use cuneus::compute::*;
use cuneus::prelude::*;
cuneus::uniform_params! {
struct FluidParams {
viscosity: f32,
gravity: f32,
pressure_scale: f32,
vortex_strength: f32,
turbulence: f32,
flow_speed: f32,
pos_diffusion: f32,
texture_influence: f32,
light_intensity: f32,
spec_power: f32,
spec_intensity: f32,
color_vibrancy: f32,
vortex_radius: f32,
gamma: f32,
feedback: f32,
vortex_speed: f32,
force_mode: f32,
force_harmony: f32,
force_count: f32,
contrast: f32,
warp_amount: f32,
flow_intensity: f32,
color_advect: f32,
drift_decay: f32,
dye_intensity: f32,
dye_radius: f32,
bg_boil: f32,
_padding: f32
}
}
struct FluidShader {
base: RenderKit,
compute_shader: ComputeShader,
current_params: FluidParams
}
impl ShaderManager for FluidShader {
fn init(core: &Core) -> Self {
let initial_params = FluidParams {
viscosity: 0.03,
gravity: 0.002,
pressure_scale: 1.0,
vortex_strength: 0.18,
turbulence: 0.0005,
flow_speed: 2.0,
pos_diffusion: 0.3,
texture_influence: 1.3,
light_intensity: 1.3,
spec_power: 36.0,
spec_intensity: 2.0,
color_vibrancy: 1.3,
vortex_radius: 0.006,
gamma: 1.1,
feedback: 0.93,
vortex_speed: 0.03,
force_mode: 0.5,
force_harmony: 0.5,
force_count: 6.0,
contrast: 0.15,
warp_amount: 1.0,
flow_intensity: 1.0,
color_advect: 1.0,
drift_decay: 0.0,
dye_intensity: 0.8,
dye_radius: 1.5,
bg_boil: 0.15,
_padding: 0.0
};
let base = RenderKit::new(core);
let passes = vec![
PassDescription::new("advect_forces", &["project"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("pressure", &["advect_forces", "pressure"]),
PassDescription::new("project", &["advect_forces", "pressure"]),
PassDescription::new("position_field", &["project", "position_field", "color_map"]),
PassDescription::new("color_map", &["position_field", "color_map"]),
PassDescription::new("main_image", &["color_map", "project"]),
];
let config = ComputeShader::builder()
.with_entry_point("advect_forces")
.with_multi_pass(&passes)
.with_channels(1)
.with_custom_uniforms::<FluidParams>()
.with_workgroup_size([16, 16, 1])
.with_texture_format(COMPUTE_TEXTURE_FORMAT_RGBA16)
.with_label("Fluid LB")
.build();
let compute_shader = cuneus::compute_shader!(core, "shaders/fluid.wgsl", config);
compute_shader.set_custom_params(initial_params, &core.queue);
Self {
base,
compute_shader,
current_params: initial_params}
}
fn update(&mut self, core: &Core) {
self.base.update_current_texture(core, &core.queue);
if let Some(texture_manager) = self.base.get_current_texture_manager() {
self.compute_shader.update_channel_texture(
0,
&texture_manager.view,
&texture_manager.sampler,
&core.device,
&core.queue,
);
}
let current_time = self.base.controls.get_time(&self.base.start_time);
let delta = 1.0 / 60.0;
self.compute_shader.set_time(current_time, delta, &core.queue);
self.compute_shader.handle_export(core, &mut self.base);
}
fn resize(&mut self, core: &Core) {
self.base.default_resize(core, &mut self.compute_shader);
}
fn render(&mut self, core: &Core) -> Result<(), cuneus::SurfaceError> {
let mut frame = self.base.begin_frame(core)?;
let mut params = self.current_params;
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, self.base.fps_tracker.fps());
let using_video_texture = self.base.using_video_texture;
let using_hdri_texture = self.base.using_hdri_texture;
let using_webcam_texture = self.base.using_webcam_texture;
let video_info = self.base.get_video_info();
let hdri_info = self.base.get_hdri_info();
let webcam_info = self.base.get_webcam_info();
let full_output = if self.base.key_handler.show_ui {
self.base.render_ui(core, |ctx| {
RenderKit::apply_default_style(ctx);
egui::Window::new("Fluid Simulation")
.collapsible(true)
.resizable(true)
.default_width(300.0)
.show(ctx, |ui| {
egui::CollapsingHeader::new("Flow").default_open(true).show(ui, |ui| {
changed |= ui.add(egui::Slider::new(&mut params.flow_speed, 0.1..=5.0).text("Speed")).changed();
changed |= ui.add(egui::Slider::new(&mut params.viscosity, 0.0..=1.0).text("Viscosity")).changed();
changed |= ui.add(egui::Slider::new(&mut params.turbulence, 0.0..=0.01).text("Dissipation")).changed();
