dave is alive

Signed-off-by: William Casarin <jb55@jb55.com>
This commit is contained in:
William Casarin
2025-03-23 18:43:31 -07:00
parent a701275460
commit 968d9bc245
9 changed files with 1577 additions and 22 deletions

View File

@@ -0,0 +1,16 @@
[package]
name = "notedeck_dave"
edition = "2021"
version.workspace = true
[dependencies]
async-openai = "0.28.0"
egui = { workspace = true }
notedeck = { workspace = true }
eframe = { workspace = true }
tokio = { workspace = true }
tracing = { workspace = true }
egui-wgpu = { workspace = true }
bytemuck = "1.22.0"
futures = "0.3.31"
reqwest = "0.12.15"

View File

@@ -0,0 +1,68 @@
struct VertexOut {
@location(0) color: vec4<f32>,
@builtin(position) position: vec4<f32>,
};
struct Uniforms {
@size(16) angle: f32, // pad to 16 bytes
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(@builtin(vertex_index) v_idx: u32) -> VertexOut {
// Cube vertices hardcoded in the shader
var positions = array<vec3<f32>, 8>(
vec3<f32>(-0.5, -0.5, 0.5), // front bottom left
vec3<f32>(0.5, -0.5, 0.5), // front bottom right
vec3<f32>(0.5, 0.5, 0.5), // front top right
vec3<f32>(-0.5, 0.5, 0.5), // front top left
vec3<f32>(-0.5, -0.5, -0.5), // back bottom left
vec3<f32>(0.5, -0.5, -0.5), // back bottom right
vec3<f32>(0.5, 0.5, -0.5), // back top right
vec3<f32>(-0.5, 0.5, -0.5) // back top left
);
// Cube indices hardcoded in the shader
var indices = array<u32, 36>(
// front face
0, 1, 2, 2, 3, 0,
// back face
4, 5, 6, 6, 7, 4,
// right face
1, 5, 6, 6, 2, 1,
// left face
0, 4, 7, 7, 3, 0,
// top face
3, 2, 6, 6, 7, 3,
// bottom face
0, 1, 5, 5, 4, 0
);
var out: VertexOut;
var idx = indices[v_idx];
var pos = positions[idx];
// simple rotation around Y axis
var cosA = cos(uniforms.angle);
var sinA = sin(uniforms.angle);
var rotated_x = pos.x * cosA + pos.z * sinA;
var rotated_z = -pos.x * sinA + pos.z * cosA;
// With proper perspective transformation:
var z_pos = rotated_z - 2.0; // Move cube away from camera
var w = -z_pos; // Set w to -z for perspective division
out.position = vec4<f32>(rotated_x, pos.y, rotated_z, w);
// simple white shading based on position
var shade = 0.5 + 0.5 * (rotated_z + pos.y);
out.color = vec4<f32>(shade, shade, shade, 1.0);
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
return in.color;
}

