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tree/
tree.rs

1use cuneus::compute::*;
2use cuneus::prelude::*;
3
4cuneus::uniform_params! {
5    struct TreeParams {
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 TreeShader {
17    base: RenderKit,
18    compute_shader: ComputeShader,
19    current_params: TreeParams}
20
21impl ShaderManager for TreeShader {
22    fn init(core: &Core) -> Self {
23        let initial_params = TreeParams {
24            pixel_offset: 1.35,
25            pixel_offset2: 1.0,
26            lights: 2.2,
27            exp: 4.0,
28            frame: 0.5,
29            col1: 205.0,
30            col2: 5.5,
31            decay: 0.96};
32        let base = RenderKit::new(core);
33
34        // Create multipass system: fractal -> gradient -> trace -> main_image
35        let passes = vec![
36            PassDescription::new("fractal", &[]), // no dependencies, generates fractal
37            PassDescription::new("gradient", &["fractal"]), // reads fractal
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("fractal")
44            .with_multi_pass(&passes)
45            .with_custom_uniforms::<TreeParams>()
46            .with_workgroup_size([16, 16, 1])
47            .with_texture_format(COMPUTE_TEXTURE_FORMAT_RGBA16)
48            .with_label("Tree Unified")
49            .build();
50
51        let compute_shader = cuneus::compute_shader!(core, "shaders/tree.wgsl", config);
52
53        compute_shader.set_custom_params(initial_params, &core.queue);
54
55        Self {
56            base,
57            compute_shader,
58            current_params: initial_params}
59    }
60
61    fn update(&mut self, core: &Core) {
62        // Handle export
63        self.compute_shader.handle_export(core, &mut self.base);
64
65        // Update time uniform - this is crucial for accumulation!
66        let current_time = self.base.controls.get_time(&self.base.start_time);
67        let delta = 1.0 / 60.0; // Approximate delta time
68        self.compute_shader
69            .set_time(current_time, delta, &core.queue);
70    }
71
72    fn resize(&mut self, core: &Core) {
73        self.base.default_resize(core, &mut self.compute_shader);
74    }
75
76    fn render(&mut self, core: &Core) -> Result<(), cuneus::SurfaceError> {
77        let mut frame = self.base.begin_frame(core)?;
78
79        let mut params = self.current_params;
80        let mut changed = false;
81        let mut should_start_export = false;
82        let mut export_request = self.base.export_manager.get_ui_request();
83        let mut controls_request = self
84            .base
85            .controls
86            .get_ui_request(&self.base.start_time, &core.size, self.base.fps_tracker.fps());
87
88        let full_output = if self.base.key_handler.show_ui {
89            self.base.render_ui(core, |ctx| {
90                RenderKit::apply_default_style(ctx);
91
92                egui::Window::new("Fractal Tree")
93                    .collapsible(true)
94                    .resizable(true)
95                    .default_width(280.0)
96                    .show(ctx, |ui| {
97                        egui::CollapsingHeader::new("Fractal Parameters")
98                            .default_open(true)
99                            .show(ui, |ui| {
100                                changed |= ui
101                                    .add(
102                                        egui::Slider::new(&mut params.pixel_offset, -3.14..=3.14)
103                                            .text("Pixel Offset Y"),
104                                    )
105                                    .changed();
106                                changed |= ui
107                                    .add(
108                                        egui::Slider::new(&mut params.pixel_offset2, -3.14..=3.14)
109                                            .text("Pixel Offset X"),
110                                    )
111                                    .changed();
112                                changed |= ui
113                                    .add(
114                                        egui::Slider::new(&mut params.lights, 0.0..=12.2)
115                                            .text("Lights"),
116                                    )
117                                    .changed();
118                                changed |= ui
119                                    .add(
120                                        egui::Slider::new(&mut params.exp, 1.0..=120.0).text("Exp"),
121                                    )
122                                    .changed();
123                            });
124
125                        egui::CollapsingHeader::new("Visual Settings")
126                            .default_open(false)
127                            .show(ui, |ui| {
128                                changed |= ui
129                                    .add(
130                                        egui::Slider::new(&mut params.frame, 0.0..=2.2)
131                                            .text("Frame"),
132                                    )
133                                    .changed();
134                                changed |= ui
135                                    .add(
136                                        egui::Slider::new(&mut params.col1, 0.0..=300.0)
137                                            .text("Iterations"),
138                                    )
139                                    .changed();
140                                changed |= ui
141                                    .add(
142                                        egui::Slider::new(&mut params.col2, 0.0..=10.0)
143                                            .text("Color 2"),
144                                    )
145                                    .changed();
146                                changed |= ui
147                                    .add(
148                                        egui::Slider::new(&mut params.decay, 0.0..=1.0)
149                                            .text("Feedback"),
150                                    )
151                                    .changed();
152                            });
153
154                        ui.separator();
155                        ShaderControls::render_controls_widget(ui, &mut controls_request);
156
157                        ui.separator();
158                        should_start_export =
159                            ExportManager::render_export_ui_widget(ui, &mut export_request);
160
161                        ui.separator();
162                        ui.label(format!("Frame: {}", self.compute_shader.current_frame));
163                        ui.label("Multi-buffer fractal tree with particle tracing");
164                    });
165            })
166        } else {
167            self.base.render_ui(core, |_ctx| {})
168        };
169
170        // Handle controls and clear buffers if requested
171        if controls_request.should_clear_buffers {
172            // Reset frame count to restart accumulation
173            self.compute_shader.current_frame = 0;
174        }
175
176        // Execute multi-pass compute shader: fractal -> gradient -> trace -> main_image
177        self.compute_shader.dispatch(&mut frame.encoder, core);
178
179        self.base.renderer.render_to_view(&mut frame.encoder, &frame.view, &self.compute_shader.get_output_texture().bind_group);
180
181        // Apply UI changes
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        Ok(())
196    }
197
198    fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
199        self.base.default_handle_input(core, event)
200    }
201}
202
203fn main() -> Result<(), Box<dyn std::error::Error>> {
204    env_logger::init();
205    let (app, event_loop) = ShaderApp::new("Fractal Tree", 800, 600);
206    app.run(event_loop, TreeShader::init)
207}