Files
eskin-player/src/render.rs
2026-07-07 09:43:25 +08:00

1440 lines
51 KiB
Rust

use crate::{
matrix::{MatrixLayout, build_view_projection, glyph_world_position},
model::{AlphaMode, InstanceRaw, ModelVertex, Vertex},
resources, texture,
};
use eframe::{
egui,
egui_wgpu::{self, wgpu},
wgpu::util::DeviceExt,
};
use std::ops::Range;
pub const PRESSURE_CELL_COUNT: usize =
(crate::matrix::MATRIX_ROWS * crate::matrix::MATRIX_COLS) as usize;
pub type PressureFrame = [[f32; 2]; PRESSURE_CELL_COUNT];
pub type PressureSamples = Vec<[f32; 2]>;
pub struct WgpuBackgroundCallback {
pub width: f32,
pub height: f32,
pub pressure: PressureFrame,
pub hand_pressure: PressureSamples,
pub active_mode: ActiveMode,
}
#[derive(Clone, PartialEq, Eq, Debug)]
pub enum ActiveMode {
Finger(FingerMode),
Hand(HandGatewayMode),
}
#[derive(Clone, PartialEq, Eq, Debug)]
pub struct FingerMode {
pub rows: u32,
pub cols: u32,
pub range: Range<u32>,
pub dot: bool,
}
#[derive(Clone, PartialEq, Eq, Debug)]
pub struct HandGatewayMode {
pub range: Range<u32>,
}
const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [
HandTipMatrix {
center_px: [265.0, 495.0],
size_px: [70.0, 120.0],
angle_rad: -0.40,
},
HandTipMatrix {
center_px: [359.0, 260.0],
size_px: [70.0, 120.0],
angle_rad: -0.17,
},
HandTipMatrix {
center_px: [482.0, 228.0],
size_px: [70.0, 120.0],
angle_rad: -0.03,
},
HandTipMatrix {
center_px: [596.0, 265.0],
size_px: [70.0, 120.0],
angle_rad: 0.10,
},
HandTipMatrix {
center_px: [693.0, 370.0],
size_px: [70.0, 120.0],
angle_rad: 0.22,
},
];
const HAND_PALM_CHIPS: [HandPalmChip; 2] = [
HandPalmChip {
center_px: [530.0, 593.0],
size_px: [258.0, 88.0],
angle_rad: 0.12,
rows: 5,
cols: 14,
},
HandPalmChip {
center_px: [610.0, 778.0],
size_px: [82.0, 228.0],
angle_rad: 0.05,
rows: 11,
cols: 4,
},
];
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.
// size_px keeps the same 7:12 aspect as the Finger-mode 7 columns x 12 rows matrix.
struct HandTipMatrix {
center_px: [f32; 2],
size_px: [f32; 2],
angle_rad: f32,
}
// Palm chips follow the hand layout: one horizontal 5x14 matrix and one vertical
// 11x4 matrix, rendered as dark inset chip tiles on the palm.
