cuneus 0.5.0

A WGPU-based shader development tool
Documentation
use cuneus::compute::*;
use cuneus::prelude::*;

cuneus::uniform_params! {
    struct SystemParams {
    a: f32,
    b: f32,
    c: f32,
    dof_amount: f32,
    dof_focal_dist: f32,
    brightness: f32,
    color1_r: f32,
    color1_g: f32,
    color1_b: f32,
    color2_r: f32,
    color2_g: f32,
    color2_b: f32,
    zoom: f32,
    _pad_m1: f32,
    _pad_m2: f32,
    _pad_m3: f32,
    }
}

struct SystemShader {
    base: RenderKit,
    compute_shader: ComputeShader,
    current_params: SystemParams}

impl SystemShader {
    fn clear_buffers(&mut self, core: &Core) {
        self.compute_shader.clear_all_buffers(core);
    }
}

impl ShaderManager for SystemShader {
    fn init(core: &Core) -> Self {
        let initial_params = SystemParams {
            a: 0.0,
            b: 0.0,
            c: 0.4,
            dof_amount: 0.0,
            dof_focal_dist: 0.96,
            brightness: 0.00004,
            color1_r: 0.2,
            color1_g: 0.8,
            color1_b: 1.0,
            color2_r: 1.0,
            color2_g: 0.4,
            color2_b: 0.1,
            zoom: 1.0,
            _pad_m1: 0.0,
            _pad_m2: 0.0,
            _pad_m3: 0.0,
        };

        let base = RenderKit::new(core);

        let mut config = ComputeShader::builder()
            .with_entry_point("Splat")
            .with_custom_uniforms::<SystemParams>()
            .with_atomic_buffer(2)
            .with_workgroup_size([16, 16, 1])
            .with_texture_format(COMPUTE_TEXTURE_FORMAT_RGBA16)
            .with_label("Electric Field System")
            .build();

        // Add second entry point manually
        config.entry_points.push("main_image".to_string());

        let compute_shader = cuneus::compute_shader!(core, "shaders/system.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) {
        // Handle export with custom dispatch pattern for system
        self.compute_shader.handle_export_dispatch(
            core,
            &mut self.base,
            |shader, encoder, core| {
                shader.dispatch_stage_with_workgroups(encoder, 0, [2048, 1, 1]);
                shader.dispatch_stage(encoder, core, 1);
            },
        );
    }

    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 full_output = if self.base.key_handler.show_ui {
            self.base.render_ui(core, |ctx| {
                RenderKit::apply_default_style(ctx);

                egui::Window::new("Settings")
                    .collapsible(true)
                    .resizable(true)
                    .default_width(250.0)
                    .show(ctx, |ui| {
                        egui::CollapsingHeader::new("Field Parameters")
                            .default_open(true)
                            .show(ui, |ui| {
                                changed |= ui
                                    .add(
                                        egui::Slider::new(&mut params.a, 0.0..=2.0)
                                            .text("Strength"),
                                    )
                                    .changed();
                                changed |= ui
                                    .add(
                                        egui::Slider::new(&mut params.b, 0.0..=1.0)
                                            .text("Gradient"),
                                    )
                                    .changed();
                                changed |= ui
                                    .add(egui::Slider::new(&mut params.c, 0.0..=2.0).text("Scale"))
                                    .changed();
                                ui.separator();
                            });

                        egui::CollapsingHeader::new("Visuals")
                            .default_open(false)
                            .show(ui, |ui| {
                                changed |= ui
                                    .add(
                                        egui::Slider::new(&mut params.brightness, 0.00001..=0.0002)
                                            .logarithmic(true)
                                            .text("Brightness"),
                                    )
                                    .changed();
                                changed |= ui
                                    .add(
                                        egui::Slider::new(&mut params.zoom, 0.1..=5.0).text("Zoom"),
                                    )
                                    .changed();
                                ui.separator();
                            });

                        egui::CollapsingHeader::new("Depth of Field")
                            .default_open(false)
                            .show(ui, |ui| {
                                changed |= ui
                                    .add(
                                        egui::Slider::new(&mut params.dof_amount, 0.0..=3.0)
                                            .text("DOF"),
                                    )
                                    .changed();
                                changed |= ui
                                    .add(
                                        egui::Slider::new(&mut params.dof_focal_dist, 0.0..=2.0)
                                            .text("Focal Distance"),
                                    )
                                    .changed();
                            });

                        egui::CollapsingHeader::new("Colors")
                            .default_open(false)
                            .show(ui, |ui| {
                                ui.horizontal(|ui| {
                                    ui.label("Color 1:");
                                    let mut color =
                                        [params.color1_r, params.color1_g, params.color1_b];
                                    if ui.color_edit_button_rgb(&mut color).changed() {
                                        params.color1_r = color[0];
                                        params.color1_g = color[1];
                                        params.color1_b = color[2];
                                        changed = true;
                                    }
                                });

                                ui.horizontal(|ui| {
                                    ui.label("Color 2:");
                                    let mut color =
                                        [params.color2_r, params.color2_g, params.color2_b];
                                    if ui.color_edit_button_rgb(&mut color).changed() {
                                        params.color2_r = color[0];
                                        params.color2_g = color[1];
                                        params.color2_b = color[2];
                                        changed = true;
                                    }
                                });
                            });

                        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);
        if controls_request.should_clear_buffers {
            self.clear_buffers(core);
        }
        self.base.apply_control_request(controls_request);

        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);

        // No mouse integration needed anymore

        if changed {
            self.current_params = params;
            self.compute_shader.set_custom_params(params, &core.queue);
        }

        if should_start_export {
            self.base.export_manager.start_export();
        }

        // Stage 0: Splat field particles (workgroup size [256, 1, 1])
        self.compute_shader
            .dispatch_stage_with_workgroups(&mut frame.encoder, 0, [2048, 1, 1]);

        // Stage 1: Render to screen (workgroup size [16, 16, 1])
        self.compute_shader.dispatch_stage(&mut frame.encoder, core, 1);

        self.base.renderer.render_to_view(&mut frame.encoder, &frame.view, &self.compute_shader.get_output_texture().bind_group);

        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>> {
    env_logger::init();
    let (app, event_loop) = cuneus::ShaderApp::new("Attractor Universe", 800, 600);

    app.run(event_loop, SystemShader::init)
}