commit 603de6bbab3c07e9c3091da97d7c389929d96db5
parent 571bf351094be1545be8b64c2a4132d8216ca792
Author: William Casarin <jb55@jb55.com>
Date: Sun, 3 Aug 2025 22:09:17 -0700
evolve dave into a swarm
Signed-off-by: William Casarin <jb55@jb55.com>
Diffstat:
4 files changed, 226 insertions(+), 32 deletions(-)
diff --git a/crates/notedeck_dave/src/avatar.rs b/crates/notedeck_dave/src/avatar.rs
@@ -58,11 +58,65 @@ fn matrix_multiply(a: &[f32; 16], b: &[f32; 16]) -> [f32; 16] {
result
}
+fn lerp3(a: [f32; 3], b: [f32; 3], t: f32) -> [f32; 3] {
+ [
+ a[0] + (b[0] - a[0]) * t,
+ a[1] + (b[1] - a[1]) * t,
+ a[2] + (b[2] - a[2]) * t,
+ ]
+}
+
+fn generate_dave_instances(instance_count: u32) -> Vec<mesh::Instance> {
+ let mut rng = rand::rng();
+ let mut instances = Vec::with_capacity(instance_count as usize);
+
+ // Logo gradient endpoints (0–1 range)
+ const C0: [f32; 3] = [53.0 / 255.0, 77.0 / 255.0, 235.0 / 255.0]; // rgb(53, 77, 235)
+ const C1: [f32; 3] = [229.0 / 255.0, 20.0 / 255.0, 205.0 / 255.0]; // rgb(229, 20, 205)
+ let golden_angle = std::f32::consts::PI * (3.0 - 5.0_f32.sqrt());
+
+ for i in 0..instance_count {
+ let i_f = (i as f32) + 0.5;
+ let n = instance_count as f32;
+
+ // Fibonacci sphere (unit directions)
+ let z = 1.0 - (2.0 * i_f) / n;
+ let r = (1.0 - z * z).sqrt();
+ let theta = golden_angle * i_f;
+
+ // Use base_pos as *direction*; shader will normalize/scale anyway
+ let base_pos = [r * theta.cos(), z, r * theta.sin()];
+
+ let scale = 0.03;
+
+ //let scale = scale + scale_var + rng.random::<f32>() * scale; // slightly smaller cubes
+ let seed = rng.random::<f32>() * 1000.0;
+
+ // damus logo gradient
+ let t_base = (z + 1.0) * 0.5; // 0..1
+ let t_jitter = (rng.random::<f32>() - 0.5) * 0.06; // ±0.03
+ let t = (t_base + t_jitter).clamp(0.0, 1.0);
+ let color = lerp3(C0, C1, t);
+
+ instances.push(mesh::Instance {
+ base_pos,
+ scale,
+ seed,
+ color,
+ });
+ }
+
+ instances
+}
+
impl DaveAvatar {
pub fn new(wgpu_render_state: &egui_wgpu::RenderState) -> Self {
- let device = &wgpu_render_state.device;
const BINDING_SIZE: u64 = 256;
+ let device = &wgpu_render_state.device;
+ let instance_count: u32 = 256;
+ let instances = generate_dave_instances(instance_count);
+
// Create shader module with improved shader code
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("cube_shader"),
@@ -115,6 +169,12 @@ impl DaveAvatar {
usage: wgpu::BufferUsages::VERTEX,
});
+ let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
+ label: Some("cube_instances"),
+ contents: bytemuck::cast_slice(&instances),
+ usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
+ });
+
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("cube_indices"),
contents: bytemuck::cast_slice(&mesh::CUBE_INDICES),
@@ -128,7 +188,7 @@ impl DaveAvatar {
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
- buffers: &[mesh::Vertex::LAYOUT],
+ buffers: &[mesh::Vertex::LAYOUT, mesh::Instance::LAYOUT],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
@@ -171,8 +231,10 @@ impl DaveAvatar {
pipeline,
bind_group,
uniform_buffer,
+ instance_buffer,
vertex_buffer,
index_buffer,
+ instance_count,
});
let initial_rot = {
@@ -182,6 +244,7 @@ impl DaveAvatar {
// Apply rotations (order matters)
y_rotation.multiply(&x_rotation)
};
+
Self {
rotation: initial_rot,
rot_dir: Vec3::new(0.0, 0.0, 0.0),
