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fluid/
fluid.rs

1use cuneus::compute::*;
2use cuneus::prelude::*;
3cuneus::uniform_params! {
4    struct FluidParams {
5    viscosity: f32,
6    gravity: f32,
7    pressure_scale: f32,
8    vortex_strength: f32,
9    turbulence: f32,
10    flow_speed: f32,
11    pos_diffusion: f32,
12    texture_influence: f32,
13    light_intensity: f32,
14    spec_power: f32,
15    spec_intensity: f32,
16    color_vibrancy: f32,
17    vortex_radius: f32,
18    gamma: f32,
19    feedback: f32,
20    vortex_speed: f32,
21    force_mode: f32,
22    force_harmony: f32,
23    force_count: f32,
24    contrast: f32,
25    warp_amount: f32,
26    flow_intensity: f32,
27    color_advect: f32,
28    drift_decay: f32,
29    dye_intensity: f32,
30    dye_radius: f32,
31    bg_boil: f32,
32    _padding: f32
33}
34}
35struct FluidShader {
36    base: RenderKit,
37    compute_shader: ComputeShader,
38    current_params: FluidParams
39}
40impl ShaderManager for FluidShader {
41    fn init(core: &Core) -> Self {
42        let initial_params = FluidParams {
43            viscosity: 0.03,
44            gravity: 0.002,
45            pressure_scale: 1.0,
46            vortex_strength: 0.18,
47            turbulence: 0.0005,
48            flow_speed: 2.0,
49            pos_diffusion: 0.3,
50            texture_influence: 1.3,
51            light_intensity: 1.3,
52            spec_power: 36.0,
53            spec_intensity: 2.0,
54            color_vibrancy: 1.3,
55            vortex_radius: 0.006,
56            gamma: 1.1,
57            feedback: 0.93,
58            vortex_speed: 0.03,
59            force_mode: 0.5,
60            force_harmony: 0.5,
61            force_count: 6.0,
62            contrast: 0.15,
63            warp_amount: 1.0,
64            flow_intensity: 1.0,
65            color_advect: 1.0,
66            drift_decay: 0.0,
67            dye_intensity: 0.8,
68            dye_radius: 1.5,
69            bg_boil: 0.15,
70            _padding: 0.0
71        };
72
73        let base = RenderKit::new(core);
74        let passes = vec![
75            PassDescription::new("advect_forces", &["project"]),
76            PassDescription::new("pressure", &["advect_forces", "pressure"]),
77            PassDescription::new("pressure", &["advect_forces", "pressure"]),
78            PassDescription::new("pressure", &["advect_forces", "pressure"]),
79            PassDescription::new("pressure", &["advect_forces", "pressure"]),
80            PassDescription::new("pressure", &["advect_forces", "pressure"]),
81            PassDescription::new("pressure", &["advect_forces", "pressure"]),
82            PassDescription::new("pressure", &["advect_forces", "pressure"]),
83            PassDescription::new("pressure", &["advect_forces", "pressure"]),
84            PassDescription::new("pressure", &["advect_forces", "pressure"]),
85            PassDescription::new("pressure", &["advect_forces", "pressure"]),
86            PassDescription::new("pressure", &["advect_forces", "pressure"]),
87            PassDescription::new("pressure", &["advect_forces", "pressure"]),
88            PassDescription::new("project", &["advect_forces", "pressure"]),
89            PassDescription::new("position_field", &["project", "position_field", "color_map"]),
90            PassDescription::new("color_map", &["position_field", "color_map"]),
91            PassDescription::new("main_image", &["color_map", "project"]),
92        ];
93        let config = ComputeShader::builder()
94            .with_entry_point("advect_forces")
95            .with_multi_pass(&passes)
96            .with_channels(1)
97            .with_custom_uniforms::<FluidParams>()
98            .with_workgroup_size([16, 16, 1])
99            .with_texture_format(COMPUTE_TEXTURE_FORMAT_RGBA16)
100            .with_label("Fluid LB")
101            .build();
102        let compute_shader = cuneus::compute_shader!(core, "shaders/fluid.wgsl", config);
103        compute_shader.set_custom_params(initial_params, &core.queue);
104        Self {
105            base,
106            compute_shader,
107            current_params: initial_params}
108    }
109    fn update(&mut self, core: &Core) {
110        self.base.update_current_texture(core, &core.queue);
