dave: switch to use standard vertex/index buffers

Fixes: https://github.com/damus-io/notedeck/issues/902
Signed-off-by: William Casarin <jb55@jb55.com>
This commit is contained in:
William Casarin
2025-08-03 18:27:44 -07:00
parent 0dda26791a
commit 571bf35109
5 changed files with 201 additions and 155 deletions

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@@ -1,9 +1,14 @@
use std::num::NonZeroU64; use std::num::NonZeroU64;
use crate::mesh;
use crate::{Quaternion, Vec3}; use crate::{Quaternion, Vec3};
use eframe::egui_wgpu::{self, wgpu}; use eframe::egui_wgpu::{
self,
wgpu::{self, util::DeviceExt},
};
use egui::{Rect, Response}; use egui::{Rect, Response};
use rand::Rng; use rand::Rng;
use std::borrow::Cow;
pub struct DaveAvatar { pub struct DaveAvatar {
rotation: Quaternion, rotation: Quaternion,
@@ -56,138 +61,18 @@ fn matrix_multiply(a: &[f32; 16], b: &[f32; 16]) -> [f32; 16] {
impl DaveAvatar { impl DaveAvatar {
pub fn new(wgpu_render_state: &egui_wgpu::RenderState) -> Self { pub fn new(wgpu_render_state: &egui_wgpu::RenderState) -> Self {
let device = &wgpu_render_state.device; let device = &wgpu_render_state.device;
const BINDING_SIZE: u64 = 256;
// Create shader module with improved shader code // Create shader module with improved shader code
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("cube_shader"), label: Some("cube_shader"),
source: wgpu::ShaderSource::Wgsl( source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("dave.wgsl"))),
r#"
struct Uniforms {
model_view_proj: mat4x4<f32>,
model: mat4x4<f32>, // Added model matrix for correct normal transformation
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) world_pos: vec3<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
// Define cube vertices (-0.5 to 0.5 in each dimension)
var positions = array<vec3<f32>, 8>(
vec3<f32>(-0.5, -0.5, -0.5), // 0: left bottom back
vec3<f32>(0.5, -0.5, -0.5), // 1: right bottom back
vec3<f32>(-0.5, 0.5, -0.5), // 2: left top back
vec3<f32>(0.5, 0.5, -0.5), // 3: right top back
vec3<f32>(-0.5, -0.5, 0.5), // 4: left bottom front
vec3<f32>(0.5, -0.5, 0.5), // 5: right bottom front
vec3<f32>(-0.5, 0.5, 0.5), // 6: left top front
vec3<f32>(0.5, 0.5, 0.5) // 7: right top front
);
// Define indices for the 12 triangles (6 faces * 2 triangles)
var indices = array<u32, 36>(
// back face (Z-)
0, 2, 1, 1, 2, 3,
// front face (Z+)
4, 5, 6, 5, 7, 6,
// left face (X-)
0, 4, 2, 2, 4, 6,
// right face (X+)
1, 3, 5, 3, 7, 5,
// bottom face (Y-)
0, 1, 4, 1, 5, 4,
// top face (Y+)
2, 6, 3, 3, 6, 7
);
// Define normals for each face
var face_normals = array<vec3<f32>, 6>(
vec3<f32>(0.0, 0.0, -1.0), // back face (Z-)
vec3<f32>(0.0, 0.0, 1.0), // front face (Z+)
vec3<f32>(-1.0, 0.0, 0.0), // left face (X-)
vec3<f32>(1.0, 0.0, 0.0), // right face (X+)
vec3<f32>(0.0, -1.0, 0.0), // bottom face (Y-)
vec3<f32>(0.0, 1.0, 0.0) // top face (Y+)
);
var output: VertexOutput;
// Get vertex from indices
let index = indices[vertex_index];
let position = positions[index];
// Determine which face this vertex belongs to
let face_index = vertex_index / 6u;
// Apply transformations
output.position = uniforms.model_view_proj * vec4<f32>(position, 1.0);
// Transform normal to world space
// Extract the 3x3 rotation part from the 4x4 model matrix
let normal_matrix = mat3x3<f32>(
uniforms.model[0].xyz,
uniforms.model[1].xyz,
uniforms.model[2].xyz
);
output.normal = normalize(normal_matrix * face_normals[face_index]);
// Pass world position for lighting calculations
output.world_pos = (uniforms.model * vec4<f32>(position, 1.0)).xyz;
return output;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Material properties
let material_color = vec3<f32>(1.0, 1.0, 1.0); // White color
let ambient_strength = 0.2;
let diffuse_strength = 0.7;
let specular_strength = 0.2;
let shininess = 20.0;
// Light properties
let light_pos = vec3<f32>(2.0, 2.0, 2.0); // Light positioned diagonally above and to the right
let light_color = vec3<f32>(1.0, 1.0, 1.0); // White light
// View position (camera)
let view_pos = vec3<f32>(0.0, 0.0, 3.0); // Camera position
// Calculate ambient lighting
let ambient = ambient_strength * light_color;
// Calculate diffuse lighting
let normal = normalize(in.normal); // Renormalize the interpolated normal
let light_dir = normalize(light_pos - in.world_pos);
let diff = max(dot(normal, light_dir), 0.0);
let diffuse = diffuse_strength * diff * light_color;
// Calculate specular lighting
let view_dir = normalize(view_pos - in.world_pos);
let reflect_dir = reflect(-light_dir, normal);
let spec = pow(max(dot(view_dir, reflect_dir), 0.0), shininess);
let specular = specular_strength * spec * light_color;
