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@group(0) @binding(0) var tex: texture_2d<f32>; | ||
@group(0) @binding(1) var tex_sampler: sampler; | ||
struct TimeUniform { | ||
time: f32, | ||
}; | ||
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@group(1) @binding(0) | ||
var<uniform> u_time: TimeUniform; | ||
const PI: f32 = 3.14; | ||
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fn hash3(p: vec3<f32>) -> vec3<f32> { | ||
let q: vec3<f32> = vec3<f32>( | ||
dot(p, vec3<f32>(127.1, 311.7, 189.2)), | ||
dot(p, vec3<f32>(269.5, 183.3, 324.7)), | ||
dot(p, vec3<f32>(419.2, 371.9, 128.5)) | ||
); | ||
return fract(sin(q) * 43758.5453); | ||
} | ||
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fn osc(minValue: f32, maxValue: f32, interval: f32, currentTime: f32) -> f32 { | ||
return minValue + (maxValue - minValue) * 0.5 * (sin(2.0 * PI * currentTime / interval) + 1.0); | ||
} | ||
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fn noise(x: vec3<f32>, v: f32) -> f32 { | ||
let p: vec3<f32> = floor(x); | ||
let f: vec3<f32> = fract(x); | ||
let s: f32 = 1.0 + 444.0 * v; | ||
var va: f32 = 0.0; | ||
var wt: f32 = 0.0; | ||
var k: i32 = -2; | ||
while (k <= 1) { | ||
var j: i32 = -2; | ||
while (j <= 1) { | ||
var i: i32 = -2; | ||
while (i <= 1) { | ||
let g: vec3<f32> = vec3<f32>(f32(i), f32(j), f32(k)); | ||
let o: vec3<f32> = hash3(p + g); | ||
let r: vec3<f32> = g - f + o + 0.5; | ||
let d: f32 = dot(r, r); | ||
let w: f32 = pow(1.0 - smoothstep(0.0, 1.414, sqrt(d)), s); | ||
va += o.z * w; | ||
wt += w; | ||
i += 1; | ||
} | ||
j += 1; | ||
} | ||
k += 1; | ||
} | ||
return va / wt; | ||
} | ||
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fn fBm(p: vec3<f32>, v: f32) -> f32 { | ||
var sum: f32 = 0.0; | ||
let scramb: f32 = osc(0.0, 24.0, 20.0, u_time.time); | ||
var amp: f32 = 1.0; | ||
var mutable_p = p; // Copy the immutable parameter to a mutable variable | ||
var i: i32 = 0; | ||
while (i < 4) { | ||
sum += amp * noise(mutable_p, v); | ||
amp *= 0.5; | ||
mutable_p *= 2.0; // Modify the mutable copy | ||
i += 1; | ||
} | ||
return sum; | ||
} | ||
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@fragment | ||
fn main(@builtin(position) FragCoord: vec4<f32>, @location(0) tex_coords: vec2<f32>) -> @location(0) vec4<f32> { | ||
let uv: vec2<f32> = FragCoord.xy / vec2<f32>(800.0, 600.0); // Assuming a resolution, replace with actual uniform if available | ||
let p: vec2<f32> = uv * 2.0 - 1.0; | ||
let rd: vec3<f32> = normalize(vec3<f32>(p.x, p.y, 1.0)); | ||
let pos: vec3<f32> = vec3<f32>(0.0, 0.0, 1.0) * u_time.time + rd * 10.0; | ||
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// Use fBm for UV distortion | ||
let distortion: f32 = fBm(pos, 0.1) * 0.1; | ||
let distortedUV: vec2<f32> = uv + vec2<f32>(distortion, distortion); | ||
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// Sample the texture with distorted UV coordinates | ||
let texColor: vec4<f32> = textureSample(tex, tex_sampler, distortedUV); | ||
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// Output the color | ||
return vec4<f32>(texColor.rgb, 1.0); | ||
} |
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use nannou::image; | ||
use nannou::image::GenericImageView; | ||
use nannou::prelude::*; | ||
use std::path::PathBuf; | ||
struct Model { | ||