View File

@@ -0,0 +1,416 @@
use std::num::NonZeroU64;
use eframe::egui_wgpu::{self, wgpu};
use egui::{Rect, Response};
pub struct DaveAvatar {
rotation: Quaternion,
}
// A simple quaternion implementation
struct Quaternion {
x: f32,
y: f32,
z: f32,
w: f32,
}
impl Quaternion {
// Create identity quaternion
fn identity() -> Self {
Self {
x: 0.0,
y: 0.0,
z: 0.0,
w: 1.0,
}
}
// Create from axis-angle representation
fn from_axis_angle(axis: [f32; 3], angle: f32) -> Self {
let half_angle = angle * 0.5;
let s = half_angle.sin();
Self {
x: axis[0] * s,
y: axis[1] * s,
z: axis[2] * s,
w: half_angle.cos(),
}
}
// Multiply two quaternions (combines rotations)
fn multiply(&self, other: &Self) -> Self {
Self {
x: self.w * other.x + self.x * other.w + self.y * other.z - self.z * other.y,
y: self.w * other.y - self.x * other.z + self.y * other.w + self.z * other.x,
z: self.w * other.z + self.x * other.y - self.y * other.x + self.z * other.w,
w: self.w * other.w - self.x * other.x - self.y * other.y - self.z * other.z,
}
}
// Convert quaternion to 4x4 matrix (for 3D transformation with homogeneous coordinates)
fn to_matrix4(&self) -> [f32; 16] {
// Normalize quaternion
let magnitude =
(self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w).sqrt();
let x = self.x / magnitude;
let y = self.y / magnitude;
let z = self.z / magnitude;
let w = self.w / magnitude;
let x2 = x * x;
let y2 = y * y;
let z2 = z * z;
let xy = x * y;
let xz = x * z;
let yz = y * z;
let wx = w * x;
let wy = w * y;
let wz = w * z;
// Row-major 3x3 rotation matrix components
let m00 = 1.0 - 2.0 * (y2 + z2);
let m01 = 2.0 * (xy - wz);
let m02 = 2.0 * (xz + wy);
let m10 = 2.0 * (xy + wz);
let m11 = 1.0 - 2.0 * (x2 + z2);
let m12 = 2.0 * (yz - wx);
let m20 = 2.0 * (xz - wy);
let m21 = 2.0 * (yz + wx);
let m22 = 1.0 - 2.0 * (x2 + y2);
// Convert 3x3 rotation matrix to 4x4 transformation matrix
// Note: This is column-major for WGPU
[
m00, m10, m20, 0.0, m01, m11, m21, 0.0, m02, m12, m22, 0.0, 0.0, 0.0, 0.0, 1.0,
]
}
}
// Matrix utilities for perspective projection
fn perspective_matrix(fovy_radians: f32, aspect: f32, near: f32, far: f32) -> [f32; 16] {
let f = 1.0 / (fovy_radians / 2.0).tan();
let nf = 1.0 / (near - far);
// Column-major for WGPU
[
f / aspect,
0.0,
0.0,
0.0,
0.0,
f,
0.0,
0.0,
0.0,
0.0,
(far + near) * nf,
-1.0,
0.0,
0.0,
2.0 * far * near * nf,
0.0,
]
}
// Combine two 4x4 matrices (column-major)
fn matrix_multiply(a: &[f32; 16], b: &[f32; 16]) -> [f32; 16] {
let mut result = [0.0; 16];
for row in 0..4 {
for col in 0..4 {
let mut sum = 0.0;
for i in 0..4 {
sum += a[row + i * 4] * b[i + col * 4];
}
result[row + col * 4] = sum;
}
}
result
}
impl DaveAvatar {
pub fn new(wgpu_render_state: &egui_wgpu::RenderState) -> Self {
let device = &wgpu_render_state.device;
// Create shader module with improved shader code
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("cube_shader"),
source: wgpu::ShaderSource::Wgsl(
r#"
struct Uniforms {
model_view_proj: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<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 colors for each face
var face_colors = array<vec4<f32>, 6>(
vec4<f32>(1.0, 0.0, 0.0, 1.0), // back: red
vec4<f32>(0.0, 1.0, 0.0, 1.0), // front: green
vec4<f32>(0.0, 0.0, 1.0, 1.0), // left: blue
vec4<f32>(1.0, 1.0, 0.0, 1.0), // right: yellow
vec4<f32>(1.0, 0.0, 1.0, 1.0), // bottom: magenta
vec4<f32>(0.0, 1.0, 1.0, 1.0) // top: cyan
);
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 model-view-projection matrix
output.position = uniforms.model_view_proj * vec4<f32>(position, 1.0);
// Set color based on face
output.color = face_colors[face_index];
return output;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}
"#
.into(),
),
});
// Create uniform buffer for MVP matrix