// Combine lighting components
let result = (ambient + diffuse + specular) * material_color;
return vec4<f32>(result, 1.0);
}
"#
.into(),
),
}); });
// Create uniform buffer for MVP matrix and model matrix // Create uniform buffer for MVP matrix and model matrix
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor { let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("cube_uniform_buffer"), label: Some("cube_uniform_buffer"),
size: 128, // Two 4x4 matrices of f32 (2 * 16 * 4 bytes) size: BINDING_SIZE, // Two 4x4 matrices of f32 (2 * 16 * 4 bytes)
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false, mapped_at_creation: false,
}); });
@@ -197,11 +82,11 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
label: Some("cube_bind_group_layout"), label: Some("cube_bind_group_layout"),
entries: &[wgpu::BindGroupLayoutEntry { entries: &[wgpu::BindGroupLayoutEntry {
binding: 0, binding: 0,
visibility: wgpu::ShaderStages::VERTEX, visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer { ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform, ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false, has_dynamic_offset: false,
min_binding_size: NonZeroU64::new(128), min_binding_size: NonZeroU64::new(BINDING_SIZE),
}, },
count: None, count: None,
}], }],
@@ -224,6 +109,18 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
push_constant_ranges: &[], push_constant_ranges: &[],
}); });
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("cube_vertices"),
contents: bytemuck::cast_slice(&mesh::CUBE_VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("cube_indices"),
contents: bytemuck::cast_slice(&mesh::CUBE_INDICES),
usage: wgpu::BufferUsages::INDEX,
});
// Create render pipeline // Create render pipeline
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("cube_pipeline"), label: Some("cube_pipeline"),
@@ -231,7 +128,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
vertex: wgpu::VertexState { vertex: wgpu::VertexState {
module: &shader, module: &shader,
entry_point: Some("vs_main"), entry_point: Some("vs_main"),
buffers: &[], // No vertex buffer - vertices are in the shader buffers: &[mesh::Vertex::LAYOUT],
compilation_options: wgpu::PipelineCompilationOptions::default(), compilation_options: wgpu::PipelineCompilationOptions::default(),
}, },
fragment: Some(wgpu::FragmentState { fragment: Some(wgpu::FragmentState {
@@ -274,6 +171,8 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
pipeline, pipeline,
bind_group, bind_group,
uniform_buffer, uniform_buffer,
vertex_buffer,
index_buffer,
}); });
let initial_rot = { let initial_rot = {
@@ -364,7 +263,7 @@ impl DaveAvatar {
} }
// Create model matrix from rotation quaternion // Create model matrix from rotation quaternion
let model_matrix = self.rotation.to_matrix4(); let model = self.rotation.to_matrix4();
// Create projection matrix with proper depth range // Create projection matrix with proper depth range
// Adjust aspect ratio based on rect dimensions // Adjust aspect ratio based on rect dimensions
@@ -372,20 +271,28 @@ impl DaveAvatar {
let projection = perspective_matrix(std::f32::consts::PI / 4.0, aspect, 0.1, 100.0); let projection = perspective_matrix(std::f32::consts::PI / 4.0, aspect, 0.1, 100.0);
// Create view matrix (move camera back a bit) // Create view matrix (move camera back a bit)
let view_matrix = [ let camera_pos = [0.0, 0.0, 3.0, 0.0];
1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, -3.0, 1.0,
// Right-handed look-at at origin; view is a translate by -camera_pos
let [cx, cy, cz, _] = camera_pos;
#[rustfmt::skip]
let view = [
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
-cx, -cy, -cz, 1.0,
]; ];
// Combine matrices: projection * view * model let view_proj = matrix_multiply(&projection, &view);
let mv_matrix = matrix_multiply(&view_matrix, &model_matrix);
let mvp_matrix = matrix_multiply(&projection, &mv_matrix);
// Add paint callback // Add paint callback
ui.painter().add(egui_wgpu::Callback::new_paint_callback( ui.painter().add(egui_wgpu::Callback::new_paint_callback(
rect, rect,
CubeCallback { GpuData {
mvp_matrix, view_proj,
model_matrix, model,
camera_pos,
}, },
)); ));
@@ -394,12 +301,15 @@ impl DaveAvatar {
} }
// Callback implementation // Callback implementation
struct CubeCallback { #[repr(C)]
mvp_matrix: [f32; 16], // Model-View-Projection matrix #[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
model_matrix: [f32; 16], // Model matrix for lighting calculations struct GpuData {
view_proj: [f32; 16], // Model-View-Projection matrix
model: [f32; 16], // Model matrix for lighting calculations
camera_pos: [f32; 4], // xyz + pad
