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Author SHA1 Message Date
238519ee90
organise the code 2024-05-22 09:08:55 +02:00
f1e112cdec
get color matrix stuff working 2024-05-21 13:13:49 +02:00
8842c5a364
commit bad gpu stuff 2024-05-21 08:57:37 +02:00
6 changed files with 1077 additions and 188 deletions

831
Cargo.lock generated

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@ -6,9 +6,14 @@ edition = "2021"
[dependencies] [dependencies]
bytemuck = "1.16.0" bytemuck = "1.16.0"
eframe = {version = "0.27", features = ["wgpu"]} eframe = {version = "0.27", features = ["wgpu"]}
egui_extras = "0.27.2" egui-file-dialog = "0.5.0"
egui_extras = { version = "0.27.2", features = ["image"] }
env_logger = "0.11.3" env_logger = "0.11.3"
image = "0.25.1"
nalgebra = "0.32.5" nalgebra = "0.32.5"
oneshot = "0.1.6"
rayon = "1.10.0"
threadpool = "1.8.1"
# winit = { version = "0.30", features = ["rwh_05" ] } # winit = { version = "0.30", features = ["rwh_05" ] }
# log = "0.4" # log = "0.4"
# console_error_panic_hook = "0.1.6" # console_error_panic_hook = "0.1.6"

23
src/components.rs Normal file
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@ -0,0 +1,23 @@
use eframe::egui;
use nalgebra::{Matrix, SMatrix};
pub fn mat_editor<const R: usize, const C: usize>(
ui: &mut egui::Ui,
mat: &mut SMatrix<f32, R, C>,
id: &str,
) -> egui::Response {
egui::Grid::new(id)
.show(ui, |ui| {
mat.row_iter_mut().enumerate().for_each(|(i, mut row)| {
row.iter_mut().for_each(|item| {
ui.add(
egui::DragValue::new(item)
.speed(0.01)
.clamp_range(-10.0..=10.0),
);
});
ui.end_row();
})
})
.response
}

97
src/img_processor.rs Normal file
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@ -0,0 +1,97 @@
use std::{
sync::{mpsc, Arc},
thread,
};
use eframe::egui::{self, TextureOptions};
use image::{DynamicImage, Pixel, Rgb, Rgb32FImage};
use nalgebra::{SMatrix, Vector4};
use rayon::prelude::*;
use image::EncodableLayout;
struct ProcessorInstruction {
img: Arc<Rgb32FImage>,
color_matrix: SMatrix<f32, 3, 4>,
pos_matrix: SMatrix<f32, 2, 3>,
ret: oneshot::Sender<(egui::TextureHandle, (f32, f32))>,
ctx: egui::Context,
handle: Option<egui::TextureHandle>,
}
pub struct Processor {
channel: mpsc::Sender<ProcessorInstruction>,
}
impl Processor {
pub fn init() -> Self {
let (tx, rx) = mpsc::channel();
thread::spawn(|| {
for ProcessorInstruction {
img,
color_matrix,
pos_matrix,
ret,
ctx,
handle,
} in rx
{
let (width, height) = img.dimensions();
let mut r = (*img).clone();
if !color_matrix.is_identity(f32::EPSILON) {
r.par_pixels_mut().for_each(|px| {
*px = Rgb::from(
TryInto::<[f32; 3]>::try_into(
(color_matrix * Vector4::new(px.0[0], px.0[1], px.0[2], 1.))
.as_slice(),
)
.unwrap(),
)
});
}
let color_image = {
let image = DynamicImage::from(r).to_rgb8();
egui::ColorImage::from_rgb(
[image.width() as usize, image.height() as usize],
image.as_bytes(),
)
};
let handle = if let Some(mut handle) = handle {
handle.set(color_image, TextureOptions::default());
handle
} else {
ctx.load_texture("res_tex", color_image, TextureOptions::default())
};
ret.send((handle, (width as f32, height as f32))).unwrap();
// (color_matrix.is_identity(f32::EPSILON), pos_matrix.is_identity(f32::EPSILON))
}
});
Self { channel: tx }
}
pub fn exec(
&self,
img: Arc<Rgb32FImage>,
color_matrix: SMatrix<f32, 3, 4>,
pos_matrix: SMatrix<f32, 2, 3>,
ctx: egui::Context,
handle: Option<egui::TextureHandle>,
) -> oneshot::Receiver<(egui::TextureHandle, (f32, f32))> {
let (tx, rx) = oneshot::channel();
let r = self.channel.send(ProcessorInstruction {
img,
color_matrix,
pos_matrix,
ret: tx,
ctx,
handle,
});
dbg!(r).unwrap();
rx
}
}