struct HandPalmChip {
center_px: [f32; 2],
size_px: [f32; 2],
angle_rad: f32,
rows: u32,
cols: u32,
}
impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
fn prepare(
&self,
_device: &wgpu::Device,
queue: &wgpu::Queue,
_screen_descriptor: &egui_wgpu::ScreenDescriptor,
_egui_encoder: &mut wgpu::CommandEncoder,
resources: &mut egui_wgpu::CallbackResources,
) -> Vec<wgpu::CommandBuffer> {
let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap();
resources.prepare(
queue,
self.width,
self.height,
&self.pressure,
&self.hand_pressure,
);
Vec::new()
}
fn paint(
&self,
_info: egui::PaintCallbackInfo,
render_pass: &mut wgpu::RenderPass<'static>,
resources: &egui_wgpu::CallbackResources,
) {
let resources: &BackgroundRenderResources = resources.get().unwrap();
resources.paint(render_pass, &self.active_mode);
}
}
pub struct BackgroundRenderResources {
layout: MatrixLayout,
rows: u32,
cols: u32,
surface_is_srgb: bool,
uniform: MatrixUniform,
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
background_pipeline: wgpu::RenderPipeline,
hand_image_pipeline: wgpu::RenderPipeline,
glyph_pipeline: wgpu::RenderPipeline,
dot_pipeline: wgpu::RenderPipeline,
hand_membrane_pipeline: wgpu::RenderPipeline,
hand_dot_pipeline: wgpu::RenderPipeline,
hand_palm_chip_pipeline: wgpu::RenderPipeline,
hand_palm_dot_pipeline: wgpu::RenderPipeline,
hand_image_bind_group: wgpu::BindGroup,
hand_image_texture: texture::Texture,
glyph_vertex_buffer: wgpu::Buffer,
glyph_instance_buffer: wgpu::Buffer,
glyph_instances: Vec<GlyphInstance>,
hand_membrane_instance_buffer: wgpu::Buffer,
hand_membrane_instances: Vec<GlyphInstance>,
hand_dot_instance_buffer: wgpu::Buffer,
hand_dot_instances: Vec<GlyphInstance>,
hand_palm_chip_instance_buffer: wgpu::Buffer,
hand_palm_chip_instances: Vec<GlyphInstance>,
hand_palm_dot_instance_buffer: wgpu::Buffer,
hand_palm_dot_instances: Vec<GlyphInstance>,
render_options: RenderOptions,
}
struct ModelPipelines {
opaque: ModelCullPipelines,
mask: ModelCullPipelines,
blend: ModelCullPipelines,
}
struct ModelCullPipelines {
single_sided: wgpu::RenderPipeline,
double_sided: wgpu::RenderPipeline,
}
#[derive(Copy, Clone, Debug)]
struct RenderOptions {
debug_mode: u32,
ambient_enabled: bool,
tone_mapping_enabled: bool,
exposure: f32,
}
impl RenderOptions {
fn from_env() -> Self {
let debug_mode = std::env::var("ESKIN_MATERIAL_DEBUG")
.ok()
.and_then(|value| value.parse().ok())
.unwrap_or(0);
let ambient_enabled = env_bool("ESKIN_AMBIENT", true);
let tone_mapping_enabled = env_bool("ESKIN_TONEMAP", true);
let exposure = std::env::var("ESKIN_EXPOSURE")
.ok()
.and_then(|value| value.parse().ok())
.unwrap_or(1.0);
log::warn!(
"render options material_debug={debug_mode} ambient_enabled={ambient_enabled} tone_mapping_enabled={tone_mapping_enabled} exposure={exposure:.3}"
);
Self {
debug_mode,
ambient_enabled,
tone_mapping_enabled,
exposure,
}
}
fn as_uniform(self) -> [f32; 4] {
[
self.debug_mode as f32,
if self.ambient_enabled { 1.0 } else { 0.0 },
if self.tone_mapping_enabled { 1.0 } else { 0.0 },
self.exposure,
]
}
}
fn env_bool(name: &str, default: bool) -> bool {
std::env::var(name)
.ok()
.map(|value| {
let value = value.to_ascii_lowercase();
matches!(value.as_str(), "1" | "true" | "yes" | "on")
})
.unwrap_or(default)
}
impl BackgroundRenderResources {
pub fn new(
device: &wgpu::Device,
_queue: &wgpu::Queue,
target_format: &wgpu::TextureFormat,
rows: u32,
cols: u32,
) -> Self {
let layout = MatrixLayout::new(rows, cols);
let surface_is_srgb = target_format.is_srgb();
let render_options = RenderOptions::from_env();
log::warn!("wgpu target surface format: {target_format:?}, srgb={surface_is_srgb}");
let hand_image_texture = match resources::load_texture("hand.png", device, _queue) {
Ok(texture) => texture,
Err(err) => {
log::warn!("failed to load hand.png background: {err:#}");
texture::Texture::from_rgba8(
device,
_queue,
&[0, 0, 0, 255],
1,
1,
"Fallback Hand Background Texture",
)
.expect("fallback hand texture should be valid")
}
};
log::warn!(
"using hand.png as render background: {}x{}",
hand_image_texture.width,
hand_image_texture.height
);
let uniform = MatrixUniform::new(