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("cube_uniform_buffer"),
size: 64, // 4x4 matrix of f32 (16 * 4 bytes)
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
// Create bind group layout
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("cube_bind_group_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: NonZeroU64::new(64),
},
count: None,
}],
});
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("cube_bind_group"),
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
// Create pipeline layout
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("cube_pipeline_layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
// Create render pipeline
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("cube_pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[], // No vertex buffer - vertices are in the shader
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu_render_state.target_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
// Store resources in renderer
wgpu_render_state
.renderer
.write()
.callback_resources
.insert(CubeRenderResources {
pipeline,
bind_group,
uniform_buffer,
});
Self {
rotation: Quaternion::identity(),
}
}
}
impl DaveAvatar {
pub fn render(&mut self, rect: Rect, ui: &mut egui::Ui) -> Response {
let response = ui.allocate_rect(rect, egui::Sense::drag());
// Update rotation based on drag or animation
if response.dragged() {
// Create rotation quaternions based on drag
let x_rotation =
Quaternion::from_axis_angle([1.0, 0.0, 0.0], response.drag_delta().y * 0.01);
let y_rotation =
Quaternion::from_axis_angle([0.0, 1.0, 0.0], response.drag_delta().x * 0.01);
// Apply rotations (order matters)
self.rotation = y_rotation.multiply(&x_rotation).multiply(&self.rotation);
} else {
// Continuous rotation - reduced speed and simplified axis
let continuous_rotation = Quaternion::from_axis_angle([0.0, 1.0, 0.0], 0.005);
self.rotation = continuous_rotation.multiply(&self.rotation);
}
// Create model matrix from rotation quaternion
let model_matrix = self.rotation.to_matrix4();
// Create projection matrix with proper depth range
// Adjust aspect ratio based on rect dimensions
let aspect = rect.width() / rect.height();
let projection = perspective_matrix(std::f32::consts::PI / 4.0, aspect, 0.1, 100.0);
// Create view matrix (move camera back a bit)
let view_matrix = [
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,
];
// Combine matrices: projection * view * model
let mv_matrix = matrix_multiply(&view_matrix, &model_matrix);
let mvp_matrix = matrix_multiply(&projection, &mv_matrix);
// Request continuous rendering
ui.ctx().request_repaint();
// Add paint callback
ui.painter().add(egui_wgpu::Callback::new_paint_callback(
rect,
CubeCallback { mvp_matrix },
));
response
}
}
// Callback implementation
struct CubeCallback {
mvp_matrix: [f32; 16], // Model-View-Projection matrix
}
impl egui_wgpu::CallbackTrait for CubeCallback {
fn prepare(
&self,
_device: &wgpu::Device,
queue: &wgpu::Queue,
_screen_descriptor: &egui_wgpu::ScreenDescriptor,
_egui_encoder: &mut wgpu::CommandEncoder,
resources: &mut egui_wgpu::CallbackResources,
) -> Vec<wgpu::CommandBuffer> {
let resources: &CubeRenderResources = resources.get().unwrap();
// Update uniform buffer with MVP matrix
queue.write_buffer(
&resources.uniform_buffer,
0,
bytemuck::cast_slice(&self.mvp_matrix),
);
Vec::new()
}
fn paint(
&self,
_info: egui::PaintCallbackInfo,
render_pass: &mut wgpu::RenderPass,
resources: &egui_wgpu::CallbackResources,
) {
let resources: &CubeRenderResources = resources.get().unwrap();
render_pass.set_pipeline(&resources.pipeline);
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)
}
}
// Simple resources struct
struct CubeRenderResources {
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
uniform_buffer: wgpu::Buffer,
}

