gled-ui 2.32.1

gled's egui interface, shared by the desktop app and the browser
Documentation
use crate::pipeline::renderer_callback::RendererCallback;
use crate::pipeline::thumbnails::OwnedTextureId;
use crate::wgpu_render_state;
use egui::Ui;
use gled_gpu::constants::MATRIX_TEXTURE_SIZE;
use gled_model::sound::trigger_params::FREQ_BINS;
use ndarray::Array1;
use std::num::NonZeroU64;
use std::sync::Arc;
use wgpu::util::DeviceExt;
use wgpu::{
    BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayoutDescriptor,
    BindGroupLayoutEntry, BindingType, Buffer, BufferBindingType, BufferUsages,
    CommandEncoderDescriptor, Extent3d, FragmentState, LoadOp, MultisampleState, Operations,
    PipelineCompilationOptions, PipelineLayoutDescriptor, PrimitiveState,
    RenderPassColorAttachment, RenderPassDescriptor, RenderPipeline, RenderPipelineDescriptor,
    ShaderModuleDescriptor, ShaderSource, ShaderStages, StoreOp, TextureDescriptor,
    TextureDimension, TextureFormat, TextureUsages, TextureView, TextureViewDescriptor,
    VertexState,
};

#[derive(Debug)]
pub(super) struct PreviewShader {
    spectrum_pipeline: RenderPipeline,
    spectrum_bind_group: BindGroup,
    spectrum_texture_buffer: Buffer,
    spectrum_texture_view: TextureView,
    pub(super) spectrum_texture_id: OwnedTextureId,
}

impl PreviewShader {
    fn try_init() -> Option<Arc<Self>> {
        let texture_desc = TextureDescriptor {
            size: Extent3d {
                width: MATRIX_TEXTURE_SIZE as u32,
                height: MATRIX_TEXTURE_SIZE as u32,
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: TextureDimension::D2,
            format: TextureFormat::Bgra8Unorm,
            usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING,
            label: None,
            view_formats: &[TextureFormat::Bgra8Unorm],
        };

        let wgpu_render_state = crate::render_state::get()?;
        let device = wgpu_render_state.device;

        let spectrum_texture = device.create_texture(&texture_desc);
        let spectrum_texture_view = spectrum_texture.create_view(&TextureViewDescriptor::default());

        let spectrum_vertex_shader = device.create_shader_module(ShaderModuleDescriptor {
            label: Some("audio spectrum vertex shader"),
            source: ShaderSource::Wgsl(gled_gpu::VERTEX_SHADER.into()),
        });

        let spectrum_fragment_shader = device.create_shader_module(ShaderModuleDescriptor {
            label: Some("audio spectrum fragment shader"),
            source: ShaderSource::Wgsl(include_str!("../../shaders/audio_spectrum.wgsl").into()),
        });

        let spectrum_bind_group_layout =
            device.create_bind_group_layout(&BindGroupLayoutDescriptor {
                label: Some("audio spectrum bind group layout"),
                entries: &[BindGroupLayoutEntry {
                    binding: 0,
                    visibility: ShaderStages::FRAGMENT,
                    ty: BindingType::Buffer {
                        ty: BufferBindingType::Uniform,
                        has_dynamic_offset: false,
                        min_binding_size: NonZeroU64::new(1024),
                    },
                    count: None,
                }],
            });

        let spectrum_pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
            label: Some("audio spectrum pipeline layout"),
            bind_group_layouts: &[Some(&spectrum_bind_group_layout)],
            immediate_size: 0,
        });

        let spectrum_pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
            cache: None,
            label: Some("audio spectrum pipeline"),
            layout: Some(&spectrum_pipeline_layout),
            vertex: VertexState {
                module: &spectrum_vertex_shader,
                entry_point: Some("vs_main"),
                buffers: &[],
                compilation_options: PipelineCompilationOptions::default(),
            },
            fragment: Some(FragmentState {
                module: &spectrum_fragment_shader,
                entry_point: Some("fs_main"),
                targets: &[Some(TextureFormat::Bgra8Unorm.into())],
                compilation_options: PipelineCompilationOptions::default(),
            }),
            primitive: PrimitiveState::default(),
            depth_stencil: None,
            multisample: MultisampleState::default(),
            multiview_mask: None,
        });