1.0,
1.0,
build_view_projection(1.0, &layout),
surface_is_srgb,
render_options,
[
hand_image_texture.width as f32,
hand_image_texture.height as f32,
],
);
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Pressure Matrix Uniform Buffer"),
contents: bytemuck::cast_slice(&[uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("pressure_matrix_bind_group_layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("pressure_matrix_bind_group"),
layout: &uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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 hand_image_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hand_image_bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let hand_image_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hand_image_bind_group"),
layout: &hand_image_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&hand_image_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&hand_image_texture.sampler),
},
],
});
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("model_texture_bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 6,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 7,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 8,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 9,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 10,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Pressure Matrix Pipeline Layout"),
bind_group_layouts: &[Some(&uniform_bind_group_layout)],
immediate_size: 0,
});
let hand_image_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Hand Image Pipeline Layout"),
bind_group_layouts: &[
Some(&uniform_bind_group_layout),
Some(&hand_image_bind_group_layout),
],
immediate_size: 0,
});
let model_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Hand Model Pipeline Layout"),
bind_group_layouts: &[
Some(&uniform_bind_group_layout),
Some(&texture_bind_group_layout),
],
immediate_size: 0,
});
let background_pipeline =
create_background_pipeline(device, target_format, &shader, &pipeline_layout);
let hand_image_pipeline =
create_hand_image_pipeline(device, target_format, &shader, &hand_image_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 hand_membrane_pipeline =
create_hand_membrane_pipeline(device, target_format, &shader, &pipeline_layout);
let hand_dot_pipeline =
create_hand_dot_pipeline(device, target_format, &shader, &pipeline_layout);
let hand_palm_chip_pipeline =
create_hand_palm_chip_pipeline(device, target_format, &shader, &pipeline_layout);
let hand_palm_dot_pipeline =
create_hand_palm_dot_pipeline(device, target_format, &shader, &pipeline_layout);
let _model_pipelines =
create_model_pipelines(device, target_format, &shader, &model_pipeline_layout);
let glyph_vertices = [
GlyphVertex {
local: [-1.0, -1.0],
},
GlyphVertex { local: [1.0, -1.0] },
GlyphVertex { local: [-1.0, 1.0] },
GlyphVertex { local: [-1.0, 1.0] },
GlyphVertex { local: [1.0, -1.0] },
GlyphVertex { local: [1.0, 1.0] },
];
let glyph_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Pressure Glyph Vertex Buffer"),
contents: bytemuck::cast_slice(&glyph_vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let glyph_instances =
build_glyph_instances(rows, cols, &layout, &[[0.0, 0.0]; PRESSURE_CELL_COUNT]);
let glyph_instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Pressure Glyph Instance Buffer"),
contents: bytemuck::cast_slice(&glyph_instances),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
let hand_membrane_instances = build_hand_membrane_instances(
hand_image_texture.width as f32,
hand_image_texture.height as f32,
);
let hand_membrane_instance_buffer =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Hand Fingertip Membrane Instance Buffer"),
contents: bytemuck::cast_slice(&hand_membrane_instances),
usage: wgpu::BufferUsages::VERTEX,
});
let hand_dot_instances = build_hand_dot_instances(
rows,
cols,
hand_image_texture.width as f32,
hand_image_texture.height as f32,
&[[0.0, 0.0]; PRESSURE_CELL_COUNT],
);
let hand_dot_instance_buffer =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Hand Fingertip Dot Matrix Instance Buffer"),
