11 Commits

Author SHA1 Message Date
lenn
9fb4c0edf4 对五个手指分别进行查表插值 2026-07-07 21:13:37 +08:00
lenn
1e3cfdcf21 shader: collapse palm chip background pass and refine dot rendering 2026-07-07 16:35:19 +08:00
lenn
a04b903e96 Integrate hand fingertip force overlays 2026-07-07 09:43:25 +08:00
lenn
c4bccc1747 refactor: 配置面板改造为顶部固定栏 + 压力归一化优化 2026-07-06 14:07:23 +08:00
lenn
5264f0c247 Tune hand-tip and palm chip layout coordinates
Adjust HandTipMatrix / HandPalmChip center, angle, and size in render.rs and propagate the spacing tweak through shader.wgsl.
2026-07-03 15:30:25 +08:00
lenn
a999d9c064 Refactor to hand-mode UI and reorganize WGSL shader
Replace spatial force / stats panels with unified hand force panels; simplify app.rs wiring and reorganize shader.wgsl for the hand rendering layout.
2026-07-03 13:41:02 +08:00
lenn
71d314ac44 Add finger mode UI and refine breakout/serial integration 2026-07-02 15:22:13 +08:00
lenn
0a9fea0f0a Improve panel layout and per-user installer 2026-07-02 13:38:00 +08:00
lenn
da77f2f194 Improve hand mode panels and recording 2026-07-01 17:08:07 +08:00
lenn
1ed729f8da Prepare Windows installer release 2026-06-30 17:43:02 +08:00
lenn
444c20f233 Add animated force panels 2026-06-30 11:10:29 +08:00
18 changed files with 3019 additions and 566 deletions

View File

@@ -1,35 +0,0 @@
{
"hooks": {
"pre-exec": [
{
"matcher": "",
"command": "scale gate pre-tool Bash --args-json \"$ARGS\" --session-id \"$SESSION_ID\""
},
{
"matcher": "edit|write",
"command": "scale gate pre-tool Edit --args-json \"$ARGS\" --session-id \"$SESSION_ID\""
}
],
"post-exec": [
{
"matcher": "edit|write",
"command": "scale gate post-tool Edit --args-json \"$ARGS\" --exit-code \"$EXIT_CODE\" --session-id \"$SESSION_ID\""
},
{
"matcher": "",
"command": "scale gate post-tool Bash --args-json \"$ARGS\" --exit-code \"$EXIT_CODE\" --session-id \"$SESSION_ID\""
}
],
"before-stop": [
{
"matcher": "",
"command": "scale gate before-stop --session-id \"$SESSION_ID\""
}
]
},
"permissions": {
"allow": [
"scale:*"
]
}
}

43
Cargo.lock generated
View File

@@ -1304,7 +1304,7 @@ checksum = "dea2df4cf52843e0452895c455a1a2cfbb842a1e7329671acf418fdc53ed4c59"
[[package]]
name = "eskin-model-player"
version = "0.5.0"
version = "5.0.0"
dependencies = [
"anyhow",
"bytemuck",
@@ -1320,6 +1320,7 @@ dependencies = [
"log",
"serialport",
"tobj",
"winresource",
]
[[package]]
@@ -3645,6 +3646,15 @@ dependencies = [
"syn",
]
[[package]]
name = "serde_spanned"
version = "1.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6662b5879511e06e8999a8a235d848113e942c9124f211511b16466ee2995f26"
dependencies = [
"serde_core",
]
[[package]]
name = "serialport"
version = "4.9.0"
@@ -3989,6 +3999,21 @@ dependencies = [
"ahash",
]
[[package]]
name = "toml"
version = "1.1.2+spec-1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "81f3d15e84cbcd896376e6730314d59fb5a87f31e4b038454184435cd57defee"
dependencies = [
"indexmap",
"serde_core",
"serde_spanned",
"toml_datetime",
"toml_parser",
"toml_writer",
"winnow",
]
[[package]]
name = "toml_datetime"
version = "1.1.1+spec-1.1.0"
@@ -4019,6 +4044,12 @@ dependencies = [
"winnow",
]
[[package]]
name = "toml_writer"
version = "1.1.1+spec-1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "756daf9b1013ebe47a8776667b466417e2d4c5679d441c26230efd9ef78692db"
[[package]]
name = "tracing"
version = "0.1.44"
@@ -5017,6 +5048,16 @@ dependencies = [
"memchr",
]
[[package]]
name = "winresource"
version = "0.1.31"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0986a8b1d586b7d3e4fe3d9ea39fb451ae22869dcea4aa109d287a374d866087"
dependencies = [
"toml",
"version_check",
]
[[package]]
name = "wit-bindgen"
version = "0.51.0"

View File

@@ -1,9 +1,14 @@
[package]
name = "eskin-model-player"
version = "0.5.0"
version = "5.0.0"
edition = "2024"
authors = ["JOYSONQUIN"]
description = "Desktop pressure sensor visualization and playback application."
build = "build.rs"
[package.metadata.wix]
eula = false
[dependencies]
eframe = { version = "0.34.2", features = ["default", "wgpu", "__screenshot"] }
env_logger = { version = "0.11.10", features = ["auto-color", "humantime"] }
@@ -19,6 +24,12 @@ log = "0.4.29"
tobj = "4.0.4"
gltf = "1.4.1"
[build-dependencies]
anyhow = "1.0.102"
fs_extra = "1.3.0"
winresource = "0.1.31"
[[bin]]
name = "ESkinPlayer"
path = "src/main.rs"

View File

@@ -27,6 +27,14 @@ fn main() -> Result<()> {
copy_items(&items, &resource_dir, &copy_options)?;
}
if std::env::var("CARGO_CFG_TARGET_OS").as_deref() == Ok("windows") {
let mut resource = winresource::WindowsResource::new();
resource.set_icon("res/icon.ico");
resource.compile().expect("compile windows icon failed");
}
println!("cargo:rustc-env=RESOURCE_DIR={}", resource_dir.display());
Ok(())

