mirror of
https://github.com/OpenCut-app/OpenCut.git
synced 2026-07-13 21:52:53 +02:00
refactor: split effects and masks into dedicated rust crates, introduce MediaTime and FrameRate
This commit is contained in:
@@ -0,0 +1,263 @@
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use bytemuck::{Pod, Zeroable};
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use gpu::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuContext};
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use wgpu::util::DeviceExt;
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use crate::SdfPipeline;
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const JFA_DISTANCE_SHADER_SOURCE: &str = include_str!("shaders/jfa_distance.wgsl");
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pub struct ApplyMaskFeatherOptions<'a> {
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pub mask: &'a wgpu::Texture,
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pub width: u32,
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pub height: u32,
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pub feather: f32,
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}
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pub struct MaskFeatherPipeline {
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sdf_pipeline: SdfPipeline,
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inside_texture_bind_group_layout: wgpu::BindGroupLayout,
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outside_texture_bind_group_layout: wgpu::BindGroupLayout,
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uniform_bind_group_layout: wgpu::BindGroupLayout,
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distance_pipeline: wgpu::RenderPipeline,
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}
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct DistanceUniformBuffer {
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resolution: [f32; 2],
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feather_half: f32,
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_padding: f32,
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}
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impl MaskFeatherPipeline {
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pub fn new(context: &GpuContext) -> Self {
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let device = context.device();
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let inside_texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("gpu-mask-distance-inside-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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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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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 outside_texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("gpu-mask-distance-outside-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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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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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 uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("gpu-mask-distance-uniform-layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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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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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("gpu-mask-distance-pipeline-layout"),
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bind_group_layouts: &[
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Some(&inside_texture_bind_group_layout),
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Some(&outside_texture_bind_group_layout),
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Some(&uniform_bind_group_layout),
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],
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immediate_size: 0,
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});
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let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("gpu-mask-distance-fullscreen-shader"),
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source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
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});
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let fragment_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("gpu-mask-distance-fragment-shader"),
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source: wgpu::ShaderSource::Wgsl(JFA_DISTANCE_SHADER_SOURCE.into()),
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});
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let distance_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("gpu-mask-distance-pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &vertex_shader_module,
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entry_point: Some("vertex_main"),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<[f32; 2]>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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shader_location: 0,
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}],
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}],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &fragment_shader_module,
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entry_point: Some("fragment_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: GPU_TEXTURE_FORMAT,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview_mask: None,
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cache: None,
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});
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Self {
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sdf_pipeline: SdfPipeline::new(context),
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inside_texture_bind_group_layout,
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outside_texture_bind_group_layout,
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uniform_bind_group_layout,
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distance_pipeline,
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}
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}
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pub fn apply_mask_feather(
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&self,
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context: &GpuContext,
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ApplyMaskFeatherOptions {
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mask,
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width,
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height,
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feather,
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}: ApplyMaskFeatherOptions<'_>,