contents: bytemuck::cast_slice(&hand_dot_instances),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
let hand_palm_chip_instances = build_hand_palm_chip_instances(
hand_image_texture.width as f32,
hand_image_texture.height as f32,
);
let hand_palm_chip_instance_buffer =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Hand Palm Chip Instance Buffer"),
contents: bytemuck::cast_slice(&hand_palm_chip_instances),
usage: wgpu::BufferUsages::VERTEX,
});
let hand_palm_dot_instances = build_hand_palm_dot_instances(
rows,
cols,
hand_image_texture.width as f32,
hand_image_texture.height as f32,
&[[0.0, 0.0]; PRESSURE_CELL_COUNT],
);
let hand_palm_dot_instance_buffer =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Hand Palm Chip Dot Instance Buffer"),
contents: bytemuck::cast_slice(&hand_palm_dot_instances),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
Self {
layout,
rows,
cols,
surface_is_srgb,
uniform,
uniform_buffer,
uniform_bind_group,
background_pipeline,
hand_image_pipeline,
glyph_pipeline,
dot_pipeline,
hand_membrane_pipeline,
hand_dot_pipeline,
hand_palm_chip_pipeline,
hand_palm_dot_pipeline,
hand_image_bind_group,
hand_image_texture,
glyph_vertex_buffer,
glyph_instance_buffer,
glyph_instances,
hand_membrane_instance_buffer,
hand_membrane_instances,
hand_dot_instance_buffer,
hand_dot_instances,
hand_palm_chip_instance_buffer,
hand_palm_chip_instances,
hand_palm_dot_instance_buffer,
hand_palm_dot_instances,
render_options,
}
}
fn prepare(
&mut self,
queue: &wgpu::Queue,
width: f32,
height: f32,
pressure: &PressureFrame,
hand_pressure: &[[f32; 2]],
) {
let aspect = width / height.max(1.0);
self.uniform = MatrixUniform::new(
width,
height,
build_view_projection(aspect, &self.layout),
self.surface_is_srgb,
self.render_options,
[
self.hand_image_texture.width as f32,
self.hand_image_texture.height as f32,
],
);
queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::cast_slice(&[self.uniform]),
);
update_glyph_instances(
&mut self.glyph_instances,
self.rows,
self.cols,
&self.layout,
pressure,
);
queue.write_buffer(
&self.glyph_instance_buffer,
0,
bytemuck::cast_slice(&self.glyph_instances),
);
let hand_pressure = if hand_pressure.is_empty() {
pressure.as_slice()
} else {
hand_pressure
};
// Hand mode uses UV-anchored fingertip matrices over hand.png.
// Rebuild their instance positions here so pressure colors update every frame.
self.hand_dot_instances = build_hand_dot_instances(
self.rows,
self.cols,
self.hand_image_texture.width as f32,
self.hand_image_texture.height as f32,
hand_pressure,
);
queue.write_buffer(
&self.hand_dot_instance_buffer,
0,
bytemuck::cast_slice(&self.hand_dot_instances),
);
// Palm chips reuse the same live 12x7 pressure frame, but draw it as
// embedded micro-pixels inside dark chip tiles.
self.hand_palm_dot_instances = build_hand_palm_dot_instances(
self.rows,
self.cols,
self.hand_image_texture.width as f32,
self.hand_image_texture.height as f32,
hand_pressure,
);
queue.write_buffer(
&self.hand_palm_dot_instance_buffer,
0,
bytemuck::cast_slice(&self.hand_palm_dot_instances),
);
}
fn paint(&self, render_pass: &mut wgpu::RenderPass<'_>, active_mode: &ActiveMode) {
render_pass.set_bind_group(0, &self.uniform_bind_group, &[]);
render_pass.set_pipeline(&self.background_pipeline);
render_pass.draw(0..3, 0..1);
match active_mode {
ActiveMode::Finger(mode) => self.paint_finger(render_pass, mode),
ActiveMode::Hand(mode) => {
render_pass.set_pipeline(&self.hand_image_pipeline);
render_pass.set_bind_group(1, &self.hand_image_bind_group, &[]);
render_pass.draw(0..6, 0..1);
self.paint_hand(render_pass, mode);
}
}
}
fn paint_finger(&self, render_pass: &mut wgpu::RenderPass<'_>, mode: &FingerMode) {
let _range = mode.range.clone();
let marker_pipeline = if mode.dot {
&self.dot_pipeline
} else {
&self.glyph_pipeline
};
let draw_count = self.visible_instance_count(mode.rows, mode.cols);
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..draw_count);
}
fn paint_hand(&self, render_pass: &mut wgpu::RenderPass<'_>, mode: &HandGatewayMode) {
let _range = mode.range.clone();
// First draw the translucent sensor membranes, then draw live pressure beads on their grid.
