1use cuneus::compute::*;
2use cuneus::prelude::*;
3cuneus::uniform_params! {
4 struct FluidParams {
5 viscosity: f32,
6 gravity: f32,
7 pressure_scale: f32,
8 vortex_strength: f32,
9 turbulence: f32,
10 flow_speed: f32,
11 pos_diffusion: f32,
12 texture_influence: f32,
13 light_intensity: f32,
14 spec_power: f32,
15 spec_intensity: f32,
16 color_vibrancy: f32,
17 vortex_radius: f32,
18 gamma: f32,
19 feedback: f32,
20 vortex_speed: f32,
21 force_mode: f32,
22 force_harmony: f32,
23 force_count: f32,
24 contrast: f32,
25 warp_amount: f32,
26 flow_intensity: f32,
27 color_advect: f32,
28 drift_decay: f32,
29 dye_intensity: f32,
30 dye_radius: f32,
31 bg_boil: f32,
32 _padding: f32
33}
34}
35struct FluidShader {
36 base: RenderKit,
37 compute_shader: ComputeShader,
38 current_params: FluidParams
39}
40impl ShaderManager for FluidShader {
41 fn init(core: &Core) -> Self {
42 let initial_params = FluidParams {
43 viscosity: 0.03,
44 gravity: 0.002,
45 pressure_scale: 1.0,
46 vortex_strength: 0.18,
47 turbulence: 0.0005,
48 flow_speed: 2.0,
49 pos_diffusion: 0.3,
50 texture_influence: 1.3,
51 light_intensity: 1.3,
52 spec_power: 36.0,
53 spec_intensity: 2.0,
54 color_vibrancy: 1.3,
55 vortex_radius: 0.006,
56 gamma: 1.1,
57 feedback: 0.93,
58 vortex_speed: 0.03,
59 force_mode: 0.5,
60 force_harmony: 0.5,
61 force_count: 6.0,
62 contrast: 0.15,
63 warp_amount: 1.0,
64 flow_intensity: 1.0,
65 color_advect: 1.0,
66 drift_decay: 0.0,
67 dye_intensity: 0.8,
68 dye_radius: 1.5,
69 bg_boil: 0.15,
70 _padding: 0.0
71 };
72
73 let base = RenderKit::new(core);
74 let passes = vec![
75 PassDescription::new("advect_forces", &["project"]),
76 PassDescription::new("pressure", &["advect_forces", "pressure"]),
77 PassDescription::new("pressure", &["advect_forces", "pressure"]),
78 PassDescription::new("pressure", &["advect_forces", "pressure"]),
79 PassDescription::new("pressure", &["advect_forces", "pressure"]),
80 PassDescription::new("pressure", &["advect_forces", "pressure"]),
81 PassDescription::new("pressure", &["advect_forces", "pressure"]),
82 PassDescription::new("pressure", &["advect_forces", "pressure"]),
83 PassDescription::new("pressure", &["advect_forces", "pressure"]),
84 PassDescription::new("pressure", &["advect_forces", "pressure"]),
85 PassDescription::new("pressure", &["advect_forces", "pressure"]),
86 PassDescription::new("pressure", &["advect_forces", "pressure"]),
87 PassDescription::new("pressure", &["advect_forces", "pressure"]),
88 PassDescription::new("project", &["advect_forces", "pressure"]),
89 PassDescription::new("position_field", &["project", "position_field", "color_map"]),
90 PassDescription::new("color_map", &["position_field", "color_map"]),
91 PassDescription::new("main_image", &["color_map", "project"]),
92 ];
93 let config = ComputeShader::builder()
94 .with_entry_point("advect_forces")
95 .with_multi_pass(&passes)
96 .with_channels(1)
97 .with_custom_uniforms::<FluidParams>()
98 .with_workgroup_size([16, 16, 1])
99 .with_texture_format(COMPUTE_TEXTURE_FORMAT_RGBA16)
100 .with_label("Fluid LB")
101 .build();
102 let compute_shader = cuneus::compute_shader!(core, "shaders/fluid.wgsl", config);
103 compute_shader.set_custom_params(initial_params, &core.queue);
104 Self {
105 base,
106 compute_shader,
107 current_params: initial_params}
108 }
109 fn update(&mut self, core: &Core) {
