use cuneus::compute::*;
use cuneus::prelude::*;
cuneus::uniform_params! {
struct TreeParams {
pixel_offset: f32,
pixel_offset2: f32,
lights: f32,
exp: f32,
frame: f32,
col1: f32,
col2: f32,
decay: f32}
}
struct TreeShader {
base: RenderKit,
compute_shader: ComputeShader,
current_params: TreeParams}
impl ShaderManager for TreeShader {
fn init(core: &Core) -> Self {
let initial_params = TreeParams {
pixel_offset: 1.35,
pixel_offset2: 1.0,
lights: 2.2,
exp: 4.0,
frame: 0.5,
col1: 205.0,
col2: 5.5,
decay: 0.96};
let base = RenderKit::new(core);
let passes = vec![
PassDescription::new("fractal", &[]), PassDescription::new("gradient", &["fractal"]), PassDescription::new("trace", &["trace", "gradient"]), PassDescription::new("main_image", &["trace"]),
];
let config = ComputeShader::builder()
.with_entry_point("fractal")
.with_multi_pass(&passes)
.with_custom_uniforms::<TreeParams>()
.with_workgroup_size([16, 16, 1])
.with_texture_format(COMPUTE_TEXTURE_FORMAT_RGBA16)
.with_label("Tree Unified")
.build();
let compute_shader = cuneus::compute_shader!(core, "shaders/tree.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.compute_shader.handle_export(core, &mut self.base);
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);
}
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("Fractal Tree")
.collapsible(true)
.resizable(true)
.default_width(280.0)
.show(ctx, |ui| {
egui::CollapsingHeader::new("Fractal Parameters")
.default_open(true)
.show(ui, |ui| {
changed |= ui
.add(
egui::Slider::new(&mut params.pixel_offset, -3.14..=3.14)
.text("Pixel Offset Y"),
)
.changed();
changed |= ui
.add(
egui::Slider::new(&mut params.pixel_offset2, -3.14..=3.14)
.text("Pixel Offset X"),
)
.changed();
changed |= ui
.add(
egui::Slider::new(&mut params.lights, 0.0..=12.2)
.text("Lights"),
)
.changed();
changed |= ui
.add(
egui::Slider::new(&mut params.exp, 1.0..=120.0).text("Exp"),
)
.changed();
});
egui::CollapsingHeader::new("Visual Settings")
.default_open(false)
.show(ui, |ui| {
changed |= ui
.add(
egui::Slider::new(&mut params.frame, 0.0..=2.2)
.text("Frame"),
)
.changed();
changed |= ui
.add(
egui::Slider::new(&mut params.col1, 0.0..=300.0)
.text("Iterations"),
)
.changed();
changed |= ui
.add(
egui::Slider::new(&mut params.col2, 0.0..=10.0)
.text("Color 2"),
)
.changed();
changed |= ui
.add(
egui::Slider::new(&mut params.decay, 0.0..=1.0)
.text("Feedback"),
)
.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);
ui.separator();
ui.label(format!("Frame: {}", self.compute_shader.current_frame));
ui.label("Multi-buffer fractal tree with particle tracing");
});
})
} else {
self.base.render_ui(core, |_ctx| {})
};
if controls_request.should_clear_buffers {
self.compute_shader.current_frame = 0;
}
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_control_request(controls_request);
self.base.export_manager.apply_ui_request(export_request);
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();
}
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) = ShaderApp::new("Fractal Tree", 800, 600);
app.run(event_loop, TreeShader::init)
}