1060
docs/cargo-wix-guide.md Normal file

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@@ -1,6 +1,6 @@
use crate::breakout::{BreakoutGame, control_from_matrix};
use crate::connection::ConnectionManager;
use crate::force::{ForceEstimatorState, HudSpatialForce};
use crate::connection::{ConnectionManager, ConnectionState};
use crate::force::{ForceEstimatorState, HAND_FINGERTIP_COUNT, HudSpatialForce};
use crate::recording::Recorder;
use crate::render::{ActiveMode, FingerMode, HandGatewayMode};
use crate::style::{ONE_DARK_PRO, apply_fonts, apply_theme, layout};
@@ -13,14 +13,28 @@ use crate::{
},
ui::{
ConfigPanelState, ConnectPanelState, FloatingPanelState, MatrixConfigState,
draw_config_panel, draw_export_panel, draw_matrix_config_panel, draw_stats_panel,
panel_restore_item,
draw_config_panel, draw_hand_force_panels, panel_restore_item,
},
};
use eframe::{egui, egui_wgpu};
use std::sync::Arc;
use std::{
sync::Arc,
time::{Duration, Instant},
};
const SUMMARY_POINTS_PER_SERIES: usize = 42;
const HAND_FORCE_PANEL_COUNT: usize = 7;
const HAND_FORCE_SEGMENT_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = [84, 84, 84, 84, 84, 70, 44];
const HAND_IMAGE_SIZE_PX: [f32; 2] = [971.0, 1117.0];
const HAND_FINGERTIP_FORCE_ANCHORS_PX: [[f32; 2]; HAND_FINGERTIP_COUNT] = [
[265.0, 495.0],
[359.0, 260.0],
[482.0, 228.0],
[596.0, 265.0],
[693.0, 370.0],
];
const RATE_UPDATE_INTERVAL: Duration = Duration::from_millis(500);
const DATA_IDLE_PANEL_EXIT_DELAY: Duration = Duration::from_secs(3);
pub struct EskinDesktopApp {
connect_panel: FloatingPanelState,
@@ -39,18 +53,66 @@ pub struct EskinDesktopApp {
matrix_config_panel: FloatingPanelState,
matrix_config: MatrixConfigState,
signal_history: Vec<f32>,
hand_signal_histories: [Vec<f32>; HAND_FORCE_PANEL_COUNT],
force_estimator: ForceEstimatorState,
latest_spatial_force: Option<HudSpatialForce>,
latest_hand_spatial_forces: [Option<HudSpatialForce>; HAND_FINGERTIP_COUNT],
spatial_force_panel_force: Option<HudSpatialForce>,
latest_raw_matrix: Vec<u32>,
latest_matrix_rows: u32,
latest_matrix_cols: u32,
last_sample_at: Option<Instant>,
breakout_visible: bool,
breakout_game: BreakoutGame,
live_rates: LiveRateMeters,
context_menu_open: bool,
context_menu_pos: egui::Pos2,
active_mode: ActiveMode,
}
struct LiveRateMeters {
window_started_at: Instant,
window_rx_frames: u64,
window_render_frames: u32,
sample_rate_hz: f32,
render_rate_hz: f32,
}
impl LiveRateMeters {
fn new() -> Self {
Self {
window_started_at: Instant::now(),
window_rx_frames: 0,
window_render_frames: 0,
sample_rate_hz: 0.0,
render_rate_hz: 0.0,
}
}
fn tick_render(&mut self, total_rx_frames: u64) {
if total_rx_frames < self.window_rx_frames {
self.window_rx_frames = total_rx_frames;
self.sample_rate_hz = 0.0;
}
self.window_render_frames = self.window_render_frames.saturating_add(1);
let now = Instant::now();
let elapsed = now.duration_since(self.window_started_at);
if elapsed < RATE_UPDATE_INTERVAL {
return;
}
let seconds = elapsed.as_secs_f32().max(0.001);
let rx_delta = total_rx_frames.saturating_sub(self.window_rx_frames);
self.sample_rate_hz = rx_delta as f32 / seconds;
self.render_rate_hz = self.window_render_frames as f32 / seconds;
self.window_started_at = now;
self.window_rx_frames = total_rx_frames;
self.window_render_frames = 0;
}
}
impl EskinDesktopApp {
pub fn new(cc: &eframe::CreationContext<'_>) -> Self {
egui_extras::install_image_loaders(&cc.egui_ctx);
@@ -104,21 +166,21 @@ impl EskinDesktopApp {
),
matrix_config: MatrixConfigState::default(),
signal_history: Vec::with_capacity(128),
hand_signal_histories: std::array::from_fn(|_| Vec::with_capacity(128)),
force_estimator: ForceEstimatorState::new(),
latest_spatial_force: None,
latest_hand_spatial_forces: [None; HAND_FINGERTIP_COUNT],
spatial_force_panel_force: None,
latest_raw_matrix: Vec::new(),
latest_matrix_rows: MATRIX_ROWS,
latest_matrix_cols: MATRIX_COLS,
last_sample_at: None,
breakout_visible: false,
breakout_game: BreakoutGame::default(),
live_rates: LiveRateMeters::new(),
context_menu_open: false,
context_menu_pos: egui::pos2(24.0, 48.0),
active_mode: ActiveMode::Finger(FingerMode {
rows: 12,
cols: 7,
range: 0..7000,
dot: true,
}),
active_mode: ActiveMode::Hand(HandGatewayMode { range: 0..7000 }),
}
}
@@ -140,40 +202,91 @@ impl EskinDesktopApp {
}
fn paint_spatial_force_overlay(&self, ui: &egui::Ui, rect: egui::Rect) {
if !self.recent_sample_is_fresh() {
return;
}
if matches!(self.active_mode, ActiveMode::Hand(_)) {
self.paint_hand_spatial_force_overlay(ui, rect);
return;
}
let Some(force) = self.latest_spatial_force else {
return;
};
let painter = ui.painter();
let center = rect.center();
let magnitude = force.magnitude.clamp(0.0, 1.8);
let length = 34.0 + magnitude * 54.0;
let angle = force.angle_deg.to_radians();
let direction = egui::vec2(angle.cos(), angle.sin());
let end = center + direction * length;
let side = egui::vec2(-direction.y, direction.x);
let color = egui::Color32::from_rgb(255, 196, 54);
let glow = egui::Color32::from_rgba_unmultiplied(255, 196, 54, 58);
paint_spatial_force_arrow(ui.painter(), center, force, 34.0, 54.0);
}
painter.line_segment([center, end], egui::Stroke::new(9.0, glow));
painter.line_segment([center, end], egui::Stroke::new(2.4, color));
painter.line_segment(
[end, end - direction * 14.0 + side * 7.0],
egui::Stroke::new(2.4, color),
);
painter.line_segment(
[end, end - direction * 14.0 - side * 7.0],
egui::Stroke::new(2.4, color),
);
painter.circle_filled(center, 4.2, color);
fn paint_hand_spatial_force_overlay(&self, ui: &egui::Ui, rect: egui::Rect) {
for (force, anchor_px) in self
.latest_hand_spatial_forces
.iter()
.zip(HAND_FINGERTIP_FORCE_ANCHORS_PX)
{
let Some(force) = force else {
continue;
};
let center = hand_image_pixel_to_screen(rect, anchor_px);
paint_spatial_force_arrow(ui.painter(), center, *force, 20.0, 34.0);
}
}
fn strongest_hand_spatial_force(&self) -> Option<HudSpatialForce> {
self.latest_hand_spatial_forces
.iter()
.flatten()
.copied()
.max_by(|a, b| a.magnitude.total_cmp(&b.magnitude))
}
fn analyze_spatial_force(&mut self, values: &[u32]) {
if matches!(self.config_state.mode, SerialMode::Hand) {
self.latest_hand_spatial_forces = self.force_estimator.analyze_fingertips(values);
self.latest_spatial_force = self.strongest_hand_spatial_force();
} else {
self.latest_spatial_force = self.force_estimator.analyze(values);
self.latest_hand_spatial_forces = [None; HAND_FINGERTIP_COUNT];
}
}
fn connection_has_live_data(&self) -> bool {
matches!(
self.connection.state(),
ConnectionState::Connected | ConnectionState::Streaming
)
}
fn recent_sample_is_fresh(&self) -> bool {
self.last_sample_at
.is_some_and(|sample_at| sample_at.elapsed() <= DATA_IDLE_PANEL_EXIT_DELAY)
}
fn hand_force_panels_visible(&self) -> bool {
self.connection_has_live_data() && self.recent_sample_is_fresh()
}
fn sync_disconnected_live_state(&mut self) {
if self.connection_has_live_data() {
return;
}
self.last_sample_at = None;
self.latest_spatial_force = None;
self.latest_hand_spatial_forces = [None; HAND_FINGERTIP_COUNT];
self.spatial_force_panel_force = None;
}
fn draw_workspace(&mut self, ui: &mut egui::Ui) {
if self.breakout_visible {
self.draw_split_workspace(ui);
} else {
self.draw_wgpu_background_rect(ui, ui.max_rect());
}
let screen = ui.max_rect();
let workspace = egui::Rect::from_min_max(
screen.left_top()
+ egui::vec2(0.0, layout::TITLE_BAR_HEIGHT + layout::CONFIG_BAR_HEIGHT),
screen.right_bottom(),
);
self.draw_wgpu_background_rect(ui, workspace);
}
fn draw_split_workspace(&mut self, ui: &mut egui::Ui) {
@@ -214,6 +327,7 @@ impl EskinDesktopApp {
fn update_pressure_matrix(&mut self) {
if let Some(sample) = self.connection.take_latest_sample() {
self.last_sample_at = Some(Instant::now());
normalize_pressure_sample(
&sample.matrix,
sample.rows,
@@ -226,10 +340,7 @@ impl EskinDesktopApp {
self.latest_matrix_rows = sample.rows;
self.latest_matrix_cols = sample.cols;
// Feed data to recorder
self.recorder.add_frame(&sample.matrix);
self.latest_spatial_force = self.force_estimator.analyze(&sample.matrix);
self.analyze_spatial_force(&sample.matrix);
// Keep JE-Skin's summary path separate from the optional spatial-force vector.
let raw_total = sample
@@ -243,6 +354,8 @@ impl EskinDesktopApp {
if self.signal_history.len() > SUMMARY_POINTS_PER_SERIES {
self.signal_history.remove(0);
}
update_hand_signal_histories(&mut self.hand_signal_histories, &sample.matrix);
}
}
@@ -357,29 +470,36 @@ impl EskinDesktopApp {
}
}
fn draw_floating_panels(&mut self, ctx: &egui::Context) {
// draw_scene_panel(ctx, &mut self.scene_panel);
fn draw_floating_panels(
&mut self,
ctx: &egui::Context,
stats: crate::serial_core::serial::SerialIoStats,
) {
self.scene_panel.visible = false;
self.connect_panel.visible = false;
self.export_panel.visible = false;
self.matrix_config_panel.visible = false;
self.context_menu_open = false;
if let Some(next_mode) = draw_config_panel(
ctx,
&mut self.config_panel,
&mut self.config_state,
&self.connection,
&self.recorder,
stats,
self.live_rates.sample_rate_hz,
self.live_rates.render_rate_hz,
) {
self.switch_mode(next_mode);
}
draw_stats_panel(
self.stats_panel.visible = false;
draw_hand_force_panels(
ctx,
&mut self.stats_panel,
&self.signal_history,
self.latest_spatial_force,
self.hand_force_panels_visible(),
&self.hand_signal_histories,
);
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);
}
fn draw_panel_context_menu(&mut self, ctx: &egui::Context) {
@@ -415,20 +535,33 @@ impl EskinDesktopApp {
panel_restore_item(ui, "配置", &mut self.config_panel);
panel_restore_item(ui, "录制", &mut self.export_panel);
panel_restore_item(ui, "矩阵", &mut self.matrix_config_panel);
