refactor: 迁移 shader.wgsl 至 static/wgsl/,新增 model 模块

This commit is contained in:
lenn
2026-06-24 17:32:14 +08:00
parent 2497cb93ff
commit ec46e53c75
9 changed files with 296 additions and 136 deletions

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@@ -7,7 +7,8 @@ use crate::theme::{ONE_DARK_PRO, apply_fonts, apply_theme};
use crate::{
matrix::{MATRIX_COLS, MATRIX_ROWS},
render::{
BackgroundRenderResources, PRESSURE_CELL_COUNT, PressureFrame, WgpuBackgroundCallback,
BackgroundRenderResources, MarkerMode, PRESSURE_CELL_COUNT, PressureFrame,
WgpuBackgroundCallback,
},
ui::{
ConfigPanelState, ConnectPanelState, FloatingPanelState, MatrixConfigState,
@@ -90,6 +91,7 @@ impl EskinDesktopApp {
width,
height,
pressure: self.pressure_matrix,
marker_mode: MarkerMode::Number,
},
));
}
@@ -243,7 +245,12 @@ impl EskinDesktopApp {
draw_scene_panel(ctx, &mut self.scene_panel);
draw_config_panel(ctx, &mut self.config_panel, &mut self.config_state);
draw_stats_panel(ctx, &mut self.stats_panel);
draw_export_panel(ctx, &mut self.export_panel, &self.recorder, &mut self.export_path);
draw_export_panel(
ctx,
&mut self.export_panel,
&self.recorder,
&mut self.export_path,
);
draw_matrix_config_panel(ctx, &mut self.matrix_config_panel, &mut self.matrix_config);
}
}

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@@ -1,12 +1,13 @@
mod app;
mod connection;
mod matrix;
mod recording;
mod render;
mod serial_core;
mod theme;
mod ui;
mod recording;
mod utils;
mod model;
use app::EskinDesktopApp;
use eframe::egui;

15
src/model.rs Normal file
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@@ -0,0 +1,15 @@
use eframe::{
egui,
egui_wgpu::{self, wgpu},
wgpu::util::DeviceExt,
};
pub trait Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ModelVertex {
pub position: [f32; 3],
}

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@@ -292,9 +292,11 @@ impl Recorder {
let mut pressures = Vec::with_capacity(n_channels);
for f in &fields[..n_channels] {
pressures.push(f.parse::<u32>().with_context(|| {
format!("line {}: bad channel value '{}'", lineno + 2, f)
})?);
pressures.push(
f.parse::<u32>().with_context(|| {
format!("line {}: bad channel value '{}'", lineno + 2, f)
})?,
);
}
let raw_ts = fields[n_channels]
.parse::<u64>()
@@ -320,7 +322,8 @@ impl Recorder {
// Pretend the recording happened `last.timestamp_ms` ago
// so that elapsed_ms() would return that value.
// We store a "fake" start by noting the offset.
r.start = Some(Instant::now() - std::time::Duration::from_millis(last.timestamp_ms));
r.start =
Some(Instant::now() - std::time::Duration::from_millis(last.timestamp_ms));
r.paused_duration_ms = 0;
}
}

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@@ -14,6 +14,13 @@ pub struct WgpuBackgroundCallback {
pub width: f32,
pub height: f32,
pub pressure: PressureFrame,
pub marker_mode: MarkerMode,
}
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum MarkerMode {
Number,
Dot,
}
impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
@@ -26,7 +33,13 @@ impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
resources: &mut egui_wgpu::CallbackResources,
) -> Vec<wgpu::CommandBuffer> {
let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap();
resources.prepare(queue, self.width, self.height, &self.pressure);
resources.prepare(
queue,
self.width,
self.height,
&self.pressure,
self.marker_mode,
);
Vec::new()
}
@@ -51,9 +64,11 @@ pub struct BackgroundRenderResources {
uniform_bind_group: wgpu::BindGroup,
background_pipeline: wgpu::RenderPipeline,
glyph_pipeline: wgpu::RenderPipeline,
dot_pipeline: wgpu::RenderPipeline,
glyph_vertex_buffer: wgpu::Buffer,
glyph_instance_buffer: wgpu::Buffer,
glyph_instances: Vec<GlyphInstance>,
marker_mode: MarkerMode,
}
