Mandelbrot with bevy custom Material

* Left click + drag to pan around
* Mouse wheel to zoom
* Double left click to reset view
* Right click to change start value, distorts fractal
* Double right click to reset start value
This commit is contained in:
polygon - 2022-04-18 20:24:49 +02:00
commit 3eb0117e18
5 changed files with 593 additions and 0 deletions

11
Cargo.toml Normal file
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[package]
name = "bevy_mandelbrot"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
bevy = "0.7"
#bevy_clicking = { path = "../clicking" }
bevy_clicking = { git = "https://github.com/matelab/bevy_clicking" }

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struct MandelbrotFS {
center: vec2<f32>;
start: vec2<f32>;
scale: f32;
aspect: f32;
iters: i32;
};
[[group(1), binding(0)]]
var<uniform> fs: MandelbrotFS;
[[stage(fragment)]]
fn fragment([[location(2)]] uv: vec2<f32>) -> [[location(0)]] vec4<f32> {
var z: vec2<f32>;
var i: i32;
let iters = fs.iters;
z = fs.start;
var p: vec2<f32>;
p = vec2<f32>((fs.aspect * (uv.x - 0.5)) / fs.scale + fs.center.x, (uv.y - 0.5) / fs.scale + fs.center.y);
for (i = 0; i < iters; i = i + 1) {
let x = (z.x * z.x - z.y * z.y) + p.x;
let y = (2.0 * z.x * z.y) + p.y;
if (((x * x) + (y * y)) > 4.0) {
break;
}
z.x = x;
z.y = y;
}
var col: f32;
if (i == iters) {
col = 0.0;
} else {
col = f32(i) / f32(iters);
}
return vec4<f32>(col, col, col, 1.0);
}

216
src/colormap.rs Normal file
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use bevy::{
core_pipeline::node::MAIN_PASS_DEPENDENCIES,
ecs::system::{lifetimeless::SRes, SystemParamItem},
prelude::*,
reflect::TypeUuid,
render::{
render_asset::{PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets},
render_component::ExtractComponentPlugin,
render_graph::{self, RenderGraph},
render_resource::std140::{AsStd140, Std140},
render_resource::*,
renderer::{RenderContext, RenderDevice},
RenderApp, RenderStage,
},
};
pub struct ColormapPlugin {
prev_node: &'static str,
}
impl ColormapPlugin {
pub fn with_previous(prev_node: &'static str) -> Self {
Self { prev_node }
}
}
impl Plugin for ColormapPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ColormapInputImage>()
.init_resource::<ColormapOutputImage>()
.init_resource::<ColormapMappingImage>();
let render_app = app.sub_app_mut(RenderApp);
render_app
.init_resource::<ColormapPipeline>()
.add_system_to_stage(RenderStage::Extract, extract_colormap)
.add_system_to_stage(RenderStage::Queue, queue_bind_group);
let mut render_graph = render_app.world.get_resource_mut::<RenderGraph>().unwrap();
render_graph.add_node("colormap", ColormapDispatch);
render_graph
.add_node_edge("colormap", MAIN_PASS_DEPENDENCIES)
.unwrap();
render_graph
.add_node_edge(self.prev_node, "colormap")
.unwrap();
}
}
#[derive(Default)]
pub struct ColormapInputImage(pub Handle<Image>);
#[derive(Default)]
pub struct ColormapOutputImage(pub Handle<Image>);
#[derive(Default)]
pub struct ColormapMappingImage(pub Handle<Image>);
struct ColormapBindGroup(BindGroup);
struct ColormapSize(Size);
struct ColormapPipeline {
pipeline: ComputePipeline,
bind_group_layout: BindGroupLayout,
}
struct ColormapDispatch;
impl FromWorld for ColormapPipeline {
fn from_world(world: &mut World) -> Self {
let render_device = world.get_resource::<RenderDevice>().unwrap();
let shader_source = include_str!("../assets/shaders/colormap.wgsl");
let shader = render_device.create_shader_module(&ShaderModuleDescriptor {
label: Some("colormap_shader"),
source: ShaderSource::Wgsl(shader_source.into()),
});
let texture_bind_group_layout =
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("colormap_bind_group_layout"),
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::COMPUTE,