panel_restore_item(ui, "统计", &mut self.stats_panel);
if ui.button("打砖块").clicked() {
self.breakout_visible = true;
if self.stats_panel.visible {
if ui
.add_sized(
egui::vec2(ui.available_width(), 0.0),
egui::Button::new("隐藏 统计"),
)
.clicked()
{
self.stats_panel.visible = false;
close_menu = true;
}
} else {
panel_restore_item(ui, "统计", &mut self.stats_panel);
}
ui.separator();
if ui.button("全部显示").clicked() {
if ui
.add_sized(
egui::vec2(ui.available_width(), 0.0),
egui::Button::new("全部显示"),
)
.clicked()
{
self.config_panel.visible = true;
self.export_panel.visible = true;
self.matrix_config_panel.visible = true;
self.stats_panel.visible = true;
self.breakout_visible = true;
close_menu = true;
}
});
@@ -453,9 +586,15 @@ impl EskinDesktopApp {
self.connection.disconnect();
self.pressure_matrix.fill([0.0, 0.0]);
self.hand_pressure.clear();
self.last_sample_at = None;
self.force_estimator.reset();
self.latest_spatial_force = None;
self.latest_hand_spatial_forces = [None; HAND_FINGERTIP_COUNT];
self.spatial_force_panel_force = None;
self.signal_history.clear();
self.hand_signal_histories
.iter_mut()
.for_each(|history| history.clear());
self.active_mode = match next {
SerialMode::Finger => ActiveMode::Finger(FingerMode {
@@ -469,7 +608,93 @@ impl EskinDesktopApp {
}
}
fn raw_to_g1(raw: u32) -> f32 {
fn hand_image_pixel_to_screen(rect: egui::Rect, point_px: [f32; 2]) -> egui::Pos2 {
let image_uv = egui::vec2(
point_px[0] / HAND_IMAGE_SIZE_PX[0].max(1.0),
point_px[1] / HAND_IMAGE_SIZE_PX[1].max(1.0),
);
let viewport_aspect = rect.width() / rect.height().max(1.0);
let image_aspect = HAND_IMAGE_SIZE_PX[0] / HAND_IMAGE_SIZE_PX[1].max(1.0);
let mut screen_uv = image_uv;
if viewport_aspect > image_aspect {
let image_width = image_aspect / viewport_aspect;
screen_uv.x = image_uv.x * image_width + (1.0 - image_width) * 0.5;
} else {
let image_height = viewport_aspect / image_aspect;
screen_uv.y = image_uv.y * image_height + (1.0 - image_height) * 0.5;
}
egui::pos2(
rect.left() + screen_uv.x * rect.width(),
rect.top() + screen_uv.y * rect.height(),
)
}
fn paint_spatial_force_arrow(
painter: &egui::Painter,
center: egui::Pos2,
force: HudSpatialForce,
base_length: f32,
magnitude_scale: f32,
) {
let magnitude = force.magnitude.clamp(0.0, 1.8);
let length = base_length + magnitude * magnitude_scale;
let angle = force.angle_deg.to_radians();
let direction = egui::vec2(angle.cos(), angle.sin());
let end = center + direction * length;
let side = egui::vec2(-direction.y, direction.x);
let head_length = (length * 0.24).clamp(8.0, 14.0);
let head_width = head_length * 0.5;
let color = egui::Color32::from_rgb(255, 196, 54);
let glow = egui::Color32::from_rgba_unmultiplied(255, 196, 54, 58);
painter.line_segment([center, end], egui::Stroke::new(8.0, glow));
painter.line_segment([center, end], egui::Stroke::new(2.4, color));
painter.line_segment(
[end, end - direction * head_length + side * head_width],
egui::Stroke::new(2.4, color),
);
painter.line_segment(
[end, end - direction * head_length - side * head_width],
egui::Stroke::new(2.4, color),
);
painter.circle_filled(center, 3.8, color);
}
fn update_hand_signal_histories(
histories: &mut [Vec<f32>; HAND_FORCE_PANEL_COUNT],
raw_values: &[u32],
) {
let mut offset = 0usize;
for (index, (history, sample_count)) in histories.iter_mut().zip(HAND_FORCE_SEGMENT_COUNTS).enumerate() {
let raw_total = raw_values
.get(offset..offset + sample_count)
.unwrap_or(&[])
.iter()
.fold(0_u64, |sum, value| sum + *value as u64)
.min(u32::MAX as u64) as u32;
let force = match index {
0 => raw_to_g1(raw_total).min(20.6),
1 => raw_to_g2(raw_total).min(20.6),
2 => raw_to_g3(raw_total).min(20.6),
3 => raw_to_g4(raw_total).min(20.6),
4 => raw_to_g5(raw_total).min(20.6),
_ => raw_to_gd(raw_total).min(20.6),
};
// let force = raw_to_g1(raw_total).min(25.6);
let force = if force <= 0.1 { 0.0 } else { force };
history.push(force);
if history.len() > SUMMARY_POINTS_PER_SERIES {
history.remove(0);
}
offset += sample_count;
}
}
fn raw_to_gd(raw: u32) -> f32 {
const RAW: [u32; 12] = [
0, 21382, 108507, 123183, 147405, 171105, 192395, 250443, 231423, 350560, 396616, 429444,
];
@@ -504,6 +729,181 @@ fn raw_to_g1(raw: u32) -> f32 {
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
}
fn raw_to_g1(raw: u32) -> f32 {
const RAW: [u32; 11] = [
0, 20239, 121454, 171532, 223968, 241467, 293500, 322744, 436294, 523275, 633083,
];
const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
];
if raw <= RAW[0] {
return FORCE_CENTI_N[0] / 100.0;
}
if raw >= RAW[RAW.len() - 1] {
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
}
let mut left = 0usize;
let mut right = RAW.len() - 1;
while left + 1 < right {
let mid = (left + right) / 2;
if RAW[mid] <= raw {
left = mid;
} else {
right = mid;
}
}
let raw_left = RAW[left] as f32;
let raw_right = RAW[right] as f32;
let span = (raw_right - raw_left).max(1.0);
let ratio = (raw as f32 - raw_left) / span;
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
}
fn raw_to_g2(raw: u32) -> f32 {
const RAW: [u32; 11] = [
0, 5398, 52896, 86945, 122546, 145001, 165933, 220575, 241578, 350285, 449530,
];
const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
];
if raw <= RAW[0] {
return FORCE_CENTI_N[0] / 100.0;
}
if raw >= RAW[RAW.len() - 1] {
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
}
let mut left = 0usize;
let mut right = RAW.len() - 1;
while left + 1 < right {
let mid = (left + right) / 2;
if RAW[mid] <= raw {
left = mid;
} else {
right = mid;
}
}
let raw_left = RAW[left] as f32;
let raw_right = RAW[right] as f32;
let span = (raw_right - raw_left).max(1.0);
let ratio = (raw as f32 - raw_left) / span;
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
}
fn raw_to_g3(raw: u32) -> f32 {
const RAW: [u32; 11] = [
0, 4920, 35945, 46499, 65566, 69613, 89971, 122321, 146384, 203426, 269474,
];
const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
];
if raw <= RAW[0] {
return FORCE_CENTI_N[0] / 100.0;
}
if raw >= RAW[RAW.len() - 1] {
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
}
let mut left = 0usize;
let mut right = RAW.len() - 1;
while left + 1 < right {
let mid = (left + right) / 2;
if RAW[mid] <= raw {
left = mid;
} else {
right = mid;
}
}
let raw_left = RAW[left] as f32;
let raw_right = RAW[right] as f32;
let span = (raw_right - raw_left).max(1.0);
let ratio = (raw as f32 - raw_left) / span;
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
}
fn raw_to_g4(raw: u32) -> f32 {
const RAW: [u32; 11] = [
0, 11346, 92229, 139822, 182282, 220004, 259898, 307303, 377922, 460755, 587834,
];
const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
];
if raw <= RAW[0] {
return FORCE_CENTI_N[0] / 100.0;
}
if raw >= RAW[RAW.len() - 1] {
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
}
let mut left = 0usize;
let mut right = RAW.len() - 1;
while left + 1 < right {
let mid = (left + right) / 2;
if RAW[mid] <= raw {
left = mid;
} else {
right = mid;
}
}
let raw_left = RAW[left] as f32;
let raw_right = RAW[right] as f32;
let span = (raw_right - raw_left).max(1.0);
let ratio = (raw as f32 - raw_left) / span;
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
}
fn raw_to_g5(raw: u32) -> f32 {
const RAW: [u32; 11] = [
0, 10081, 40910, 49944, 64291, 68299, 79282, 97767, 113567, 140520, 167132,
];
const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
];
if raw <= RAW[0] {
return FORCE_CENTI_N[0] / 100.0;
}
if raw >= RAW[RAW.len() - 1] {
return FORCE_CENTI_N[FORCE_CENTI_N.len() - 1] / 100.0;
}
let mut left = 0usize;
let mut right = RAW.len() - 1;
while left + 1 < right {
let mid = (left + right) / 2;
if RAW[mid] <= raw {
left = mid;
} else {
right = mid;
}
}
let raw_left = RAW[left] as f32;
let raw_right = RAW[right] as f32;
let span = (raw_right - raw_left).max(1.0);
let ratio = (raw as f32 - raw_left) / span;
(FORCE_CENTI_N[left] + ratio * (FORCE_CENTI_N[right] - FORCE_CENTI_N[left])) / 100.0
}
fn paint_split_viewport_shell(
ui: &egui::Ui,
rect: egui::Rect,
@@ -577,27 +977,58 @@ fn normalize_pressure_samples(raw: &[u32]) -> PressureSamples {
fn normalize_pressure_value(value: u32) -> [f32; 2] {
const RANGE_MIN: f32 = 0.0;
const RANGE_MAX: f32 = 7000.0;
const DISPLAY_GAMMA: f32 = 0.45;
let raw_value = value as f32;
let mapped = ((raw_value - RANGE_MIN) / (RANGE_MAX - RANGE_MIN)).clamp(0.0, 1.0);
let intensity = if raw_value <= RANGE_MIN + 4.0 {
0.0
} else {
mapped.powf(DISPLAY_GAMMA)
};
let display_value = if raw_value <= RANGE_MIN + 4.0 {
0.0
} else {
raw_value.round().min(9999.0)
};
[mapped, display_value]
[intensity, display_value]
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn pressure_normalization_makes_low_hand_values_visible() {
let [zero_intensity, zero_label] = normalize_pressure_value(4);
assert_eq!(zero_intensity, 0.0);
assert_eq!(zero_label, 0.0);
let [low_intensity, low_label] = normalize_pressure_value(100);
assert!(
low_intensity > 0.10,
"low hand-gateway values should be visible in the wgpu dot matrix"
);
assert_eq!(low_label, 100.0);
let [max_intensity, max_label] = normalize_pressure_value(7000);
assert_eq!(max_intensity, 1.0);
assert_eq!(max_label, 7000.0);
}
}
impl eframe::App for EskinDesktopApp {
fn ui(&mut self, ui: &mut egui::Ui, frame: &mut eframe::Frame) {
let ctx = ui.ctx().clone();
let stats = self.connection.stats();
self.live_rates.tick_render(stats.rx_frames);
self.update_pressure_matrix();
self.sync_disconnected_live_state();
self.draw_workspace(ui);
self.draw_title_bar(ui, frame);
self.draw_floating_panels(&ctx);
self.draw_panel_context_menu(&ctx);
self.draw_floating_panels(&ctx, stats);
// Keep repainting while the wgpu background is a realtime viewport.
ctx.request_repaint();