        let contents = [0u8; 1024];
        let spectrum_texture_buffer =
            device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
                label: Some("audio spectrum uniform buffer"),
                contents: &contents,
                usage: BufferUsages::COPY_DST | BufferUsages::UNIFORM,
            });

        let spectrum_bind_group = device.create_bind_group(&BindGroupDescriptor {
            label: Some("audio spectrum bind group"),
            layout: &spectrum_bind_group_layout,
            entries: &[BindGroupEntry {
                binding: 0,
                resource: spectrum_texture_buffer.as_entire_binding(),
            }],
        });

        let spectrum_texture_id =
            OwnedTextureId(wgpu_render_state.renderer.write().register_native_texture(
                &device,
                &spectrum_texture_view,
                wgpu::FilterMode::Nearest,
            ));

        Some(Arc::new(Self {
            spectrum_pipeline,
            spectrum_bind_group,
            spectrum_texture_buffer,
            spectrum_texture_view,
            spectrum_texture_id,
        }))
    }

    pub(super) fn draw_spectrum_texture(&self, input_level: Array1<f32>) {
        let wgpu_render_state = wgpu_render_state();
        let device = wgpu_render_state.device;
        if let Some(mut view) = wgpu_render_state.queue.write_buffer_with(
            &self.spectrum_texture_buffer,
            0,
            NonZeroU64::new(1024).expect("Contents length is zero"),
        ) {
            view.copy_from_slice(&spectrum_bytes(&input_level));
        }
        let mut encoder = device.create_command_encoder(&CommandEncoderDescriptor {
            label: Some("Render animations for scene editor"),
        });
        {
            let mut render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
                label: Some("Renderer Pass"),
                color_attachments: &[Some(RenderPassColorAttachment {
                    view: &self.spectrum_texture_view,
                    resolve_target: None,
                    depth_slice: None,
                    ops: Operations {
                        load: LoadOp::Clear(wgpu::Color {
                            r: 0.0,
                            g: 0.0,
                            b: 0.0,
                            a: 1.0,
                        }),
                        store: StoreOp::Store,
                    },
                })],
                depth_stencil_attachment: None,
                timestamp_writes: None,
                occlusion_query_set: None,
                multiview_mask: None,
            });
            render_pass.set_pipeline(&self.spectrum_pipeline);
            render_pass.set_bind_group(0, &self.spectrum_bind_group, &[]);
            render_pass.draw(0..3, 0..1);
        }
        RendererCallback::add(encoder.finish());
    }
}

/// The spectrum preview of one open trigger editor. It lives in egui's
/// temporary memory, keyed by the trigger, so the model holds no GPU state.
pub(super) fn preview_shader(ui: &Ui, trigger_id: uuid::Uuid) -> Option<Arc<PreviewShader>> {
    let id = egui::Id::new(("sound trigger spectrum preview", trigger_id));
    if let Some(shader) = ui.data(|data| data.get_temp::<Arc<PreviewShader>>(id)) {
        return Some(shader);
    }
    let shader = PreviewShader::try_init()?;
    ui.data_mut(|data| data.insert_temp(id, shader.clone()));
    Some(shader)
}

/// The spectrum as the little-endian `f32`s the preview shader reads.
fn spectrum_bytes(spectrum: &Array1<f32>) -> [u8; FREQ_BINS * 4] {
    let mut bytes = [0u8; FREQ_BINS * 4];
    for (chunk, value) in bytes.as_chunks_mut::<4>().0.iter_mut().zip(spectrum.iter()) {
        chunk.copy_from_slice(&value.to_le_bytes());
    }
    bytes
}