mirror of
https://github.com/aljazceru/notedeck.git
synced 2025-12-18 00:54:21 +01:00
evolve dave into a swarm
Signed-off-by: William Casarin <jb55@jb55.com>
This commit is contained in:
@@ -58,11 +58,65 @@ fn matrix_multiply(a: &[f32; 16], b: &[f32; 16]) -> [f32; 16] {
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result
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}
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fn lerp3(a: [f32; 3], b: [f32; 3], t: f32) -> [f32; 3] {
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[
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a[0] + (b[0] - a[0]) * t,
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a[1] + (b[1] - a[1]) * t,
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a[2] + (b[2] - a[2]) * t,
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]
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}
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fn generate_dave_instances(instance_count: u32) -> Vec<mesh::Instance> {
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let mut rng = rand::rng();
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let mut instances = Vec::with_capacity(instance_count as usize);
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// Logo gradient endpoints (0–1 range)
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const C0: [f32; 3] = [53.0 / 255.0, 77.0 / 255.0, 235.0 / 255.0]; // rgb(53, 77, 235)
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const C1: [f32; 3] = [229.0 / 255.0, 20.0 / 255.0, 205.0 / 255.0]; // rgb(229, 20, 205)
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let golden_angle = std::f32::consts::PI * (3.0 - 5.0_f32.sqrt());
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for i in 0..instance_count {
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let i_f = (i as f32) + 0.5;
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let n = instance_count as f32;
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// Fibonacci sphere (unit directions)
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let z = 1.0 - (2.0 * i_f) / n;
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let r = (1.0 - z * z).sqrt();
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let theta = golden_angle * i_f;
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// Use base_pos as *direction*; shader will normalize/scale anyway
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let base_pos = [r * theta.cos(), z, r * theta.sin()];
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let scale = 0.03;
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//let scale = scale + scale_var + rng.random::<f32>() * scale; // slightly smaller cubes
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let seed = rng.random::<f32>() * 1000.0;
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// damus logo gradient
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let t_base = (z + 1.0) * 0.5; // 0..1
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let t_jitter = (rng.random::<f32>() - 0.5) * 0.06; // ±0.03
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let t = (t_base + t_jitter).clamp(0.0, 1.0);
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let color = lerp3(C0, C1, t);
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instances.push(mesh::Instance {
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base_pos,
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scale,
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seed,
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color,
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});
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}
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instances
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}
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impl DaveAvatar {
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pub fn new(wgpu_render_state: &egui_wgpu::RenderState) -> Self {
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let device = &wgpu_render_state.device;
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const BINDING_SIZE: u64 = 256;
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let device = &wgpu_render_state.device;
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let instance_count: u32 = 256;
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let instances = generate_dave_instances(instance_count);
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// Create shader module with improved shader code
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("cube_shader"),
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@@ -115,6 +169,12 @@ impl DaveAvatar {
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usage: wgpu::BufferUsages::VERTEX,
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});
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let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("cube_instances"),
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contents: bytemuck::cast_slice(&instances),
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("cube_indices"),
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contents: bytemuck::cast_slice(&mesh::CUBE_INDICES),
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@@ -128,7 +188,7 @@ impl DaveAvatar {
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[mesh::Vertex::LAYOUT],
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buffers: &[mesh::Vertex::LAYOUT, mesh::Instance::LAYOUT],
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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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@@ -171,8 +231,10 @@ impl DaveAvatar {
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pipeline,
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bind_group,
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uniform_buffer,
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instance_buffer,
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vertex_buffer,
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index_buffer,
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instance_count,
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});
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let initial_rot = {
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@@ -182,6 +244,7 @@ impl DaveAvatar {
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// Apply rotations (order matters)
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y_rotation.multiply(&x_rotation)
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};
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Self {
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rotation: initial_rot,
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rot_dir: Vec3::new(0.0, 0.0, 0.0),
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@@ -271,10 +334,10 @@ impl DaveAvatar {
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let projection = perspective_matrix(std::f32::consts::PI / 4.0, aspect, 0.1, 100.0);
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// Create view matrix (move camera back a bit)
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let camera_pos = [0.0, 0.0, 3.0, 0.0];
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let camera_pos = [0.0, 0.0, 1.5];
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// Right-handed look-at at origin; view is a translate by -camera_pos
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let [cx, cy, cz, _] = camera_pos;
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let [cx, cy, cz] = camera_pos;
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#[rustfmt::skip]
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let view = [
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@@ -285,6 +348,11 @@ impl DaveAvatar {
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];
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let view_proj = matrix_multiply(&projection, &view);
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let is_light = if ui.ctx().theme() == egui::Theme::Light {
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1.0
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} else {
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-1.0
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};
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// Add paint callback
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ui.painter().add(egui_wgpu::Callback::new_paint_callback(
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@@ -293,6 +361,8 @@ impl DaveAvatar {
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view_proj,
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model,
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camera_pos,
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time: ui.ctx().input(|i| i.time as f32),
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is_light: [is_light, 0.0, 0.0, 0.0],
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},
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));
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@@ -306,7 +376,9 @@ impl DaveAvatar {
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struct GpuData {
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view_proj: [f32; 16], // Model-View-Projection matrix
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model: [f32; 16], // Model matrix for lighting calculations