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@ -1,206 +1,135 @@
use std::num::NonZeroU64; use std::{num::NonZeroU64, path::PathBuf, sync::Arc, thread};
use cb::TriangleRenderResources;
use eframe::{ use eframe::{
egui, egui_wgpu, egui::{self, ImageSource},
egui_wgpu,
wgpu::{self, util::DeviceExt}, wgpu::{self, util::DeviceExt},
}; };
use egui_file_dialog::FileDialog;
use image::Rgb32FImage;
use img_processor::Processor;
use nalgebra::{Matrix3, SMatrix}; use nalgebra::{Matrix3, SMatrix};
use oneshot::TryRecvError;
use crate::cb::CustomTriangleCallback; mod components;
mod img_processor;
pub struct App { pub struct App {
mat: SMatrix<f32, 3, 3>, color_matrix: SMatrix<f32, 3, 4>,
pos_matrix: SMatrix<f32, 2, 3>,
file_dialog: FileDialog,
new_file: Option<PathBuf>,
cur_img: Option<Arc<Rgb32FImage>>,
proc: Processor,
cur_rx: Option<oneshot::Receiver<(egui::TextureHandle, (f32, f32))>>,
cur_res: Option<egui::TextureHandle>,
cur_size: Option<(f32, f32)>,
} }
impl App { impl App {
pub fn new<'a>(cc: &'a eframe::CreationContext<'a>) -> Option<Self> { pub fn new<'a>(cc: &'a eframe::CreationContext<'a>) -> Option<Self> {
// Get the WGPU render state from the eframe creation context. This can also be retrieved
// from `eframe::Frame` when you don't have a `CreationContext` available.
let wgpu_render_state = cc.wgpu_render_state.as_ref()?;
let device = &wgpu_render_state.device;
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("custom3d"),
source: wgpu::ShaderSource::Wgsl(include_str!("./custom3d_wgpu_shader.wgsl").into()),
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("custom3d"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: NonZeroU64::new(16),
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("custom3d"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("custom3d"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
// compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu_render_state.target_format.into())],
// compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("custom3d"),
contents: bytemuck::cast_slice(&[0.0_f32; 4]), // 16 bytes aligned!
// Mapping at creation (as done by the create_buffer_init utility) doesn't require us to to add the MAP_WRITE usage
// (this *happens* to workaround this bug )
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("custom3d"),
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
// Because the graphics pipeline must have the same lifetime as the egui render pass,
// instead of storing the pipeline in our `Custom3D` struct, we insert it into the
// `paint_callback_resources` type map, which is stored alongside the render pass.
wgpu_render_state
.renderer
.write()
.callback_resources
.insert(TriangleRenderResources {
pipeline,
bind_group,
uniform_buffer,
});
Some(Self { Some(Self {
mat: SMatrix::identity(), color_matrix: SMatrix::identity(),
pos_matrix: SMatrix::identity(),
file_dialog: FileDialog::new(),
new_file: None,
cur_img: None,
proc: Processor::init(),
cur_rx: None,
cur_res: None,
cur_size: None,
}) })
} }
} }
impl eframe::App for App { impl eframe::App for App {
fn update(&mut self, ctx: &eframe::egui::Context, frame: &mut eframe::Frame) { fn update(&mut self, ctx: &eframe::egui::Context, frame: &mut eframe::Frame) {
let mut mats_changed = false;
egui::SidePanel::right("sidebar").show(ctx, |ui| {
if ui.button("Select Image").clicked() {
self.file_dialog.select_file()
}
if self.file_dialog.update(ctx).selected().is_some() {
if let Some(path) = self.file_dialog.take_selected() {
println!("path: {path:?}");
let Some(ext) = path.extension() else {
panic!("path should have an extension")
};
if ext == "jpg" || ext == "jpeg" || ext == "png" {
println!("img!");
self.cur_img = Some(Arc::new(image::open(path).unwrap().into_rgb32f()));
self.cur_rx = Some(self.proc.exec(
self.cur_img.clone().unwrap(),
self.color_matrix,
self.pos_matrix,
ctx.clone(),
self.cur_res.clone(),
));
}
}
}
ui.add_space(8.);
let old_color_mat = self.color_matrix;
let old_pos_mat = self.pos_matrix;
ui.label("Color Matrix Editor");
let color_mat_edited =
components::mat_editor(ui, &mut self.color_matrix, "color_matrix").dragged();