} }
impl egui_wgpu::CallbackTrait for CubeCallback { impl egui_wgpu::CallbackTrait for GpuData {
fn prepare( fn prepare(
&self, &self,
_device: &wgpu::Device, _device: &wgpu::Device,
@@ -410,21 +320,8 @@ impl egui_wgpu::CallbackTrait for CubeCallback {
) -> Vec<wgpu::CommandBuffer> { ) -> Vec<wgpu::CommandBuffer> {
let resources: &CubeRenderResources = resources.get().unwrap(); let resources: &CubeRenderResources = resources.get().unwrap();
// Create a combined uniform buffer with both matrices
let mut uniform_data = [0.0f32; 32]; // Space for two 4x4 matrices
// Copy MVP matrix to first 16 floats
uniform_data[0..16].copy_from_slice(&self.mvp_matrix);
// Copy model matrix to next 16 floats
uniform_data[16..32].copy_from_slice(&self.model_matrix);
// Update uniform buffer with both matrices // Update uniform buffer with both matrices
queue.write_buffer( queue.write_buffer(&resources.uniform_buffer, 0, bytemuck::bytes_of(self));
&resources.uniform_buffer,
0,
bytemuck::cast_slice(&uniform_data),
);
Vec::new() Vec::new()
} }
@@ -439,7 +336,9 @@ impl egui_wgpu::CallbackTrait for CubeCallback {
render_pass.set_pipeline(&resources.pipeline); render_pass.set_pipeline(&resources.pipeline);
render_pass.set_bind_group(0, &resources.bind_group, &[]); render_pass.set_bind_group(0, &resources.bind_group, &[]);
render_pass.draw(0..36, 0..1); // 36 vertices for a cube (6 faces * 2 triangles * 3 vertices) render_pass.set_vertex_buffer(0, resources.vertex_buffer.slice(..));
render_pass.set_index_buffer(resources.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..mesh::CUBE_INDICES.len() as u32, 0, 0..1); // 36 vertices for a cube (6 faces * 2 triangles * 3 vertices)
} }
} }
@@ -448,4 +347,6 @@ struct CubeRenderResources {
pipeline: wgpu::RenderPipeline, pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup, bind_group: wgpu::BindGroup,
uniform_buffer: wgpu::Buffer, uniform_buffer: wgpu::Buffer,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
} }

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@@ -0,0 +1 @@

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@@ -0,0 +1,72 @@
struct Uniforms {
view_proj: mat4x4<f32>,
model: mat4x4<f32>,
camera_pos: vec4<f32>, // world-space camera position
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
struct VSOut {
@builtin(position) position: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) world_pos: vec3<f32>,
};
@vertex
fn vs_main(
@location(0) in_pos: vec3<f32>,
@location(1) in_normal: vec3<f32>
) -> VSOut {
var out: VSOut;
let world = uniforms.model * vec4<f32>(in_pos, 1.0);
out.position = uniforms.view_proj * world;
// normal = (model rotation) * in_normal
let nmat = mat3x3<f32>(
uniforms.model[0].xyz,
uniforms.model[1].xyz,
uniforms.model[2].xyz
);
//out.normal = normalize(transpose(inverse(nmat)) * in_normal);
out.normal = normalize(nmat * in_normal);
out.world_pos = world.xyz;
return out;
}
@fragment
fn fs_main_debug(in: VSOut) -> @location(0) vec4<f32> {
let g = normalize(cross(dpdx(in.world_pos), dpdy(in.world_pos)));
let n = normalize(in.normal);
let shown = 0.5 * (n + vec3<f32>(1.0,1.0,1.0));
return vec4<f32>(shown, 1.0);
}
@fragment
fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
let material_color = vec3<f32>(1.0, 1.0, 1.0);
let ambient_strength = 0.2;
let diffuse_strength = 0.7;
let specular_strength = 0.2;
let shininess = 20.0;
let light_pos = vec3<f32>(2.0, 2.0, 2.0);
let light_color = vec3<f32>(1.0, 1.0, 1.0);
let view_pos = uniforms.camera_pos.xyz;
let ambient = ambient_strength * light_color;
let n = normalize(in.normal);
let l = normalize(light_pos - in.world_pos);
let diff = max(dot(n, l), 0.0);
let diffuse = diffuse_strength * diff * light_color;
let v = normalize(view_pos - in.world_pos);
let r = reflect(-l, n);
let spec = pow(max(dot(v, r), 0.0), shininess);
let specular = specular_strength * spec * light_color;
let result = (ambient + diffuse + specular) * material_color;
return vec4<f32>(result, 1.0);
}

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@@ -27,6 +27,7 @@ pub use vec3::Vec3;
mod avatar; mod avatar;
mod config; mod config;
mod mesh;
mod messages; mod messages;
mod quaternion; mod quaternion;
mod tools; mod tools;

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@@ -0,0 +1,71 @@
use eframe::egui_wgpu::wgpu;
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
pos: [f32; 3],
normal: [f32; 3],
}
impl Vertex {
pub const ATTRS: [wgpu::VertexAttribute; 2] = wgpu::vertex_attr_array![
0 => Float32x3, // position
1 => Float32x3 // normal
];
pub const LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRS,
};
}
// 6 faces * 4 verts. Each face has a constant normal.