View File

@@ -20,6 +20,7 @@ enum BreakoutPhase {
Idle,
Running,
Paused,
Won,
Over,
}
@@ -46,7 +47,6 @@ pub struct BreakoutGame {
score: u32,
combo: u32,
lives: u32,
level: u32,
last_time: Option<f64>,
previous_pause_gesture: bool,
pause_locked_until: f64,
@@ -63,7 +63,6 @@ impl Default for BreakoutGame {
score: 0,
combo: 0,
lives: 3,
level: 1,
last_time: None,
previous_pause_gesture: false,
pause_locked_until: 0.0,
@@ -150,7 +149,6 @@ impl BreakoutGame {
status_chip(ui, "分数", self.score.to_string(), ACCENT_GREEN);
status_chip(ui, "连击", self.combo.to_string(), ACCENT_ORANGE);
status_chip(ui, "生命", self.lives.to_string(), ACCENT_RED);
status_chip(ui, "关卡", self.level.to_string(), ACCENT_BLUE);
});
ui.add_space(7.0);
@@ -191,12 +189,11 @@ impl BreakoutGame {
self.score = 0;
self.combo = 0;
self.lives = 3;
self.level = 1;
self.rebuild_bricks();
}
fn start(&mut self) {
if self.phase == BreakoutPhase::Over {
if self.phase == BreakoutPhase::Over || self.phase == BreakoutPhase::Won {
self.reset();
}
if self.phase != BreakoutPhase::Running {
@@ -219,7 +216,10 @@ impl BreakoutGame {
let threshold = pressure_pause_threshold();
let active = top_force >= threshold;
if active && !self.previous_pause_gesture && now >= self.pause_locked_until {
if self.phase == BreakoutPhase::Idle || self.phase == BreakoutPhase::Over {
if matches!(
self.phase,
BreakoutPhase::Idle | BreakoutPhase::Over | BreakoutPhase::Won
) {
self.start();
} else {
self.toggle_pause();
@@ -249,7 +249,7 @@ impl BreakoutGame {
}
fn launch_ball(&mut self) {
let direction = if self.level % 2 == 0 { -0.24 } else { 0.24 };
let direction = 0.24;
self.ball_pos = egui::pos2(self.paddle_x, PADDLE_Y - PADDLE_H - BALL_RADIUS);
self.ball_vel = egui::vec2(direction, -1.0).normalized() * BALL_SPEED;
}
@@ -324,9 +324,8 @@ impl BreakoutGame {
}
if self.bricks.iter().all(|brick| !brick.alive) {
self.level += 1;
self.rebuild_bricks();
self.launch_ball();
self.phase = BreakoutPhase::Won;
self.ball_vel = egui::Vec2::ZERO;
}
}
@@ -358,6 +357,7 @@ impl BreakoutGame {
BreakoutPhase::Idle => "待机",
BreakoutPhase::Running => "运行",
BreakoutPhase::Paused => "暂停",
BreakoutPhase::Won => "过关",
BreakoutPhase::Over => "结束",
}
}
@@ -387,6 +387,7 @@ impl BreakoutGame {
if self.phase == BreakoutPhase::Idle
|| self.phase == BreakoutPhase::Paused
|| self.phase == BreakoutPhase::Won
|| self.phase == BreakoutPhase::Over
{
paint_center_overlay(&painter, rect, self.phase);
@@ -403,6 +404,10 @@ pub fn control_from_matrix(raw: &[u32], rows: u32, cols: u32) -> BreakoutControl
let cols = cols.max(1) as usize;
let sample_rows = rows.min(2);
let sample_cols = cols.min(2);
let top_gesture_rows = rows.min(1);
let top_gesture_cols = (cols / 3).clamp(1, cols);
let top_gesture_col_start = (cols - top_gesture_cols) / 2;
let top_gesture_col_end = top_gesture_col_start + top_gesture_cols;
let avg = |row_start: usize, row_end: usize, col_start: usize, col_end: usize| -> f32 {
let mut sum = 0.0;
let mut count = 0.0;
@@ -430,7 +435,12 @@ pub fn control_from_matrix(raw: &[u32], rows: u32, cols: u32) -> BreakoutControl
let left_force = tl + bl;
let right_force = tr + br;
let top_force = tl + tr;
let top_force = avg(
0,
top_gesture_rows,
top_gesture_col_start,
top_gesture_col_end,
);
let span = 1200.0_f32.max((PRESSURE_RANGE_MAX - PRESSURE_RANGE_MIN) * 0.22);
let raw_axis = ((right_force - left_force) / span).clamp(-1.0, 1.0);
let axis = if raw_axis.abs() < 0.045 {
@@ -485,6 +495,7 @@ fn status_color(phase: BreakoutPhase) -> egui::Color32 {
BreakoutPhase::Idle => ONE_DARK_PRO.text_dim,
BreakoutPhase::Running => ACCENT_GREEN,
BreakoutPhase::Paused => ACCENT_ORANGE,
BreakoutPhase::Won => ACCENT_GREEN,
BreakoutPhase::Over => ACCENT_RED,
}
}
@@ -607,6 +618,7 @@ fn paint_center_overlay(painter: &egui::Painter, rect: egui::Rect, phase: Breako
let (title, detail) = match phase {
BreakoutPhase::Idle => ("按压顶部或点击开始", "左右分区压力控制挡板"),
BreakoutPhase::Paused => ("已暂停", "再次按压顶部、P 或点击暂停继续"),
BreakoutPhase::Won => ("恭喜过关", "按压顶部、点击或空格重新开始"),
BreakoutPhase::Over => ("游戏结束", "点击或空格重开"),
BreakoutPhase::Running => ("", ""),
};

View File

@@ -4,6 +4,7 @@ use std::time::Duration;
use crossbeam_channel::{self, Receiver, Sender, TryRecvError};
use crate::recording::Recorder;
use crate::serial_core::serial::{
SerialIoStats, SerialPortReadWrite, SerialProtocol, run_serial_loop,
};
@@ -83,6 +84,7 @@ impl ConnectionManager {
cols: u32,
baud_rate: u32,
protocol: SerialProtocol,
recorder: Recorder,
) {
self.disconnect();
self.set_state(ConnectionState::Connecting);
@@ -108,6 +110,7 @@ impl ConnectionManager {
&sample_tx,
&stats_tx,
&latest_sample,
recorder,
);
if let Err(e) = result {
eprintln!("[connection] device loop error: {e}");
@@ -187,9 +190,10 @@ fn run_device_loop(
sample_tx: &Sender<Vec<i32>>,
stats_tx: &Sender<SerialIoStats>,
latest_sample: &Arc<Mutex<Option<PressureSample>>>,
recorder: Recorder,
) -> Result<(), Box<dyn std::error::Error + Send + Sync>> {
let port = serialport::new(port_name, baud_rate)
.timeout(Duration::from_millis(100))
.timeout(Duration::from_millis(1))
.open()?;
*state.lock().unwrap() = ConnectionState::Connected;
@@ -205,6 +209,7 @@ fn run_device_loop(
cancel_rx,
sample_tx,
Some(stats_tx),
Some(&recorder),
);
if let Ok(mut latest) = latest_sample.lock() {

View File

@@ -1,6 +1,7 @@
use crate::serial_core::multi_dim_force::PztProcessor;
const FINGER_SAMPLE_COUNT: usize = 84;
pub const FINGER_SAMPLE_COUNT: usize = 84;
pub const HAND_FINGERTIP_COUNT: usize = 5;
const MIN_TANGENTIAL_MAGNITUDE: f32 = 0.02;
#[derive(Debug, Clone, Copy)]
@@ -11,17 +12,22 @@ pub struct HudSpatialForce {
pub struct ForceEstimatorState {
pzt_processor: PztProcessor,
fingertip_processors: [PztProcessor; HAND_FINGERTIP_COUNT],
}
impl ForceEstimatorState {
pub fn new() -> Self {
Self {
pzt_processor: PztProcessor::new(),
fingertip_processors: std::array::from_fn(|_| PztProcessor::new()),
}
}
pub fn reset(&mut self) {
self.pzt_processor.reset_baseline();
self.fingertip_processors
.iter_mut()
.for_each(PztProcessor::reset_baseline);
}
pub fn analyze(&mut self, values: &[u32]) -> Option<HudSpatialForce> {
@@ -40,6 +46,37 @@ impl ForceEstimatorState {
magnitude: analysis.magnitude,
})
}
pub fn analyze_fingertips(
&mut self,
values: &[u32],
) -> [Option<HudSpatialForce>; HAND_FINGERTIP_COUNT] {
let mut forces = [None; HAND_FINGERTIP_COUNT];
for (tip_index, processor) in self.fingertip_processors.iter_mut().enumerate() {
let start = tip_index * FINGER_SAMPLE_COUNT;
let end = start + FINGER_SAMPLE_COUNT;
let Some(segment) = values.get(start..end) else {
break;
};
let pzt_values = segment
.iter()
.map(|value| *value as f32)
.collect::<Vec<_>>();
forces[tip_index] = processor
.get_pzt_analysis(&pzt_values)
.ok()
.filter(|analysis| analysis.magnitude > MIN_TANGENTIAL_MAGNITUDE)
.map(|analysis| HudSpatialForce {
angle_deg: analysis.angle_deg,
magnitude: analysis.magnitude,
});
}
forces
}
}
impl Default for ForceEstimatorState {

View File

@@ -1,5 +1,5 @@
#![allow(dead_code)]
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
mod app;
mod breakout;
mod connection;
@@ -20,12 +20,15 @@ use eframe::egui;
fn main() -> eframe::Result<()> {
env_logger::init();
let window_icon = eframe::icon_data::from_png_bytes(include_bytes!("../res/128x128@2x.png"))
.expect("load window icon failed");
let options = eframe::NativeOptions {
renderer: eframe::Renderer::Wgpu,
viewport: egui::ViewportBuilder::default()
.with_inner_size([1920.0, 1080.0])
.with_min_inner_size([1280.0, 720.0])
.with_decorations(false),
.with_decorations(false)
.with_icon(window_icon),
..Default::default()
};