ui.add_space(8.);
ui.label("Position Matrix Editor");
let pos_mat_edited =
components::mat_editor(ui, &mut self.pos_matrix, "pos_matrix").dragged();
mats_changed |= old_color_mat == self.color_matrix || old_pos_mat == self.pos_matrix;
if mats_changed
&& self.cur_img.is_some()
&& self.cur_res.is_some()
&& !color_mat_edited
&& !pos_mat_edited
&& self.cur_rx.is_none()
{
self.cur_rx = Some(self.proc.exec(
self.cur_img.clone().unwrap(),
self.color_matrix,
self.pos_matrix,
ctx.clone(),
self.cur_res.clone(),
));
}
});
egui::CentralPanel::default().show(ctx, |ui| { egui::CentralPanel::default().show(ctx, |ui| {
ui.heading("My egui Application"); ui.heading("My egui Application");
components::mat_editor(ui, &mut self.mat); if let Some(r) = &self.cur_rx {
match r.try_recv() {
Ok((handle, size)) => {
println!("mew");
self.cur_res = Some(handle);
self.cur_size = Some(size);
self.cur_rx = None;
}
Err(TryRecvError::Empty) => {}
Err(TryRecvError::Disconnected) => panic!("oneshot channel disconnected"),
}
}
egui::Frame::canvas(ui.style()).show(ui, |ui| { if let Some(r) = &self.cur_res {
let (rect, response) = let sized_img =
ui.allocate_exact_size(egui::Vec2::splat(300.0), egui::Sense::drag()); egui::load::SizedTexture::new(r.id(), egui::Vec2::from(self.cur_size.unwrap()));
dbg!(response); let img = egui::Image::from_texture(sized_img);
ui.add(img);
}
// if let Some(dimensions) = self.cur_img_size {
// egui::Frame::canvas(ui.style()).show(ui, |ui| {
// let (rect, response) = ui.allocate_exact_size(dimensions, egui::Sense::drag());
let callback = egui_wgpu::Callback::new_paint_callback( // let callback = egui_wgpu::Callback::new_paint_callback(
rect, // rect,
CustomTriangleCallback { angle: 0.5 }, // CustomTriangleCallback { angle: 0.5 },
); // );
ui.painter().add(callback); // ui.painter().add(callback);
}); // });
// }
}); });
} }
} }
mod components {
use eframe::egui;
use nalgebra::{Matrix, SMatrix};
pub fn mat_editor<const R: usize, const C: usize>(
ui: &mut egui::Ui,
mat: &mut SMatrix<f32, R, C>,
) -> egui::Response {
egui::Grid::new("mat")
.show(ui, |ui| {
mat.row_iter_mut().enumerate().for_each(|(i, mut row)| {
row.iter_mut().for_each(|item| {
ui.add(
egui::DragValue::new(item)
.speed(0.01)
.clamp_range(-1.0..=1.0),
);
});
ui.end_row();
})
})
.response
}
}
mod cb {
use eframe::{egui, egui_wgpu, wgpu};
pub struct CustomTriangleCallback {
pub angle: f32,
}
impl egui_wgpu::CallbackTrait for CustomTriangleCallback {
fn prepare(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
_screen_descriptor: &egui_wgpu::ScreenDescriptor,
_egui_encoder: &mut wgpu::CommandEncoder,
resources: &mut egui_wgpu::CallbackResources,
) -> Vec<wgpu::CommandBuffer> {
let resources: &TriangleRenderResources = resources.get().unwrap();
resources.prepare(device, queue, self.angle);
Vec::new()
}
fn paint<'a>(
&self,
_info: egui::PaintCallbackInfo,
render_pass: &mut wgpu::RenderPass<'a>,
resources: &'a egui_wgpu::CallbackResources,
) {
let resources: &TriangleRenderResources = resources.get().unwrap();
resources.paint(render_pass);
}
}
pub struct TriangleRenderResources {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub uniform_buffer: wgpu::Buffer,
}
impl TriangleRenderResources {
fn prepare(&self, _device: &wgpu::Device, queue: &wgpu::Queue, angle: f32) {
// Update our uniform buffer with the angle from the UI
queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::cast_slice(&[angle, 0.0, 0.0, 0.0]),
);
}
fn paint<'rp>(&'rp self, render_pass: &mut wgpu::RenderPass<'rp>) {
// Draw our triangle!
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
}
}

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src/shader.wgsl Normal file
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var<private> v_positions: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(1., 1.),
vec2<f32>(1., -1.),
vec2<f32>(-1., 1.),
vec2<f32>(1., -1.),
vec2<f32>(-1., 1.),
vec2<f32>(-1., -1.),
);
@vertex
fn vs_main(@builtin(vertex_index) v_idx: u32) -> @builtin(position) vec4<f32> {
return vec4<f32>(v_positions[v_idx], 0., 0.);
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(0.8, 0.2, 0.8, 1.);
}