Adding test files
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244
src/state.rs
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244
src/state.rs
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#![allow(dead_code)]
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#![allow(unused_imports)]
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#![allow(unused_variables)]
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//Use linear algebra module
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use crate::{camera::Camera, gui::Gui, light::Light, ray::Ray, scene::Scene};
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use crate::{gui::GuiEvent, log_error};
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use crate::{primitive::*, raytracer};
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use std::error::Error;
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use std::rc::Rc;
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use std::sync::{Arc, Mutex};
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use std::{env, thread, thread::JoinHandle};
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use error_iter::ErrorIter as _;
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use nalgebra::{Point3, Vector3};
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use pixels::{Pixels, SurfaceTexture};
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use winit::dpi::{LogicalSize, PhysicalSize};
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use winit::event::{Event, KeyboardInput, MouseButton, VirtualKeyCode, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::{Window, WindowBuilder};
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use winit_input_helper::WinitInputHelper;
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const START_WIDTH: i32 = 800;
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const START_HEIGHT: i32 = 800;
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const BOX_SIZE: i16 = 64;
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const COLOUR_CLEAR: [u8; 4] = [0x22, 0x22, 0x11, 0xff];
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pub fn run() {
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let event_loop = EventLoop::new();
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// Window
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let window = {
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let size = LogicalSize::new(START_WIDTH, START_HEIGHT);
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WindowBuilder::new()
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.with_title("Hello Pixels + Dear ImGui")
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.with_inner_size(size)
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.with_min_inner_size(size)
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.build(&event_loop)
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.unwrap()
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};
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let window_size = window.inner_size();
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//Display Surface
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let pixels = {
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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Pixels::new(
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window_size.width as u32,
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window_size.height as u32,
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surface_texture,
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)
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.unwrap()
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};
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//Gui
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let gui = Gui::new(&window, &pixels);
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//State
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let mut state = State::new(window, pixels, gui);
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event_loop.run(move |event, _, control_flow| {
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// Draw the current frame
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state.gui.handle_event(&state.window, &event); //Let gui handle its events
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state.update().expect("Could not update");
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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}
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WindowEvent::Resized(size) => {
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state.resize(&size).expect("Could not resize");
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}
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WindowEvent::KeyboardInput { input, .. } => {
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state.keyboard_input(&input);
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}
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WindowEvent::MouseInput { button, .. } => {
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state.mouse_input(&button);
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}
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_ => {}
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},
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Event::RedrawRequested(_) => {
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state.render().expect("Failed to render");
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}
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_ => {
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state.window.request_redraw();
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}
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}
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});
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}
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pub struct State {
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scene: Scene,
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rays: Vec<Ray>,
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window: Window,
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pixels: Arc<Mutex<Pixels>>,
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gui: Gui,
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index: usize,
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}
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impl State {
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pub fn update_scene_from_file(&mut self, filename: &String) -> Result<(), Box<dyn Error>> {
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self.scene = Scene::from_script(filename)?.into();
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let window_size = self.window.inner_size();
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self.rays = self
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.scene
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.camera
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.cast_rays(window_size.width, window_size.height);
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Ok(())
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}
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pub fn new(window: Window, pixels: Pixels, gui: Gui) -> Self {
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// Event Loop
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//Initalise empty scene for rendering
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let scene = Scene::empty();
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let window_size = window.inner_size();
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let rays = scene
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.camera
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.cast_rays(window_size.width, window_size.height);
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Self {
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scene,
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rays,
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window,
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pixels: Arc::new(Mutex::new(pixels)),
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gui,
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index: 0,
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}
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}
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/// Create a new `World` instance that can draw a moving box.
