Fixes: https://github.com/damus-io/notedeck/issues/902 Signed-off-by: William Casarin <jb55@jb55.com>
353 lines
12 KiB
Rust
353 lines
12 KiB
Rust
use std::num::NonZeroU64;
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use crate::mesh;
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use crate::{Quaternion, Vec3};
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use eframe::egui_wgpu::{
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self,
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wgpu::{self, util::DeviceExt},
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};
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use egui::{Rect, Response};
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use rand::Rng;
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use std::borrow::Cow;
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pub struct DaveAvatar {
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rotation: Quaternion,
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rot_dir: Vec3,
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}
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// Matrix utilities for perspective projection
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fn perspective_matrix(fovy_radians: f32, aspect: f32, near: f32, far: f32) -> [f32; 16] {
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let f = 1.0 / (fovy_radians / 2.0).tan();
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let nf = 1.0 / (near - far);
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// Column-major for WGPU
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[
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f / aspect,
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0.0,
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0.0,
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0.0,
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0.0,
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f,
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0.0,
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0.0,
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0.0,
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0.0,
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(far + near) * nf,
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-1.0,
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0.0,
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0.0,
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2.0 * far * near * nf,
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0.0,
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]
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}
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// Combine two 4x4 matrices (column-major)
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fn matrix_multiply(a: &[f32; 16], b: &[f32; 16]) -> [f32; 16] {
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let mut result = [0.0; 16];
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for row in 0..4 {
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for col in 0..4 {
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let mut sum = 0.0;
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for i in 0..4 {
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sum += a[row + i * 4] * b[i + col * 4];
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}
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result[row + col * 4] = sum;
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}
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}
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result
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}
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impl DaveAvatar {
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pub fn new(wgpu_render_state: &egui_wgpu::RenderState) -> Self {
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let device = &wgpu_render_state.device;
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const BINDING_SIZE: u64 = 256;
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// Create shader module with improved shader code
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("cube_shader"),
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("dave.wgsl"))),
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});
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// Create uniform buffer for MVP matrix and model matrix
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("cube_uniform_buffer"),
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size: BINDING_SIZE, // Two 4x4 matrices of f32 (2 * 16 * 4 bytes)
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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// Create bind group layout
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("cube_bind_group_layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: NonZeroU64::new(BINDING_SIZE),
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},
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count: None,
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}],
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});
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("cube_bind_group"),
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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}],
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});
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// Create pipeline layout
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("cube_pipeline_layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("cube_vertices"),
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contents: bytemuck::cast_slice(&mesh::CUBE_VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("cube_indices"),
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contents: bytemuck::cast_slice(&mesh::CUBE_INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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// Create render pipeline
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("cube_pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[mesh::Vertex::LAYOUT],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu_render_state.target_format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth24Plus,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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// Store resources in renderer
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wgpu_render_state
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.renderer
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.write()
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.callback_resources
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.insert(CubeRenderResources {
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pipeline,
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bind_group,
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uniform_buffer,
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vertex_buffer,
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index_buffer,
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});
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let initial_rot = {
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let x_rotation = Quaternion::from_axis_angle(&Vec3::new(1.0, 0.0, 0.0), 0.5);
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let y_rotation = Quaternion::from_axis_angle(&Vec3::new(0.0, 1.0, 0.0), 0.5);
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// Apply rotations (order matters)
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y_rotation.multiply(&x_rotation)
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};
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Self {
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rotation: initial_rot,
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rot_dir: Vec3::new(0.0, 0.0, 0.0),
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}
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}
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}
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#[inline]
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fn apply_friction(val: f32, friction: f32, clamp: f32) -> f32 {
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if val < clamp {
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0.0
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} else {
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val * friction
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}
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}
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impl DaveAvatar {
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pub fn random_nudge(&mut self) {
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self.random_nudge_with(1.0);
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}
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pub fn random_nudge_with(&mut self, force: f32) {
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let mut rng = rand::rng();
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let nudge = Vec3::new(
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rng.random::<f32>() * force,
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rng.random::<f32>() * force,
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rng.random::<f32>() * force,
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)
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.normalize();
