1409 lines
50 KiB
Rust
1409 lines
50 KiB
Rust
use crate::{
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matrix::{MatrixLayout, build_view_projection, glyph_world_position},
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model::{AlphaMode, InstanceRaw, ModelVertex, Vertex},
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resources, texture,
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};
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use eframe::{
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egui,
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egui_wgpu::{self, wgpu},
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wgpu::util::DeviceExt,
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};
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use std::ops::Range;
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pub const PRESSURE_CELL_COUNT: usize =
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(crate::matrix::MATRIX_ROWS * crate::matrix::MATRIX_COLS) as usize;
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pub type PressureFrame = [[f32; 2]; PRESSURE_CELL_COUNT];
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pub type PressureSamples = Vec<[f32; 2]>;
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pub struct WgpuBackgroundCallback {
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pub width: f32,
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pub height: f32,
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pub pressure: PressureFrame,
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pub hand_pressure: PressureSamples,
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pub active_mode: ActiveMode,
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}
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#[derive(Clone, PartialEq, Eq, Debug)]
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pub enum ActiveMode {
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Finger(FingerMode),
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Hand(HandGatewayMode),
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}
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#[derive(Clone, PartialEq, Eq, Debug)]
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pub struct FingerMode {
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pub rows: u32,
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pub cols: u32,
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pub range: Range<u32>,
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pub dot: bool,
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}
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#[derive(Clone, PartialEq, Eq, Debug)]
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pub struct HandGatewayMode {
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pub range: Range<u32>,
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}
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const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [
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HandTipMatrix {
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center_px: [260.0, 490.0],
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size_px: [70.0, 120.0],
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angle_rad: -0.45,
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},
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HandTipMatrix {
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center_px: [360.0, 255.0],
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size_px: [70.0, 120.0],
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angle_rad: -0.05,
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},
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HandTipMatrix {
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center_px: [485.0, 225.0],
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size_px: [70.0, 120.0],
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angle_rad: 0.0,
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},
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HandTipMatrix {
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center_px: [595.0, 260.0],
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size_px: [70.0, 120.0],
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angle_rad: 0.12,
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},
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HandTipMatrix {
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center_px: [705.0, 385.0],
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size_px: [70.0, 120.0],
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angle_rad: 0.28,
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},
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];
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const HAND_PALM_CHIPS: [HandPalmChip; 2] = [
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HandPalmChip {
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center_px: [538.0, 608.0],
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size_px: [248.0, 82.0],
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angle_rad: 0.06,
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rows: 5,
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cols: 14,
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},
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HandPalmChip {
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center_px: [606.0, 780.0],
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size_px: [72.0, 214.0],
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angle_rad: 0.05,
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rows: 11,
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cols: 4,
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},
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];
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const HAND_FINGER_SENSOR_CELLS: usize = 12 * 7;
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const HAND_PALM_HORIZONTAL_OFFSET: usize = HAND_FINGER_SENSOR_CELLS * 5;
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const HAND_PALM_VERTICAL_OFFSET: usize = HAND_PALM_HORIZONTAL_OFFSET + 5 * 14;
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// Each entry pins one miniature matrix to a fingertip in hand.png.
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// Coordinates are authored in source-image pixels so they are easy to tune by eye.
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// size_px keeps the same 7:12 aspect as the Finger-mode 7 columns x 12 rows matrix.
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struct HandTipMatrix {
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center_px: [f32; 2],
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size_px: [f32; 2],
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angle_rad: f32,
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}
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// Palm chips follow the hand layout: one horizontal 5x14 matrix and one vertical
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// 11x4 matrix, rendered as dark inset chip tiles on the palm.
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struct HandPalmChip {
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center_px: [f32; 2],
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size_px: [f32; 2],
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angle_rad: f32,
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rows: u32,
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cols: u32,
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}
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impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
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fn prepare(
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&self,
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_device: &wgpu::Device,
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queue: &wgpu::Queue,
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_screen_descriptor: &egui_wgpu::ScreenDescriptor,
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_egui_encoder: &mut wgpu::CommandEncoder,
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resources: &mut egui_wgpu::CallbackResources,
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) -> Vec<wgpu::CommandBuffer> {
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let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap();
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resources.prepare(
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queue,
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self.width,
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self.height,
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&self.pressure,
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&self.hand_pressure,
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);
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Vec::new()
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}
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fn paint(
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&self,
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_info: egui::PaintCallbackInfo,
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render_pass: &mut wgpu::RenderPass<'static>,
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resources: &egui_wgpu::CallbackResources,
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) {
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let resources: &BackgroundRenderResources = resources.get().unwrap();
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resources.paint(render_pass, &self.active_mode);
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}
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}
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pub struct BackgroundRenderResources {
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layout: MatrixLayout,
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rows: u32,
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cols: u32,
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surface_is_srgb: bool,
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uniform: MatrixUniform,
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uniform_buffer: wgpu::Buffer,
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uniform_bind_group: wgpu::BindGroup,
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background_pipeline: wgpu::RenderPipeline,
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hand_image_pipeline: wgpu::RenderPipeline,
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glyph_pipeline: wgpu::RenderPipeline,
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dot_pipeline: wgpu::RenderPipeline,
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hand_membrane_pipeline: wgpu::RenderPipeline,
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hand_dot_pipeline: wgpu::RenderPipeline,
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hand_palm_chip_pipeline: wgpu::RenderPipeline,
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hand_palm_dot_pipeline: wgpu::RenderPipeline,
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hand_image_bind_group: wgpu::BindGroup,
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hand_image_texture: texture::Texture,
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glyph_vertex_buffer: wgpu::Buffer,
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glyph_instance_buffer: wgpu::Buffer,
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glyph_instances: Vec<GlyphInstance>,
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hand_membrane_instance_buffer: wgpu::Buffer,
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hand_membrane_instances: Vec<GlyphInstance>,
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hand_dot_instance_buffer: wgpu::Buffer,
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hand_dot_instances: Vec<GlyphInstance>,
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hand_palm_chip_instance_buffer: wgpu::Buffer,
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hand_palm_chip_instances: Vec<GlyphInstance>,
