diff options
| author | grothedev <grothedev@gmail.com> | 2025-10-01 23:19:48 -0400 |
|---|---|---|
| committer | grothedev <grothedev@gmail.com> | 2025-10-01 23:19:48 -0400 |
| commit | 047761dfae9c0f71c69d8259d93d65eed8f02064 (patch) | |
| tree | 5c492f41e05c8de742bbfdaccca9329c6b3fe434 | |
got some sinewaves rendering
| -rw-r--r-- | .gitignore | 1 | ||||
| -rw-r--r-- | AGENTS.md | 28 | ||||
| -rw-r--r-- | Cargo.lock | 2573 | ||||
| -rw-r--r-- | Cargo.toml | 11 | ||||
| -rw-r--r-- | src/main.rs | 336 | ||||
| -rw-r--r-- | src/shader.wgsl | 22 |
6 files changed, 2971 insertions, 0 deletions
diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..ea8c4bf --- /dev/null +++ b/.gitignore @@ -0,0 +1 @@ +/target diff --git a/AGENTS.md b/AGENTS.md new file mode 100644 index 0000000..ba863d7 --- /dev/null +++ b/AGENTS.md @@ -0,0 +1,28 @@ +# TimePlot display prototype + +### Overview + +this is a graphical application that displays a number of sub-windows, each displaying a graph that updates in real-time with input data streams. there may be multiple different types of data points that each have different attributes which we want to see with respect to time, such as range, frequency, or speed. these graphs have been referred to as "waterfall" plots before. each graph can be configured to display some set of the attributes of some of the data points. graph legends will be displayed when necessary. + +### Implementation + +we must use vulkan in order to enable multi-threaded GPU operations. this means we'll probably use webgpu. the application will be written in either rust or C++. we will decide after playing with some basic proof-of-concepts. + +### Data inputs + +- {object id, object frequency} vs time +- List<frequency> vs time +- {object id, object position} vs time +- List<distance> vs time +- List<bearing> vs time + +### Requirements + +- must be able to store up to 1,000,000 different data points in memory at a time +- must be able to process as many data points per unit of time as possible +- efficiently render everything at an acceptable framerate (>= 45 fps) +- be able to display between 1 and 4 graphs at a time each in their own sub-window + +### GUI details + +- TODO diff --git a/Cargo.lock b/Cargo.lock new file mode 100644 index 0000000..22613a1 --- /dev/null +++ b/Cargo.lock @@ -0,0 +1,2573 @@ +# This file is automatically @generated by Cargo. +# It is not intended for manual editing. +version = 4 + +[[package]] +name = "ab_glyph" +version = "0.2.32" +source = "registry+https://github.com/rust-lang/crates.io-index" +checksum = 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a/Cargo.toml b/Cargo.toml new file mode 100644 index 0000000..bb3f6f2 --- /dev/null +++ b/Cargo.toml @@ -0,0 +1,11 @@ +[package] +name = "timeplot" +version = "0.1.0" +edition = "2024" + +[dependencies] +wgpu = { version = "22", features = ["wgsl"] } +winit = "0.30" +pollster = "0.3" +bytemuck = { version = "1.14", features = ["derive"] } +env_logger = "0.11" diff --git a/src/main.rs b/src/main.rs new file mode 100644 index 0000000..0df8566 --- /dev/null +++ b/src/main.rs @@ -0,0 +1,336 @@ +use winit::{ + event::*, + event_loop::EventLoop, +}; +use wgpu::util::DeviceExt; + +#[repr(C)] +#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] +struct Vertex { + position: [f32; 2], + color: [f32; 3], +} + +impl Vertex { + fn desc() -> wgpu::VertexBufferLayout<'static> { + wgpu::VertexBufferLayout { + array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress, + step_mode: wgpu::VertexStepMode::Vertex, + attributes: &[ + wgpu::VertexAttribute { + offset: 0, + shader_location: 0, + format: wgpu::VertexFormat::Float32x2, + }, + wgpu::VertexAttribute { + offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress, + shader_location: 1, + format: wgpu::VertexFormat::Float32x3, + }, + ], + } + } +} + +struct State { + surface: wgpu::Surface<'static>, + device: wgpu::Device, + queue: wgpu::Queue, + config: wgpu::SurfaceConfiguration, + size: winit::dpi::PhysicalSize<u32>, + window: std::sync::Arc<winit::window::Window>, + render_pipeline: wgpu::RenderPipeline, + vertex_buffer: wgpu::Buffer, + num_vertices: u32, + time: f32, + lines: Vec<Vec<Vertex>>, +} + +impl State { + async fn new(window: std::sync::Arc<winit::window::Window>) -> Self { + let size = window.inner_size(); + + let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { + backends: wgpu::Backends::VULKAN, + ..Default::default() + }); + + let surface = instance.create_surface(window.clone()).unwrap(); + + let adapter = instance + .request_adapter(&wgpu::RequestAdapterOptions { + power_preference: wgpu::PowerPreference::HighPerformance, + compatible_surface: Some(&surface), + force_fallback_adapter: false, + }) + .await + .unwrap(); + + let (device, queue) = adapter + .request_device( + &wgpu::DeviceDescriptor { + required_features: wgpu::Features::empty(), + required_limits: wgpu::Limits::default(), + label: None, + memory_hints: Default::default(), + }, + None, + ) + .await + .unwrap(); + + let surface_caps = surface.get_capabilities(&adapter); + let surface_format = surface_caps + .formats + .iter() + .copied() + .find(|f| f.is_srgb()) + .unwrap_or(surface_caps.formats[0]); + + let config = wgpu::SurfaceConfiguration { + usage: wgpu::TextureUsages::RENDER_ATTACHMENT, + format: surface_format, + width: size.width, + height: size.height, + present_mode: surface_caps.present_modes[0], + alpha_mode: surface_caps.alpha_modes[0], + view_formats: vec![], + desired_maximum_frame_latency: 2, + }; + surface.configure(&device, &config); + + let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { + label: Some("Waterfall Shader"), + source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()), + }); + + let render_pipeline_layout = + device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + label: Some("Render Pipeline Layout"), + bind_group_layouts: &[], + push_constant_ranges: &[], + }); + + let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { + label: Some("Render Pipeline"), + layout: Some(&render_pipeline_layout), + vertex: wgpu::VertexState { + module: &shader, + entry_point: "vs_main", + buffers: &[Vertex::desc()], + compilation_options: Default::default(), + }, + fragment: Some(wgpu::FragmentState { + module: &shader, + entry_point: "fs_main", + targets: &[Some(wgpu::ColorTargetState { + format: config.format, + blend: Some(wgpu::BlendState::REPLACE), + write_mask: wgpu::ColorWrites::ALL, + })], + compilation_options: Default::default(), + }), + primitive: wgpu::PrimitiveState { + topology: wgpu::PrimitiveTopology::LineStrip, + strip_index_format: None, + front_face: wgpu::FrontFace::Ccw, + cull_mode: None, + polygon_mode: wgpu::PolygonMode::Fill, + unclipped_depth: false, + conservative: false, + }, + depth_stencil: None, + multisample: wgpu::MultisampleState { + count: 1, + mask: !0, + alpha_to_coverage_enabled: false, + }, + multiview: None, + cache: None, + }); + + // Create initial empty buffer (will be updated each frame) + let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor { + label: Some("Vertex Buffer"), + size: (std::mem::size_of::<Vertex>() * 100 * 50) as u64, // 50 lines, 100 points each + usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, + mapped_at_creation: false, + }); + + Self { + surface, + device, + queue, + config, + size, + window, + render_pipeline, + vertex_buffer, + num_vertices: 0, + time: 0.0, + lines: Vec::new(), + } + } + + fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) { + if new_size.width > 0 && new_size.height > 0 { + self.size = new_size; + self.config.width = new_size.width; + self.config.height = new_size.height; + self.surface.configure(&self.device, &self.config); + } + } + + fn update(&mut self) { + self.time += 0.016; // ~60fps + + // Add new line every 10 frames + if (self.time * 60.0) as u32 % 10 == 0 && self.lines.len() < 50 { + let mut line = Vec::new(); + let phase = self.time; + let freq = 2.0 + (self.time * 0.5).sin() * 1.0; + + for i in 0..100 { + let x = (i as f32 / 100.0) * 2.0 - 1.0; + let y = ((i as f32) * 0.1 * freq + phase).sin() * 0.3; + + // Color gradient based on time + let hue = (self.time * 0.1) % 1.0; + let color = [ + (hue * 6.0).sin().abs(), + ((hue + 0.33) * 6.0).sin().abs(), + ((hue + 0.66) * 6.0).sin().abs(), + ]; + + line.push(Vertex { + position: [x, y], + color, + }); + } + self.lines.push(line); + } + + // Scroll lines down + for (idx, line) in self.lines.iter_mut().enumerate() { + let scroll_offset = idx as f32 * 0.04; + for vertex in line.iter_mut() { + vertex.position[1] -= 0.01; + } + } + + // Remove lines that have scrolled off screen + self.lines.retain(|line| { + line.first().map(|v| v.position[1] > -1.1).unwrap_or(false) + }); + + // Update vertex buffer + let mut all_vertices = Vec::new(); + for line in &self.lines { + all_vertices.extend_from_slice(line); + } + + if !all_vertices.is_empty() { + self.queue.write_buffer( + &self.vertex_buffer, + 0, + bytemuck::cast_slice(&all_vertices), + ); + self.num_vertices = all_vertices.len() as u32; + } + } + + fn render(&mut self) -> Result<(), wgpu::SurfaceError> { + let output = self.surface.get_current_texture()?; + let view = output + .texture + .create_view(&wgpu::TextureViewDescriptor::default()); + + let mut encoder = self + .device + .create_command_encoder(&wgpu::CommandEncoderDescriptor { + label: Some("Render Encoder"), + }); + + { + let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + label: Some("Render Pass"), + color_attachments: &[Some(wgpu::RenderPassColorAttachment { + view: &view, + resolve_target: None, + ops: wgpu::Operations { + load: wgpu::LoadOp::Clear(wgpu::Color { + r: 0.1, + g: 0.1, + b: 0.15, + a: 1.0, + }), + store: wgpu::StoreOp::Store, + }, + })], + depth_stencil_attachment: None, + occlusion_query_set: None, + timestamp_writes: None, + }); + + render_pass.set_pipeline(&self.render_pipeline); + render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); + + // Draw each line separately for proper line strip rendering + let points_per_line = 100; + for i in 0..self.lines.len() { + let start = (i * points_per_line) as u32; + let end = start + points_per_line as u32; + render_pass.draw(start..end, 0..1); + } + } + + self.queue.submit(std::iter::once(encoder.finish())); + output.present(); + + Ok(()) + } +} + +fn main() { + env_logger::init(); + let event_loop = EventLoop::new().unwrap(); + let window = std::sync::Arc::new( + event_loop + .create_window( + winit::window::Window::default_attributes() + .with_title("TimePlot - Waterfall Display") + .with_inner_size(winit::dpi::LogicalSize::new(1280, 720)) + ) + .unwrap(), + ); + + let mut state = pollster::block_on(State::new(window.clone())); + + event_loop + .run(move |event, control_flow| match event { + Event::WindowEvent { + ref event, + window_id, + } if window_id == state.window.id() => match event { + WindowEvent::CloseRequested => control_flow.exit(), + WindowEvent::Resized(physical_size) => { + state.resize(*physical_size); + } + WindowEvent::RedrawRequested => { + state.update(); + match state.render() { + Ok(_) => {} + Err(wgpu::SurfaceError::Lost) => state.resize(state.size), + Err(wgpu::SurfaceError::OutOfMemory) => control_flow.exit(), + Err(e) => eprintln!("{:?}", e), + } + } + _ => {} + }, + Event::AboutToWait => { + state.window.request_redraw(); + } + _ => {} + }) + .unwrap(); +} diff --git a/src/shader.wgsl b/src/shader.wgsl new file mode 100644 index 0000000..6655301 --- /dev/null +++ b/src/shader.wgsl @@ -0,0 +1,22 @@ +struct VertexInput { + @location(0) position: vec2<f32>, + @location(1) color: vec3<f32>, +} + +struct VertexOutput { + @builtin(position) clip_position: vec4<f32>, + @location(0) color: vec3<f32>, +} + +@vertex +fn vs_main(in: VertexInput) -> VertexOutput { + var out: VertexOutput; + out.clip_position = vec4<f32>(in.position, 0.0, 1.0); + out.color = in.color; + return out; +} + +@fragment +fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { + return vec4<f32>(in.color, 1.0); +} |