111        if let Some(texture_manager) = self.base.get_current_texture_manager() {
112            self.compute_shader.update_channel_texture(
113                0,
114                &texture_manager.view,
115                &texture_manager.sampler,
116                &core.device,
117                &core.queue,
118            );
119        }
120        let current_time = self.base.controls.get_time(&self.base.start_time);
121        let delta = 1.0 / 60.0;
122        self.compute_shader.set_time(current_time, delta, &core.queue);
123        self.compute_shader.handle_export(core, &mut self.base);
124    }
125    fn resize(&mut self, core: &Core) {
126        self.base.default_resize(core, &mut self.compute_shader);
127    }
128    fn render(&mut self, core: &Core) -> Result<(), cuneus::SurfaceError> {
129        let mut frame = self.base.begin_frame(core)?;
130        let mut params = self.current_params;
131        let mut changed = false;
132        let mut should_start_export = false;
133        let mut export_request = self.base.export_manager.get_ui_request();
134        let mut controls_request = self.base.controls.get_ui_request(&self.base.start_time, &core.size, self.base.fps_tracker.fps());
135        let using_video_texture = self.base.using_video_texture;
136        let using_hdri_texture = self.base.using_hdri_texture;
137        let using_webcam_texture = self.base.using_webcam_texture;
138        let video_info = self.base.get_video_info();
139        let hdri_info = self.base.get_hdri_info();
140        let webcam_info = self.base.get_webcam_info();
141        let full_output = if self.base.key_handler.show_ui {
142            self.base.render_ui(core, |ctx| {
143                RenderKit::apply_default_style(ctx);
144                egui::Window::new("Fluid Simulation")
145                    .collapsible(true)
146                    .resizable(true)
147                    .default_width(300.0)
148                    .show(ctx, |ui| {
149                        egui::CollapsingHeader::new("Flow").default_open(true).show(ui, |ui| {
150                            changed |= ui.add(egui::Slider::new(&mut params.flow_speed, 0.1..=5.0).text("Speed")).changed();
151                            changed |= ui.add(egui::Slider::new(&mut params.viscosity, 0.0..=1.0).text("Viscosity")).changed();
152                            changed |= ui.add(egui::Slider::new(&mut params.turbulence, 0.0..=0.01).text("Dissipation")).changed();
153                            changed |= ui.add(egui::Slider::new(&mut params.feedback, 0.0..=1.0).text("Feedback")).changed();
154                            changed |= ui.add(egui::Slider::new(&mut params.bg_boil, 0.0..=1.0).text("Noise")).changed();
155                        });
156
157                        egui::CollapsingHeader::new("Glow").default_open(false).show(ui, |ui| {
158                            changed |= ui.add(egui::Slider::new(&mut params.dye_intensity, 0.0..=2.0).text("Intensity")).changed();
159                            changed |= ui.add(egui::Slider::new(&mut params.force_mode, 0.0..=1.0).text("Spread")).changed();
160                            changed |= ui.add(egui::Slider::new(&mut params.dye_radius, 0.1..=5.0).text("Source Tint")).changed();
161                        });
162
163                        egui::CollapsingHeader::new("Vortices").default_open(false).show(ui, |ui| {
164                            if ui.add(egui::Slider::new(&mut params.force_count, 0.0..=18.0).step_by(1.0).text("Sources")).changed() {
165                                params.force_count = params.force_count.round();
166                                changed = true;
167                            }
168                            changed |= ui.add(egui::Slider::new(&mut params.vortex_strength, 0.0..=1.0).text("Confinement")).changed();
169                            changed |= ui.add(egui::Slider::new(&mut params.force_harmony, 0.0..=2.0).text("Softness")).changed();
170                            changed |= ui.add(egui::Slider::new(&mut params.vortex_radius, 0.001..=0.05).text("Radius")).changed();
171                            changed |= ui.add(egui::Slider::new(&mut params.vortex_speed, 0.005..=0.15).text("Speed")).changed();
