Files
mangotune/src/bin/mangotune-preview/renderer.rs
T
2026-03-30 23:06:06 -04:00

550 lines
17 KiB
Rust

use crate::scene::Scene;
use crate::workload::Workload;
use crate::{PreviewPresentMode, PreviewScenePreset, SimState};
use anyhow::Result;
use std::sync::{Arc, Mutex};
use std::time::Instant;
use winit::{
dpi::LogicalSize,
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::Window,
};
const SHADER_SRC: &str = r#"
struct Camera {
view_proj: mat4x4<f32>,
time_pad: vec4<f32>,
}
@group(0) @binding(0) var<uniform> camera: Camera;
struct VertIn {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) uv: vec2<f32>,
}
struct VertOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
@location(2) local_uv: vec2<f32>,
}
@vertex
fn vs_main(in: VertIn) -> VertOut {
var out: VertOut;
out.clip_pos = camera.view_proj * vec4<f32>(in.position, 1.0);
out.color = in.color;
out.local_uv = in.uv;
return out;
}
fn hash3(p: vec3<f32>) -> f32 {
var p3 = fract(p * 0.1031);
p3 = p3 + vec3<f32>(dot(p3, p3.yzx + vec3<f32>(33.33)));
return fract((p3.x + p3.y) * p3.z);
}
fn value_noise(p: vec3<f32>) -> f32 {
let i = floor(p);
let f = fract(p);
let u = f * f * (vec3<f32>(3.0) - 2.0 * f);
return mix(
mix(mix(hash3(i + vec3<f32>(0.0, 0.0, 0.0)), hash3(i + vec3<f32>(1.0, 0.0, 0.0)), u.x),
mix(hash3(i + vec3<f32>(0.0, 1.0, 0.0)), hash3(i + vec3<f32>(1.0, 1.0, 0.0)), u.x), u.y),
mix(mix(hash3(i + vec3<f32>(0.0, 0.0, 1.0)), hash3(i + vec3<f32>(1.0, 0.0, 1.0)), u.x),
mix(hash3(i + vec3<f32>(0.0, 1.0, 1.0)), hash3(i + vec3<f32>(1.0, 1.0, 1.0)), u.x), u.y),
u.z
);
}
@fragment
fn fs_main(in: VertOut) -> @location(0) vec4<f32> {
let uv = in.local_uv;
let r2 = dot(uv, uv);
if (r2 > 1.0) {
discard;
}
let depth = sqrt(1.0 - r2);
let ray_entry = -depth;
let ray_exit = depth;
let ray_length = 2.0 * depth;
let step_size = ray_length / 64.0;
var density = 0.0;
for (var step = 0u; step < 64u; step = step + 1u) {
let t = ray_entry + (f32(step) + 0.5) * step_size;
let p = vec3<f32>(uv, t);
let time = camera.time_pad.x;
let n1 = value_noise(p * 3.0 + vec3<f32>(time * 0.3, 0.0, 0.0));
let n2 = value_noise(p * 6.0 - vec3<f32>(0.0, time * 0.5, 0.0)) * 0.5;
let n3 = value_noise(p * 12.0 + vec3<f32>(time * 0.7, time * 0.2, 0.0)) * 0.25;
let sample = (n1 + n2 + n3) / 1.75;
density = density + sample * (1.0 / 64.0);
}
return vec4<f32>(in.color.rgb, clamp(density, 0.0, 1.0));
}
"#;
type Mat4 = [f32; 16];
fn mat4_identity() -> Mat4 {
[
1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.,
]
}
fn mat4_mul(a: &Mat4, b: &Mat4) -> Mat4 {
let mut out = [0f32; 16];
for row in 0..4 {
for col in 0..4 {
out[col * 4 + row] = (0..4).map(|k| a[k * 4 + row] * b[col * 4 + k]).sum();
}
}
out
}
fn perspective(fov_y_rad: f32, aspect: f32, near: f32, far: f32) -> Mat4 {
let f = 1.0 / (fov_y_rad * 0.5).tan();
[
f / aspect,
0.,
0.,
0.,
0.,
-f,
0.,
0.,
0.,
0.,
far / (near - far),
-1.,
0.,
0.,
near * far / (near - far),
0.,
]
}
fn look_at(eye: [f32; 3], center: [f32; 3], up: [f32; 3]) -> Mat4 {
let sub = |a: [f32; 3], b: [f32; 3]| [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
let norm = |v: [f32; 3]| {
let l = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
[v[0] / l, v[1] / l, v[2] / l]
};
let cross = |a: [f32; 3], b: [f32; 3]| {
[
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0],
]
};
let dot = |a: [f32; 3], b: [f32; 3]| a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
let f = norm(sub(center, eye));
let s = norm(cross(f, up));
let u = cross(s, f);
let mut m = mat4_identity();
m[0] = s[0];
m[4] = s[1];
m[8] = s[2];