ty: BindingType::StorageTexture {
access: StorageTextureAccess::ReadOnly,
format: TextureFormat::R32Float,
view_dimension: TextureViewDimension::D2,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::COMPUTE,
ty: BindingType::StorageTexture {
access: StorageTextureAccess::WriteOnly,
format: TextureFormat::Rgba8Unorm,
view_dimension: TextureViewDimension::D2,
},
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::COMPUTE,
ty: BindingType::StorageTexture {
access: StorageTextureAccess::ReadOnly,
format: TextureFormat::Rgba8Unorm,
view_dimension: TextureViewDimension::D1,
},
count: None,
},
],
});
let pipeline_layout = render_device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some("colormap_pipline_layout"),
bind_group_layouts: &[&texture_bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = render_device.create_compute_pipeline(&ComputePipelineDescriptor {
label: Some("colormap_pipeline"),
layout: Some(&pipeline_layout),
module: &shader,
entry_point: "colormap",
});
ColormapPipeline {
pipeline,
bind_group_layout: texture_bind_group_layout,
}
}
}
impl render_graph::Node for ColormapDispatch {
fn update(&mut self, _world: &mut World) {}
fn run(
&self,
graph: &mut render_graph::RenderGraphContext,
render_context: &mut RenderContext,
world: &World,
) -> Result<(), render_graph::NodeRunError> {
let pipeline = world.get_resource::<ColormapPipeline>().unwrap();
if let Some(texture_bind_group) = world.get_resource::<ColormapBindGroup>() {
let size = &world.get_resource::<ColormapSize>().unwrap();
let mut pass = render_context
.command_encoder
.begin_compute_pass(&ComputePassDescriptor::default());
pass.set_pipeline(&pipeline.pipeline);
pass.set_bind_group(0, &texture_bind_group.0, &[]);
pass.dispatch(
(size.0.width / 8.0).ceil() as u32,
(size.0.height / 8.0).ceil() as u32,
1,
);
}
Ok(())
}
}
fn extract_colormap(
mut commands: Commands,
input: Res<ColormapInputImage>,
output: Res<ColormapOutputImage>,
mapping: Res<ColormapMappingImage>,
) {
commands.insert_resource(ColormapInputImage(input.0.clone()));
commands.insert_resource(ColormapOutputImage(output.0.clone()));
commands.insert_resource(ColormapMappingImage(mapping.0.clone()));
}
fn queue_bind_group(
mut commands: Commands,
pipeline: Res<ColormapPipeline>,
gpu_images: Res<RenderAssets<Image>>,
input: Res<ColormapInputImage>,
output: Res<ColormapOutputImage>,
mapping: Res<ColormapMappingImage>,
render_device: Res<RenderDevice>,
) {
if let (Some(input), Some(output), Some(mapping)) = (
gpu_images.get(&input.0),
gpu_images.get(&output.0),
gpu_images.get(&mapping.0),
) {
let ix = input.size.width.round() as i32;
let iy = input.size.height.round() as i32;
let ox = output.size.width.round() as i32;
let oy = output.size.height.round() as i32;
if (ix == ox) && (iy == oy) {
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
label: Some("colormap_bind_group"),
layout: &pipeline.bind_group_layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(&input.texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::TextureView(&output.texture_view),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::TextureView(&mapping.texture_view),
},
],
});
commands.insert_resource(ColormapBindGroup(bind_group));
commands.insert_resource(ColormapSize(input.size));
}
}
}

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src/main.rs Normal file
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mod mandelbrot;
use bevy_clicking::{ClickEvent, ClickingPlugin, DoubleclickEvent};
use mandelbrot::{MandelbrotMaterial, MandelbrotMesh2dBundle, MandelbrotPlugin};
use bevy::{
input::mouse::{MouseMotion, MouseWheel},
prelude::*,
window::WindowResized,
};
struct Screen {
width: f32,
height: f32,