render_pass.set_pipeline(&self.hand_membrane_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.hand_membrane_instance_buffer.slice(..));
render_pass.draw(0..6, 0..self.hand_membrane_instances.len() as u32);
render_pass.set_pipeline(&self.hand_dot_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.hand_dot_instance_buffer.slice(..));
render_pass.draw(0..6, 0..self.hand_dot_instances.len() as u32);
render_pass.set_pipeline(&self.hand_palm_chip_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.hand_palm_chip_instance_buffer.slice(..));
render_pass.draw(0..6, 0..self.hand_palm_chip_instances.len() as u32);
render_pass.set_pipeline(&self.hand_palm_dot_pipeline);
render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.hand_palm_dot_instance_buffer.slice(..));
render_pass.draw(0..6, 0..self.hand_palm_dot_instances.len() as u32);
}
fn visible_instance_count(&self, rows: u32, cols: u32) -> u32 {
let requested = rows.saturating_mul(cols);
requested.min(self.glyph_instances.len() as u32)
}
}
fn create_background_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 Background Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_background"),
compilation_options: Default::default(),
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_background"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: *target_format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
})
}
fn create_hand_image_pipeline(
device: &wgpu::Device,
target_format: &wgpu::TextureFormat,
shader: &wgpu::ShaderModule,
layout: &wgpu::PipelineLayout,
) -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Hand Image Background Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_hand_image"),
compilation_options: Default::default(),
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_hand_image"),
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 create_glyph_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 Glyph Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_glyph"),
compilation_options: Default::default(),
buffers: &[GlyphVertex::desc(), GlyphInstance::desc()],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_glyph"),
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 create_model_pipelines(
device: &wgpu::Device,
target_format: &wgpu::TextureFormat,
shader: &wgpu::ShaderModule,
layout: &wgpu::PipelineLayout,
) -> ModelPipelines {
ModelPipelines {
opaque: ModelCullPipelines {
single_sided: create_model_pipeline(
device,
target_format,
shader,
layout,
AlphaMode::Opaque,
false,
),
double_sided: create_model_pipeline(
device,
target_format,
shader,
layout,
AlphaMode::Opaque,
true,
),
},
mask: ModelCullPipelines {
single_sided: create_model_pipeline(
device,
target_format,
shader,
layout,
AlphaMode::Mask,
false,
),
double_sided: create_model_pipeline(
device,
target_format,
shader,
layout,
AlphaMode::Mask,
true,
),
},
blend: ModelCullPipelines {
single_sided: create_model_pipeline(
device,
target_format,
shader,
layout,
AlphaMode::Blend,
false,
),
double_sided: create_model_pipeline(
device,
target_format,
shader,
layout,
AlphaMode::Blend,
true,
),
},
}
}
fn create_model_pipeline(
device: &wgpu::Device,
target_format: &wgpu::TextureFormat,
shader: &wgpu::ShaderModule,
layout: &wgpu::PipelineLayout,
alpha_mode: AlphaMode,
double_sided: bool,
) -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&format!(
"Hand Model {} {} Pipeline",