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) -> wgpu::Texture {
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let sdf = self
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.sdf_pipeline
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.compute_signed_distance_field(context, mask, width, height);
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let output_texture = context.create_render_texture(width, height, "masks-feather-output");
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let inside_view = sdf
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.inside_texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let outside_view = sdf
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.outside_texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let inside_bind_group = context
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.device()
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("gpu-mask-distance-inside-bind-group"),
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layout: &self.inside_texture_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(&inside_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(context.nearest_sampler()),
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},
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],
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});
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let outside_bind_group = context
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.device()
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("gpu-mask-distance-outside-bind-group"),
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layout: &self.outside_texture_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(&outside_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(context.nearest_sampler()),
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},
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],
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});
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let uniform_buffer =
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context
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.device()
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("gpu-mask-distance-uniform-buffer"),
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contents: bytemuck::bytes_of(&DistanceUniformBuffer {
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resolution: [width as f32, height as f32],
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feather_half: feather / 2.0,
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_padding: 0.0,
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}),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let uniform_bind_group = context
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.device()
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("gpu-mask-distance-uniform-bind-group"),
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layout: &self.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 mut encoder =
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context
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.device()
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("gpu-mask-distance-command-encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("gpu-mask-distance-render-pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &output_view,
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resolve_target: None,
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depth_slice: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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multiview_mask: None,
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});
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render_pass.set_pipeline(&self.distance_pipeline);
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render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
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render_pass.set_bind_group(0, &inside_bind_group, &[]);
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render_pass.set_bind_group(1, &outside_bind_group, &[]);
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render_pass.set_bind_group(2, &uniform_bind_group, &[]);
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render_pass.draw(0..6, 0..1);
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}
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context.queue().submit([encoder.finish()]);
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output_texture
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}
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}
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@@ -0,0 +1,5 @@
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mod feather;
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mod sdf;
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pub use feather::{ApplyMaskFeatherOptions, MaskFeatherPipeline};
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pub use sdf::{SdfPipeline, SignedDistanceFieldTextures};
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@@ -0,0 +1,308 @@
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use bytemuck::{Pod, Zeroable};
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use gpu::{FULLSCREEN_SHADER_SOURCE, GPU_TEXTURE_FORMAT, GpuContext};
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use wgpu::util::DeviceExt;
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const JFA_INIT_SHADER_SOURCE: &str = include_str!("shaders/jfa_init.wgsl");
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const JFA_STEP_SHADER_SOURCE: &str = include_str!("shaders/jfa_step.wgsl");
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pub struct SignedDistanceFieldTextures {
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pub inside_texture: wgpu::Texture,
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pub outside_texture: wgpu::Texture,
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}
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pub struct SdfPipeline {
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texture_bind_group_layout: wgpu::BindGroupLayout,
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uniform_bind_group_layout: wgpu::BindGroupLayout,
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init_pipeline: wgpu::RenderPipeline,
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step_pipeline: wgpu::RenderPipeline,
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}
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct JfaInitUniformBuffer {
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resolution: [f32; 2],
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invert: f32,
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_padding: f32,
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}
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct JfaStepUniformBuffer {
