Working mutex on pixels

This commit is contained in:
STP
2023-11-17 21:04:27 -05:00
parent 87e82e4eea
commit 0a0e5cc55a
4 changed files with 160 additions and 101 deletions

View File

@@ -12,6 +12,7 @@ pub const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
0.0, 0.0, 0.0, 1.0,
);
#[derive(Clone)]
pub struct Camera {
eye: Point3<f32>,
target: Point3<f32>,
@@ -65,7 +66,7 @@ impl Camera {
(matrix, inverse)
}
pub fn cast_rays(&self, width: i32, height: i32) -> Vec<Ray> {
pub fn cast_rays(&self, width: u32, height: u32) -> Vec<Ray> {
//All good
let aspect = width as f64 / height as f64;
let fovy_radians = (self.fovy as f64).to_radians();
@@ -97,7 +98,7 @@ impl Camera {
rays
}
pub fn cast_ray(&self, width: i32, height: i32, x: i32, y: i32) -> Ray {
pub fn cast_ray(&self, width: u32, height: u32, x: u32, y: u32) -> Ray {
let aspect = width as f64 / height as f64;
let fovy_radians = (self.fovy as f64).to_radians();
let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();

View File

@@ -1,6 +1,14 @@
use pixels::{wgpu, PixelsContext};
use std::time::Instant;
const BUFFER_PROPORTION_INIT: f32 = 0.8;
const BUFFER_PROPORTION_MIN: f32 = 0.5;
const BUFFER_PROPORTION_MAX: f32 = 0.9;
const RAYS_INIT: i32 = 100;
const RAYS_MIN: i32 = 100;
const RAYS_MAX: i32 = 1000;
/// Manages all state required for rendering Dear ImGui over `Pixels`.
pub(crate) struct Gui {
imgui: imgui::Context,
@@ -10,7 +18,9 @@ pub(crate) struct Gui {
last_cursor: Option<imgui::MouseCursor>,
about_open: bool,
pub num_rays: i32,
pub ray_num: i32,
pub buffer_proportion: f32,
pub buffer_resize: bool,
}
impl Gui {
@@ -60,7 +70,9 @@ impl Gui {
last_frame: Instant::now(),
last_cursor: None,
about_open: true,
num_rays: 8,
ray_num: RAYS_INIT,
buffer_proportion: BUFFER_PROPORTION_INIT,
buffer_resize: false,
}
}
@@ -96,11 +108,23 @@ impl Gui {
// Draw windows and GUI elements here
let mut about_open = false;
ui.main_menu_bar(|| {
ui.menu("Options", || {
ui.menu("Help", || {
about_open = ui.menu_item("About...");
});
});
ui.slider("Num rays", 1, 100, &mut self.num_rays);
ui.slider("# Rays: ", RAYS_MIN, RAYS_MAX, &mut self.ray_num);
ui.slider(
"% Buffer: ",
BUFFER_PROPORTION_MIN,
BUFFER_PROPORTION_MAX,
&mut self.buffer_proportion,
);
let mut buffer_resize = false;
if ui.button("Change Buffer") {
buffer_resize = true
};
self.buffer_resize = buffer_resize;
// Render Dear ImGui with WGPU
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {

View File

@@ -3,21 +3,21 @@
#![allow(unused_variables)]
//Use linear algebra module
//Cameras
use crate::{camera::Camera, gui::Gui, light::Light, primitive::*, ray::Ray, scene::Scene};
use crate::primitive::*;
use crate::{camera::Camera, gui::Gui, light::Light, ray::Ray, scene::Scene};
use log::error;
use std::rc::Rc;
use std::sync::{Arc, Mutex};
use std::{env, thread, thread::JoinHandle};
use error_iter::ErrorIter as _;
use nalgebra::{Point3, Vector3};
use pixels::{Error, Pixels, SurfaceTexture};
use std::env;
use std::rc::Rc;
use std::sync::Arc;
use winit::dpi::{LogicalSize, PhysicalSize};
use winit::event::{Event, KeyboardInput, MouseButton, VirtualKeyCode, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::WindowBuilder;
use winit::window::{Window, WindowBuilder};
use winit_input_helper::WinitInputHelper;
mod camera;
@@ -28,9 +28,10 @@ mod ray;
mod raytracer;
mod scene;
const START_WIDTH: i32 = 600;
const START_HEIGHT: i32 = 555;
const START_WIDTH: i32 = 800;
const START_HEIGHT: i32 = 800;
const BOX_SIZE: i16 = 64;
const COLOUR_CLEAR: [u8; 4] = [0x22, 0x22, 0x11, 0xff];
const EPSILON: f32 = 1e-6;
const INFINITY: f32 = f32::MAX;
@@ -38,61 +39,78 @@ const EPSILON_VECTOR: Vector3<f32> = Vector3::new(EPSILON, EPSILON, EPSILON);
const INFINITY_VECTOR: Vector3<f32> = Vector3::new(INFINITY, INFINITY, INFINITY);
struct State {
scene: Scene,
camera: Camera,
rays: Vec<Ray>,
scene: Arc<Scene>,
window: Window,
pixels: Arc<Mutex<Pixels>>,
gui: Gui,
index: usize,
width: i32,
height: i32,
gui: Gui,
pixels: Pixels,
camera: Camera,
rays: Arc<Vec<Ray>>,
}
impl State {
/// Create a new `World` instance that can draw a moving box.
fn new(
width: i32,
height: i32,
scene: Scene,
camera: Camera,
pixels: Pixels,
gui: Gui,
) -> Self {
let rays = camera.cast_rays(width, height);
fn new(window: Window, scene: Scene, camera: Camera) -> Self {
let window_size = window.inner_size();
let pixels = {
let surface_texture =
SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(
window_size.width as u32,
window_size.height as u32,
surface_texture,
)
.unwrap()
};
let gui = Gui::new(&window, &pixels);
let rays = camera.cast_rays(window_size.width, window_size.height);
Self {
width,
height,
index: 0,
rays,
scene,
camera,
pixels,
scene: Arc::new(scene),
window,
pixels: Arc::new(Mutex::new(pixels)),
gui,
camera,
index: 0,
rays: Arc::new(rays),
}
}
/// Update the `World` internal state; bounce the box around the screen.
fn update(&mut self) {
let gui = &self.gui;
if gui.reset {
fn update(&mut self) -> bool {
if self.gui.buffer_resize {
let pixels = &self.pixels;
let size = self.window.inner_size();
let width_new = (size.width as f32 * self.gui.buffer_proportion) as u32;
let height_new = (size.height as f32 * self.gui.buffer_proportion) as u32;
self.clear();
let mut pixels = self.pixels.lock().unwrap();
if let Err(err) = pixels.resize_buffer(width_new, height_new) {
log_error("pixels.resize_surface", err);
return false;
}
self.index = 0;
self.rays = Arc::new(self.camera.cast_rays(width_new, height_new));
}
true
}
/// Resize the world
fn resize(&mut self, size: &PhysicalSize<u32>) -> bool {
if let Err(err) = self.pixels.resize_surface(size.width, size.height) {
println!("RESIZING!");
let gui = &self.gui;
let mut pixels = self.pixels.lock().unwrap();
if let Err(err) = pixels.resize_surface(size.width, size.height) {
log_error("pixels.resize_surface", err);
return false;
}
self.width = size.width as i32;
self.height = size.height as i32;
true
}
fn keyboard_input(&mut self, key: &KeyboardInput) {
println!("KEYBOARD INPUT");
match key.virtual_keycode {
Some(key) => match key {
VirtualKeyCode::A => {}
@@ -101,45 +119,70 @@ impl State {
None => {}
}
}
fn mouse_input(&mut self, button: &MouseButton) {}
fn mouse_input(&mut self, button: &MouseButton) {
println!("MOUSE INPUT");
}
/// Draw the `World` state to the frame buffer.
///
/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
fn draw(&mut self) {
let frame = self.pixels.frame_mut();
for i in 0..self.gui.num_rays {
let ray = &self.rays[self.index];
let colour = raytracer::shade_ray(&self.scene, &ray);
for i in 0..self.gui.ray_num {
let i = self.index as usize;
let ray_num = self.gui.ray_num;
let pixels = self.pixels.clone();
let colour = {
let ray = &self.rays[i];
raytracer::shade_ray(&self.scene, &ray)
};
let rgba = match colour {
Some(colour) => [colour.x, colour.y, colour.z, 255],
None => [122, 122, 122, 100],
None => COLOUR_CLEAR,
};
frame[self.index * 4..(self.index + 1) * 4].copy_from_slice(&rgba);