alpha_mode.as_str(),
if double_sided {
"Double Sided"
} else {
"Single Sided"
}
)),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_model"),
compilation_options: Default::default(),
buffers: &[ModelVertex::desc(), InstanceRaw::desc()],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_model"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: *target_format,
blend: if alpha_mode == AlphaMode::Blend {
Some(wgpu::BlendState::ALPHA_BLENDING)
} else {
None
},
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: if double_sided {
None
} else {
Some(wgpu::Face::Back)
},
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: None,
})
}
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 create_hand_membrane_pipeline(
device: &wgpu::Device,
target_format: &wgpu::TextureFormat,
shader: &wgpu::ShaderModule,
layout: &wgpu::PipelineLayout,
) -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Hand Fingertip Sensor Membrane Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_hand_membrane"),
compilation_options: Default::default(),
buffers: &[GlyphVertex::desc(), GlyphInstance::desc()],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_hand_membrane"),
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 create_hand_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("Hand Fingertip Dot Matrix Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_hand_dot"),
compilation_options: Default::default(),
buffers: &[GlyphVertex::desc(), GlyphInstance::desc()],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_hand_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 create_hand_palm_chip_pipeline(
device: &wgpu::Device,
target_format: &wgpu::TextureFormat,
shader: &wgpu::ShaderModule,
layout: &wgpu::PipelineLayout,
) -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Hand Palm Embedded Chip Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_hand_palm_chip"),
compilation_options: Default::default(),
buffers: &[GlyphVertex::desc(), GlyphInstance::desc()],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_hand_palm_chip"),
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 create_hand_palm_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("Hand Palm Embedded Chip Dot Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_hand_palm_dot"),
compilation_options: Default::default(),
buffers: &[GlyphVertex::desc(), GlyphInstance::desc()],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_hand_palm_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_hand_membrane_instances(image_width: f32, image_height: f32) -> Vec<GlyphInstance> {
HAND_TIP_MATRICES
.iter()
.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] * 1.44, tip.size_px[1] * 1.36];
GlyphInstance {
// Membrane shaders read xy as hand.png UV.
world_position: [uv_x, uv_y, 0.0, 1.0],
// Store angle and an oversized source-image pixel size for the floating sensor film.
style: [tip.angle_rad, membrane_size[0], membrane_size[1], 0.0],
}
})
.collect()
}
fn build_hand_palm_chip_instances(image_width: f32, image_height: f32) -> Vec<GlyphInstance> {
HAND_PALM_CHIPS
.iter()
.map(|chip| {
let uv_x = chip.center_px[0] / image_width.max(1.0);
let uv_y = chip.center_px[1] / image_height.max(1.0);
GlyphInstance {
// Palm chip shaders read xy as hand.png UV.
world_position: [uv_x, uv_y, 0.0, 1.0],
// Store chip angle, source-image pixel size, and matrix shape for the shader grid.