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resolution: [f32; 2],
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step_size: f32,
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_padding: f32,
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}
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impl SdfPipeline {
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pub fn new(context: &GpuContext) -> Self {
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let device = context.device();
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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("gpu-sdf-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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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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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 uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("gpu-sdf-uniform-bind-group-layout"),
|
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entries: &[wgpu::BindGroupLayoutEntry {
|
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binding: 0,
|
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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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count: None,
|
||||
}],
|
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});
|
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("gpu-sdf-pipeline-layout"),
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bind_group_layouts: &[
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Some(&texture_bind_group_layout),
|
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Some(&uniform_bind_group_layout),
|
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],
|
||||
immediate_size: 0,
|
||||
});
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||||
let vertex_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
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label: Some("gpu-sdf-fullscreen-shader"),
|
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source: wgpu::ShaderSource::Wgsl(FULLSCREEN_SHADER_SOURCE.into()),
|
||||
});
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let init_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
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label: Some("gpu-jfa-init-shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(JFA_INIT_SHADER_SOURCE.into()),
|
||||
});
|
||||
let step_shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("gpu-jfa-step-shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(JFA_STEP_SHADER_SOURCE.into()),
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||||
});
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let init_pipeline = create_pipeline(
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device,
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"gpu-jfa-init-pipeline",
|
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&pipeline_layout,
|
||||
&vertex_shader_module,
|
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&init_shader_module,
|
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);
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let step_pipeline = create_pipeline(
|
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device,
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"gpu-jfa-step-pipeline",
|
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&pipeline_layout,
|
||||
&vertex_shader_module,
|
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&step_shader_module,
|
||||
);
|
||||
|
||||
Self {
|
||||
texture_bind_group_layout,
|
||||
uniform_bind_group_layout,
|
||||
init_pipeline,
|
||||
step_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn compute_signed_distance_field(
|
||||
&self,
|
||||
context: &GpuContext,
|
||||
source_texture: &wgpu::Texture,
|
||||
width: u32,
|
||||
height: u32,
|
||||
) -> SignedDistanceFieldTextures {
|
||||
SignedDistanceFieldTextures {
|
||||
inside_texture: self.run_jfa(context, source_texture, width, height, false),
|
||||
outside_texture: self.run_jfa(context, source_texture, width, height, true),
|
||||
}
|
||||
}
|
||||
|
||||
fn run_jfa(
|
||||
&self,
|
||||
context: &GpuContext,
|
||||
source_texture: &wgpu::Texture,
|
||||
width: u32,
|
||||
height: u32,
|
||||
is_inverted: bool,
|
||||
) -> wgpu::Texture {
|
||||
let ping_texture = context.create_render_texture(width, height, "gpu-jfa-ping-texture");
|
||||
let pong_texture = context.create_render_texture(width, height, "gpu-jfa-pong-texture");
|
||||
|
||||
self.run_pass(
|
||||
context,
|
||||
source_texture,
|
||||
&ping_texture,
|
||||
&self.init_pipeline,
|
||||
bytemuck::bytes_of(&JfaInitUniformBuffer {
|
||||
resolution: [width as f32, height as f32],
|
||||
invert: if is_inverted { 1.0 } else { 0.0 },
|
||||
_padding: 0.0,
|
||||
}),
|
||||
);
|
||||
|
||||
let mut source_is_ping = true;
|
||||
let steps = (width.max(height) as f32).log2().ceil() as u32;
|
||||
for step_index in (0..steps).rev() {
|
||||
let step_size = 2u32.pow(step_index).max(1);
|
||||
let input_texture = if source_is_ping {
|
||||
&ping_texture
|
||||
} else {
|
||||
&pong_texture
|
||||
};
|
||||
let output_texture = if source_is_ping {
|
||||
&pong_texture
|
||||
} else {
|
||||
&ping_texture
|
||||
};
|
||||
self.run_pass(
|
||||
context,
|
||||
input_texture,
|
||||
output_texture,
|
||||
&self.step_pipeline,
|
||||
bytemuck::bytes_of(&JfaStepUniformBuffer {
|
||||
resolution: [width as f32, height as f32],
|
||||
step_size: step_size as f32,
|
||||
_padding: 0.0,
|
||||
}),
|
||||
);
|
||||
source_is_ping = !source_is_ping;
|
||||
}
|
||||
|
||||
if source_is_ping {
|
||||
ping_texture
|
||||
} else {
|
||||
pong_texture
|
||||
}
|
||||
}
|
||||
|
||||
fn run_pass(
|
||||
&self,
|
||||
context: &GpuContext,
|
||||
input_texture: &wgpu::Texture,
|
||||
output_texture: &wgpu::Texture,
|
||||
pipeline: &wgpu::RenderPipeline,
|
||||
uniform_buffer_bytes: &[u8],
|
||||
) {
|
||||
let input_view = input_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let output_view = output_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let texture_bind_group = context
|
||||
.device()
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("gpu-sdf-texture-bind-group"),
|
||||
layout: &self.texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&input_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(context.nearest_sampler()),
|
||||
},
|
||||
],
|
||||
});
|
||||
let uniform_buffer =
|
||||
context
|
||||
.device()
|
||||
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("gpu-sdf-uniform-buffer"),
|
||||
contents: uniform_buffer_bytes,
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let uniform_bind_group = context
|
||||
.device()
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("gpu-sdf-uniform-bind-group"),
|
||||
layout: &self.uniform_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: uniform_buffer.as_entire_binding(),
|
||||
}],
|
||||
});
|
||||
let mut encoder =