let mut pixels = self.pixels.lock().unwrap();
let frame = pixels.frame_mut().chunks_exact_mut(4).nth(i).unwrap();
frame.copy_from_slice(&rgba);
self.index = self.index + 1;
}
}
fn clear(&mut self) {
let mut pixels = self.pixels.lock().unwrap();
let frame = pixels.frame_mut();
for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
let rgba = [0x00, 0x00, 0x00, 0xff];
pixel.copy_from_slice(&rgba);
}
}
fn render(&mut self) -> bool {
self.update(); //Update state
self.draw(); //Draw to pixels
let pixels = self.pixels.lock().unwrap();
self.gui
.prepare(&self.window)
.expect("gui.prepare() failed"); //Prepare imgui
let render_result = pixels.render_with(|encoder, render_target, context| {
context.scaling_renderer.render(encoder, render_target); // Render pixels
self.gui
.render(&self.window, encoder, render_target, context)?;
Ok(())
});
if let Err(err) = render_result {
log_error("pixels.render", err);
return false;
}
true
}
}
fn main() -> Result<(), Error> {
env_logger::init();
env::set_var("RUST_BACKTRACE", "1");
//Window
let event_loop = EventLoop::new();
let window = {
let size = LogicalSize::new(START_WIDTH as f64, START_HEIGHT as f64);
WindowBuilder::new()
.with_title("Hello Pixels + Dear ImGui")
.with_inner_size(size)
.with_min_inner_size(size)
.build(&event_loop)
.unwrap()
};
//Pixel surface
let pixels = {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(START_WIDTH as u32, START_HEIGHT as u32, surface_texture)?
};
//SCENE
//Camera
let eye = Point3::new(10.0, 10.0, 10.0);
let target = Point3::new(0.0, 0.0, 0.0);
@@ -151,9 +194,7 @@ fn main() -> Result<(), Error> {
120.0,
(START_WIDTH as f32 / START_HEIGHT as f32) as f32,
);
let cameras: Vec<Arc<Camera>> = Vec::new();
// SETUP PRIMITIVES
let mut primitives: Vec<Arc<dyn Primitive>> = Vec::new();
let magenta = Arc::new(Material::magenta());
let blue = Arc::new(Material::blue());
let turquoise = Arc::new(Material::turquoise());
@@ -161,34 +202,38 @@ fn main() -> Result<(), Error> {
// primitives.push(sphere.clone());
// let cone = Arc::new(Cone::new(0.25, 1.0, -0.5, turquoise.clone()));
// primitives.push(cone.clone());
let cube = Arc::new(Box::unit(blue.clone()));
primitives.push(cube.clone());
let mut primitives: Vec<Box<dyn Primitive>> = Vec::new();
let cube = Box::new(Cube::unit(blue.clone()));
primitives.push(cube);
//Lights
let mut lights: Vec<Arc<Light>> = Vec::new();
let light_pos = Point3::new(10.0, 12.0, 10.0);
let light_colour = Vector3::new(1.0, 0.0, 1.0);
let light_falloff = [1.0, 0.00, 0.00];
let light = Arc::new(Light::new(light_colour, light_pos, light_falloff));
lights.push(light.clone());
let ambient_light = Arc::new(Vector3::new(0.0, 0.0, 0.2));
let light = Light::new(light_colour, light_pos, light_falloff);
let ambient_light = Vector3::new(0.0, 0.0, 0.2);
let scene = Scene::new(primitives, vec![light], vec![camera.clone()], ambient_light);
//State
// Set up Dear ImGui
let gui = Gui::new(&window, &pixels);
let scene = Scene::new(primitives, lights, cameras, ambient_light);
let pixels = {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(START_WIDTH as u32, START_HEIGHT as u32, surface_texture)?
let window = {
let size = LogicalSize::new(START_WIDTH, START_HEIGHT);
WindowBuilder::new()
.with_title("Hello Pixels + Dear ImGui")
.with_inner_size(size)
.with_min_inner_size(size)
.build(&event_loop)
.unwrap()
};
let mut state = State::new(START_WIDTH, START_HEIGHT, scene, camera, pixels, gui);
let mut state = State::new(window, scene, camera);
event_loop.run(move |event, _, control_flow| {
// Draw the current frame
state.gui.handle_event(&window, &event); //Let gui handle its events
state.gui.handle_event(&state.window, &event); //Let gui handle its events
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
return;
}
WindowEvent::Resized(size) => {
state.resize(&size);
@@ -202,22 +247,11 @@ fn main() -> Result<(), Error> {
_ => {}
},
Event::RedrawRequested(_) => {
state.draw(); //Draw to pixels
state.gui.prepare(&window).expect("gui.prepare() failed"); //Prepare imgui
let render_result = state.pixels.render_with(|encoder, render_target, context| {
context.scaling_renderer.render(encoder, render_target); // Render pixels
state.gui.render(&window, encoder, render_target, context)?;
Ok(())
});
if let Err(err) = render_result {
log_error("pixels.render", err);
*control_flow = ControlFlow::Exit;
}
state.render();
}
_ => {}
}
state.update(); //Update state
window.request_redraw(); //Redraw window
state.window.request_redraw(); //Redraw window
});
}