impl BackgroundRenderResources {
@@ -96,10 +111,20 @@ impl BackgroundRenderResources {
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Pressure Matrix Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
label: Some("Pressure Matrix Background Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../static/wgsl/shader.wgsl").into()),
});
// let glyph_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
// label: Some("Pressure Matrix Glyph Shader"),
// source: wgpu::ShaderSource::Wgsl(include_str!("../static/wgsl/shader.wgsl").into()),
// });
// let dot_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
// label: Some("Pressure Matrix Dot Shader"),
// source: wgpu::ShaderSource::Wgsl(include_str!("../static/wgsl/shader.wgsl").into()),
// });
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Pressure Matrix Pipeline Layout"),
bind_group_layouts: &[Some(&uniform_bind_group_layout)],
@@ -110,6 +135,8 @@ impl BackgroundRenderResources {
create_background_pipeline(device, target_format, &shader, &pipeline_layout);
let glyph_pipeline =
create_glyph_pipeline(device, target_format, &shader, &pipeline_layout);
let dot_pipeline =
create_dot_pipeline(device, target_format, &shader, &pipeline_layout);
let glyph_vertices = [
GlyphVertex {
@@ -144,16 +171,26 @@ impl BackgroundRenderResources {
uniform_bind_group,
background_pipeline,
glyph_pipeline,
dot_pipeline,
glyph_vertex_buffer,
glyph_instance_buffer,
glyph_instances,
marker_mode: MarkerMode::Number,
}
}
fn prepare(&mut self, queue: &wgpu::Queue, width: f32, height: f32, pressure: &PressureFrame) {
fn prepare(
&mut self,
queue: &wgpu::Queue,
width: f32,
height: f32,
pressure: &PressureFrame,
marker_mode: MarkerMode,
) {
let aspect = width / height.max(1.0);
self.uniform =
MatrixUniform::new(width, height, build_view_projection(aspect, &self.layout));
self.marker_mode = marker_mode;
queue.write_buffer(
&self.uniform_buffer,
0,
@@ -180,7 +217,13 @@ impl BackgroundRenderResources {
render_pass.set_pipeline(&self.background_pipeline);
render_pass.draw(0..3, 0..1);
render_pass.set_pipeline(&self.glyph_pipeline);
// let marker_pipeline = match self.marker_mode {
// MarkerMode::Number => &self.glyph_pipeline,
// MarkerMode::Dot => &self.dot_pipeline,
// };
let marker_pipeline = &self.dot_pipeline;
render_pass.set_pipeline(marker_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.glyph_instance_buffer.slice(..));
render_pass.draw(0..6, 0..self.glyph_instances.len() as u32);
@@ -253,6 +296,39 @@ fn create_glyph_pipeline(
})
}
fn create_dot_pipeline(
device: &wgpu::Device,
target_format: &wgpu::TextureFormat,
shader: &wgpu::ShaderModule,
layout: &wgpu::PipelineLayout,
) -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Pressure Matrix Dot Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_dot"),
compilation_options: Default::default(),
buffers: &[GlyphVertex::desc(), GlyphInstance::desc()],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_dot"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: *target_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
})
}
fn build_glyph_instances(
rows: u32,
cols: u32,

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@@ -16,24 +16,24 @@ pub struct AppTheme {
}
pub const ONE_DARK_PRO: AppTheme = AppTheme {
bg: egui::Color32::from_rgb(40, 44, 52), // #282C34 editor background
panel: egui::Color32::from_rgb(33, 37, 43), // #21252B sidebar/darker
bg: egui::Color32::from_rgb(40, 44, 52), // #282C34 editor background
panel: egui::Color32::from_rgb(33, 37, 43), // #21252B sidebar/darker
panel_strong: egui::Color32::from_rgb(44, 49, 58), // #2C313A slightly lighter
panel_deep: egui::Color32::from_rgb(27, 31, 39), // #1B1F27 darkest
border: egui::Color32::from_rgb(62, 68, 81), // #3E4451 border