m[1] = u[0];
m[5] = u[1];
m[9] = u[2];
m[2] = -f[0];
m[6] = -f[1];
m[10] = -f[2];
m[12] = -dot(s, eye);
m[13] = -dot(u, eye);
m[14] = dot(f, eye);
m
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct CameraUniform {
view_proj: Mat4,
time_pad: [f32; 4],
}
struct GpuState {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
supported_present_modes: Vec<wgpu::PresentMode>,
pipeline: wgpu::RenderPipeline,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
scene: Scene,
workload: Workload,
}
impl GpuState {
async fn new(window: Arc<Window>) -> Result<Self> {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::VULKAN,
flags: wgpu::InstanceFlags::empty(),
..Default::default()
});
let surface = instance.create_surface(Arc::clone(&window))?;
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.ok_or_else(|| anyhow::anyhow!("No suitable Vulkan adapter found"))?;
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: Some("mangotune_preview"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: wgpu::MemoryHints::default(),
},
None,
)
.await?;
let surface_caps = surface.get_capabilities(&adapter);
let format = surface_caps
.formats
.iter()
.find(|f| f.is_srgb())
.copied()
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: size.width,
height: size.height,
present_mode: choose_present_mode(
&surface_caps.present_modes,
PreviewPresentMode::from_env(),
),
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
surface.configure(&device, &config);
let camera_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("camera_uniform"),
size: std::mem::size_of::<CameraUniform>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let camera_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("camera_bgl"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("camera_bg"),
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("particle_shader"),
source: wgpu::ShaderSource::Wgsl(SHADER_SRC.into()),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("pipeline_layout"),
bind_group_layouts: &[&camera_bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("particle_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[crate::scene::ParticleVertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
let scene = Scene::new(&device);
let workload = Workload::new(&device);
Ok(Self {
surface,
device,
queue,
config,
supported_present_modes: surface_caps.present_modes.clone(),
pipeline,
camera_buffer,
camera_bind_group,
scene,
workload,
})
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
fn apply_runtime_mode(&mut self, state: &SimState) {
let desired = choose_present_mode(&self.supported_present_modes, state.present_mode);
if self.config.present_mode != desired {
self.config.present_mode = desired;
self.surface.configure(&self.device, &self.config);
}
}
fn render(&mut self, state: &SimState) -> Result<(), wgpu::SurfaceError> {
self.apply_runtime_mode(state);
let aspect = self.config.width as f32 / self.config.height as f32;
let t = self.scene.time;
let eye = match state.scene_preset {
PreviewScenePreset::DarkArena => [t.cos() * 5.8, 1.8, t.sin() * 5.8],
PreviewScenePreset::BrightWash => [t.cos() * 4.6, 1.6, t.sin() * 4.6],
PreviewScenePreset::MotionStress => [
(t * 0.95).cos() * 6.8,
2.2 + (t * 0.7).sin() * 0.8,
(t * 0.95).sin() * 6.8,
],
PreviewScenePreset::StaticInspection => [0.0, 2.4, 7.2],
PreviewScenePreset::NoiseField => [
(t * 0.45).cos() * 6.2,
1.0 + (t * 0.25).sin() * 0.5,
(t * 0.6).sin() * 6.2,
],
};
let view = look_at(eye, [0.0, 0.0, 0.0], [0.0, 1.0, 0.0]);