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camera_pos: [f32; 4], // xyz + pad
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camera_pos: [f32; 3], // xyz
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time: f32,
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is_light: [f32; 4],
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}
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impl egui_wgpu::CallbackTrait for GpuData {
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@@ -337,8 +409,13 @@ impl egui_wgpu::CallbackTrait for GpuData {
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render_pass.set_pipeline(&resources.pipeline);
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render_pass.set_bind_group(0, &resources.bind_group, &[]);
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render_pass.set_vertex_buffer(0, resources.vertex_buffer.slice(..));
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render_pass.set_vertex_buffer(1, resources.instance_buffer.slice(..));
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render_pass.set_index_buffer(resources.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..mesh::CUBE_INDICES.len() as u32, 0, 0..1); // 36 vertices for a cube (6 faces * 2 triangles * 3 vertices)
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render_pass.draw_indexed(
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0..mesh::CUBE_INDICES.len() as u32,
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0,
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0..resources.instance_count,
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);
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}
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}
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@@ -347,6 +424,8 @@ struct CubeRenderResources {
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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uniform_buffer: wgpu::Buffer,
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instance_buffer: wgpu::Buffer,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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instance_count: u32,
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}
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@@ -1,8 +1,9 @@
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struct Uniforms {
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view_proj: mat4x4<f32>,
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model: mat4x4<f32>,
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camera_pos: vec4<f32>, // world-space camera position
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camera_pos: vec3<f32>,
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time: f32,
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is_light: vec4<f32>,
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};
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@group(0) @binding(0)
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@@ -12,40 +13,85 @@ struct VSOut {
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@builtin(position) position: vec4<f32>,
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@location(0) normal: vec3<f32>,
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@location(1) world_pos: vec3<f32>,
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@location(2) color: vec3<f32>,
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};
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// Vertex inputs
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@vertex
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fn vs_main(
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@location(0) in_pos: vec3<f32>,
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@location(1) in_normal: vec3<f32>
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@location(1) in_normal: vec3<f32>,
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@location(2) base_pos: vec3<f32>,
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@location(3) scale: f32,
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@location(4) seed: f32,
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@location(5) color: vec3<f32>,
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) -> VSOut {
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var out: VSOut;
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let world = uniforms.model * vec4<f32>(in_pos, 1.0);
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let t = uniforms.time;
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// --- Coherent spherical layout ---
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let dir = normalize(base_pos + vec3<f32>(1e-6, 0.0, 0.0)); // avoid NaN if zero
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let radius = 0.4;
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// Gentle, coherent drift so it breathes
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let drift = vec3<f32>(
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0.06 * sin(0.9 * t + seed * 1.3),
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0.05 * sin(1.1 * t + seed * 2.1),
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0.06 * cos(0.7 * t + seed * 0.7)
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);
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// Final instance position on/near the sphere
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//let loose = 0.2 * base_pos + drift;
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let tight = dir * radius + drift;
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//let tight = dir * radius;
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//let coherence = 0.8; // [0..1], or pass as a uniform
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//let pos_ws = mix(loose, tight, coherence);
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let pos_ws = tight;
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// --- Orient cube so its local +Z points outward (along dir) ---
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// Build a stable tangent basis
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var up = vec3<f32>(0.0, 1.0, 0.0);
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if (abs(dot(dir, up)) > 0.92) {
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up = vec3<f32>(1.0, 0.0, 0.0);
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}
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let tangent = normalize(cross(up, dir));
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let bitangent = cross(dir, tangent);
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// Optional tiny spin around outward axis for sparkle
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let spin = 0.9 * t + seed * 0.9;
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let cs = cos(spin);
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let sn = sin(spin);
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let rot_tangent = cs * tangent + sn * bitangent;
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let rot_bitangent = -sn * tangent + cs * bitangent;
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// Rotation matrix whose columns are the local basis
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let R = mat3x3<f32>(rot_tangent, rot_bitangent, dir);
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// Scale + orient local vertex + place at spherical position
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let local = R * (in_pos * scale);
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let world_vec4 = uniforms.model * vec4<f32>(local, 1.0);
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let world = world_vec4 + vec4<f32>(pos_ws, 0.0);
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out.position = uniforms.view_proj * world;
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// normal = (model rotation) * in_normal
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// Normal from model rotation only (ignoring per-instance rotation for now)
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let nmat = mat3x3<f32>(
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uniforms.model[0].xyz,
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uniforms.model[1].xyz,
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uniforms.model[2].xyz
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);
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//out.normal = normalize(transpose(inverse(nmat)) * in_normal);
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out.normal = normalize(nmat * in_normal);
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out.world_pos = world.xyz;
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out.color = color;
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return out;
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}
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@fragment
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fn fs_main_debug(in: VSOut) -> @location(0) vec4<f32> {
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let g = normalize(cross(dpdx(in.world_pos), dpdy(in.world_pos)));
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let n = normalize(in.normal);
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let shown = 0.5 * (n + vec3<f32>(1.0,1.0,1.0));
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return vec4<f32>(shown, 1.0);