border_soft: egui::Color32::from_rgb(44, 49, 58), // #2C313A soft border
text: egui::Color32::from_rgb(171, 178, 191), // #ABB2BF default text
text_dim: egui::Color32::from_rgb(92, 99, 112), // #5C6370 dimmed text
accent: egui::Color32::from_rgb(198, 120, 221), // #C678DD purple (signature)
panel_deep: egui::Color32::from_rgb(27, 31, 39), // #1B1F27 darkest
border: egui::Color32::from_rgb(62, 68, 81), // #3E4451 border
border_soft: egui::Color32::from_rgb(44, 49, 58), // #2C313A soft border
text: egui::Color32::from_rgb(171, 178, 191), // #ABB2BF default text
text_dim: egui::Color32::from_rgb(92, 99, 112), // #5C6370 dimmed text
accent: egui::Color32::from_rgb(198, 120, 221), // #C678DD purple (signature)
accent_hot: egui::Color32::from_rgb(229, 192, 123), // #E5C07B yellow/gold
radius: 3,
};
// Additional One Dark Pro accent colors (standalone constants)
pub const ACCENT_GREEN: egui::Color32 = egui::Color32::from_rgb(152, 195, 121); // #98C379
pub const ACCENT_RED: egui::Color32 = egui::Color32::from_rgb(224, 108, 117); // #E06C75
pub const ACCENT_BLUE: egui::Color32 = egui::Color32::from_rgb(97, 175, 239); // #61AFEF
pub const ACCENT_CYAN: egui::Color32 = egui::Color32::from_rgb(86, 182, 194); // #56B6C2
pub const ACCENT_GREEN: egui::Color32 = egui::Color32::from_rgb(152, 195, 121); // #98C379
pub const ACCENT_RED: egui::Color32 = egui::Color32::from_rgb(224, 108, 117); // #E06C75
pub const ACCENT_BLUE: egui::Color32 = egui::Color32::from_rgb(97, 175, 239); // #61AFEF
pub const ACCENT_CYAN: egui::Color32 = egui::Color32::from_rgb(86, 182, 194); // #56B6C2
pub const ACCENT_ORANGE: egui::Color32 = egui::Color32::from_rgb(209, 154, 102); // #D19A66
pub fn apply_theme(ctx: &egui::Context, theme: &AppTheme) {

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@@ -3,7 +3,10 @@ use eframe::egui;
use crate::{
connection::{ConnectionManager, ConnectionState},
recording::Recorder,
theme::{ONE_DARK_PRO, ACCENT_BLUE, ACCENT_GREEN, ACCENT_ORANGE, ACCENT_RED, accent_text, dim_text, group_frame, panel_frame, tag_button},
theme::{
ACCENT_BLUE, ACCENT_GREEN, ACCENT_ORANGE, ACCENT_RED, ONE_DARK_PRO, accent_text, dim_text,
group_frame, panel_frame, tag_button,
},
utils::serial_enum,
};
@@ -977,12 +980,7 @@ fn paint_integrated_center_panel(
// ── Signal Chart (sparkline) ───────────────────────────────────────────
/// Draw a mini sparkline chart with current/min/max labels.
pub fn draw_signal_chart(
ui: &mut egui::Ui,
values: &[f32],
label: &str,
color: egui::Color32,
) {
pub fn draw_signal_chart(ui: &mut egui::Ui, values: &[f32], label: &str, color: egui::Color32) {
let chart_height = 48.0;
let chart_width = ui.available_width().min(200.0);
@@ -991,16 +989,20 @@ pub fn draw_signal_chart(
ui.colored_label(color, label);
if let (Some(&last), Some(&min), Some(&max)) = (
values.last(),
values.iter().min_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal)),
values.iter().max_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal)),
values
.iter()
.min_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal)),
values
.iter()
.max_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal)),
) {
ui.colored_label(ONE_DARK_PRO.text, format!("{:.0}", last));
ui.colored_label(ONE_DARK_PRO.text_dim, format!("{:.0}{:.0}", min, max));
}
});
let (rect, _response) = ui
.allocate_exact_size(egui::vec2(chart_width, chart_height), egui::Sense::hover());
let (rect, _response) =
ui.allocate_exact_size(egui::vec2(chart_width, chart_height), egui::Sense::hover());
if values.len() < 2 {
return;
@@ -1038,11 +1040,7 @@ pub fn draw_signal_chart(
// ── Recording Toolbar ──────────────────────────────────────────────────
/// Draw recording controls inside the connect panel.