changed |= ui.add(egui::Slider::new(&mut params.feedback, 0.0..=1.0).text("Feedback")).changed();
changed |= ui.add(egui::Slider::new(&mut params.bg_boil, 0.0..=1.0).text("Noise")).changed();
});
egui::CollapsingHeader::new("Glow").default_open(false).show(ui, |ui| {
changed |= ui.add(egui::Slider::new(&mut params.dye_intensity, 0.0..=2.0).text("Intensity")).changed();
changed |= ui.add(egui::Slider::new(&mut params.force_mode, 0.0..=1.0).text("Spread")).changed();
changed |= ui.add(egui::Slider::new(&mut params.dye_radius, 0.1..=5.0).text("Source Tint")).changed();
});
egui::CollapsingHeader::new("Vortices").default_open(false).show(ui, |ui| {
if ui.add(egui::Slider::new(&mut params.force_count, 0.0..=18.0).step_by(1.0).text("Sources")).changed() {
params.force_count = params.force_count.round();
changed = true;
}
changed |= ui.add(egui::Slider::new(&mut params.vortex_strength, 0.0..=1.0).text("Confinement")).changed();
changed |= ui.add(egui::Slider::new(&mut params.force_harmony, 0.0..=2.0).text("Softness")).changed();
changed |= ui.add(egui::Slider::new(&mut params.vortex_radius, 0.001..=0.05).text("Radius")).changed();
changed |= ui.add(egui::Slider::new(&mut params.vortex_speed, 0.005..=0.15).text("Speed")).changed();
});
egui::CollapsingHeader::new("Distortion").default_open(true).show(ui, |ui| {
changed |= ui.add(egui::Slider::new(&mut params.warp_amount, 0.5..=5.0).text("Warp")).changed();
changed |= ui.add(egui::Slider::new(&mut params.flow_intensity, 0.5..=5.0).text("Flow Intensity")).changed();
changed |= ui.add(egui::Slider::new(&mut params.color_advect, 0.0..=3.0).text("Color Advect")).changed();
changed |= ui.add(egui::Slider::new(&mut params.drift_decay, 0.0..=0.05).text("Drift Decay")).changed();
});
egui::CollapsingHeader::new("Physics").default_open(false).show(ui, |ui| {
changed |= ui.add(egui::Slider::new(&mut params.pressure_scale, 0.0..=2.0).text("Pressure")).changed();
changed |= ui.add(egui::Slider::new(&mut params.gravity, 0.0..=0.2).text("Gravity")).changed();
changed |= ui.add(egui::Slider::new(&mut params.texture_influence, 0.0..=2.0).text("Buoyancy")).changed();
changed |= ui.add(egui::Slider::new(&mut params.pos_diffusion, 0.0..=1.0).text("Smoothing")).changed();
});
egui::CollapsingHeader::new("Display").default_open(false).show(ui, |ui| {
changed |= ui.add(egui::Slider::new(&mut params.light_intensity, 0.3..=3.0).text("Light")).changed();
changed |= ui.add(egui::Slider::new(&mut params.spec_power, 4.0..=128.0).text("Spec Sharpness")).changed();
changed |= ui.add(egui::Slider::new(&mut params.spec_intensity, 0.0..=5.0).text("Spec Intensity")).changed();
changed |= ui.add(egui::Slider::new(&mut params.color_vibrancy, 0.5..=2.5).text("Saturation")).changed();
changed |= ui.add(egui::Slider::new(&mut params.contrast, 0.0..=0.8).text("Contrast")).changed();
changed |= ui.add(egui::Slider::new(&mut params.gamma, 0.5..=2.5).text("Gamma")).changed();
});
ui.separator();
ShaderControls::render_media_panel(ui, &mut controls_request, using_video_texture, video_info, using_hdri_texture, hdri_info, using_webcam_texture, webcam_info);
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| {})
};
if controls_request.should_clear_buffers {
self.compute_shader.current_frame = 0;
}
if !self.base.export_manager.is_exporting() {
self.compute_shader.dispatch(&mut frame.encoder, core);
}
self.base.renderer.render_to_view(&mut frame.encoder, &frame.view, &self.compute_shader.get_output_texture().bind_group);
self.base.apply_media_requests(core, &controls_request);
self.base.export_manager.apply_ui_request(export_request);
if should_start_export {
self.base.export_manager.start_export();
}
if changed {
self.current_params = params;
self.compute_shader.set_custom_params(params, &core.queue);
}
self.base.end_frame(core, frame, full_output);
Ok(())
}
fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
self.base.default_handle_input(core, event)
}
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
cuneus::gst::init()?;
env_logger::init();
let (app, event_loop) = ShaderApp::new("Fluid Simulation", 800, 600);
app.run(event_loop, FluidShader::init)
}