View File

@@ -44,43 +44,43 @@ pub struct HandGatewayMode {
const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [
HandTipMatrix {
center_px: [260.0, 490.0],
center_px: [265.0, 495.0],
size_px: [70.0, 120.0],
angle_rad: -0.45,
angle_rad: -0.40,
},
HandTipMatrix {
center_px: [360.0, 255.0],
center_px: [359.0, 260.0],
size_px: [70.0, 120.0],
angle_rad: -0.05,
angle_rad: -0.17,
},
HandTipMatrix {
center_px: [485.0, 225.0],
center_px: [482.0, 228.0],
size_px: [70.0, 120.0],
angle_rad: 0.0,
angle_rad: -0.03,
},
HandTipMatrix {
center_px: [595.0, 260.0],
center_px: [596.0, 265.0],
size_px: [70.0, 120.0],
angle_rad: 0.12,
angle_rad: 0.10,
},
HandTipMatrix {
center_px: [705.0, 385.0],
center_px: [693.0, 370.0],
size_px: [70.0, 120.0],
angle_rad: 0.28,
angle_rad: 0.22,
},
];
const HAND_PALM_CHIPS: [HandPalmChip; 2] = [
HandPalmChip {
center_px: [538.0, 608.0],
size_px: [248.0, 82.0],
angle_rad: 0.06,
center_px: [530.0, 593.0],
size_px: [258.0, 88.0],
angle_rad: 0.12,
rows: 5,
cols: 14,
},
HandPalmChip {
center_px: [606.0, 780.0],
size_px: [72.0, 214.0],
center_px: [610.0, 778.0],
size_px: [82.0, 228.0],
angle_rad: 0.05,
rows: 11,
cols: 4,
@@ -90,6 +90,7 @@ const HAND_PALM_CHIPS: [HandPalmChip; 2] = [
const HAND_FINGER_SENSOR_CELLS: usize = 12 * 7;
const HAND_PALM_HORIZONTAL_OFFSET: usize = HAND_FINGER_SENSOR_CELLS * 5;
const HAND_PALM_VERTICAL_OFFSET: usize = HAND_PALM_HORIZONTAL_OFFSET + 5 * 14;
const HAND_TIP_DOT_LOCAL_Y_OFFSET_PX: f32 = 14.0;
// Each entry pins one miniature matrix to a fingertip in hand.png.
// Coordinates are authored in source-image pixels so they are easy to tune by eye.
@@ -1144,7 +1145,7 @@ fn build_hand_membrane_instances(image_width: f32, image_height: f32) -> Vec<Gly
.map(|tip| {
let uv_x = tip.center_px[0] / image_width.max(1.0);
let uv_y = tip.center_px[1] / image_height.max(1.0);
let membrane_size = [tip.size_px[0] * 1.62, tip.size_px[1] * 1.56];
let membrane_size = [tip.size_px[0] * 1.44, tip.size_px[1] * 1.36];
GlyphInstance {
// Membrane shaders read xy as hand.png UV.
@@ -1202,7 +1203,8 @@ fn build_hand_dot_instances(
// Lay out a rows x cols matrix in fingertip-local pixel space.
let local_x = (col as f32 - cols as f32 / 2.0 + 0.5) / cols as f32 * tip.size_px[0];
let local_y = (row as f32 - rows as f32 / 2.0 + 0.5) / rows as f32 * tip.size_px[1];
let local_y = (row as f32 - rows as f32 / 2.0 + 0.5) / rows as f32 * tip.size_px[1]
+ HAND_TIP_DOT_LOCAL_Y_OFFSET_PX;
// Rotate the local matrix so it follows the direction of the finger.
let x = tip.center_px[0] + local_x * cos - local_y * sin;
@@ -1238,16 +1240,16 @@ fn build_hand_palm_dot_instances(
for (chip_index, chip) in HAND_PALM_CHIPS.into_iter().enumerate() {
let cos = chip.angle_rad.cos();
let sin = chip.angle_rad.sin();
// Leave a bevel around the chip so the matrix reads as embedded pixels.
let active_size = [chip.size_px[0] * 0.72, chip.size_px[1] * 0.76];
// Palm films can float slightly beyond the hand artwork, similar to fingertip membranes.
let active_size = [chip.size_px[0] * 0.86, chip.size_px[1] * 0.86];
for row in 0..chip.rows {
for col in 0..chip.cols {
let index = (row * chip.cols + col) as usize;
let offset = match chip_index {
0 => HAND_PALM_HORIZONTAL_OFFSET,
_ => HAND_PALM_VERTICAL_OFFSET,
};
let index = hand_palm_pressure_index(chip_index, row, col, chip.rows, chip.cols);
let [normalized, display_value] =
sample_pressure_at(pressure, offset + index, index);
@@ -1275,6 +1277,14 @@ fn build_hand_palm_dot_instances(
instances
}
fn hand_palm_pressure_index(chip_index: usize, row: u32, col: u32, rows: u32, cols: u32) -> usize {
if chip_index == 0 {
(col * rows + (rows - 1 - row)) as usize
} else {
(row * cols + col) as usize
}
}
fn sample_pressure_at(pressure: &[[f32; 2]], index: usize, fallback_index: usize) -> [f32; 2] {
pressure
.get(index)
@@ -1406,3 +1416,24 @@ impl GlyphInstance {
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn hand_palm_horizontal_uses_column_major_pressure_order() {
assert_eq!(hand_palm_pressure_index(0, 0, 0, 5, 14), 4);
assert_eq!(hand_palm_pressure_index(0, 1, 0, 5, 14), 3);
assert_eq!(hand_palm_pressure_index(0, 0, 1, 5, 14), 9);
assert_eq!(hand_palm_pressure_index(0, 4, 13, 5, 14), 65);
}
#[test]
fn hand_palm_vertical_keeps_row_major_pressure_order() {
assert_eq!(hand_palm_pressure_index(1, 0, 0, 11, 4), 0);
assert_eq!(hand_palm_pressure_index(1, 0, 1, 11, 4), 1);
assert_eq!(hand_palm_pressure_index(1, 1, 0, 11, 4), 4);
assert_eq!(hand_palm_pressure_index(1, 10, 3, 11, 4), 43);
}
}

View File

@@ -1,3 +1,4 @@
use crate::recording::Recorder;
use crate::serial_core::codec::Codec;
use crate::serial_core::codecs::hand_gateway::{HandGatewayCodec, HandGatewayFrame};
use crate::serial_core::codecs::tactile_a::TactileACodec;
@@ -6,13 +7,14 @@ use crossbeam_channel::{Receiver, Sender};
use std::io::{Read, Write};
use std::time::{Duration, Instant};
const POLL_INTERVAL_MS: u64 = 10;
const POLL_INTERVAL_MS: u64 = 5;
const DEFAULT_HAND_GATEWAY_NODE_SAMPLE_COUNTS: &[u16] = &[84, 84, 84, 84, 84, 70, 44];
#[derive(Debug, Default, Clone, Copy, PartialEq, Eq)]
pub struct SerialIoStats {
pub rx_bytes: u64,
pub tx_bytes: u64,
pub rx_frames: u64,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
@@ -31,12 +33,15 @@ pub fn run_serial_loop(
cancel_rx: &Receiver<()>,
sample_tx: &Sender<Vec<i32>>,
stats_tx: Option<&Sender<SerialIoStats>>,
recorder: Option<&Recorder>,
) {
match protocol {
SerialProtocol::TactileA => {
run_tactile_a_loop(port, rows, cols, cancel_rx, sample_tx, stats_tx)
run_tactile_a_loop(port, rows, cols, cancel_rx, sample_tx, stats_tx, recorder)
}
SerialProtocol::HandGateway => {
run_hand_gateway_loop(port, cancel_rx, sample_tx, stats_tx, recorder)
}
SerialProtocol::HandGateway => run_hand_gateway_loop(port, cancel_rx, sample_tx, stats_tx),
}
}
@@ -47,6 +52,7 @@ fn run_tactile_a_loop(
cancel_rx: &Receiver<()>,
sample_tx: &Sender<Vec<i32>>,
stats_tx: Option<&Sender<SerialIoStats>>,
recorder: Option<&Recorder>,
) {
let session_started_at = Instant::now();
let mut codec = TactileACodec::new(cols, rows);
@@ -90,7 +96,14 @@ fn run_tactile_a_loop(
for frame in frames {
if let TactileAFrame::Rep(rep) = frame {
if let Ok(vals) = TactileACodec::parse_data_frame(&rep.payload) {
if let Some(recorder) = recorder {
let pressures: Vec<u32> =
vals.iter().map(|v| (*v).max(0) as u32).collect();
recorder.add_frame(&pressures);
}
let _ = sample_tx.try_send(vals);
io_stats.rx_frames += 1;
publish_stats(stats_tx, io_stats);
}
}
}
@@ -116,6 +129,7 @@ fn run_hand_gateway_loop(
cancel_rx: &Receiver<()>,
sample_tx: &Sender<Vec<i32>>,
stats_tx: Option<&Sender<SerialIoStats>>,
recorder: Option<&Recorder>,
) {
let session_started_at = Instant::now();
let mut codec = HandGatewayCodec::new(DEFAULT_HAND_GATEWAY_NODE_SAMPLE_COUNTS);
@@ -174,7 +188,14 @@ fn run_hand_gateway_loop(
if parse_ok {
// println!("[hand-packet-values] samples={}", vals.len());
if let Some(recorder) = recorder {
let pressures: Vec<u32> =
vals.iter().map(|v| (*v).max(0) as u32).collect();
recorder.add_frame(&pressures);
}
let _ = sample_tx.try_send(vals);
io_stats.rx_frames += 1;
publish_stats(stats_tx, io_stats);
}
}
}

View File

@@ -1,4 +1,4 @@
use eframe::egui;
use eframe::egui::{self, Color32};
#[derive(Clone, Copy)]
pub struct AppTheme {
@@ -29,7 +29,7 @@ pub struct DesignMetrics {
}
pub const ONE_DARK_PRO: AppTheme = AppTheme {
bg: egui::Color32::from_rgb(30, 40, 50),
bg: egui::Color32::BLACK,
panel: egui::Color32::from_rgb(22, 28, 35),
panel_strong: egui::Color32::from_rgb(34, 43, 54),
panel_deep: egui::Color32::from_rgb(15, 20, 27),
@@ -61,6 +61,7 @@ pub const METRICS: DesignMetrics = DesignMetrics {
pub mod layout {
pub const TITLE_BAR_HEIGHT: f32 = 36.0;
pub const CONFIG_BAR_HEIGHT: f32 = 38.0;
pub const CENTER_PANEL_TOP: f32 = 48.0;
pub const LEFT_X: f32 = 24.0;
pub const RIGHT_X: f32 = 1328.0;
@@ -213,6 +214,19 @@ pub fn tag_button(label: impl Into<egui::WidgetText>) -> egui::Button<'static> {
.min_size(egui::vec2(0.0, METRICS.button_height))
}
pub fn rich_tag_button(
label: impl Into<String>,
color: impl Into<Color32>,
) -> egui::Button<'static> {
let text = egui::RichText::new(label.into()).color(color);
egui::Button::new(text)
.fill(ONE_DARK_PRO.panel_strong)
.stroke(egui::Stroke::new(1.0, ONE_DARK_PRO.border))
.corner_radius(egui::CornerRadius::same(4))
.min_size(egui::vec2(0.0, METRICS.button_height))
}
pub fn primary_button(label: impl Into<egui::WidgetText>) -> egui::Button<'static> {
egui::Button::new(label)
.fill(ONE_DARK_PRO.accent)