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fn update(&mut self) -> Result<(), Box<dyn Error>> {
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let gui_event = self.gui.event.take();
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match gui_event {
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Some(event) => match event {
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GuiEvent::BufferResize | GuiEvent::CameraRelocate => {
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let pixels = &self.pixels;
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let size = self.window.inner_size();
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let width_new = (size.width as f32 * self.gui.buffer_proportion) as u32;
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let height_new = (size.height as f32 * self.gui.buffer_proportion) as u32;
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self.clear();
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let mut pixels = self.pixels.lock().unwrap();
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pixels
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.resize_buffer(width_new, height_new)
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.expect("Resize Error");
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self.scene.camera.set_position(self.gui.camera_eye);
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self.rays = self.scene.camera.cast_rays(width_new, height_new);
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}
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GuiEvent::SceneLoad(filename) => {
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match self.update_scene_from_file(&filename) {
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Err(e) => {
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println!()
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}
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Ok(()) => {
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println!("Loaded file: {filename}")
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}
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}
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self.clear();
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println!("Reading {}", filename);
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}
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},
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None => {}
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}
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self.gui.event = None;
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Ok(())
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}
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/// Resize the world
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fn resize(&mut self, size: &PhysicalSize<u32>) -> Result<(), Box<dyn Error>> {
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println!("RESIZING!");
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let gui = &self.gui;
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let mut pixels = self.pixels.lock().unwrap();
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if let Err(err) = pixels.resize_surface(size.width, size.height) {
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log_error("pixels.resize_surface", err);
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return Ok(());
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}
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Ok(())
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}
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fn keyboard_input(&mut self, key: &KeyboardInput) {
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match key.virtual_keycode {
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Some(key) => match key {
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VirtualKeyCode::A => {}
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_ => {}
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},
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None => {}
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}
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}
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fn mouse_input(&mut self, button: &MouseButton) {}
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/// Draw the `World` state to the frame buffer.
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///
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/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
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fn draw(&mut self) {
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for i in 0..self.gui.ray_num {
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let i = self.index as usize;
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let ray_num = self.gui.ray_num;
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let pixels = self.pixels.clone();
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let colour = {
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let ray = &self.rays[i];
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raytracer::shade_ray(&self.scene, &ray)
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};
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let rgba = match colour {
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Some(colour) => [colour.x, colour.y, colour.z, 255],
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None => COLOUR_CLEAR,
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};
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let mut pixels = self.pixels.lock().unwrap();
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let frame = pixels.frame_mut();
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frame[i * 4..(i + 1) * 4].copy_from_slice(&rgba);
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self.index = (self.index + 1) % (frame.len() / 4);
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}
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}
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fn clear(&mut self) {
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self.index = 0;
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let mut pixels = self.pixels.lock().unwrap();
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let frame = pixels.frame_mut();
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for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
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let rgba = [0x00, 0x00, 0x00, 0xff];
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pixel.copy_from_slice(&rgba);
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}
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}
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fn render(&mut self) -> Result<(), Box<dyn Error>> {
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self.update()?; //Update state
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self.draw(); //Draw to pixels
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let pixels = self.pixels.lock().unwrap();
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self.gui
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.prepare(&self.window)
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.expect("gui.prepare() failed"); //Prepare imgui
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let render_result = pixels.render_with(|encoder, render_target, context| {
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context.scaling_renderer.render(encoder, render_target); // Render pixels
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self.gui
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.render(&self.window, encoder, render_target, context)?;
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Ok(())
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});
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if let Err(err) = render_result {
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log_error("pixels.render", err);
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return Ok(());
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}
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Ok(())
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}
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}
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14
test.rhai
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14
test.rhai
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let scene = Scene();
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let eye = P(0.0, 0.0, 3.0);
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let target = P(0.0, 0.0, 0.0);
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let up = V(0.0, 1.0, 3.0);
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let cam = Camera(eye, target, up, 70.0, 1.0);
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let material = Material(V(0.5,0.5,0.5), V(0.8, 0.1, 0.2), 0.25);
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let sphere = Sphere(P(0.0,0.0,0.0), 0.5, material);
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let node = Node(sphere);
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scene.addNode(node);
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scene.render();
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