confetti/src/main.rs
2025-10-07 11:28:02 +02:00

438 lines
14 KiB
Rust

use rand::Rng;
use raw_window_handle::{
RawDisplayHandle, RawWindowHandle, WaylandDisplayHandle, WaylandWindowHandle,
};
use smithay_client_toolkit::{
compositor::CompositorState,
output::OutputState,
registry::RegistryState,
seat::SeatState,
shell::{
WaylandSurface,
wlr_layer::{Anchor, LayerShell, LayerSurface},
},
};
use std::{borrow::Cow, env::args, ptr::NonNull, str::FromStr, time::Instant};
use wayland_client::{Connection, Proxy, QueueHandle, globals::registry_queue_init};
use wgpu::{BindGroup, Buffer, util::DeviceExt};
use crate::color_palette::ColorPalette;
mod color_palette;
mod implementations;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
position: [f32; 2],
}
impl Vertex {
#[allow(dead_code)]
fn triangle(x: f32, y: f32, w: f32, h: f32) -> [Self; 3] {
let x0 = x;
let x1 = x + w;
let y0 = y;
let y1 = y + h;
[
Vertex { position: [x0, y0] },
Vertex { position: [x1, y0] },
Vertex { position: [x1, y1] },
]
}
#[allow(dead_code)]
fn rectangle(x: f32, y: f32, w: f32, h: f32) -> [Self; 6] {
let x0 = x;
let x1 = x + w;
let y0 = y;
let y1 = y + h;
[
Vertex { position: [x0, y0] }, // Triangle 1
Vertex { position: [x1, y0] },
Vertex { position: [x1, y1] },
Vertex { position: [x0, y0] }, // Triangle 2
Vertex { position: [x1, y1] },
Vertex { position: [x0, y1] },
]
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct InstanceData {
direction: [f32; 2],
color: [f32; 3],
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
time: f32,
}
impl Uniforms {
fn new() -> Self {
Self { time: 0.0 }
}
}
fn main() {
env_logger::init();
let conn = Connection::connect_to_env().unwrap();
let (globals, mut event_queue) = registry_queue_init(&conn).unwrap();
let qh = event_queue.handle();
// Initialize xdg_shell handlers so we can select the correct adapter
let compositor_state =
CompositorState::bind(&globals, &qh).expect("wl_compositor not available");
let layer_state = LayerShell::bind(&globals, &qh).expect("layer_shell not available");
let surface = compositor_state.create_surface(&qh);
// Create the window for adapter selection
let layer = layer_state.create_layer_surface(
&qh,
surface,
smithay_client_toolkit::shell::wlr_layer::Layer::Top,
Some(""),
None,
);
layer.set_anchor(Anchor::TOP | Anchor::BOTTOM | Anchor::LEFT | Anchor::RIGHT);
let (width, height) = (400, 400);
layer.set_size(0, 0); // 0 width = stretch to full width
layer.set_opaque_region(None);
layer.commit();
// Initialize wgpu
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
..Default::default()
});
// Create the raw window handle for the surface.
let raw_display_handle = RawDisplayHandle::Wayland(WaylandDisplayHandle::new(
NonNull::new(conn.backend().display_ptr() as *mut _).unwrap(),
));
let raw_window_handle = RawWindowHandle::Wayland(WaylandWindowHandle::new(
NonNull::new(layer.wl_surface().id().as_ptr() as *mut _).unwrap(),
));
let surface = unsafe {
instance
.create_surface_unsafe(wgpu::SurfaceTargetUnsafe::RawHandle {
raw_display_handle,
raw_window_handle,
})
.unwrap()
};
// Pick a supported adapter
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
compatible_surface: Some(&surface),
..Default::default()
}))
.expect("Failed to find suitable adapter");
let (device, queue) = pollster::block_on(adapter.request_device(&Default::default()))
.expect("Failed to request device");
let mut surface_config = surface.get_default_config(&adapter, 200, 200).unwrap();
surface_config.alpha_mode = wgpu::CompositeAlphaMode::PreMultiplied;
surface_config.format = wgpu::TextureFormat::Bgra8Unorm;
let (layout, group, uniform_buffer, uniforms) = create_uniforms(&device);
let (vertex_buffer, instance_buffer, vertex_count, instance_count) =
create_vertex_buffer(&device, width as f32, height as f32);
let render_pipeline = create_pipeline(&device, surface_config.format, &layout);
let mut wgpu = Wgpu {
registry_state: RegistryState::new(&globals),
seat_state: SeatState::new(&globals, &qh),
output_state: OutputState::new(&globals, &qh),
start_time: Instant::now(),
first_configure: true,
exit: false,
width: 256,
height: 256,
window: layer,
device,
surface,
queue,
render_pipeline,
group,
uniforms,
uniform_buffer,
vertex_buffer,
instance_buffer,
vertex_count,
instance_count,
};
// We don't draw immediately, the configure will notify us when to first draw.