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@@ -16,7 +16,7 @@ pub fn shade_rays(scene: &Scene, rays: &Vec<Ray>, width: i32, height: i32) -> Ve
let mut pixel_data = vec![Vector3::new(0, 0, 0); (width * height) as usize];
for (pixel_index, ray) in rays.iter().enumerate() {
let intersect = get_closest_intersection(scene.primitives.clone(), ray);
let intersect = get_closest_intersection(&scene.primitives, ray);
let colour = match intersect {
Some(intersect) => phong_shade_point(scene, &intersect),
None => {
@@ -30,7 +30,7 @@ pub fn shade_rays(scene: &Scene, rays: &Vec<Ray>, width: i32, height: i32) -> Ve
}
//Shade a single ray
pub fn shade_ray(scene: &Scene, ray: &Ray) -> Option<Vector3<u8>> {
let intersect = get_closest_intersection(scene.primitives.clone(), ray);
let intersect = get_closest_intersection(&scene.primitives, ray);
match intersect {
Some(intersect) => Some(phong_shade_point(&scene, &intersect)),
None => None,
@@ -39,7 +39,7 @@ pub fn shade_ray(scene: &Scene, ray: &Ray) -> Option<Vector3<u8>> {
// Find the closest intersection, given a ray in world coordinates
pub fn get_closest_intersection(
primitives: Vec<Arc<dyn Primitive>>,
primitives: &Vec<Box<dyn Primitive>>,
ray: &Ray,
) -> Option<Intersection> {
let mut closest_distance = INFINITY;
@@ -80,14 +80,14 @@ pub fn phong_shade_point(scene: &Scene, intersect: &Intersection) -> Vector3<u8>
// Let us first compute the ambient light component and set it as out base colour
let mut colour = kd.component_mul(ambient_light);
for arc_light in &scene.lights {
for arc_light in scene.lights.as_ref() {
let light = arc_light.clone();
let Light {
position: light_position,
colour: light_colour,
falloff: light_falloff,
} = light.as_ref();
} = light;
// Get light incidence vector
let to_light = light_position - point;