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2dneuron/
2dneuron.rs

1use cuneus::compute::*;
2use cuneus::prelude::*;
3
4cuneus::uniform_params! {
5    struct NeuronParams {
6    pixel_offset: f32,
7    pixel_offset2: f32,
8    lights: f32,
9    exp: f32,
10    frame: f32,
11    col1: f32,
12    col2: f32,
13    decay: f32}
14}
15
16struct NeuronShader {
17    base: RenderKit,
18    compute_shader: ComputeShader,
19    current_params: NeuronParams}
20
21impl ShaderManager for NeuronShader {
22    fn init(core: &Core) -> Self {
23        let initial_params = NeuronParams {
24            pixel_offset: -1.0,
25            pixel_offset2: 1.0,
26            lights: 2.2,
27            exp: 4.0,
28            frame: 1.0,
29            col1: 100.0,
30            col2: 1.0,
31            decay: 1.0};
32        let base = RenderKit::new(core);
33
34        // Create multipass system: geometry -> gradient -> trace -> main_image
35        let passes = vec![
36            PassDescription::new("geometry", &[]), // no dependencies, generates neuron SDF
37            PassDescription::new("gradient", &["geometry"]), // reads geometry
38            PassDescription::new("trace", &["trace", "gradient"]), // self-feedback + gradient
39            PassDescription::new("main_image", &["trace"]),
40        ];
41
42        let config = ComputeShader::builder()
43            .with_entry_point("geometry")
44            .with_multi_pass(&passes)
45            .with_custom_uniforms::<NeuronParams>()
46            .with_workgroup_size([16, 16, 1])
47            .with_texture_format(COMPUTE_TEXTURE_FORMAT_RGBA16)
48            .with_label("2D Neuron Unified")
49            .build();
50
51        let compute_shader = cuneus::compute_shader!(core, "shaders/2dneuron.wgsl", config);
52
53
54        compute_shader.set_custom_params(initial_params, &core.queue);
55
56        Self {
57            base,
58            compute_shader,
59            current_params: initial_params}
60    }
61
62    fn update(&mut self, core: &Core) {
63        // Handle export
64        self.compute_shader.handle_export(core, &mut self.base);
65
66        // Update time uniform - this is crucial for accumulation!
67        let current_time = self.base.controls.get_time(&self.base.start_time);
68        let delta = 1.0 / 60.0;
69        self.compute_shader
70            .set_time(current_time, delta, &core.queue);
71    }
72
73    fn resize(&mut self, core: &Core) {
74        self.base.default_resize(core, &mut self.compute_shader);
75    }
76
77    fn render(&mut self, core: &Core) -> Result<(), cuneus::SurfaceError> {
78        let mut frame = self.base.begin_frame(core)?;
79
80        let mut params = self.current_params;
81        let mut changed = false;
82        let mut should_start_export = false;
83        let mut export_request = self.base.export_manager.get_ui_request();
84        let mut controls_request = self
85            .base
86            .controls
87            .get_ui_request(&self.base.start_time, &core.size, self.base.fps_tracker.fps());
88
89        let full_output = if self.base.key_handler.show_ui {
90            self.base.render_ui(core, |ctx| {
91                RenderKit::apply_default_style(ctx);
92
93                egui::Window::new("2D Neuron")
94                    .collapsible(true)
95                    .resizable(true)
96                    .default_width(280.0)
97                    .show(ctx, |ui| {
98                        egui::CollapsingHeader::new("Neuron Parameters")
99                            .default_open(true)
100                            .show(ui, |ui| {
101                                changed |= ui
102                                    .add(
103                                        egui::Slider::new(&mut params.pixel_offset, -3.14..=3.14)
104                                            .text("Pixel Offset Y"),
105                                    )
106                                    .changed();
107                                changed |= ui
108                                    .add(
109                                        egui::Slider::new(&mut params.pixel_offset2, -3.14..=3.14)
110                                            .text("Pixel Offset X"),
111                                    )
112                                    .changed();
113                                changed |= ui
114                                    .add(
115                                        egui::Slider::new(&mut params.lights, 0.0..=12.2)
116                                            .text("Lights"),
117                                    )
118                                    .changed();
119                                changed |= ui
120                                    .add(
121                                        egui::Slider::new(&mut params.exp, 1.0..=120.0).text("Exp"),
122                                    )
123                                    .changed();
124                            });
125
126                        egui::CollapsingHeader::new("Visual Settings")
127                            .default_open(false)
128                            .show(ui, |ui| {
129                                changed |= ui
130                                    .add(
131                                        egui::Slider::new(&mut params.frame, 0.0..=5.2)
132                                            .text("Frame"),
133                                    )
134                                    .changed();
135                                changed |= ui
136                                    .add(
137                                        egui::Slider::new(&mut params.col1, 0.0..=150.0)
138                                            .text("Iterations"),
139                                    )
140                                    .changed();
141                                changed |= ui
142                                    .add(
143                                        egui::Slider::new(&mut params.col2, 0.0..=20.0)
144                                            .text("Color 2"),
145                                    )
146                                    .changed();
147                                changed |= ui
148                                    .add(
149                                        egui::Slider::new(&mut params.decay, 0.0..=1.0)
150                                            .text("Feedback"),
151                                    )
152                                    .changed();
153                            });
154
155                        ui.separator();
156                        ShaderControls::render_controls_widget(ui, &mut controls_request);
157
158                        ui.separator();
159                        should_start_export =
160                            ExportManager::render_export_ui_widget(ui, &mut export_request);
161
162                        ui.separator();
163                        ui.label(format!("Frame: {}", self.compute_shader.current_frame));
164                        ui.label("Multi-buffer neuron with particle tracing");
165                    });
166            })
167        } else {
168            self.base.render_ui(core, |_ctx| {})
169        };
170
171        // Handle controls and clear buffers if requested
172        if controls_request.should_clear_buffers {
173            // Reset frame count to restart accumulation - this is crucial
174            self.compute_shader.current_frame = 0;
175        }
176
177        // Execute multi-pass compute shader: geometry -> gradient -> trace -> main_image
178        self.compute_shader.dispatch(&mut frame.encoder, core);
179
180        self.base.renderer.render_to_view(&mut frame.encoder, &frame.view, &self.compute_shader.get_output_texture().bind_group);
181
182        self.base.apply_control_request(controls_request);
183        self.base.export_manager.apply_ui_request(export_request);
184
185        if changed {
186            self.current_params = params;
187            self.compute_shader.set_custom_params(params, &core.queue);
188        }
189
190        if should_start_export {
191            self.base.export_manager.start_export();
192        }
193
194        self.base.end_frame(core, frame, full_output);
195
196        Ok(())
197    }
198
199    fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
200        self.base.default_handle_input(core, event)
201    }
202}
203
204fn main() -> Result<(), Box<dyn std::error::Error>> {
205    env_logger::init();
206    let (app, event_loop) = ShaderApp::new("2D Neuron", 600, 800);
207    app.run(event_loop, NeuronShader::init)
208}