);
render_pass.set_vertex_buffer(0, self.base.renderer.vertex_buffer.slice(..));
render_pass.set_bind_group(0, &self.base.time_uniform.bind_group, &[]);
render_pass.set_bind_group(1, &self.base.resolution_uniform.bind_group, &[]);
render_pass.set_bind_group(2, &self.params_uniform.bind_group, &[]);
render_pass.draw(0..4, 0..1);
}
self.base.handle_render_output(core, &view, full_output, &mut encoder);
core.queue.submit(Some(encoder.finish()));
output.present();
Ok(())
}
fn resize(&mut self, core: &Core) {
self.base.update_resolution(&core.queue, core.size);
}
fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
if self.base.egui_state.on_window_event(core.window(), event).consumed {
return true;
}
if let WindowEvent::KeyboardInput { event, .. } = event {
return self.base.key_handler.handle_keyboard_input(core.window(), event);
}
false
}
}