let proj = perspective(std::f32::consts::FRAC_PI_4, aspect, 0.1, 100.0);
let view_proj = mat4_mul(&proj, &view);
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::bytes_of(&CameraUniform {
view_proj,
time_pad: [self.scene.time, 0.0, 0.0, 0.0],
}),
);
let output = self.surface.get_current_texture()?;
let view = output.texture.create_view(&Default::default());
let clear = match state.scene_preset {
PreviewScenePreset::DarkArena => wgpu::Color {
r: 0.03,
g: 0.04,
b: 0.09,
a: 1.0,
},
PreviewScenePreset::BrightWash => wgpu::Color {
r: 0.78,
g: 0.82,
b: 0.82,
a: 1.0,
},
PreviewScenePreset::MotionStress => wgpu::Color {
r: 0.08,
g: 0.05,
b: 0.11,
a: 1.0,
},
PreviewScenePreset::StaticInspection => wgpu::Color {
r: 0.10,
g: 0.11,
b: 0.14,
a: 1.0,
},
PreviewScenePreset::NoiseField => wgpu::Color {
r: 0.04,
g: 0.08,
b: 0.09,
a: 1.0,
},
};
for pass_index in 0..state.gpu_passes {
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("frame_pass"),
});
{
let load_op = if pass_index == 0 {
wgpu::LoadOp::Clear(clear)
} else {
wgpu::LoadOp::Load
};
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("particle_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: load_op,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &self.camera_bind_group, &[]);
rpass.set_vertex_buffer(0, self.scene.vertex_buffer.slice(..));
rpass.draw(0..self.scene.vertex_count(), 0..1);
}
self.queue.submit(std::iter::once(encoder.finish()));
}
output.present();
self.workload.update(&self.device, state);
Ok(())
}
}
fn choose_present_mode(
supported: &[wgpu::PresentMode],
requested: PreviewPresentMode,
) -> wgpu::PresentMode {
match requested {
PreviewPresentMode::Fifo => supported
.iter()
.copied()
.find(|mode| *mode == wgpu::PresentMode::Fifo)
.unwrap_or(wgpu::PresentMode::Fifo),
PreviewPresentMode::Immediate => supported
.iter()
.copied()
.find(|mode| {
matches!(
mode,
wgpu::PresentMode::Immediate
| wgpu::PresentMode::Mailbox
| wgpu::PresentMode::AutoNoVsync
)
})
.unwrap_or(wgpu::PresentMode::Fifo),
}
}
#[allow(deprecated)]
pub fn run(state: Arc<Mutex<SimState>>) -> Result<()> {
let event_loop = EventLoop::new()?;
event_loop.set_control_flow(ControlFlow::Poll);
let width = std::env::var("MANGOTUNE_PREVIEW_WIDTH")
.ok()
.and_then(|value| value.parse::<u32>().ok())
.unwrap_or(800);
let height = std::env::var("MANGOTUNE_PREVIEW_HEIGHT")
.ok()
.and_then(|value| value.parse::<u32>().ok())
.unwrap_or(600);
let window = Arc::new(
event_loop.create_window(
Window::default_attributes()
.with_title("MangoTune Preview")
.with_inner_size(LogicalSize::new(width, height)),
)?,
);
let mut gpu = pollster::block_on(GpuState::new(Arc::clone(&window)))?;
let mut last_frame = Instant::now();
event_loop.run(move |event, elwt| {
{
let sim = state.lock().expect("preview state");
if sim.should_quit {
elwt.exit();
return;
}
}
match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
elwt.exit();
}
Event::WindowEvent {
event: WindowEvent::Resized(size),
..
} => {
gpu.resize(size);
}
Event::AboutToWait => {
let now = Instant::now();
let dt = now.duration_since(last_frame).as_secs_f32().min(0.05);
last_frame = now;
let sim = state.lock().expect("preview state").clone();
gpu.scene.update(dt, sim.particle_size, &sim, &gpu.queue);
match gpu.render(&sim) {
Ok(_) => {}
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
gpu.resize(window.inner_size());
}
Err(wgpu::SurfaceError::OutOfMemory) => elwt.exit(),
Err(err) => log::warn!("Surface error: {}", err),
}
}
_ => {}
}
})?;
let _ = std::fs::remove_file(crate::socket_api::socket_path());
Ok(())
}