aspect: f32,
}
type MousePos = Vec2;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(MandelbrotPlugin::default())
.add_plugin(ClickingPlugin)
.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)))
.insert_resource(Screen {
width: 1.0,
height: 1.0,
aspect: 1.0,
})
.insert_resource(MousePos::new(0.0, 0.0))
.add_startup_system(setup)
.add_system(bevy::input::system::exit_on_esc_system)
.add_system(bevy::input::mouse::mouse_button_input_system)
.add_system(fractal_drag)
.add_system(fractal_zoom)
.add_system(fractal_start)
.add_system(cursor_moved)
.add_system(change_iters)
.add_system(window_size)
.add_system(reset_start)
.add_system(reset_view)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<MandelbrotMaterial>>,
asset_server: ResMut<AssetServer>,
) {
asset_server.watch_for_changes().unwrap();
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands.spawn_bundle(MandelbrotMesh2dBundle {
mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
transform: Transform::default(),
material: materials.add(MandelbrotMaterial {
center: Vec2::new(-0.4, 0.0),
start: Vec2::new(0.0, 0.0),
scale: 0.4,
aspect: 1.0,
iters: 64,
}),
..Default::default()
});
}
fn window_size(
mut size_event: EventReader<WindowResized>,
mut query: Query<(&mut Transform, &Handle<MandelbrotMaterial>)>,
mut mat: ResMut<Assets<MandelbrotMaterial>>,
mut screen: ResMut<Screen>,
) {
for wse in size_event.iter() {
for (mut tr, handle) in query.iter_mut() {
tr.scale = Vec3::new(wse.width as f32, wse.height as f32, 1.0);
mat.get_mut(handle).unwrap().aspect = wse.width as f32 / wse.height as f32;
screen.width = wse.width as f32;
screen.height = wse.height as f32;
screen.aspect = screen.width / screen.height;
}
}
}
fn fractal_drag(
mut mouse_event: EventReader<MouseMotion>,
mut query: Query<&Handle<MandelbrotMaterial>>,
screen: Res<Screen>,
lmb: Res<Input<MouseButton>>,
mut mats: ResMut<Assets<MandelbrotMaterial>>,
) {
for ev in mouse_event.iter() {
let dx = ev.delta.x / screen.height; // No typo, height is reference
let dy = ev.delta.y / screen.height;
if lmb.pressed(MouseButton::Left) {
for handle in query.iter_mut() {
let fractal = mats.get_mut(handle).unwrap();
fractal.center.x -= dx / fractal.scale;
fractal.center.y -= dy / fractal.scale;
}
}
}
}
fn fractal_start(
mut mouse_event: EventReader<MouseMotion>,
mut query: Query<&Handle<MandelbrotMaterial>>,
screen: Res<Screen>,
rmb: Res<Input<MouseButton>>,
mut mats: ResMut<Assets<MandelbrotMaterial>>,
) {
if rmb.pressed(MouseButton::Right) {
for ev in mouse_event.iter() {
for handle in query.iter_mut() {
let fractal = mats.get_mut(handle).unwrap();
let dx = ev.delta.x / screen.height;
let dy = ev.delta.y / screen.height;
fractal.start.x -= dx / 4.;
fractal.start.y -= dy / 4.;
println!("start = {}, {}", fractal.start.x, fractal.start.y);
}
}
}
}
fn fractal_zoom(
mut query: Query<&Handle<MandelbrotMaterial>>,
mut scroll_event: EventReader<MouseWheel>,
mut mats: ResMut<Assets<MandelbrotMaterial>>,
mouse_pos: Res<MousePos>,
) {
for ev in scroll_event.iter() {
let amt = ev.y * 0.05;
let factor = 1.0 + amt;
for handle in query.iter_mut() {
let fractal = mats.get_mut(handle).unwrap();
// Correct center position to zoom towards mouse position
fractal.center.x += mouse_pos.x / fractal.scale * amt / 2.0;
fractal.center.y -= mouse_pos.y / fractal.scale * amt / 2.0;
fractal.scale *= factor;
}
}
}
fn cursor_moved(
mut cursor_moved: EventReader<CursorMoved>,
mut mouse_pos: ResMut<MousePos>,
screen: Res<Screen>,
) {
for vm in cursor_moved.iter() {
mouse_pos.x = ((vm.position.x / screen.width) - 0.5) * 2.0 * screen.aspect;
mouse_pos.y = ((vm.position.y / screen.height) - 0.5) * 2.0;
}
}
fn change_iters(
mut scroll_event: EventReader<MouseWheel>,