963
src/ui.rs

File diff suppressed because it is too large Load Diff

View File

@@ -63,7 +63,7 @@ fn linear_to_srgb(linear: vec3f) -> vec3f {
fn output_color(linear_rgb: vec3f, alpha: f32) -> vec4f {
let clamped = clamp(linear_rgb, vec3f(0.0), vec3f(1.0));
if (u.color.w > 0.5) {
if u.color.w > 0.5 {
return vec4f(clamped, alpha);
}
@@ -91,12 +91,12 @@ fn range_stop_color(index: u32) -> vec3f {
fn sample_range_color(value: f32) -> vec3f {
let t = saturate(value);
if (t <= 0.33) {
if t <= 0.33 {
let local = smoothstep(0.0, 0.33, t);
return mix(range_stop_color(0u), range_stop_color(1u), local);
}
if (t <= 0.66) {
if t <= 0.66 {
let local = smoothstep(0.33, 0.66, t);
return mix(range_stop_color(1u), range_stop_color(2u), local);
}
@@ -105,7 +105,6 @@ 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,
@@ -126,18 +125,9 @@ fn vs_background(@builtin(vertex_index) vertex_index: u32) -> BackgroundVertexOu
@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(0.018, 0.019, 0.022), vec3f(0.038, 0.040, 0.046), 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 * 0.22;
color += vec3f(0.010, 0.010, 0.012) * (1.0 - smoothstep(0.0, 0.85, abs(uv.y - 0.50)));
return output_color(color, 1.0);
return output_color(vec3f(0.0, 0.0, 0.0), 1.0);
}
// hand image background
struct HandImageVertexOutput {
@builtin(position) clip_position: vec4f,
@@ -175,7 +165,7 @@ fn fs_hand_image(in: HandImageVertexOutput) -> @location(0) vec4f {
let image_aspect = u.image.x / max(u.image.y, 1.0);
var uv = in.screen_uv;
if (viewport_aspect > image_aspect) {
if viewport_aspect > image_aspect {
let image_width = image_aspect / viewport_aspect;
uv.x = (uv.x - (1.0 - image_width) * 0.5) / image_width;
} else {
@@ -183,7 +173,7 @@ fn fs_hand_image(in: HandImageVertexOutput) -> @location(0) vec4f {
uv.y = (uv.y - (1.0 - image_height) * 0.5) / image_height;
}
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
if uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0 {
discard;
}
@@ -191,7 +181,6 @@ fn fs_hand_image(in: HandImageVertexOutput) -> @location(0) vec4f {
return output_color(color.rgb, color.a);
}
// glyph
struct GlyphVertexInput {
@location(0) local: vec2f,
@@ -234,45 +223,45 @@ fn digit_segment_on(digit: u32, segment: u32) -> bool {
fn seven_segment_digit_alpha(local: vec2f, digit: u32) -> f32 {
var alpha = 0.0;
if (digit_segment_on(digit, 0u)) {
if digit_segment_on(digit, 0u) {
alpha = max(alpha, rect_alpha(local, vec2f(0.0, 0.70), vec2f(0.38, 0.078)));
}
if (digit_segment_on(digit, 1u)) {
if digit_segment_on(digit, 1u) {
alpha = max(alpha, rect_alpha(local, vec2f(0.39, 0.36), vec2f(0.078, 0.335)));
}
if (digit_segment_on(digit, 2u)) {
if digit_segment_on(digit, 2u) {
alpha = max(alpha, rect_alpha(local, vec2f(0.39, -0.36), vec2f(0.078, 0.335)));
}
if (digit_segment_on(digit, 3u)) {
if digit_segment_on(digit, 3u) {
alpha = max(alpha, rect_alpha(local, vec2f(0.0, -0.70), vec2f(0.38, 0.078)));
}
if (digit_segment_on(digit, 4u)) {
if digit_segment_on(digit, 4u) {
alpha = max(alpha, rect_alpha(local, vec2f(-0.39, -0.36), vec2f(0.078, 0.335)));
}
if (digit_segment_on(digit, 5u)) {
if digit_segment_on(digit, 5u) {
alpha = max(alpha, rect_alpha(local, vec2f(-0.39, 0.36), vec2f(0.078, 0.335)));
}
if (digit_segment_on(digit, 6u)) {
if digit_segment_on(digit, 6u) {
alpha = max(alpha, rect_alpha(local, vec2f(0.0, 0.0), vec2f(0.35, 0.075)));
}
return alpha;
}
fn digit_count(value: u32) -> u32 {
if (value >= 1000u) {
if value >= 1000u {
return 4u;
}
if (value >= 100u) {
if value >= 100u {
return 3u;
}
if (value >= 10u) {
if value >= 10u {
return 2u;
}
return 1u;
}
fn digit_at(value: u32, slot: u32, count: u32) -> u32 {
if (count == 4u) {
if count == 4u {
switch slot {
case 0u: { return (value / 1000u) % 10u; }
case 1u: { return (value / 100u) % 10u; }
@@ -280,14 +269,14 @@ fn digit_at(value: u32, slot: u32, count: u32) -> u32 {
default: { return value % 10u; }
}
}
if (count == 3u) {
if count == 3u {
switch slot {
case 0u: { return (value / 100u) % 10u; }
case 1u: { return (value / 10u) % 10u; }
default: { return value % 10u; }
}
}
if (count == 2u) {
if count == 2u {
return select(value % 10u, (value / 10u) % 10u, slot == 0u);
}
return value % 10u;
@@ -302,7 +291,7 @@ fn number_alpha(local: vec2f, display_value: f32) -> f32 {
var alpha = 0.0;
for (var slot = 0u; slot < 4u; slot = slot + 1u) {
if (slot < count) {
if slot < count {
let center_x = start_x + f32(slot) * slot_width;
let digit_local = vec2f((local.x - center_x) / (slot_width * 0.78), local.y / 0.92);
let digit = digit_at(value, slot, count);
@@ -343,8 +332,7 @@ struct DotVertexInput {
struct DotInstanceInput {
@location(1) world_position: vec4f,
@location(2) style: vec4f
}
@location(2) style: vec4f}
struct DotVertexOutput {
@builtin(position) clip_position: vec4f,
@@ -366,7 +354,7 @@ fn hand_image_uv_to_clip(image_uv: vec2f) -> vec2f {
var screen_uv = image_uv;
if (viewport_aspect > image_aspect) {
if viewport_aspect > image_aspect {
let image_width = image_aspect / viewport_aspect;
screen_uv.x = image_uv.x * image_width + (1.0 - image_width) * 0.5;
} else {
@@ -394,12 +382,15 @@ fn rounded_rect_alpha(local: vec2f, radius: f32, softness: f32) -> f32 {
return 1.0 - smoothstep(0.0, softness, dist);
}
fn dot_matrix(uv: vec2f, grid: vec2f, dot_radius: f32, dot_softness: f32) -> f32 {
let cell = fract(uv * grid) - vec2f(0.5, 0.5);
return 1.0 - smoothstep(dot_radius, dot_radius + dot_softness, length(cell));
}
fn fingertip_film_alpha(
local: vec2f,
half_width: f32,
cap_center_y: f32,
rear_edge_y: f32,
rear_bulge: f32,
softness: f32,
) -> f32 {
// Top/front of the film is a closed round fingertip cap.
@@ -407,14 +398,10 @@ fn fingertip_film_alpha(
let cap = (1.0 - smoothstep(half_width, half_width + softness, cap_dist))
* (1.0 - smoothstep(cap_center_y - softness, cap_center_y + softness, local.y));
// The rear half keeps nearly parallel sides and ends with a shallow arc;
// it deliberately does not converge back into another capsule end.
let x_norm = clamp(abs(local.x) / max(half_width, 0.001), 0.0, 1.0);
let rear_curve_y = rear_edge_y + rear_bulge * (1.0 - x_norm * x_norm);
// The rear remains open; the carrier quad clips the membrane at its end.
let side = 1.0 - smoothstep(half_width, half_width + softness, abs(local.x));
let rear = 1.0 - smoothstep(rear_curve_y, rear_curve_y + softness, local.y);
let body_gate = smoothstep(cap_center_y - softness, cap_center_y + softness, local.y);
let body = side * rear * body_gate;
let body = side * body_gate;
return max(cap, body);
}
@@ -435,38 +422,93 @@ fn vs_hand_membrane(vertex: DotVertexInput, instance: DotInstanceInput) -> HandM
@fragment
fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
// The film shape matches the fingertip: closed round front, parallel rear sides,
// and a shallow rear arc instead of a second capsule end.
let panel = fingertip_film_alpha(in.local, 0.66, -0.38, 0.72, 0.18, 0.045);
let inner = fingertip_film_alpha(in.local, 0.54, -0.36, 0.64, 0.12, 0.060);
let border = clamp(panel - inner * 0.52, 0.0, 1.0);
let p = in.local;
// Dense mesh: the live 12x7 pressure dots sit over this finer sensor lattice.
let uv = clamp(in.local * 0.5 + vec2f(0.5, 0.5), vec2f(0.0, 0.0), vec2f(1.0, 1.0));
let grid = vec2f(18.0, 34.0);
let cell = uv * grid - vec2f(0.5, 0.5);
let nearest = abs(fract(cell + vec2f(0.5, 0.5)) - vec2f(0.5, 0.5));
let grid_line = max(
1.0 - smoothstep(0.014, 0.038, nearest.x),
1.0 - smoothstep(0.014, 0.038, nearest.y),
let halo_shape = fingertip_film_alpha(p, 0.72, -0.20, 0.055);
let panel = fingertip_film_alpha(p, 0.66, -0.22, 0.035);
let inner = fingertip_film_alpha(p, 0.58, -0.25, 0.045);
let clear_inner = fingertip_film_alpha(p, 0.48, -0.24, 0.160);
let halo = clamp(halo_shape - panel, 0.0, 1.0);
let rim = clamp(panel - inner, 0.0, 1.0);
let edge_fade = pow(clamp(1.0 - clear_inner, 0.0, 1.0), 1.20) * panel;
// Strong pseudo extrusion / bevel.
let depth_offset = vec2f(0.045, 0.055);
let back_shape_1 = fingertip_film_alpha(p - depth_offset * 0.55, 0.66, -0.22, 0.045);
let back_shape_2 = fingertip_film_alpha(p - depth_offset, 0.66, -0.22, 0.060);
let extrusion = clamp(max(back_shape_1, back_shape_2) - panel, 0.0, 1.0);
let bevel_offset = vec2f(0.028, 0.034);
let shifted_down_right = fingertip_film_alpha(p - bevel_offset, 0.66, -0.22, 0.035);
let bevel_light = clamp(panel - shifted_down_right, 0.0, 1.0);