pub fn draw_recording_toolbar(
ui: &mut egui::Ui,
recorder: &Recorder,
export_path: &mut String,
) {
pub fn draw_recording_toolbar(ui: &mut egui::Ui, recorder: &Recorder, export_path: &mut String) {
let is_recording = recorder.is_recording();
let frame_count = recorder.frame_count();
let duration_ms = recorder.duration_ms();
@@ -1203,9 +1201,15 @@ pub fn draw_matrix_config_panel(
ui.colored_label(dim_text(), "矩阵尺寸");
ui.add_space(8.0);
ui.colored_label(ONE_DARK_PRO.text, "");
ui.add_sized(egui::vec2(56.0, 20.0), egui::DragValue::new(&mut config.rows).range(1..=128));
ui.add_sized(
egui::vec2(56.0, 20.0),
egui::DragValue::new(&mut config.rows).range(1..=128),
);
ui.colored_label(ONE_DARK_PRO.text, "");
ui.add_sized(egui::vec2(56.0, 20.0), egui::DragValue::new(&mut config.cols).range(1..=128));
ui.add_sized(
egui::vec2(56.0, 20.0),
egui::DragValue::new(&mut config.cols).range(1..=128),
);
});
ui.add_space(4.0);
@@ -1235,12 +1239,16 @@ pub fn draw_matrix_config_panel(
ui.colored_label(ONE_DARK_PRO.text, "最小");
ui.add_sized(
egui::vec2(72.0, 20.0),
egui::DragValue::new(&mut config.color_min).range(0.0..=10000.0).speed(100.0),
egui::DragValue::new(&mut config.color_min)
.range(0.0..=10000.0)
.speed(100.0),
);
ui.colored_label(ONE_DARK_PRO.text, "最大");
ui.add_sized(
egui::vec2(72.0, 20.0),
egui::DragValue::new(&mut config.color_max).range(1.0..=10000.0).speed(100.0),
egui::DragValue::new(&mut config.color_max)
.range(1.0..=10000.0)
.speed(100.0),
);
});

234
src/shader.wgsl → static/wgsl/shader.wgsl Executable file → Normal file
View File

@@ -8,50 +8,10 @@ struct MatrixUniform {
@group(0) @binding(0)
var<uniform> u: MatrixUniform;
struct BackgroundVertexOutput {
@builtin(position) clip_position: vec4f,
}
struct GlyphVertexInput {
@location(0) local: vec2f,
}
struct GlyphInstanceInput {
@location(1) world_position: vec4f,
@location(2) style: vec4f,
}
struct GlyphVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) local: vec2f,
@location(1) intensity: f32,
@location(2) display_value: f32,
}
fn saturate(value: f32) -> f32 {
return clamp(value, 0.0, 1.0);
}
fn capsule_distance(point: vec2f, start: vec2f, end: vec2f) -> f32 {
let segment = end - start;
let h = saturate(dot(point - start, segment) / dot(segment, segment));
return length(point - start - segment * h);
}
fn rotate2(point: vec2f, angle: f32) -> vec2f {
let s = sin(angle);
let c = cos(angle);
return vec2f(point.x * c - point.y * s, point.x * s + point.y * c);
}
fn rect_alpha(point: vec2f, center: vec2f, half_size: vec2f) -> f32 {
let delta = abs(point - center) - half_size;
let outside = length(max(delta, vec2f(0.0, 0.0)));
let inside = min(max(delta.x, delta.y), 0.0);
let dist = outside + inside;
return 1.0 - smoothstep(0.015, 0.045, dist);
}
fn range_stop_color(index: u32) -> vec3f {
switch index {
case 0u: {
@@ -86,6 +46,90 @@ fn sample_range_color(value: f32) -> vec3f {
return mix(range_stop_color(2u), range_stop_color(3u), local);
}
// background
struct BackgroundVertexOutput {
@builtin(position) clip_position: vec4f,
}
@vertex
fn vs_background(@builtin(vertex_index) vertex_index: u32) -> BackgroundVertexOutput {
let positions = array<vec2f, 3>(
vec2f(-1.0, -3.0),
vec2f(3.0, 1.0),