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self.rot_dir.x += nudge.x;
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self.rot_dir.y += nudge.y;
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self.rot_dir.z += nudge.z;
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}
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pub fn render(&mut self, rect: Rect, ui: &mut egui::Ui) -> Response {
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let response = ui.allocate_rect(rect, egui::Sense::CLICK | egui::Sense::DRAG);
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// Update rotation based on drag or animation
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if response.dragged() {
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// Create rotation quaternions based on drag
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let dx = response.drag_delta().x;
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let dy = response.drag_delta().y;
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let x_rotation = Quaternion::from_axis_angle(&Vec3::new(1.0, 0.0, 0.0), dy * 0.01);
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let y_rotation = Quaternion::from_axis_angle(&Vec3::new(0.0, 1.0, 0.0), dx * 0.01);
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self.rot_dir = Vec3::new(dx, dy, 0.0);
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// Apply rotations (order matters)
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self.rotation = y_rotation.multiply(&x_rotation).multiply(&self.rotation);
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} else if response.clicked() {
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self.random_nudge_with(1.0);
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} else {
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// Continuous rotation - reduced speed and simplified axis
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let friction = 0.95;
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let clamp = 0.1;
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self.rot_dir.x = apply_friction(self.rot_dir.x, friction, clamp);
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self.rot_dir.y = apply_friction(self.rot_dir.y, friction, clamp);
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self.rot_dir.z = apply_friction(self.rot_dir.y, friction, clamp);
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// we only need to render if we're still spinning
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if self.rot_dir.x > clamp || self.rot_dir.y > clamp || self.rot_dir.z > clamp {
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let x_rotation =
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Quaternion::from_axis_angle(&Vec3::new(1.0, 0.0, 0.0), self.rot_dir.y * 0.03);
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let y_rotation =
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Quaternion::from_axis_angle(&Vec3::new(0.0, 1.0, 0.0), self.rot_dir.x * 0.03);
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let z_rotation =
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Quaternion::from_axis_angle(&Vec3::new(0.0, 0.0, 1.0), self.rot_dir.z * 0.03);
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self.rotation = y_rotation
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.multiply(&x_rotation)
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.multiply(&z_rotation)
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.multiply(&self.rotation);
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tracing::trace!("repainting due to avatar rotation");
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ui.ctx().request_repaint();
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}
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}
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// Create model matrix from rotation quaternion
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let model = self.rotation.to_matrix4();
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// Create projection matrix with proper depth range
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// Adjust aspect ratio based on rect dimensions
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let aspect = rect.width() / rect.height();
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let projection = perspective_matrix(std::f32::consts::PI / 4.0, aspect, 0.1, 100.0);
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// Create view matrix (move camera back a bit)
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let camera_pos = [0.0, 0.0, 3.0, 0.0];
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// Right-handed look-at at origin; view is a translate by -camera_pos
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let [cx, cy, cz, _] = camera_pos;
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#[rustfmt::skip]
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let view = [
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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-cx, -cy, -cz, 1.0,
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];
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let view_proj = matrix_multiply(&projection, &view);
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// Add paint callback
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ui.painter().add(egui_wgpu::Callback::new_paint_callback(
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rect,
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GpuData {
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view_proj,
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model,
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camera_pos,
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},
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));
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response
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}
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}
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// Callback implementation
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#[repr(C)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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struct GpuData {
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view_proj: [f32; 16], // Model-View-Projection matrix
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model: [f32; 16], // Model matrix for lighting calculations
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camera_pos: [f32; 4], // xyz + pad
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}
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impl egui_wgpu::CallbackTrait for GpuData {
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fn prepare(
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&self,
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_device: &wgpu::Device,
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queue: &wgpu::Queue,
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_screen_descriptor: &egui_wgpu::ScreenDescriptor,
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_egui_encoder: &mut wgpu::CommandEncoder,
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resources: &mut egui_wgpu::CallbackResources,
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) -> Vec<wgpu::CommandBuffer> {
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let resources: &CubeRenderResources = resources.get().unwrap();
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// Update uniform buffer with both matrices
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queue.write_buffer(&resources.uniform_buffer, 0, bytemuck::bytes_of(self));
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Vec::new()
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}
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fn paint(
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&self,
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_info: egui::PaintCallbackInfo,
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render_pass: &mut wgpu::RenderPass,
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resources: &egui_wgpu::CallbackResources,
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) {
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let resources: &CubeRenderResources = resources.get().unwrap();
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render_pass.set_pipeline(&resources.pipeline);
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render_pass.set_bind_group(0, &resources.bind_group, &[]);
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render_pass.set_vertex_buffer(0, resources.vertex_buffer.slice(..));
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render_pass.set_index_buffer(resources.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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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)
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}
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}
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// Simple resources struct
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struct CubeRenderResources {
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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uniform_buffer: wgpu::Buffer,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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}
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