@@ -271,10 +334,10 @@ impl DaveAvatar {
let projection = perspective_matrix(std::f32::consts::PI / 4.0, aspect, 0.1, 100.0);
// Create view matrix (move camera back a bit)
- let camera_pos = [0.0, 0.0, 3.0, 0.0];
+ let camera_pos = [0.0, 0.0, 1.5];
// Right-handed look-at at origin; view is a translate by -camera_pos
- let [cx, cy, cz, _] = camera_pos;
+ let [cx, cy, cz] = camera_pos;
#[rustfmt::skip]
let view = [
@@ -285,6 +348,11 @@ impl DaveAvatar {
];
let view_proj = matrix_multiply(&projection, &view);
+ let is_light = if ui.ctx().theme() == egui::Theme::Light {
+ 1.0
+ } else {
+ -1.0
+ };
// Add paint callback
ui.painter().add(egui_wgpu::Callback::new_paint_callback(
@@ -293,6 +361,8 @@ impl DaveAvatar {
view_proj,
model,
camera_pos,
+ time: ui.ctx().input(|i| i.time as f32),
+ is_light: [is_light, 0.0, 0.0, 0.0],
},
));
@@ -306,7 +376,9 @@ impl DaveAvatar {
struct GpuData {
view_proj: [f32; 16], // Model-View-Projection matrix
model: [f32; 16], // Model matrix for lighting calculations
- camera_pos: [f32; 4], // xyz + pad
+ camera_pos: [f32; 3], // xyz
+ time: f32,
+ is_light: [f32; 4],
}
impl egui_wgpu::CallbackTrait for GpuData {
@@ -337,8 +409,13 @@ impl egui_wgpu::CallbackTrait for GpuData {
render_pass.set_pipeline(&resources.pipeline);
render_pass.set_bind_group(0, &resources.bind_group, &[]);
render_pass.set_vertex_buffer(0, resources.vertex_buffer.slice(..));
+ render_pass.set_vertex_buffer(1, resources.instance_buffer.slice(..));
render_pass.set_index_buffer(resources.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
- 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)
+ render_pass.draw_indexed(
+ 0..mesh::CUBE_INDICES.len() as u32,
+ 0,
+ 0..resources.instance_count,
+ );
}
}
@@ -347,6 +424,8 @@ struct CubeRenderResources {
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
uniform_buffer: wgpu::Buffer,
+ instance_buffer: wgpu::Buffer,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
+ instance_count: u32,
}
diff --git a/crates/notedeck_dave/src/dave.wgsl b/crates/notedeck_dave/src/dave.wgsl
@@ -1,8 +1,9 @@
-
struct Uniforms {
view_proj: mat4x4<f32>,
model: mat4x4<f32>,
- camera_pos: vec4<f32>, // world-space camera position
+ camera_pos: vec3<f32>,
+ time: f32,
+ is_light: vec4<f32>,
};
@group(0) @binding(0)
@@ -12,40 +13,85 @@ struct VSOut {
@builtin(position) position: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) world_pos: vec3<f32>,
+ @location(2) color: vec3<f32>,
};
+// Vertex inputs
@vertex
fn vs_main(
@location(0) in_pos: vec3<f32>,
- @location(1) in_normal: vec3<f32>
+ @location(1) in_normal: vec3<f32>,
+ @location(2) base_pos: vec3<f32>,
+ @location(3) scale: f32,
+ @location(4) seed: f32,
+ @location(5) color: vec3<f32>,
) -> VSOut {
var out: VSOut;
- let world = uniforms.model * vec4<f32>(in_pos, 1.0);
+
+ let t = uniforms.time;
+
+ // --- Coherent spherical layout ---
+ let dir = normalize(base_pos + vec3<f32>(1e-6, 0.0, 0.0)); // avoid NaN if zero
+ let radius = 0.4;
+
+ // Gentle, coherent drift so it breathes
+ let drift = vec3<f32>(
+ 0.06 * sin(0.9 * t + seed * 1.3),
+ 0.05 * sin(1.1 * t + seed * 2.1),
+ 0.06 * cos(0.7 * t + seed * 0.7)
+ );
+
+ // Final instance position on/near the sphere
+ //let loose = 0.2 * base_pos + drift;
+ let tight = dir * radius + drift;
+ //let tight = dir * radius;
+ //let coherence = 0.8; // [0..1], or pass as a uniform