style: [
chip.angle_rad,
chip.size_px[0],
chip.size_px[1],
(chip.rows * 100 + chip.cols) as f32,
],
}
})
.collect()
}
fn build_hand_dot_instances(
rows: u32,
cols: u32,
image_width: f32,
image_height: f32,
pressure: &[[f32; 2]],
) -> Vec<GlyphInstance> {
let mut instances = Vec::with_capacity(HAND_TIP_MATRICES.len() * rows as usize * cols as usize);
for (tip_index, tip) in HAND_TIP_MATRICES.into_iter().enumerate() {
let cos = tip.angle_rad.cos();
let sin = tip.angle_rad.sin();
for row in 0..rows {
for col in 0..cols {
let index = (row * cols + col) as usize;
let [normalized, display_value] = sample_pressure_at(
pressure,
tip_index * HAND_FINGER_SENSOR_CELLS + index,
index,
);
// 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]
+ 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;
let y = tip.center_px[1] + local_x * sin + local_y * cos;
let uv_x = x / image_width.max(1.0);
let uv_y = y / image_height.max(1.0);
instances.push(GlyphInstance {
world_position: [uv_x, uv_y, 0.0, 1.0],
style: [normalized, display_value, 0.0, 0.0],
});
}
}
}
instances
}
fn build_hand_palm_dot_instances(
_rows: u32,
_cols: u32,
image_width: f32,
image_height: f32,
pressure: &[[f32; 2]],
) -> Vec<GlyphInstance> {
let chip_dot_count: usize = HAND_PALM_CHIPS
.iter()
.map(|chip| (chip.rows * chip.cols) as usize)
.sum();
let mut instances = Vec::with_capacity(chip_dot_count);
for (chip_index, chip) in HAND_PALM_CHIPS.into_iter().enumerate() {
let cos = chip.angle_rad.cos();
let sin = chip.angle_rad.sin();
// 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 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);
let local_x =
(col as f32 - chip.cols as f32 / 2.0 + 0.5) / chip.cols as f32 * active_size[0];
let local_y =
(row as f32 - chip.rows as f32 / 2.0 + 0.5) / chip.rows as f32 * active_size[1];
let x = chip.center_px[0] + local_x * cos - local_y * sin;
let y = chip.center_px[1] + local_x * sin + local_y * cos;
instances.push(GlyphInstance {
world_position: [
x / image_width.max(1.0),
y / image_height.max(1.0),
0.0,
1.0,
],
style: [normalized, display_value, 0.0, 0.0],
});
}
}
}
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)
.or_else(|| pressure.get(fallback_index))
.copied()
.unwrap_or([0.0, 0.0])
}
fn build_glyph_instances(
rows: u32,
cols: u32,
layout: &MatrixLayout,
pressure: &PressureFrame,
) -> Vec<GlyphInstance> {
let mut instances = Vec::with_capacity((rows * cols) as usize);
for row in 0..rows {
for col in 0..cols {
let index = (row * cols + col) as usize;
let [normalized, display_value] = pressure.get(index).copied().unwrap_or([0.0, 0.0]);
let (world_position, normalized) =
glyph_world_position(row, col, rows, cols, layout, normalized);
instances.push(GlyphInstance {
world_position,
style: [normalized, display_value, 0.0, 0.0],
});
}
}
instances
}
fn update_glyph_instances(
instances: &mut [GlyphInstance],
rows: u32,
cols: u32,
layout: &MatrixLayout,
pressure: &PressureFrame,
) {
for row in 0..rows {
for col in 0..cols {
let index = (row * cols + col) as usize;
let [normalized, display_value] = pressure.get(index).copied().unwrap_or([0.0, 0.0]);
let (world_position, normalized) =
glyph_world_position(row, col, rows, cols, layout, normalized);
if let Some(instance) = instances.get_mut(index) {
instance.world_position = world_position;
instance.style = [normalized, display_value, 0.0, 0.0];
}
}
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct MatrixUniform {
view_proj: [[f32; 4]; 4],
viewport: [f32; 4],
glyph: [f32; 4],
color: [f32; 4],
render_options: [f32; 4],
image: [f32; 4],
}
impl MatrixUniform {
fn new(
width: f32,
height: f32,
view_proj: [[f32; 4]; 4],
surface_is_srgb: bool,
render_options: RenderOptions,
image_size: [f32; 2],
) -> Self {
Self {
view_proj,
viewport: [width.max(1.0), height.max(1.0), 0.0, 0.0],
glyph: [16.0, 0.0, 0.0, 0.0],
color: [0.05, 0.92, 0.32, if surface_is_srgb { 1.0 } else { 0.0 }],
render_options: render_options.as_uniform(),
image: [image_size[0].max(1.0), image_size[1].max(1.0), 0.0, 0.0],
}
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct GlyphVertex {
local: [f32; 2],
}
impl GlyphVertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<GlyphVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
}],
}
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct GlyphInstance {
world_position: [f32; 4],
style: [f32; 4],
}
impl GlyphInstance {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<GlyphInstance>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 1,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
#[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);
}
}