let shifted_up_left = fingertip_film_alpha(p + bevel_offset, 0.66, -0.22, 0.035);
let bevel_dark = clamp(panel - shifted_up_left, 0.0, 1.0);
let broad_bevel = edge_fade * clamp(0.58 - p.x * 0.20 - p.y * 0.18, 0.0, 1.0);
// Micro lattice.
let uv = clamp(
p * vec2f(0.52, 0.46) + vec2f(0.5, 0.46),
vec2f(0.0, 0.0),
vec2f(1.0, 1.0),
);
let joint = 1.0 - smoothstep(0.070, 0.150, length(nearest * vec2f(1.18, 1.0)));
let center_shadow = 1.0 - smoothstep(0.10, 0.76, length(in.local * vec2f(0.92, 0.66)));
let top_light = smoothstep(-0.52, 0.16, -in.local.y) * 0.20;
let side_glow = smoothstep(0.30, 0.70, abs(in.local.x)) * 0.26;
let lift_shadow = smoothstep(0.48, 0.86, in.local.y) * (1.0 - smoothstep(0.50, 0.86, abs(in.local.x))) * 0.13;
let scan = (0.5 + 0.5 * sin((uv.y * 76.0 + uv.x * 9.0) * 6.28318)) * 0.030;
let grid = vec2f(18.0, 34.0);
let cell_uv = fract(uv * grid) - vec2f(0.5, 0.5);
let dot_dist = length(cell_uv * vec2f(1.0, 1.06));
let dot_aa = max(fwidth(dot_dist) * 1.35, 0.006);
let dots = (1.0 - smoothstep(0.105 - dot_aa, 0.105 + dot_aa, dot_dist)) * inner;
let membrane_color = vec3f(0.006, 0.28, 0.38);
let line_color = vec3f(0.12, 0.72, 0.88);
let rim_color = vec3f(0.18, 0.98, 1.0);
let color = membrane_color * (0.68 + top_light + side_glow + scan)
+ line_color * (grid_line * 0.20 + joint * 0.42)
+ rim_color * (border * 0.92 + side_glow * 0.18)
- vec3f(0.0, 0.16, 0.24) * center_shadow * 0.30
- vec3f(0.0, 0.10, 0.16) * lift_shadow;
let alpha = panel * (0.24 + grid_line * 0.10 + joint * 0.23 + border * 0.42);
let sheen_axis = p.x * 0.88 + p.y * 0.22 + 0.16;
let sheen = (1.0 - smoothstep(0.018, 0.105, abs(sheen_axis))) * panel;
let shell_sheen = sheen * (0.26 + edge_fade * 0.74);
// Temporary synthetic pressure hotspot. Real hand pressure dots are drawn above this pass.
let pressure_center = vec2f(-0.08, -0.12);
let pressure_dist = length((p - pressure_center) * vec2f(1.0, 0.74));
let pressure = (1.0 - smoothstep(0.05, 0.36, pressure_dist)) * inner;
let pressure_hot = (1.0 - smoothstep(0.02, 0.13, pressure_dist)) * inner;
let glass_base = vec3f(0.006, 0.055, 0.105);
let glass_cyan = vec3f(0.025, 0.42, 0.58);
let rim_color = vec3f(0.10, 0.88, 1.00);
let extrusion_color = vec3f(0.004, 0.080, 0.110);
let extrusion_edge_color = vec3f(0.015, 0.30, 0.38);
let bevel_highlight = vec3f(0.48, 1.00, 1.00);
let bevel_dark_color = vec3f(0.004, 0.035, 0.060);
let dot_color = vec3f(0.08, 0.48, 0.58);
let pressure_color = dot_color;
let pressure_hot_color = dot_color;
let color = extrusion_color * extrusion * 0.90
+ extrusion_edge_color * extrusion * halo_shape * 0.32
+ glass_base * panel * 0.26
+ glass_cyan * edge_fade * 0.46
+ glass_cyan * broad_bevel * 0.24
+ rim_color * rim * 0.88
+ bevel_highlight * bevel_light * 1.35
+ bevel_dark_color * bevel_dark * 0.95
+ bevel_highlight * shell_sheen * 0.28
+ rim_color * halo * 0.16
+ dot_color * dots * 0.68
+ pressure_color * dots * pressure * 0.82
+ pressure_hot_color * dots * pressure_hot * 0.90;
let alpha = clamp(
extrusion * 0.44
+ panel * 0.055
+ edge_fade * 0.30
+ rim * 0.34
+ bevel_light * 0.34
+ bevel_dark * 0.20
+ shell_sheen * 0.09
+ halo * 0.045
+ dots * 0.09
+ dots * pressure * 0.10,
0.0,
0.90,
);
return output_color(color, alpha);
}
@@ -540,33 +582,9 @@ fn vs_hand_palm_chip(vertex: DotVertexInput, instance: DotInstanceInput) -> Hand
@fragment
fn fs_hand_palm_chip(in: HandPalmChipVertexOutput) -> @location(0) vec4f {
// Dark rounded tile: this is the inset chip body sitting inside the palm surface.
let panel = rounded_rect_alpha(in.local, 0.10, 0.040);
let inset = rounded_rect_alpha(in.local * vec2f(1.10, 1.08), 0.08, 0.052);
let rim = clamp(panel - inset * 0.72, 0.0, 1.0);
// Inactive chip pixels use the chip's real hand layout:
// horizontal 14 columns x 5 rows, or vertical 4 columns x 11 rows.
let uv = clamp(in.local * 0.5 + vec2f(0.5, 0.5), vec2f(0.0, 0.0), vec2f(1.0, 1.0));
let cell = abs(fract(uv * in.grid) - vec2f(0.5, 0.5));
let micro_pixel = 1.0 - smoothstep(0.105, 0.178, length(cell * vec2f(1.04, 0.94)));
let top_bevel = smoothstep(-0.96, -0.18, -in.local.y) * 0.16;
let lower_shadow = smoothstep(0.20, 0.92, in.local.y) * 0.22;
let side_bevel = smoothstep(0.58, 0.96, abs(in.local.x)) * 0.12;
let scan = (0.5 + 0.5 * sin((uv.y * 36.0 + uv.x * 7.0) * 6.28318)) * 0.026;
let base = vec3f(0.004, 0.012, 0.018);
let glass = vec3f(0.012, 0.048, 0.064);
let pixel_color = vec3f(0.075, 0.300, 0.360);
let rim_color = vec3f(0.060, 0.560, 0.670);
let color = base * (0.92 - lower_shadow)
+ glass * (0.52 + top_bevel + side_bevel + scan)
+ pixel_color * micro_pixel * 0.70
+ rim_color * rim * 0.60;
let alpha = panel * (0.64 + micro_pixel * 0.18 + rim * 0.20);
return output_color(color, alpha);
// The live palm-dot pass draws every chip cell, including the idle dots.
// Keeping this background pass transparent prevents a second offset dot grid.
return output_color(vec3f(0.0, 0.0, 0.0), 0.0);
}
@vertex
@@ -574,9 +592,8 @@ fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVe
let intensity = saturate(instance.style.x);
let shaped = smoothstep(0.0, 1.0, intensity);
// Palm chip pixels are deliberately smaller than fingertip beads so they read as a chip matrix.
let center = hand_image_uv_to_clip(instance.world_position.xy);
let pixel_size = u.glyph.x * mix(0.13, 0.25, shaped);
let pixel_size = u.glyph.x * mix(0.22, 0.34, shaped);
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
var out: DotVertexOutput;
@@ -589,17 +606,16 @@ fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVe
@fragment
fn fs_hand_palm_dot(in: DotVertexOutput) -> @location(0) vec4f {
let intensity = saturate(in.intensity);
let pixel = chip_pixel_alpha(in.local, 0.52, 0.070);
let glow = circle_alpha(in.local, 0.95, 0.22) * intensity * 0.36;
let cold = vec3f(0.070, 0.340, 0.360);
let core = circle_alpha(in.local, 0.48, 0.07);
let halo = circle_alpha(in.local, 0.74, 0.14) * (0.10 + intensity * 0.26);
let idle = vec3f(0.060, 0.250, 0.320);
let gradient = sample_range_color(intensity);
let color = mix(cold, gradient, smoothstep(0.0, 0.20, intensity))
* (0.58 + intensity * 1.04)
+ gradient * glow * 0.72;
let color = mix(idle, gradient, smoothstep(0.0, 0.18, intensity))
* mix(0.78, 1.18, intensity);
let alpha = max(pixel * (0.20 + intensity * 0.76), glow);
return output_color(color, alpha);
return output_color(color, max(core, halo));
}
@vertex
@@ -629,7 +645,6 @@ fn fs_dot(in: DotVertexOutput) -> @location(0) vec4f {
return output_color(color, alpha);
}
// model
struct ModelVertexInput {
@location(0) position: vec3f,
@@ -748,11 +763,11 @@ fn aces_tonemap(x: vec3f) -> vec3f {
fn material_normal(in: ModelVertexOutput, front_facing: bool) -> vec3f {
var n = normalize(in.world_normal);
if (!front_facing && material.flags.w > 0.5) {
if !front_facing && material.flags.w > 0.5 {
n = -n;
}
if (material.flags.z < 0.5) {
if material.flags.z < 0.5 {
return n;
}
@@ -772,17 +787,17 @@ fn fs_model(in: ModelVertexOutput, @builtin(front_facing) front_facing: bool) ->
let base_color = base_sample * material.base_color * in.color;
let alpha_mode = material.emissive_alpha.w;
var alpha = base_color.a;
if (alpha_mode < 0.5) {
if alpha_mode < 0.5 {
alpha = 1.0;
} else if (alpha_mode < 1.5) {
if (alpha < material.flags.x) {
} else if alpha_mode < 1.5 {
if alpha < material.flags.x {
discard;
}
alpha = 1.0;
}
let debug_mode = u32(u.render_options.x + 0.5);
if (debug_mode == 1u) {
if debug_mode == 1u {
return output_color(base_color.rgb, alpha);
}
@@ -848,7 +863,7 @@ fn fs_model(in: ModelVertexOutput, @builtin(front_facing) front_facing: bool) ->
let ambient_strength = 0.08;
// Temporary neutral linear ambient term until a real IBL/HDR environment is added.
var ambient = vec3f(0.0);
if (u.render_options.y > 0.5) {
if u.render_options.y > 0.5 {
let ambient_diffuse = albedo * (1.0 - metallic) * ambient_color * ambient_strength;
let ambient_specular = f_ambient * ambient_color * ambient_strength * (1.0 - roughness * 0.55);
ambient = (ambient_diffuse + ambient_specular) * ao;
@@ -856,7 +871,7 @@ fn fs_model(in: ModelVertexOutput, @builtin(front_facing) front_facing: bool) ->
let exposed_color = (ambient + key + fill + emissive) * max(u.render_options.w, 0.0);
var color = exposed_color;
if (u.render_options.z > 0.5) {
if u.render_options.z > 0.5 {
color = aces_tonemap(exposed_color);
}