#[rustfmt::skip]
pub const CUBE_VERTICES: [Vertex; 24] = [
// -Z (back)
Vertex { pos: [-0.5,-0.5,-0.5], normal: [0.0, 0.0,-1.0] },
Vertex { pos: [ 0.5,-0.5,-0.5], normal: [0.0, 0.0,-1.0] },
Vertex { pos: [ 0.5, 0.5,-0.5], normal: [0.0, 0.0,-1.0] },
Vertex { pos: [-0.5, 0.5,-0.5], normal: [0.0, 0.0,-1.0] },
// +Z (front)
Vertex { pos: [-0.5,-0.5, 0.5], normal: [0.0, 0.0, 1.0] },
Vertex { pos: [ 0.5,-0.5, 0.5], normal: [0.0, 0.0, 1.0] },
Vertex { pos: [ 0.5, 0.5, 0.5], normal: [0.0, 0.0, 1.0] },
Vertex { pos: [-0.5, 0.5, 0.5], normal: [0.0, 0.0, 1.0] },
// -X (left)
Vertex { pos: [-0.5,-0.5,-0.5], normal: [-1.0, 0.0, 0.0] },
Vertex { pos: [-0.5, 0.5,-0.5], normal: [-1.0, 0.0, 0.0] },
Vertex { pos: [-0.5, 0.5, 0.5], normal: [-1.0, 0.0, 0.0] },
Vertex { pos: [-0.5,-0.5, 0.5], normal: [-1.0, 0.0, 0.0] },
// +X (right)
Vertex { pos: [ 0.5,-0.5,-0.5], normal: [1.0, 0.0, 0.0] },
Vertex { pos: [ 0.5, 0.5,-0.5], normal: [1.0, 0.0, 0.0] },
Vertex { pos: [ 0.5, 0.5, 0.5], normal: [1.0, 0.0, 0.0] },
Vertex { pos: [ 0.5,-0.5, 0.5], normal: [1.0, 0.0, 0.0] },
// -Y (bottom)
Vertex { pos: [-0.5,-0.5,-0.5], normal: [0.0,-1.0, 0.0] },
Vertex { pos: [-0.5,-0.5, 0.5], normal: [0.0,-1.0, 0.0] },
Vertex { pos: [ 0.5,-0.5, 0.5], normal: [0.0,-1.0, 0.0] },
Vertex { pos: [ 0.5,-0.5,-0.5], normal: [0.0,-1.0, 0.0] },
// +Y (top)
Vertex { pos: [-0.5, 0.5,-0.5], normal: [0.0, 1.0, 0.0] },
Vertex { pos: [-0.5, 0.5, 0.5], normal: [0.0, 1.0, 0.0] },
Vertex { pos: [ 0.5, 0.5, 0.5], normal: [0.0, 1.0, 0.0] },
Vertex { pos: [ 0.5, 0.5,-0.5], normal: [0.0, 1.0, 0.0] },
];
// 6 faces * 2 triangles * 3 indices — all CCW when viewed from the outside
pub const CUBE_INDICES: [u16; 36] = [
// -Z (back) normal (0, 0,-1)
0, 3, 2, 0, 2, 1, // +Z (front) normal (0, 0, 1)
4, 5, 6, 4, 6, 7, // -X (left) normal (-1,0, 0)
8, 11, 10, 8, 10, 9, // +X (right) normal ( 1,0, 0)
12, 13, 14, 12, 14, 15, // -Y (bottom) normal (0,-1, 0)
16, 18, 17, 16, 19, 18, // +Y (top) normal (0, 1, 0)
20, 21, 22, 20, 22, 23,
];