bind_group: wgpu::BindGroup, | ||
render_pipeline: wgpu::RenderPipeline, | ||
vertex_buffer: wgpu::Buffer, | ||
time_uniform: wgpu::Buffer, | ||
time_bind_group: wgpu::BindGroup, | ||
} | ||
fn get_image_path(relative_path: &str) -> PathBuf { | ||
let current_dir = std::env::current_dir().unwrap(); | ||
current_dir.join(relative_path) | ||
} | ||
#[repr(C)] | ||
#[derive(Clone, Copy)] | ||
struct Vertex { | ||
position: [f32; 2], | ||
} | ||
//this time not triangles :-D | ||
const VERTICES: [Vertex; 4] = [ | ||
Vertex { | ||
position: [-1.0, 1.0], | ||
}, | ||
Vertex { | ||
position: [-1.0, -1.0], | ||
}, | ||
Vertex { | ||
position: [1.0, 1.0], | ||
}, | ||
Vertex { | ||
position: [1.0, -1.0], | ||
}, | ||
]; | ||
fn main() { | ||
nannou::app(model).run(); | ||
} | ||
fn model(app: &App) -> Model { | ||
let img_path = get_image_path("images/ferris.jpg"); | ||
let image = image::open(img_path).unwrap(); | ||
let (img_w, img_h) = image.dimensions(); | ||
let w_id = app | ||
.new_window() | ||
.size(img_w, img_h) | ||
.view(view) | ||
.build() | ||
.unwrap(); | ||
let window = app.window(w_id).unwrap(); | ||
let device = window.device(); | ||
let format = Frame::TEXTURE_FORMAT; | ||
let msaa_samples = window.msaa_samples(); | ||
let vs_desc = wgpu::include_wgsl!("../shaders/verteximg.wgsl"); | ||
let fs_desc = wgpu::include_wgsl!("../shaders/voronoiwgpu.wgsl"); | ||
let vs_mod = device.create_shader_module(vs_desc); | ||
let fs_mod = device.create_shader_module(fs_desc); | ||
let texture = wgpu::Texture::from_image(&window, &image); | ||
let texture_view = texture.view().build(); | ||
let sampler_desc = wgpu::SamplerBuilder::new().into_descriptor(); | ||
let sampler_filtering = wgpu::sampler_filtering(&sampler_desc); | ||
let sampler = device.create_sampler(&sampler_desc); | ||
let time_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { | ||
entries: &[ | ||
wgpu::BindGroupLayoutEntry { | ||
binding: 0, | ||
visibility: wgpu::ShaderStages::FRAGMENT, | ||
ty: wgpu::BindingType::Buffer { | ||
ty: wgpu::BufferBindingType::Uniform, | ||
has_dynamic_offset: false, | ||
min_binding_size: wgpu::BufferSize::new(std::mem::size_of::<f32>() as _), | ||
}, | ||
count: None, | ||
}, | ||
], | ||
label: Some("time_bind_group_layout"), | ||
}); | ||
let texture_bind_group_layout = create_bind_group_layout(device, texture_view.sample_type(), sampler_filtering); | ||
let bind_group_layout = | ||
create_bind_group_layout(device, texture_view.sample_type(), sampler_filtering); | ||
let bind_group = create_bind_group(device, &bind_group_layout, &texture_view, &sampler); | ||
let pipeline_layout = create_pipeline_layout(device, &[&texture_bind_group_layout, &time_bind_group_layout]); | ||
let render_pipeline = create_render_pipeline( | ||
device, | ||
&pipeline_layout, | ||
&vs_mod, | ||
&fs_mod, | ||
format, | ||
msaa_samples, | ||
); | ||
let vertices_bytes = vertices_as_bytes(&VERTICES[..]); | ||
let usage = wgpu::BufferUsages::VERTEX; | ||
let vertex_buffer = device.create_buffer_init(&BufferInitDescriptor { | ||
label: None, | ||
contents: vertices_bytes, | ||
usage, | ||
}); | ||
let time_uniform = device.create_buffer(&wgpu::BufferDescriptor { | ||
label: Some("Time Uniform Buffer"), | ||
size: std::mem::size_of::<f32>() as wgpu::BufferAddress, | ||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, | ||
