runmat_plot/gpu/shaders/
surface.rs1pub const F32: &str = r#"const WORKGROUP_SIZE: u32 = {{WORKGROUP_SIZE}}u;
2
3struct VertexRaw {
4 data: array<f32, 12u>,
5};
6
7struct SurfaceParams {
8 min_z: f32,
9 max_z: f32,
10 alpha: f32,
11 flatten: u32,
12 x_len: u32,
13 y_len: u32,
14 lod_x_len: u32,
15 lod_y_len: u32,
16 x_stride: u32,
17 y_stride: u32,
18 color_table_len: u32,
19 _pad: u32,
20};
21
22@group(0) @binding(0)
23var<storage, read> buf_x: array<f32>;
24
25@group(0) @binding(1)
26var<storage, read> buf_y: array<f32>;
27
28@group(0) @binding(2)
29var<storage, read> buf_z: array<f32>;
30
31@group(0) @binding(3)
32var<storage, read> color_table: array<vec4<f32>>;
33
34@group(0) @binding(4)
35var<storage, read_write> out_vertices: array<VertexRaw>;
36
37@group(0) @binding(5)
38var<uniform> params: SurfaceParams;
39
40fn sample_color(t: f32) -> vec4<f32> {
41 let table_len = params.color_table_len;
42 if (table_len <= 1u) {
43 return color_table[0u];
44 }
45 let clamped = clamp(t, 0.0, 1.0);
46 let scaled = clamped * f32(table_len - 1u);
47 let lower = u32(scaled);
48 let upper = min(lower + 1u, table_len - 1u);
49 let frac = scaled - f32(lower);
50 return mix(color_table[lower], color_table[upper], frac);
51}
52
53@compute @workgroup_size(WORKGROUP_SIZE)
54fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
55 let lod_x_len = params.lod_x_len;
56 let lod_y_len = params.lod_y_len;
57 let total = lod_x_len * lod_y_len;
58
59 let idx = gid.x;
60 if (idx >= total) {
61 return;
62 }
63
64 let stride_x = max(params.x_stride, 1u);
65 let stride_y = max(params.y_stride, 1u);
66 let lod_row = idx % lod_x_len;
67 let lod_col = idx / lod_x_len;
68 var row = lod_row * stride_x;
69 var col = lod_col * stride_y;
70 row = min(row, params.x_len - 1u);
71 col = min(col, params.y_len - 1u);
72 let source_idx = col * params.x_len + row;
73
74 let px = buf_x[row];
75 let py = buf_y[col];
76 let raw_z = buf_z[source_idx];
77 let z_extent = max(params.max_z - params.min_z, 1e-6);
78 let norm_z = (raw_z - params.min_z) / z_extent;
79
80 let position_z = select(raw_z, 0.0, params.flatten == 1u);
81 let tex_x = f32(lod_row) / max(f32(lod_x_len - 1u), 1.0);
82 let tex_y = f32(lod_col) / max(f32(lod_y_len - 1u), 1.0);
83 let color = sample_color(norm_z) * vec4<f32>(1.0, 1.0, 1.0, params.alpha);
84
85 var vertex: VertexRaw;
86 vertex.data[0u] = px;
87 vertex.data[1u] = py;
88 vertex.data[2u] = position_z;
89
90 vertex.data[3u] = color.x;
91 vertex.data[4u] = color.y;
92 vertex.data[5u] = color.z;
93 vertex.data[6u] = color.w;
94
95 vertex.data[7u] = 0.0;
96 vertex.data[8u] = 0.0;
97 vertex.data[9u] = 1.0;
98
99 vertex.data[10u] = tex_x;
100 vertex.data[11u] = tex_y;
101
102 out_vertices[idx] = vertex;
103}
104"#;
105
106pub const F64: &str = r#"const WORKGROUP_SIZE: u32 = {{WORKGROUP_SIZE}}u;
107
108struct VertexRaw {
109 data: array<f32, 12u>,
110};
111
112struct SurfaceParams {
113 min_z: f32,
114 max_z: f32,
115 alpha: f32,
116 flatten: u32,
117 x_len: u32,
118 y_len: u32,
119 lod_x_len: u32,
120 lod_y_len: u32,
121 x_stride: u32,
122 y_stride: u32,
123 color_table_len: u32,
124 _pad: u32,
125};
126
127@group(0) @binding(0)
128var<storage, read> buf_x: array<f64>;
129
130@group(0) @binding(1)
131var<storage, read> buf_y: array<f64>;
132
133@group(0) @binding(2)
134var<storage, read> buf_z: array<f64>;
135
136@group(0) @binding(3)
137var<storage, read> color_table: array<vec4<f32>>;
138
139@group(0) @binding(4)
140var<storage, read_write> out_vertices: array<VertexRaw>;
141
142@group(0) @binding(5)
143var<uniform> params: SurfaceParams;
144
145fn sample_color(t: f32) -> vec4<f32> {
146 let table_len = params.color_table_len;
147 if (table_len <= 1u) {
148 return color_table[0u];
149 }
150 let clamped = clamp(t, 0.0, 1.0);
151 let scaled = clamped * f32(table_len - 1u);
152 let lower = u32(scaled);
153 let upper = min(lower + 1u, table_len - 1u);
154 let frac = scaled - f32(lower);
155 return mix(color_table[lower], color_table[upper], frac);
156}
157
158@compute @workgroup_size(WORKGROUP_SIZE)
159fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
160 let lod_x_len = params.lod_x_len;
161 let lod_y_len = params.lod_y_len;
162 let total = lod_x_len * lod_y_len;
163
164 let idx = gid.x;
165 if (idx >= total) {
166 return;
167 }
168
169 let stride_x = max(params.x_stride, 1u);
170 let stride_y = max(params.y_stride, 1u);
171 let lod_row = idx % lod_x_len;
172 let lod_col = idx / lod_x_len;
173 var row = lod_row * stride_x;
174 var col = lod_col * stride_y;
175 row = min(row, params.x_len - 1u);
176 col = min(col, params.y_len - 1u);
177 let source_idx = col * params.x_len + row;
178
179 let px = f32(buf_x[row]);
180 let py = f32(buf_y[col]);
181 let raw_z64 = buf_z[source_idx];
182 let raw_z = f32(raw_z64);
183 let z_extent = max(params.max_z - params.min_z, 1e-6);
184 let norm_z = (raw_z - params.min_z) / z_extent;
185
186 let position_z = select(raw_z, 0.0, params.flatten == 1u);
187 let tex_x = f32(lod_row) / max(f32(lod_x_len - 1u), 1.0);
188 let tex_y = f32(lod_col) / max(f32(lod_y_len - 1u), 1.0);
189 let color = sample_color(norm_z) * vec4<f32>(1.0, 1.0, 1.0, params.alpha);
190
191 var vertex: VertexRaw;
192 vertex.data[0u] = px;
193 vertex.data[1u] = py;
194 vertex.data[2u] = position_z;
195
196 vertex.data[3u] = color.x;
197 vertex.data[4u] = color.y;
198 vertex.data[5u] = color.z;
199 vertex.data[6u] = color.w;
200
201 vertex.data[7u] = 0.0;
202 vertex.data[8u] = 0.0;
203 vertex.data[9u] = 1.0;
204
205 vertex.data[10u] = tex_x;
206 vertex.data[11u] = tex_y;
207
208 out_vertices[idx] = vertex;
209}
210"#;