loop {
event_queue.blocking_dispatch(&mut wgpu).unwrap();
if wgpu.exit {
break;
}
}
// On exit we must destroy the surface before the window is destroyed.
drop(wgpu.surface);
drop(wgpu.window);
}
struct Wgpu {
registry_state: RegistryState,
seat_state: SeatState,
output_state: OutputState,
start_time: Instant,
exit: bool,
first_configure: bool,
width: u32,
height: u32,
window: LayerSurface,
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface<'static>,
render_pipeline: wgpu::RenderPipeline,
group: wgpu::BindGroup,
uniforms: Uniforms,
uniform_buffer: Buffer,
vertex_buffer: Buffer,
instance_buffer: Buffer,
vertex_count: u32,
instance_count: u32,
}
impl Wgpu {
fn draw(&mut self, _qh: &QueueHandle<Self>) {
let elapsed = self.start_time.elapsed().as_secs_f32();
self.update_time(elapsed);
if elapsed > 3.0 {
self.exit = true
}
let surface_texture = self
.surface
.get_current_texture()
.expect("Failed to acquire next swap chain texture");
let texture_view = surface_texture
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &texture_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
rpass.set_bind_group(0, &self.group, &[]);
rpass.set_pipeline(&self.render_pipeline);
rpass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
rpass.set_vertex_buffer(1, self.instance_buffer.slice(..));
rpass.draw(0..self.vertex_count, 0..self.instance_count);
}
self.queue.submit(Some(encoder.finish()));
surface_texture.present();
}
pub fn update_time(&mut self, time: f32) {
self.uniforms.time = time;
self.queue
.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&self.uniforms));
}
}
fn create_pipeline(
device: &wgpu::Device,
swap_chain_format: wgpu::TextureFormat,
bind_group_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline {
// Load theushaders from disk
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[bind_group_layout],
push_constant_ranges: &[],
});
let vertex_buffer_layout = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
}],
};
let instance_buffer_layout = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<InstanceData>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2, // v_start
offset: 0,
shader_location: 1,
},
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x3, // color
offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
shader_location: 2,
},
],
};
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[vertex_buffer_layout, instance_buffer_layout],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: swap_chain_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
// strip_index_format: None,
// front_face: wgpu::FrontFace::Ccw,
// cull_mode: Some(wgpu::Face::Back),
// // Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
// // or Features::POLYGON_MODE_POINT
// polygon_mode: wgpu::PolygonMode::Fill,
// // Requires Features::DEPTH_CLIP_CONTROL
// unclipped_depth: false,
// // Requires Features::CONSERVATIVE_RASTERIZATION
// conservative: false,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
})
}
fn create_uniforms(device: &wgpu::Device) -> (wgpu::BindGroupLayout, BindGroup, Buffer, Uniforms) {
let uniforms = Uniforms::new();
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::bytes_of(&uniforms),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let uniform_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("uniform_bind_group_layout"),
});
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &uniform_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
label: Some("uniform_bind_group"),
});
(
uniform_bind_group_layout,
uniform_bind_group,
uniform_buffer,
uniforms,
)
}
fn create_vertex_buffer(
device: &wgpu::Device,
width: f32,
height: f32,
) -> (Buffer, Buffer, u32, u32) {
// Only 1 rectangle vertices here, since instances define position:
let rectangle = Vertex::rectangle(0.0, 0.0, 0.00002 * height, 0.00002 * width);
let args = args().collect::<Vec<String>>();
let pallette = extreact_flag_value::<ColorPalette>(&args, "--pallette").unwrap_or_default();
let colors = pallette.get_colors();
let color_count = colors.len();
let mut rng = rand::rng();
let instances = (0..200)
.map(|_| {
let x = rng.random_range(-1.0..1.0) as f32;
let y_max = (1.0 - x * x).sqrt() * 2.5;
let y = rng.random_range(-0.5..y_max);
InstanceData {
direction: [x * 1.2, y],
color: colors
.get(rng.random_range(0..color_count))
.unwrap()
.clone(),
}
})
.collect::<Vec<InstanceData>>();
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Rectangle Vertex Buffer"),
contents: bytemuck::cast_slice(&rectangle),
usage: wgpu::BufferUsages::VERTEX,
});
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instances),
usage: wgpu::BufferUsages::VERTEX,
});
(
vertex_buffer,
instance_buffer,
rectangle.len() as u32,
instances.len() as u32,
)
}
fn extreact_flag_value<T: FromStr>(args: &Vec<String>, name: &str) -> Option<T> {
let pos = args.iter().position(|arg| arg == name)?;
let val = args.get(pos + 1)?;
if val.starts_with("-") {
return None;
}
val.parse::<T>().ok()
}