vec2f(-1.0, 1.0),
);
var out: BackgroundVertexOutput;
out.clip_position = vec4f(positions[vertex_index], 0.0, 1.0);
return out;
}
@fragment
fn fs_background(@builtin(position) frag_coord: vec4f) -> @location(0) vec4f {
let pixel = frag_coord.xy;
let viewport = u.viewport.xy;
let uv = pixel / max(viewport, vec2f(1.0, 1.0));
var color = mix(vec3f(0.112, 0.126, 0.160), vec3f(0.145, 0.160, 0.198), 1.0 - uv.y);
let vignette = smoothstep(0.18, 0.92, length((uv - vec2f(0.52, 0.48)) * vec2f(viewport.x / viewport.y, 1.0)));
color *= 1.0 - vignette * 0.30;
color += vec3f(0.035, 0.070, 0.090) * (1.0 - smoothstep(0.0, 0.9, abs(uv.y - 0.52)));
let track_width = clamp(viewport.x * 0.42, 260.0, 560.0);
let track_height = 12.0;
let track_center = vec2f(viewport.x * 0.5, viewport.y - 38.0);
let local = pixel - track_center;
let half_size = vec2f(track_width * 0.5, track_height * 0.5);
let inside_track = step(abs(local.x), half_size.x) * step(abs(local.y), half_size.y);
let border = step(abs(local.x), half_size.x + 1.0) * step(abs(local.y), half_size.y + 1.0) - inside_track;
let t = saturate((local.x + half_size.x) / track_width);
if (inside_track > 0.5) {
let shade = mix(0.72, 1.0, 1.0 - saturate((local.y + half_size.y) / track_height));
color = mix(color, sample_range_color(t) * shade, 0.96);
}
color = max(color, vec3f(0.34, 0.41, 0.46) * border);
let tick_area = step(abs(local.x), half_size.x) * step(abs(local.y), half_size.y + 8.0);
if (tick_area > 0.5) {
let ticks = array<f32, 4>(0.0, 0.33, 0.66, 1.0);
for (var index = 0u; index < 4u; index = index + 1u) {
let tick_x = (ticks[index] - 0.5) * track_width;
let tick = step(abs(local.x - tick_x), 1.0) * step(abs(local.y), half_size.y + 7.0);
color = max(color, vec3f(0.78, 0.84, 0.90) * tick);
}
}
return vec4f(color, 1.0);
}
// glyph
struct GlyphVertexInput {
@location(0) local: vec2f,
}
struct GlyphInstanceInput {
@location(1) world_position: vec4f,
@location(2) style: vec4f,
}
struct GlyphVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) local: vec2f,
@location(1) intensity: f32,
@location(2) display_value: f32,
}
fn rect_alpha(point: vec2f, center: vec2f, half_size: vec2f) -> f32 {
let delta = abs(point - center) - half_size;
let outside = length(max(delta, vec2f(0.0, 0.0)));
let inside = min(max(delta.x, delta.y), 0.0);
let dist = outside + inside;
return 1.0 - smoothstep(0.015, 0.045, dist);
}
fn digit_segment_on(digit: u32, segment: u32) -> bool {
switch digit {
case 0u: { return segment != 6u; }
@@ -183,58 +227,6 @@ fn number_alpha(local: vec2f, display_value: f32) -> f32 {
return alpha;
}
@vertex
fn vs_background(@builtin(vertex_index) vertex_index: u32) -> BackgroundVertexOutput {
let positions = array<vec2f, 3>(
vec2f(-1.0, -3.0),
vec2f(3.0, 1.0),
vec2f(-1.0, 1.0),
);
var out: BackgroundVertexOutput;
out.clip_position = vec4f(positions[vertex_index], 0.0, 1.0);
return out;
}
@fragment
fn fs_background(@builtin(position) frag_coord: vec4f) -> @location(0) vec4f {
let pixel = frag_coord.xy;
let viewport = u.viewport.xy;
let uv = pixel / max(viewport, vec2f(1.0, 1.0));
var color = mix(vec3f(0.112, 0.126, 0.160), vec3f(0.145, 0.160, 0.198), 1.0 - uv.y);