+ //let pos_ws = mix(loose, tight, coherence);
+ let pos_ws = tight;
+
+ // --- Orient cube so its local +Z points outward (along dir) ---
+ // Build a stable tangent basis
+ var up = vec3<f32>(0.0, 1.0, 0.0);
+ if (abs(dot(dir, up)) > 0.92) {
+ up = vec3<f32>(1.0, 0.0, 0.0);
+ }
+ let tangent = normalize(cross(up, dir));
+ let bitangent = cross(dir, tangent);
+
+ // Optional tiny spin around outward axis for sparkle
+ let spin = 0.9 * t + seed * 0.9;
+ let cs = cos(spin);
+ let sn = sin(spin);
+ let rot_tangent = cs * tangent + sn * bitangent;
+ let rot_bitangent = -sn * tangent + cs * bitangent;
+
+ // Rotation matrix whose columns are the local basis
+ let R = mat3x3<f32>(rot_tangent, rot_bitangent, dir);
+
+ // Scale + orient local vertex + place at spherical position
+ let local = R * (in_pos * scale);
+ let world_vec4 = uniforms.model * vec4<f32>(local, 1.0);
+ let world = world_vec4 + vec4<f32>(pos_ws, 0.0);
+
out.position = uniforms.view_proj * world;
- // normal = (model rotation) * in_normal
+ // Normal from model rotation only (ignoring per-instance rotation for now)
let nmat = mat3x3<f32>(
uniforms.model[0].xyz,
uniforms.model[1].xyz,
uniforms.model[2].xyz
);
- //out.normal = normalize(transpose(inverse(nmat)) * in_normal);
out.normal = normalize(nmat * in_normal);
out.world_pos = world.xyz;
+ out.color = color;
return out;
}
@fragment
-fn fs_main_debug(in: VSOut) -> @location(0) vec4<f32> {
- let g = normalize(cross(dpdx(in.world_pos), dpdy(in.world_pos)));
- let n = normalize(in.normal);
- let shown = 0.5 * (n + vec3<f32>(1.0,1.0,1.0));
- return vec4<f32>(shown, 1.0);
-}
-
-@fragment
fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
- let material_color = vec3<f32>(1.0, 1.0, 1.0);
+ // Same lighting as you had, but tint by per-instance color
+ let material_color = in.color;
+
let ambient_strength = 0.2;
let diffuse_strength = 0.7;
let specular_strength = 0.2;
@@ -53,20 +99,57 @@ fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
let light_pos = vec3<f32>(2.0, 2.0, 2.0);
let light_color = vec3<f32>(1.0, 1.0, 1.0);
- let view_pos = uniforms.camera_pos.xyz;
-
- let ambient = ambient_strength * light_color;
+ let view_pos = uniforms.camera_pos;
let n = normalize(in.normal);
let l = normalize(light_pos - in.world_pos);
- let diff = max(dot(n, l), 0.0);
- let diffuse = diffuse_strength * diff * light_color;
-
let v = normalize(view_pos - in.world_pos);
let r = reflect(-l, n);
- let spec = pow(max(dot(v, r), 0.0), shininess);
- let specular = specular_strength * spec * light_color;
- let result = (ambient + diffuse + specular) * material_color;
- return vec4<f32>(result, 1.0);
+ let ambient = ambient_strength * light_color;
+ let diffuse = diffuse_strength * max(dot(n, l), 0.0) * light_color;
+ let specular = specular_strength * pow(max(dot(v, r), 0.0), shininess) * light_color;
+
+ let exposure = exp2(1.5);
+ var color = (ambient + diffuse + specular) * material_color;
+
+ // --- Distance-based factor (camera-space distance) ---
+ let dist = length(view_pos - in.world_pos);
+ let FADE_NEAR = 1.0; // start ramping here
+ let FADE_FAR = 2.2; // fully applied by here
+ let fade = smoothstep(FADE_NEAR, FADE_FAR, dist); // 0..1
+
+ // --- Exposure drift with distance (sign flips by mode) ---
+ // Dark mode target exposure at far: lower; Light mode target at far: higher.