254
wix/main.wxs Normal file
View File

@@ -0,0 +1,254 @@
<?xml version='1.0' encoding='windows-1252'?>
<!--
Copyright (C) 2017 Christopher R. Field.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
-->
<!--
The "cargo wix" subcommand provides a variety of predefined variables available
for customization of this template. The values for each variable are set at
installer creation time. The following variables are available:
TargetTriple = The rustc target triple name.
TargetEnv = The rustc target environment. This is typically either
"msvc" or "gnu" depending on the toolchain downloaded and
installed.
TargetVendor = The rustc target vendor. This is typically "pc", but Rust
does support other vendors, like "uwp".
CargoTargetBinDir = The complete path to the directory containing the
binaries (exes) to include. The default would be
"target\release\". If an explicit rustc target triple is
used, i.e. cross-compiling, then the default path would
be "target\<CARGO_TARGET>\<CARGO_PROFILE>",
where "<CARGO_TARGET>" is replaced with the "CargoTarget"
variable value and "<CARGO_PROFILE>" is replaced with the
value from the "CargoProfile" variable. This can also
be overridden manually with the "target-bin-dir" flag.
CargoTargetDir = The path to the directory for the build artifacts, i.e.
"target".
CargoProfile = The cargo profile used to build the binaries
(usually "debug" or "release").
Version = The version for the installer. The default is the
"Major.Minor.Fix" semantic versioning number of the Rust
package.
-->
<!--
Please do not remove these pre-processor If-Else blocks. These are used with
the `cargo wix` subcommand to automatically determine the installation
destination for 32-bit versus 64-bit installers. Removal of these lines will
cause installation errors.
-->
<?if $(sys.BUILDARCH) = x64 or $(sys.BUILDARCH) = arm64 ?>
<?define PlatformProgramFilesFolder = "ProgramFiles64Folder" ?>
<?else ?>
<?define PlatformProgramFilesFolder = "ProgramFilesFolder" ?>
<?endif ?>
<Wix xmlns='http://schemas.microsoft.com/wix/2006/wi'>
<Product
Id='*'
Name='eskin-model-player'
UpgradeCode='7CEF316B-BE23-4533-B4B2-87D06D2230B5'
Manufacturer='JOYSONQUIN'
Language='1033'
Codepage='1252'
Version='$(var.Version)'>
<Package Id='*'
Keywords='Installer'
Description='Desktop pressure sensor visualization and playback application.'
Manufacturer='JOYSONQUIN'
InstallerVersion='450'
Languages='1033'
Compressed='yes'
InstallScope='perUser'
InstallPrivileges='limited'
SummaryCodepage='1252'
/>
<MajorUpgrade
Schedule='afterInstallInitialize'
DowngradeErrorMessage='A newer version of [ProductName] is already installed. Setup will now exit.'/>
<Media Id='1' Cabinet='media1.cab' EmbedCab='yes' DiskPrompt='CD-ROM #1'/>
<Property Id='DiskPrompt' Value='eskin-model-player Installation'/>
<Directory Id='TARGETDIR' Name='SourceDir'>
<Directory Id='LocalAppDataFolder'>
<Directory Id='APPLICATIONFOLDER' Name='eskin-model-player'>
<!--
Enabling the license sidecar file in the installer is a four step process:
1. Uncomment the `Component` tag and its contents.
2. Change the value for the `Source` attribute in the `File` tag to a path
to the file that should be included as the license sidecar file. The path
can, and probably should be, relative to this file.
3. Change the value for the `Name` attribute in the `File` tag to the
desired name for the file when it is installed alongside the `bin` folder
in the installation directory. This can be omitted if the desired name is
the same as the file name.
4. Uncomment the `ComponentRef` tag with the Id attribute value of "License"
further down in this file.
-->
<!--
<Component Id='License' Guid='*'>
<File Id='LicenseFile' Name='ChangeMe' DiskId='1' Source='C:\Path\To\File' KeyPath='yes'/>
</Component>
-->
<Directory Id='Bin' Name='bin'>
<Component Id='Path' Guid='FD230ABD-75B9-47D4-870B-CF2EA72B76BE'>
<RegistryValue
Root='HKCU'
Key='Software\JOYSONQUIN\eskin-model-player'
Name='PathComponent'
Type='integer'
Value='1'
KeyPath='yes'/>
<RemoveFolder Id='RemoveBinFolder' Directory='Bin' On='uninstall'/>
<RemoveFolder Id='RemoveApplicationFolder' Directory='APPLICATIONFOLDER' On='uninstall'/>
<Environment
Id='PATH'
Name='PATH'
Value='[Bin]'
Permanent='no'
Part='last'
Action='set'
System='no'/>
</Component>
<Component Id='binary0' Guid='302CAFB5-6951-426B-BC5A-988C351A2CF2'>
<RegistryValue
Root='HKCU'
Key='Software\JOYSONQUIN\eskin-model-player'
Name='BinaryComponent'
Type='integer'
Value='1'
KeyPath='yes'/>
<File
Id='exe0'
Name='ESkinPlayer.exe'
DiskId='1'
Source='$(var.CargoTargetBinDir)\ESkinPlayer.exe'/>
</Component>
</Directory>
</Directory>
</Directory>
</Directory>
<Feature
Id='Binaries'
Title='Application'
Description='Installs all binaries and the license.'
Level='1'
ConfigurableDirectory='APPLICATIONFOLDER'
AllowAdvertise='no'
Display='expand'
Absent='disallow'>
<!--
Uncomment the following `ComponentRef` tag to add the license
sidecar file to the installer.
-->
<!--<ComponentRef Id='License'/>-->
<ComponentRef Id='binary0'/>
<Feature
Id='Environment'
Title='PATH Environment Variable'
Description='Add the install location of the [ProductName] executable to the PATH system environment variable. This allows the [ProductName] executable to be called from any location.'
Level='1'
Absent='allow'>
<ComponentRef Id='Path'/>
</Feature>
</Feature>
<SetProperty Id='ARPINSTALLLOCATION' Value='[APPLICATIONFOLDER]' After='CostFinalize'/>
<!--
Uncomment the following `Icon` and `Property` tags to change the product icon.
The product icon is the graphic that appears in the Add/Remove
Programs control panel for the application.
-->
<!--<Icon Id='ProductICO' SourceFile='wix\Product.ico'/>-->
<!--<Property Id='ARPPRODUCTICON' Value='ProductICO' />-->
<!--
Adding a URL to Add/Remove Programs control panel listing for the
application is a two step process:
1. Uncomment the following `Property` tag with the "ARPHELPLINK" Id
attribute value.
2. Change the value for `Value` attribute of the following
`Property` tag to a valid URL.
-->
<!--<Property Id='ARPHELPLINK' Value='ChangeMe'/>-->
<UI>
<UIRef Id='WixUI_FeatureTree'/>
<!--
Enabling the EULA dialog in the installer is a three step process:
1. Comment out or remove the two `Publish` tags that follow the
`WixVariable` tag.
2. Uncomment the `<WixVariable Id='WixUILicenseRtf' Value='Path\to\Eula.rft'>` tag further down
3. Replace the `Value` attribute of the `WixVariable` tag with
the path to a RTF file that will be used as the EULA and
displayed in the license agreement dialog.
-->
<Publish Dialog='WelcomeDlg' Control='Next' Event='NewDialog' Value='CustomizeDlg' Order='99'>1</Publish>
<Publish Dialog='CustomizeDlg' Control='Back' Event='NewDialog' Value='WelcomeDlg' Order='99'>1</Publish>
</UI>
<!--
Enabling the EULA dialog in the installer requires uncommenting
the following `WixUILicenseRTF` tag and changing the `Value`
attribute.
-->
<!-- <WixVariable Id='WixUILicenseRtf' Value='Relative\Path\to\Eula.rtf'/> -->
<!--
Uncomment the next `WixVariable` tag to customize the installer's
Graphical User Interface (GUI) and add a custom banner image across
the top of each screen. See the WiX Toolset documentation for details
about customization.
The banner BMP dimensions are 493 x 58 pixels.
-->
<!--<WixVariable Id='WixUIBannerBmp' Value='wix\Banner.bmp'/>-->
<!--
Uncomment the next `WixVariable` tag to customize the installer's
Graphical User Interface (GUI) and add a custom image to the first
dialog, or screen. See the WiX Toolset documentation for details about
customization.
The dialog BMP dimensions are 493 x 312 pixels.
-->
<!--<WixVariable Id='WixUIDialogBmp' Value='wix\Dialog.bmp'/>-->
</Product>
</Wix>