mapped_at_creation: false, | ||
}); | ||
let time_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { | ||
layout: &time_bind_group_layout, | ||
entries: &[ | ||
wgpu::BindGroupEntry { | ||
binding: 0, | ||
resource: time_uniform.as_entire_binding(), | ||
}, | ||
], | ||
label: Some("time_bind_group"), | ||
}); | ||
Model { | ||
bind_group, | ||
vertex_buffer, | ||
render_pipeline, | ||
time_uniform, | ||
time_bind_group, | ||
} | ||
} | ||
fn view(app: &App, model: &Model, frame: Frame) { | ||
let mut encoder = frame.command_encoder(); | ||
let time = app.time as f32; | ||
let time_bytes = time.to_ne_bytes(); | ||
let binding = app.main_window(); | ||
let queue = binding.queue(); | ||
queue.write_buffer(&model.time_uniform, 0, &time_bytes); | ||
let mut render_pass = wgpu::RenderPassBuilder::new() | ||
.color_attachment(frame.texture_view(), |color| color) | ||
.begin(&mut encoder); | ||
render_pass.set_bind_group(0, &model.bind_group, &[]); | ||
render_pass.set_pipeline(&model.render_pipeline); | ||
render_pass.set_bind_group(1, &model.time_bind_group, &[]); | ||
render_pass.set_vertex_buffer(0, model.vertex_buffer.slice(..)); | ||
let vertex_range = 0..VERTICES.len() as u32; | ||
let instance_range = 0..1; | ||
render_pass.draw(vertex_range, instance_range); | ||
if app.keys.down.contains(&Key::Space) { | ||
let file_path = app | ||
.project_path() | ||
.expect("failed to locate project directory") | ||
.join("frames") | ||
.join(format!("{:0}.png", app.elapsed_frames())); | ||
app.main_window().capture_frame(file_path); | ||
} | ||
} | ||
fn create_bind_group_layout( | ||
device: &wgpu::Device, | ||
texture_sample_type: wgpu::TextureSampleType, | ||
sampler_filtering: bool, | ||
) -> wgpu::BindGroupLayout { | ||
wgpu::BindGroupLayoutBuilder::new() | ||
.texture( | ||
wgpu::ShaderStages::FRAGMENT, | ||
false, | ||
wgpu::TextureViewDimension::D2, | ||
texture_sample_type, | ||
) | ||
.sampler(wgpu::ShaderStages::FRAGMENT, sampler_filtering) | ||
.build(device) | ||
} | ||
fn create_bind_group( | ||
device: &wgpu::Device, | ||
layout: &wgpu::BindGroupLayout, | ||
texture: &wgpu::TextureView, | ||
sampler: &wgpu::Sampler, | ||
) -> wgpu::BindGroup { | ||
wgpu::BindGroupBuilder::new() | ||
.texture_view(texture) | ||
.sampler(sampler) | ||
.build(device, layout) | ||
} | ||
fn create_pipeline_layout( | ||
device: &wgpu::Device, | ||
bind_group_layouts: &[&wgpu::BindGroupLayout], | ||
) -> wgpu::PipelineLayout { | ||
let desc = wgpu::PipelineLayoutDescriptor { | ||
label: None, | ||
bind_group_layouts, | ||
push_constant_ranges: &[], | ||
}; | ||
device.create_pipeline_layout(&desc) | ||
} | ||
fn create_render_pipeline( | ||
device: &wgpu::Device, | ||
layout: &wgpu::PipelineLayout, | ||
vs_mod: &wgpu::ShaderModule, | ||
fs_mod: &wgpu::ShaderModule, | ||
dst_format: wgpu::TextureFormat, | ||
sample_count: u32, | ||
) -> wgpu::RenderPipeline { | ||
wgpu::RenderPipelineBuilder::from_layout(layout, vs_mod) | ||
.fragment_shader(fs_mod) | ||
.color_format(dst_format) | ||
.add_vertex_buffer::<Vertex>(&wgpu::vertex_attr_array![0 => Float32x2]) | ||
.sample_count(sample_count) | ||
.primitive_topology(wgpu::PrimitiveTopology::TriangleStrip) | ||
.build(device) | ||
} | ||
fn vertices_as_bytes(data: &[Vertex]) -> &[u8] { | ||
unsafe { wgpu::bytes::from_slice(data) } | ||
} |