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());
}
}
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)
}
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
}