View File

@@ -0,0 +1,211 @@
use async_openai::{
config::OpenAIConfig,
types::{
ChatCompletionRequestAssistantMessage, ChatCompletionRequestAssistantMessageContent,
ChatCompletionRequestMessage, ChatCompletionRequestUserMessage,
ChatCompletionRequestUserMessageContent, CreateChatCompletionRequest,
},
Client,
};
use futures::StreamExt;
use notedeck::AppContext;
use std::sync::mpsc::{self, Receiver};
use avatar::DaveAvatar;
use egui::{Rect, Vec2};
use egui_wgpu::RenderState;
mod avatar;
#[derive(Debug, Clone)]
pub enum Message {
User(String),
Assistant(String),
}
impl Message {
pub fn to_api_msg(&self) -> ChatCompletionRequestMessage {
match self {
Message::User(msg) => {
ChatCompletionRequestMessage::User(ChatCompletionRequestUserMessage {
name: None,
content: ChatCompletionRequestUserMessageContent::Text(msg.clone()),
})
}
Message::Assistant(msg) => {
ChatCompletionRequestMessage::Assistant(ChatCompletionRequestAssistantMessage {
content: Some(ChatCompletionRequestAssistantMessageContent::Text(
msg.clone(),
)),
..Default::default()
})
}
}
}
}
pub struct Dave {
chat: Vec<Message>,
/// A 3d representation of dave.
avatar: Option<DaveAvatar>,
input: String,
pubkey: String,
client: async_openai::Client<OpenAIConfig>,
incoming_tokens: Option<Receiver<String>>,
}
impl Dave {
pub fn new(render_state: Option<&RenderState>) -> Self {
let mut config = OpenAIConfig::new();
if let Ok(api_key) = std::env::var("OPENAI_API_KEY") {
config = config.with_api_key(api_key);
}
let client = Client::with_config(config);
let input = "".to_string();
let pubkey = "test_pubkey".to_string();
let avatar = render_state.map(DaveAvatar::new);
Dave {
client,
pubkey,
avatar,
incoming_tokens: None,
input,
chat: vec![
Message::User("how do I computer".to_string()),
Message::Assistant("Seriously?".to_string()),
Message::User("ye".to_string()),
],
}
}
fn render(&mut self, ui: &mut egui::Ui) {
if let Some(recvr) = &self.incoming_tokens {
if let Ok(token) = recvr.try_recv() {
match self.chat.last_mut() {
Some(Message::Assistant(msg)) => *msg = msg.clone() + " " + &token,
Some(_) => self.chat.push(Message::Assistant(token)),
None => {}
}
}
}
// Scroll area for chat messages
egui::Frame::new().inner_margin(10.0).show(ui, |ui| {
egui::ScrollArea::vertical()
.stick_to_bottom(true)
.auto_shrink([false; 2])
.show(ui, |ui| {
ui.vertical(|ui| {
self.render_chat(ui);
self.inputbox(ui);
})
});
});
if let Some(avatar) = &mut self.avatar {
let avatar_size = Vec2::splat(400.0);
let pos = Vec2::splat(100.0).to_pos2();
let pos = Rect::from_min_max(pos, pos + avatar_size);
avatar.render(pos, ui);
}
}
fn render_chat(&self, ui: &mut egui::Ui) {
for message in &self.chat {
match message {
Message::User(msg) => self.user_chat(msg, ui),
Message::Assistant(msg) => self.system_chat(msg, ui),
}
}
}
fn inputbox(&mut self, ui: &mut egui::Ui) {
ui.horizontal(|ui| {
ui.add(egui::TextEdit::multiline(&mut self.input));
if ui.button("Sned").clicked() {
self.send_user_message(ui.ctx());
self.input.clear();
}
});
}
fn user_chat(&self, msg: &str, ui: &mut egui::Ui) {
ui.with_layout(egui::Layout::right_to_left(egui::Align::TOP), |ui| {
ui.label(msg);
});
}
fn system_chat(&self, msg: &str, ui: &mut egui::Ui) {
ui.with_layout(egui::Layout::left_to_right(egui::Align::TOP), |ui| {
ui.label(msg);
});
}
fn send_user_message(&mut self, ctx: &egui::Context) {
let messages = self.chat.iter().map(|c| c.to_api_msg()).collect();
let pubkey = self.pubkey.clone();
let (tx, rx) = mpsc::channel();
self.incoming_tokens = Some(rx);
let ctx = ctx.clone();
let client = self.client.clone();
tokio::spawn(async move {
let mut token_stream = match client
.chat()
.create_stream(CreateChatCompletionRequest {
model: "gpt-4o".to_string(),
stream: Some(true),
messages,
user: Some(pubkey),
..Default::default()
})
.await
{
Err(err) => {
tracing::error!("openai chat error: {err}");
return;
}
Ok(stream) => stream,
};
tracing::info!("got stream!");
while let Some(token) = token_stream.next().await {
let token = match token {
Ok(token) => token,
Err(err) => {
tracing::error!("failed to get token: {err}");
return;
}
};
let Some(choice) = token.choices.first() else {
return;
};
let Some(content) = &choice.delta.content else {
return;
};
tracing::debug!("got token: {content}");
tx.send(content.to_owned()).unwrap();
ctx.request_repaint();
}
});
}
}
impl notedeck::App for Dave {
fn update(&mut self, _ctx: &mut AppContext<'_>, ui: &mut egui::Ui) {
/*
self.app
.frame_history
.on_new_frame(ctx.input(|i| i.time), frame.info().cpu_usage);
*/
//update_dave(self, ctx, ui.ctx());
self.render(ui);
}
}