+ let min_exp = 1.80; // far-end exposure multiplier in dark mode
+ let max_exp = 1.35; // far-end exposure multiplier in light mode
+ let darker = mix(1.0, min_exp, fade); // darkens with distance
+ let brighter = mix(1.0, max_exp, fade); // brightens with distance
+ let exp_factor = select(darker, brighter, uniforms.is_light.x > 0.0);
+
+ // Apply exposure + tonemap
+ let base_exposure = exp2(1.5);
+ color = aces_fitted(color * base_exposure * exp_factor);
+
+ // --- Optional: fade to background so distant points dissolve away ---
+ // Background: black in dark mode, white in light mode.
+ let bg = select(vec3<f32>(0.0), vec3<f32>(1.0), uniforms.is_light.x > 0.0);
+ // If you want white for BOTH modes instead, use:
+ // let bg = vec3<f32>(1.0);
+
+ color = mix(color, bg, fade);
+
+ return vec4<f32>(color, 1.0);
+}
+
+
+
+// ACES-fit tonemap (keeps highlights nicer than Reinhard)
+fn aces_fitted(x: vec3<f32>) -> vec3<f32> {
+ let a = 2.51;
+ let b = 0.03;
+ let c = 2.43;
+ let d = 0.59;
+ let e = 0.14;
+ return clamp((x * (a * x + b)) / (x * (c * x + d) + e), vec3(0.0), vec3(1.0));
}
diff --git a/crates/notedeck_dave/src/lib.rs b/crates/notedeck_dave/src/lib.rs
@@ -27,7 +27,7 @@ pub use vec3::Vec3;
mod avatar;
mod config;
-mod mesh;
+pub(crate) mod mesh;
mod messages;
mod quaternion;
mod tools;
@@ -180,6 +180,15 @@ You are an AI agent for the nostr protocol called Dave, created by Damus. nostr
}
fn ui(&mut self, app_ctx: &mut AppContext, ui: &mut egui::Ui) -> DaveResponse {
+ /*
+ let rect = ui.available_rect_before_wrap();
+ if let Some(av) = self.avatar.as_mut() {
+ av.render(rect, ui);
+ ui.ctx().request_repaint();
+ }
+ DaveResponse::default()
+ */
+
DaveUi::new(self.model_config.trial, &self.chat, &mut self.input).ui(
app_ctx,
&mut self.jobs,
diff --git a/crates/notedeck_dave/src/mesh.rs b/crates/notedeck_dave/src/mesh.rs
@@ -19,6 +19,29 @@ impl Vertex {
};
}
+#[repr(C)]
+#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
+pub struct Instance {
+ pub base_pos: [f32; 3],
+ pub scale: f32,
+ pub seed: f32,
+ pub color: [f32; 3],
+}
+
+impl Instance {
+ pub const ATTRS: [wgpu::VertexAttribute; 4] = wgpu::vertex_attr_array![
+ 2 => Float32x3, // base_pos
+ 3 => Float32, // scale
+ 4 => Float32, // seed
+ 5 => Float32x3 // color
+ ];
+ pub const LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
+ array_stride: std::mem::size_of::<Instance>() as wgpu::BufferAddress,
+ step_mode: wgpu::VertexStepMode::Instance,
+ attributes: &Self::ATTRS,
+ };
+}
+
// 6 faces * 4 verts. Each face has a constant normal.
#[rustfmt::skip]
pub const CUBE_VERTICES: [Vertex; 24] = [