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}
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@fragment
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fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
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let material_color = vec3<f32>(1.0, 1.0, 1.0);
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// Same lighting as you had, but tint by per-instance color
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let material_color = in.color;
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let ambient_strength = 0.2;
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let diffuse_strength = 0.7;
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let specular_strength = 0.2;
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@@ -53,20 +99,57 @@ fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
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let light_pos = vec3<f32>(2.0, 2.0, 2.0);
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let light_color = vec3<f32>(1.0, 1.0, 1.0);
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let view_pos = uniforms.camera_pos.xyz;
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let ambient = ambient_strength * light_color;
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let view_pos = uniforms.camera_pos;
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let n = normalize(in.normal);
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let l = normalize(light_pos - in.world_pos);
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let diff = max(dot(n, l), 0.0);
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let diffuse = diffuse_strength * diff * light_color;
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let v = normalize(view_pos - in.world_pos);
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let r = reflect(-l, n);
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let spec = pow(max(dot(v, r), 0.0), shininess);
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let specular = specular_strength * spec * light_color;
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let result = (ambient + diffuse + specular) * material_color;
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return vec4<f32>(result, 1.0);
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let ambient = ambient_strength * light_color;
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let diffuse = diffuse_strength * max(dot(n, l), 0.0) * light_color;
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let specular = specular_strength * pow(max(dot(v, r), 0.0), shininess) * light_color;
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let exposure = exp2(1.5);
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var color = (ambient + diffuse + specular) * material_color;
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// --- Distance-based factor (camera-space distance) ---
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let dist = length(view_pos - in.world_pos);
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let FADE_NEAR = 1.0; // start ramping here
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let FADE_FAR = 2.2; // fully applied by here
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let fade = smoothstep(FADE_NEAR, FADE_FAR, dist); // 0..1
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// --- Exposure drift with distance (sign flips by mode) ---
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// Dark mode target exposure at far: lower; Light mode target at far: higher.
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let min_exp = 1.80; // far-end exposure multiplier in dark mode
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let max_exp = 1.35; // far-end exposure multiplier in light mode
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let darker = mix(1.0, min_exp, fade); // darkens with distance
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let brighter = mix(1.0, max_exp, fade); // brightens with distance
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let exp_factor = select(darker, brighter, uniforms.is_light.x > 0.0);
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// Apply exposure + tonemap
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let base_exposure = exp2(1.5);
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color = aces_fitted(color * base_exposure * exp_factor);
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// --- Optional: fade to background so distant points dissolve away ---
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// Background: black in dark mode, white in light mode.
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let bg = select(vec3<f32>(0.0), vec3<f32>(1.0), uniforms.is_light.x > 0.0);
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// If you want white for BOTH modes instead, use:
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// let bg = vec3<f32>(1.0);
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color = mix(color, bg, fade);
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return vec4<f32>(color, 1.0);
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}
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// ACES-fit tonemap (keeps highlights nicer than Reinhard)
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fn aces_fitted(x: vec3<f32>) -> vec3<f32> {
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let a = 2.51;
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let b = 0.03;
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let c = 2.43;
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let d = 0.59;
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let e = 0.14;
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return clamp((x * (a * x + b)) / (x * (c * x + d) + e), vec3(0.0), vec3(1.0));
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}
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@@ -27,7 +27,7 @@ pub use vec3::Vec3;
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mod avatar;
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mod config;
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mod mesh;
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pub(crate) mod mesh;
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mod messages;
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mod quaternion;
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mod tools;
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@@ -180,6 +180,15 @@ You are an AI agent for the nostr protocol called Dave, created by Damus. nostr
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}
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fn ui(&mut self, app_ctx: &mut AppContext, ui: &mut egui::Ui) -> DaveResponse {
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/*
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let rect = ui.available_rect_before_wrap();
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if let Some(av) = self.avatar.as_mut() {
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av.render(rect, ui);
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ui.ctx().request_repaint();
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}
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DaveResponse::default()
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*/
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DaveUi::new(self.model_config.trial, &self.chat, &mut self.input).ui(
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app_ctx,
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&mut self.jobs,
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@@ -19,6 +19,29 @@ impl Vertex {
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};
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}
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#[repr(C)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct Instance {
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pub base_pos: [f32; 3],
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pub scale: f32,
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pub seed: f32,
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pub color: [f32; 3],
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}
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impl Instance {
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pub const ATTRS: [wgpu::VertexAttribute; 4] = wgpu::vertex_attr_array![
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2 => Float32x3, // base_pos
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3 => Float32, // scale
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4 => Float32, // seed
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5 => Float32x3 // color
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];
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pub const LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Instance>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &Self::ATTRS,
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};
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}
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// 6 faces * 4 verts. Each face has a constant normal.
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#[rustfmt::skip]
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pub const CUBE_VERTICES: [Vertex; 24] = [
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Reference in New Issue
Block a user