let vignette = smoothstep(0.18, 0.92, length((uv - vec2f(0.52, 0.48)) * vec2f(viewport.x / viewport.y, 1.0)));
color *= 1.0 - vignette * 0.30;
color += vec3f(0.035, 0.070, 0.090) * (1.0 - smoothstep(0.0, 0.9, abs(uv.y - 0.52)));
let track_width = clamp(viewport.x * 0.42, 260.0, 560.0);
let track_height = 12.0;
let track_center = vec2f(viewport.x * 0.5, viewport.y - 38.0);
let local = pixel - track_center;
let half_size = vec2f(track_width * 0.5, track_height * 0.5);
let inside_track = step(abs(local.x), half_size.x) * step(abs(local.y), half_size.y);
let border = step(abs(local.x), half_size.x + 1.0) * step(abs(local.y), half_size.y + 1.0) - inside_track;
let t = saturate((local.x + half_size.x) / track_width);
if (inside_track > 0.5) {
let shade = mix(0.72, 1.0, 1.0 - saturate((local.y + half_size.y) / track_height));
color = mix(color, sample_range_color(t) * shade, 0.96);
}
color = max(color, vec3f(0.34, 0.41, 0.46) * border);
let tick_area = step(abs(local.x), half_size.x) * step(abs(local.y), half_size.y + 8.0);
if (tick_area > 0.5) {
let ticks = array<f32, 4>(0.0, 0.33, 0.66, 1.0);
for (var index = 0u; index < 4u; index = index + 1u) {
let tick_x = (ticks[index] - 0.5) * track_width;
let tick = step(abs(local.x - tick_x), 1.0) * step(abs(local.y), half_size.y + 7.0);
color = max(color, vec3f(0.78, 0.84, 0.90) * tick);
}
}
return vec4f(color, 1.0);
}
@vertex
fn vs_glyph(vertex: GlyphVertexInput, instance: GlyphInstanceInput) -> GlyphVertexOutput {
let center = u.view_proj * vec4f(instance.world_position.xyz, 1.0);
@@ -256,3 +248,61 @@ fn fs_glyph(in: GlyphVertexOutput) -> @location(0) vec4f {
let color = sample_range_color(in.intensity) * mix(0.82, 1.16, saturate(in.intensity));
return vec4f(color, alpha);
}
// dot
struct DotVertexInput {
@location(0) local: vec2f,
}
struct DotInstanceInput {
@location(1) world_position: vec4f,
@location(2) style: vec4f
}
struct DotVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) local: vec2f,
@location(1) intensity: f32,
}
fn circle_alpha(local: vec2f, radius: f32, softness: f32) -> f32 {
let dist = length(local);
return 1.0 - smoothstep(radius, radius + softness, dist);
}
@vertex
fn vs_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVertexOutput {
let center = u.view_proj * vec4f(instance.world_position.xyz, 1.0);
let intensity = saturate(instance.style.x);
let shaped = pow(intensity, 0.9);
let pixel_size = u.glyph.x * mix(0.72, 1.85, shaped);
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
var out: DotVertexOutput;
out.clip_position = vec4f(center.xy + ndc_offset * center.w, center.z, center.w);
out.local = vertex.local;
out.intensity = intensity;
return out;
}
@fragment
fn fs_dot(in: DotVertexOutput) -> @location(0) vec4f {
let intensity = saturate(in.intensity);
let base_color = sample_range_color(intensity);
let core = circle_alpha(in.local, 0.42, 0.055);
let glow = circle_alpha(in.local, 0.78, 0.18) * intensity * 0.45;
let highlight_pos = in.local - vec2f(-0.18, 0.20);
let highlight = circle_alpha(highlight_pos, 0.16, 0.08) * 0.45;
let brightness = mix(0.82, 1.22, intensity);
let color = base_color * brightness + vec3f(1.0, 1.0, 1.0) * highlight;
let alpha = max(core, glow);
return vec4f(color, alpha);
}