|
||||
context
|
||||
.device()
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("gpu-sdf-command-encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("gpu-sdf-render-pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &output_view,
|
||||
resolve_target: None,
|
||||
depth_slice: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
multiview_mask: None,
|
||||
});
|
||||
render_pass.set_pipeline(pipeline);
|
||||
render_pass.set_vertex_buffer(0, context.fullscreen_quad().slice(..));
|
||||
render_pass.set_bind_group(0, &texture_bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &uniform_bind_group, &[]);
|
||||
render_pass.draw(0..6, 0..1);
|
||||
}
|
||||
|
||||
context.queue().submit([encoder.finish()]);
|
||||
}
|
||||
}
|
||||
|
||||
fn create_pipeline(
|
||||
device: &wgpu::Device,
|
||||
label: &'static str,
|
||||
layout: &wgpu::PipelineLayout,
|
||||
vertex_shader_module: &wgpu::ShaderModule,
|
||||
fragment_shader_module: &wgpu::ShaderModule,
|
||||
) -> wgpu::RenderPipeline {
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some(label),
|
||||
layout: Some(layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: vertex_shader_module,
|
||||
entry_point: Some("vertex_main"),
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<[f32; 2]>() as u64,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[wgpu::VertexAttribute {
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
}],
|
||||
}],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: fragment_shader_module,
|
||||
entry_point: Some("fragment_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: GPU_TEXTURE_FORMAT,
|
||||
blend: None,
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState::default(),
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
})
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4f,
|
||||
@location(0) tex_coord: vec2f,
|
||||
}
|
||||
|
||||
struct DistanceUniforms {
|
||||
resolution: vec2f,
|
||||
feather_half: f32,
|
||||
_padding: f32,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var inside_texture: texture_2d<f32>;
|
||||
@group(0) @binding(1) var inside_sampler: sampler;
|
||||
@group(1) @binding(0) var outside_texture: texture_2d<f32>;
|
||||
@group(1) @binding(1) var outside_sampler: sampler;
|
||||
@group(2) @binding(0) var<uniform> uniforms: DistanceUniforms;
|
||||
|
||||
fn decode_seed(encoded: vec4f) -> vec2f {
|
||||
let x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
|
||||
let y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
|
||||
return vec2f(x, y);
|
||||
}
|
||||
|
||||
fn is_no_seed(encoded: vec4f) -> bool {
|
||||
return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
|
||||
let pixel_coord = floor(input.tex_coord * uniforms.resolution);
|
||||
let inside_encoded = textureSample(inside_texture, inside_sampler, input.tex_coord);
|
||||
let outside_encoded = textureSample(outside_texture, outside_sampler, input.tex_coord);
|
||||
|
||||
let has_inside = !is_no_seed(inside_encoded);
|
||||
let has_outside = !is_no_seed(outside_encoded);
|
||||
let distance_to_inside = select(
|
||||
100000.0,
|
||||
distance(pixel_coord, decode_seed(inside_encoded)),
|
||||
has_inside,
|
||||
);
|
||||
let distance_to_outside = select(
|
||||
100000.0,
|
||||
distance(pixel_coord, decode_seed(outside_encoded)),
|
||||
has_outside,
|
||||
);
|
||||
let signed_distance = distance_to_outside - distance_to_inside;
|
||||
let alpha = smoothstep(-uniforms.feather_half, uniforms.feather_half, signed_distance);
|
||||
|
||||
return vec4f(alpha, alpha, alpha, alpha);
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4f,
|
||||
@location(0) tex_coord: vec2f,
|
||||
}
|
||||
|
||||
struct JfaInitUniforms {
|
||||
resolution: vec2f,
|
||||
invert: f32,
|
||||
_padding: f32,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var input_texture: texture_2d<f32>;
|
||||
@group(0) @binding(1) var input_sampler: sampler;
|
||||
@group(1) @binding(0) var<uniform> uniforms: JfaInitUniforms;
|
||||
|
||||
fn encode_seed(seed: vec2f) -> vec4f {
|
||||
let x_hi = floor(seed.x / 256.0);
|
||||
let x_lo = seed.x - (x_hi * 256.0);
|
||||
let y_hi = floor(seed.y / 256.0);
|
||||
let y_lo = seed.y - (y_hi * 256.0);
|
||||
return vec4f(x_hi / 255.0, x_lo / 255.0, y_hi / 255.0, y_lo / 255.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
|
||||
let mask = textureSample(input_texture, input_sampler, input.tex_coord).r;
|
||||
let is_seed = select(mask > 0.5, mask < 0.5, uniforms.invert > 0.5);
|
||||
|
||||
if (is_seed) {
|
||||
let pixel_coord = floor(input.tex_coord * uniforms.resolution);
|
||||
return encode_seed(pixel_coord);
|
||||
}
|
||||
|
||||
return vec4f(1.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4f,
|
||||
@location(0) tex_coord: vec2f,
|
||||
}
|
||||
|
||||
struct JfaStepUniforms {
|
||||
resolution: vec2f,
|
||||
step_size: f32,
|
||||
_padding: f32,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var input_texture: texture_2d<f32>;
|
||||
@group(0) @binding(1) var input_sampler: sampler;
|
||||
@group(1) @binding(0) var<uniform> uniforms: JfaStepUniforms;
|
||||
|
||||
fn decode_seed(encoded: vec4f) -> vec2f {
|
||||
let x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
|
||||
let y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
|
||||
return vec2f(x, y);
|
||||
}
|
||||
|
||||
fn encode_seed(seed: vec2f) -> vec4f {
|
||||
let x_hi = floor(seed.x / 256.0);
|
||||
let x_lo = seed.x - (x_hi * 256.0);
|
||||
let y_hi = floor(seed.y / 256.0);
|
||||
let y_lo = seed.y - (y_hi * 256.0);
|
||||
return vec4f(x_hi / 255.0, x_lo / 255.0, y_hi / 255.0, y_lo / 255.0);
|
||||
}
|
||||
|
||||
fn is_no_seed(encoded: vec4f) -> bool {
|
||||
return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragment_main(input: VertexOutput) -> @location(0) vec4f {
|
||||
let pixel_coord = floor(input.tex_coord * uniforms.resolution);
|
||||
let texel_size = vec2f(1.0, 1.0) / uniforms.resolution;
|
||||
|
||||
var best_distance = 10000000000.0;
|
||||
var best_seed = vec2f(65535.0, 65535.0);
|
||||
|
||||
for (var y = -1; y <= 1; y = y + 1) {
|
||||
for (var x = -1; x <= 1; x = x + 1) {
|
||||
let offset = vec2f(f32(x), f32(y)) * uniforms.step_size;
|
||||
let sample_uv = input.tex_coord + (offset * texel_size);
|
||||
|
||||
if (
|
||||
sample_uv.x < 0.0 ||
|
||||
sample_uv.x > 1.0 ||
|
||||
sample_uv.y < 0.0 ||
|
||||
sample_uv.y > 1.0
|
||||
) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let encoded = textureSample(input_texture, input_sampler, sample_uv);
|
||||
if (is_no_seed(encoded)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let seed = decode_seed(encoded);
|
||||
let distance_to_seed = distance(pixel_coord, seed);
|
||||
if (distance_to_seed < best_distance) {
|
||||
best_distance = distance_to_seed;
|
||||
best_seed = seed;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (best_distance < 1000000000.0) {
|
||||
return encode_seed(best_seed);
|
||||
}
|
||||
|
||||
return vec4f(1.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user