110 self.base.update_current_texture(core, &core.queue);
111 if let Some(texture_manager) = self.base.get_current_texture_manager() {
112 self.compute_shader.update_channel_texture(
113 0,
114 &texture_manager.view,
115 &texture_manager.sampler,
116 &core.device,
117 &core.queue,
118 );
119 }
120 let current_time = self.base.controls.get_time(&self.base.start_time);
121 let delta = 1.0 / 60.0;
122 self.compute_shader.set_time(current_time, delta, &core.queue);
123 self.compute_shader.handle_export(core, &mut self.base);
124 }
125 fn resize(&mut self, core: &Core) {
126 self.base.default_resize(core, &mut self.compute_shader);
127 }
128 fn render(&mut self, core: &Core) -> Result<(), cuneus::SurfaceError> {
129 let mut frame = self.base.begin_frame(core)?;
130 let mut params = self.current_params;
131 let mut changed = false;
132 let mut should_start_export = false;
133 let mut export_request = self.base.export_manager.get_ui_request();
134 let mut controls_request = self.base.controls.get_ui_request(&self.base.start_time, &core.size, self.base.fps_tracker.fps());
135 let using_video_texture = self.base.using_video_texture;
136 let using_hdri_texture = self.base.using_hdri_texture;
137 let using_webcam_texture = self.base.using_webcam_texture;
138 let video_info = self.base.get_video_info();
139 let hdri_info = self.base.get_hdri_info();
140 let webcam_info = self.base.get_webcam_info();
141 let full_output = if self.base.key_handler.show_ui {
142 self.base.render_ui(core, |ctx| {
143 RenderKit::apply_default_style(ctx);
144 egui::Window::new("Fluid Simulation")
145 .collapsible(true)
146 .resizable(true)
147 .default_width(300.0)
148 .show(ctx, |ui| {
149 egui::CollapsingHeader::new("Flow").default_open(true).show(ui, |ui| {
150 changed |= ui.add(egui::Slider::new(&mut params.flow_speed, 0.1..=5.0).text("Speed")).changed();
151 changed |= ui.add(egui::Slider::new(&mut params.viscosity, 0.0..=1.0).text("Viscosity")).changed();
152 changed |= ui.add(egui::Slider::new(&mut params.turbulence, 0.0..=0.01).text("Dissipation")).changed();
153 changed |= ui.add(egui::Slider::new(&mut params.feedback, 0.0..=1.0).text("Feedback")).changed();
154 changed |= ui.add(egui::Slider::new(&mut params.bg_boil, 0.0..=1.0).text("Noise")).changed();
155 });
156
157 egui::CollapsingHeader::new("Glow").default_open(false).show(ui, |ui| {
158 changed |= ui.add(egui::Slider::new(&mut params.dye_intensity, 0.0..=2.0).text("Intensity")).changed();
159 changed |= ui.add(egui::Slider::new(&mut params.force_mode, 0.0..=1.0).text("Spread")).changed();
160 changed |= ui.add(egui::Slider::new(&mut params.dye_radius, 0.1..=5.0).text("Source Tint")).changed();
161 });
162
163 egui::CollapsingHeader::new("Vortices").default_open(false).show(ui, |ui| {
164 if ui.add(egui::Slider::new(&mut params.force_count, 0.0..=18.0).step_by(1.0).text("Sources")).changed() {
165 params.force_count = params.force_count.round();
166 changed = true;
167 }
168 changed |= ui.add(egui::Slider::new(&mut params.vortex_strength, 0.0..=1.0).text("Confinement")).changed();
169 changed |= ui.add(egui::Slider::new(&mut params.force_harmony, 0.0..=2.0).text("Softness")).changed();
170 changed |= ui.add(egui::Slider::new(&mut params.vortex_radius, 0.001..=0.05).text("Radius")).changed();
171 changed |= ui.add(egui::Slider::new(&mut params.vortex_speed, 0.005..=0.15).text("Speed")).changed();