172                        });
173                        egui::CollapsingHeader::new("Distortion").default_open(true).show(ui, |ui| {
174                            changed |= ui.add(egui::Slider::new(&mut params.warp_amount, 0.5..=5.0).text("Warp")).changed();
175                            changed |= ui.add(egui::Slider::new(&mut params.flow_intensity, 0.5..=5.0).text("Flow Intensity")).changed();
176                            changed |= ui.add(egui::Slider::new(&mut params.color_advect, 0.0..=3.0).text("Color Advect")).changed();
177                            changed |= ui.add(egui::Slider::new(&mut params.drift_decay, 0.0..=0.05).text("Drift Decay")).changed();
178                        });
179                        egui::CollapsingHeader::new("Physics").default_open(false).show(ui, |ui| {
180                            changed |= ui.add(egui::Slider::new(&mut params.pressure_scale, 0.0..=2.0).text("Pressure")).changed();
181                            changed |= ui.add(egui::Slider::new(&mut params.gravity, 0.0..=0.2).text("Gravity")).changed();
182                            changed |= ui.add(egui::Slider::new(&mut params.texture_influence, 0.0..=2.0).text("Buoyancy")).changed();
183                            changed |= ui.add(egui::Slider::new(&mut params.pos_diffusion, 0.0..=1.0).text("Smoothing")).changed();
184                        });
185                        egui::CollapsingHeader::new("Display").default_open(false).show(ui, |ui| {
186                            changed |= ui.add(egui::Slider::new(&mut params.light_intensity, 0.3..=3.0).text("Light")).changed();
187                            changed |= ui.add(egui::Slider::new(&mut params.spec_power, 4.0..=128.0).text("Spec Sharpness")).changed();
188                            changed |= ui.add(egui::Slider::new(&mut params.spec_intensity, 0.0..=5.0).text("Spec Intensity")).changed();
189                            changed |= ui.add(egui::Slider::new(&mut params.color_vibrancy, 0.5..=2.5).text("Saturation")).changed();
190                            changed |= ui.add(egui::Slider::new(&mut params.contrast, 0.0..=0.8).text("Contrast")).changed();
191                            changed |= ui.add(egui::Slider::new(&mut params.gamma, 0.5..=2.5).text("Gamma")).changed();
192                        });
193                        ui.separator();
194                        ShaderControls::render_media_panel(ui, &mut controls_request, using_video_texture, video_info, using_hdri_texture, hdri_info, using_webcam_texture, webcam_info);
195                        ui.separator();
196                        ShaderControls::render_controls_widget(ui, &mut controls_request);
197                        ui.separator();
198                        should_start_export = ExportManager::render_export_ui_widget(ui, &mut export_request);
199                    });
200            })
201        } else {
202            self.base.render_ui(core, |_ctx| {})
203        };
204        if controls_request.should_clear_buffers {
205            self.compute_shader.current_frame = 0;
206        }
207        if !self.base.export_manager.is_exporting() {
208            self.compute_shader.dispatch(&mut frame.encoder, core);
209        }
210        self.base.renderer.render_to_view(&mut frame.encoder, &frame.view, &self.compute_shader.get_output_texture().bind_group);
211        self.base.apply_media_requests(core, &controls_request);
212        self.base.export_manager.apply_ui_request(export_request);
213        if should_start_export {
214            self.base.export_manager.start_export();
215        }
216        if changed {
217            self.current_params = params;
218            self.compute_shader.set_custom_params(params, &core.queue);
219        }
220        self.base.end_frame(core, frame, full_output);
221        Ok(())
222    }
223    fn handle_input(&mut self, core: &Core, event: &WindowEvent) -> bool {
224        self.base.default_handle_input(core, event)
225    }
226}
227fn main() -> Result<(), Box<dyn std::error::Error>> {
228    cuneus::gst::init()?;
229    env_logger::init();
230    let (app, event_loop) = ShaderApp::new("Fluid Simulation", 800, 600);
231    app.run(event_loop, FluidShader::init)
232}