mut mats: ResMut<Assets<MandelbrotMaterial>>,
mut query: Query<&Handle<MandelbrotMaterial>>,
) {
for ev in scroll_event.iter() {
if (ev.x.abs() < 0.05) {
continue;
}
let dir = ev.x.signum() as i32;
for handle in query.iter_mut() {
let fractal = mats.get_mut(handle).unwrap();
fractal.iters += dir;
fractal.iters = fractal.iters.max(2);
println!("Iterations: {}", fractal.iters);
}
}
}
fn reset_start(
mut cl: EventReader<DoubleclickEvent>,
mut query: Query<&Handle<MandelbrotMaterial>>,
mut mats: ResMut<Assets<MandelbrotMaterial>>,
) {
for ev in cl.iter() {
if ev.button == MouseButton::Right {
for handle in query.iter_mut() {
let fractal = mats.get_mut(handle).unwrap();
fractal.start.x = 0.0;
fractal.start.y = 0.0;
}
}
}
}
fn reset_view(
mut cl: EventReader<DoubleclickEvent>,
mut query: Query<&Handle<MandelbrotMaterial>>,
mut mats: ResMut<Assets<MandelbrotMaterial>>,
) {
for ev in cl.iter() {
if ev.button == MouseButton::Left {
for handle in query.iter_mut() {
let fractal = mats.get_mut(handle).unwrap();
fractal.center.x = -0.4;
fractal.center.y = 0.0;
fractal.scale = 0.4;
fractal.iters = 64;
}
}
}
}

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src/mandelbrot.rs Normal file
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use bevy::{
ecs::system::{lifetimeless::SRes, SystemParamItem},
prelude::*,
reflect::TypeUuid,
render::{
render_asset::{PrepareAssetError, RenderAsset},
render_resource::{
std140::{AsStd140, Std140},
*,
},
renderer::RenderDevice,
},
sprite::{Material2d, Material2dPipeline, Material2dPlugin, MaterialMesh2dBundle},
};
#[derive(Debug, Clone, TypeUuid, Component)]
#[uuid = "d29793f4-c24d-43f0-97c7-4d417a99188a"]
pub struct MandelbrotMaterial {
pub center: Vec2,
pub start: Vec2,
pub scale: f32,
pub aspect: f32,
pub iters: i32,
}
#[derive(Clone, Default, AsStd140)]
pub struct MandelbrotFSUniformData {
pub center: Vec2,
pub start: Vec2,
pub scale: f32,
pub aspect: f32,
pub iters: i32,
}
#[derive(Debug, Clone)]
pub struct GpuMandelbrotMaterial {
pub fs_buffer: Buffer,
pub bind_group: BindGroup,
}
impl RenderAsset for MandelbrotMaterial {
type ExtractedAsset = MandelbrotMaterial;
type PreparedAsset = GpuMandelbrotMaterial;
type Param = (
SRes<RenderDevice>,
SRes<Material2dPipeline<MandelbrotMaterial>>,
);
fn extract_asset(&self) -> Self::ExtractedAsset {
self.clone()
}
fn prepare_asset(
material: Self::ExtractedAsset,
(render_device, mandelbrot_pipeline): &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
let fs_value = MandelbrotFSUniformData {
center: material.center,
start: material.start,
scale: material.scale,
aspect: material.aspect,
iters: material.iters,
};
let fs_value_std140 = fs_value.as_std140();
let fs_buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
label: Some("mandelbrot_material_uniform_fs_buffer"),
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
contents: fs_value_std140.as_bytes(),
});
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[BindGroupEntry {
binding: 0,
resource: fs_buffer.as_entire_binding(),
}],
label: Some("mandelbrot_material_bind_group"),
layout: &mandelbrot_pipeline.material2d_layout,
});
Ok(GpuMandelbrotMaterial {
fs_buffer,
bind_group,
})
}
}
impl Material2d for MandelbrotMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("shaders/mandelbrot.wgsl"))
}
#[inline]
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
&render_asset.bind_group
}
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: BufferSize::new(
MandelbrotFSUniformData::std140_size_static() as u64,
),
},
count: None,
}],
label: Some("mandelbrot_material_layout"),
})
}
}
pub type MandelbrotMesh2dBundle = MaterialMesh2dBundle<MandelbrotMaterial>;
pub type MandelbrotPlugin = Material2dPlugin<MandelbrotMaterial>;