172 });
173 egui::CollapsingHeader::new("Distortion").default_open(true).show(ui, |ui| {
174 changed |= ui.add(egui::Slider::new(&mut params.warp_amount, 0.5..=5.0).text("Warp")).changed();
175 changed |= ui.add(egui::Slider::new(&mut params.flow_intensity, 0.5..=5.0).text("Flow Intensity")).changed();
176 changed |= ui.add(egui::Slider::new(&mut params.color_advect, 0.0..=3.0).text("Color Advect")).changed();
177 changed |= ui.add(egui::Slider::new(&mut params.drift_decay, 0.0..=0.05).text("Drift Decay")).changed();
178 });
179 egui::CollapsingHeader::new("Physics").default_open(false).show(ui, |ui| {
180 changed |= ui.add(egui::Slider::new(&mut params.pressure_scale, 0.0..=2.0).text("Pressure")).changed();
181 changed |= ui.add(egui::Slider::new(&mut params.gravity, 0.0..=0.2).text("Gravity")).changed();
182 changed |= ui.add(egui::Slider::new(&mut params.texture_influence, 0.0..=2.0).text("Buoyancy")).changed();
183 changed |= ui.add(egui::Slider::new(&mut params.pos_diffusion, 0.0..=1.0).text("Smoothing")).changed();
184 });
185 egui::CollapsingHeader::new("Display").default_open(false).show(ui, |ui| {
186 changed |= ui.add(egui::Slider::new(&mut params.light_intensity, 0.3..=3.0).text("Light")).changed();
187 changed |= ui.add(egui::Slider::new(&mut params.spec_power, 4.0..=128.0).text("Spec Sharpness")).changed();
188 changed |= ui.add(egui::Slider::new(&mut params.spec_intensity, 0.0..=5.0).text("Spec Intensity")).changed();
189 changed |= ui.add(egui::Slider::new(&mut params.color_vibrancy, 0.5..=2.5).text("Saturation")).changed();
190 changed |= ui.add(egui::Slider::new(&mut params.contrast, 0.0..=0.8).text("Contrast")).changed();
191 changed |= ui.add(egui::Slider::new(&mut params.gamma, 0.5..=2.5).text("Gamma")).changed();
192 });
193 ui.separator();
194 ShaderControls::render_media_panel(ui, &mut controls_request, using_video_texture, video_info, using_hdri_texture, hdri_info, using_webcam_texture, webcam_info);
195 ui.separator();
196 ShaderControls::render_controls_widget(ui, &mut controls_request);
197 ui.separator();
198 should_start_export = ExportManager::render_export_ui_widget(ui, &mut export_request);
199 });
200 })
201 } else {
202 self.base.render_ui(core, |_ctx| {})
203 };
204 if controls_request.should_clear_buffers {
205 self.compute_shader.current_frame = 0;
206 }
207 if !self.base.export_manager.is_exporting() {
208 self.compute_shader.dispatch(&mut frame.encoder, core);
209 }
210 self.base.renderer.render_to_view(&mut frame.encoder, &frame.view, &self.compute_shader.get_output_texture().bind_group);
211 self.base.apply_media_requests(core, &controls_request);
212 self.base.export_manager.apply_ui_request(export_request);
213 if should_start_export {
214 self.base.export_manager.start_export();
215 }
216 if changed {
217 self.current_params = params;
218 self.compute_shader.set_custom_params(params, &core.queue);
219 }
220 self.base.end_frame(core, frame, full_output);
221 Ok(())
222 }
223 fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
224 self.base.default_handle_input(core, event)
225 }
226}
227fn main() -> Result<(), Box<dyn std::error::Error>> {
228 cuneus::gst::init()?;
229 env_logger::init();
230 let (app, event_loop) = ShaderApp::new("Fluid Simulation", 800, 600);
231 app.run(event_loop, FluidShader::init)
232}