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hand_palm_dot_instance_buffer: wgpu::Buffer,
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hand_palm_dot_instances: Vec<GlyphInstance>,
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render_options: RenderOptions,
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}
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struct ModelPipelines {
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opaque: ModelCullPipelines,
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mask: ModelCullPipelines,
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blend: ModelCullPipelines,
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}
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struct ModelCullPipelines {
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single_sided: wgpu::RenderPipeline,
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double_sided: wgpu::RenderPipeline,
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}
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#[derive(Copy, Clone, Debug)]
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struct RenderOptions {
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debug_mode: u32,
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ambient_enabled: bool,
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tone_mapping_enabled: bool,
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exposure: f32,
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}
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impl RenderOptions {
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fn from_env() -> Self {
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let debug_mode = std::env::var("ESKIN_MATERIAL_DEBUG")
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.ok()
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.and_then(|value| value.parse().ok())
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.unwrap_or(0);
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let ambient_enabled = env_bool("ESKIN_AMBIENT", true);
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let tone_mapping_enabled = env_bool("ESKIN_TONEMAP", true);
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let exposure = std::env::var("ESKIN_EXPOSURE")
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.ok()
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.and_then(|value| value.parse().ok())
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.unwrap_or(1.0);
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log::warn!(
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"render options material_debug={debug_mode} ambient_enabled={ambient_enabled} tone_mapping_enabled={tone_mapping_enabled} exposure={exposure:.3}"
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);
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Self {
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debug_mode,
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ambient_enabled,
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tone_mapping_enabled,
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exposure,
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}
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}
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fn as_uniform(self) -> [f32; 4] {
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[
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self.debug_mode as f32,
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if self.ambient_enabled { 1.0 } else { 0.0 },
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if self.tone_mapping_enabled { 1.0 } else { 0.0 },
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self.exposure,
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]
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}
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}
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fn env_bool(name: &str, default: bool) -> bool {
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std::env::var(name)
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.ok()
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.map(|value| {
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let value = value.to_ascii_lowercase();
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matches!(value.as_str(), "1" | "true" | "yes" | "on")
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})
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.unwrap_or(default)
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}
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impl BackgroundRenderResources {
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pub fn new(
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device: &wgpu::Device,
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_queue: &wgpu::Queue,
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target_format: &wgpu::TextureFormat,
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rows: u32,
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cols: u32,
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) -> Self {
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let layout = MatrixLayout::new(rows, cols);
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let surface_is_srgb = target_format.is_srgb();
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let render_options = RenderOptions::from_env();
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log::warn!("wgpu target surface format: {target_format:?}, srgb={surface_is_srgb}");
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let hand_image_texture = match resources::load_texture("hand.png", device, _queue) {
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Ok(texture) => texture,
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Err(err) => {
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log::warn!("failed to load hand.png background: {err:#}");
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texture::Texture::from_rgba8(
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device,
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_queue,
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&[0, 0, 0, 255],
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1,
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1,
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"Fallback Hand Background Texture",
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)
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.expect("fallback hand texture should be valid")
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}
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};
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log::warn!(
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"using hand.png as render background: {}x{}",
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hand_image_texture.width,
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hand_image_texture.height
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);
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let uniform = MatrixUniform::new(
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1.0,
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1.0,
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build_view_projection(1.0, &layout),
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surface_is_srgb,
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render_options,
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[
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hand_image_texture.width as f32,
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hand_image_texture.height as f32,
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],
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);
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let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Pressure Matrix Uniform Buffer"),
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contents: bytemuck::cast_slice(&[uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("pressure_matrix_bind_group_layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("pressure_matrix_bind_group"),
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layout: &uniform_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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}],
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Pressure Matrix Background Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("../static/wgsl/shader.wgsl").into()),
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});
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// let glyph_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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// label: Some("Pressure Matrix Glyph Shader"),
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// source: wgpu::ShaderSource::Wgsl(include_str!("../static/wgsl/shader.wgsl").into()),
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// });
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// let dot_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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// label: Some("Pressure Matrix Dot Shader"),
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// source: wgpu::ShaderSource::Wgsl(include_str!("../static/wgsl/shader.wgsl").into()),
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// });
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let hand_image_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("hand_image_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let hand_image_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("hand_image_bind_group"),
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layout: &hand_image_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&hand_image_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&hand_image_texture.sampler),
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},
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],
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});
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("model_texture_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
|
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
|
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has_dynamic_offset: false,
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min_binding_size: None,
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},
|
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count: None,
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},
|
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wgpu::BindGroupLayoutEntry {
|
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
|
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
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view_dimension: wgpu::TextureViewDimension::D2,
|
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multisampled: false,
|
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},
|
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count: None,
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},
|
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wgpu::BindGroupLayoutEntry {
|
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binding: 4,
|
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visibility: wgpu::ShaderStages::FRAGMENT,
|
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
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count: None,
|
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},
|
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wgpu::BindGroupLayoutEntry {
|
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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] * 1.62, tip.size_px[1] * 1.56];
|
|
|
|
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];
|
|
|
|
// 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();
|
|
// 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];
|
|
|
|
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 [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 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,
|
|
},
|
|
],
|
|
}
|
|
}
|
|
}
|