wgpu now working
This commit is contained in:
1364
Cargo.lock
generated
1364
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
@@ -13,9 +13,5 @@ anyhow = "1.0"
|
|||||||
nalgebra = "0.32.3"
|
nalgebra = "0.32.3"
|
||||||
roots = "0.0.8"
|
roots = "0.0.8"
|
||||||
pyo3 = "0.20.0"
|
pyo3 = "0.20.0"
|
||||||
imgui = "0.11"
|
winit = "0.28"
|
||||||
imgui-wgpu = "0.24"
|
wgpu = "0.18"
|
||||||
imgui-winit-support = "0.11"
|
|
||||||
winit_input_helper = "0.13"
|
|
||||||
winit = "0.29.3"
|
|
||||||
wgpu = "0.18.0"
|
|
||||||
|
|||||||
@@ -1,31 +1,26 @@
|
|||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
@location(0) position: vec3<f32>,
|
@location(0) position: vec3<f32>,
|
||||||
@location(1) tex_coords: vec2<f32>,
|
@location(1) color: vec3<f32>,
|
||||||
}
|
};
|
||||||
|
|
||||||
struct VertexOutput {
|
struct VertexOutput {
|
||||||
@builtin(position) clip_position: vec4<f32>,
|
@builtin(position) clip_position: vec4<f32>,
|
||||||
@location(0) tex_coords: vec2<f32>,
|
@location(0) color: vec3<f32>,
|
||||||
}
|
};
|
||||||
|
|
||||||
@vertex
|
@vertex
|
||||||
fn vs_main(
|
fn vs_main(
|
||||||
model: VertexInput,
|
model: VertexInput,
|
||||||
) -> VertexOutput {
|
) -> VertexOutput {
|
||||||
var out: VertexOutput;
|
var out: VertexOutput;
|
||||||
out.tex_coords = model.tex_coords;
|
out.color = model.color;
|
||||||
out.clip_position = vec4<f32>(model.position, 1.0);
|
out.clip_position = vec4<f32>(model.position, 1.0);
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Fragment shader
|
// Fragment shader
|
||||||
|
|
||||||
@group(0) @binding(0)
|
|
||||||
var t_diffuse: texture_2d<f32>;
|
|
||||||
@group(0)@binding(1)
|
|
||||||
var s_diffuse: sampler;
|
|
||||||
|
|
||||||
@fragment
|
@fragment
|
||||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
return vec4<f32>(in.color, 1.0);
|
||||||
}
|
}
|
||||||
72
src/eventloop.rs
Normal file
72
src/eventloop.rs
Normal file
@@ -0,0 +1,72 @@
|
|||||||
|
use crate::state::State;
|
||||||
|
use core::iter;
|
||||||
|
use nalgebra::{Point3, Vector3};
|
||||||
|
use std::sync::Arc;
|
||||||
|
use std::time::Instant;
|
||||||
|
|
||||||
|
use pollster::block_on;
|
||||||
|
use wgpu::util::DeviceExt;
|
||||||
|
use winit::{
|
||||||
|
dpi::LogicalSize,
|
||||||
|
event::{ElementState, Event, WindowEvent},
|
||||||
|
event_loop::{ControlFlow, EventLoop},
|
||||||
|
window::Window,
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::light::Light;
|
||||||
|
use crate::primitive::Material;
|
||||||
|
use crate::{camera::Camera, primitive::*, raytracer, scene::Scene};
|
||||||
|
|
||||||
|
pub async fn run() {
|
||||||
|
env_logger::init();
|
||||||
|
// Set up window and GPU
|
||||||
|
let event_loop = EventLoop::new();
|
||||||
|
let window = Window::new(&event_loop).unwrap();
|
||||||
|
window.set_title(&format!("imgui-wgpu"));
|
||||||
|
let mut state = State::new(window).await;
|
||||||
|
|
||||||
|
event_loop.run(move |event, _, control_flow| {
|
||||||
|
match event {
|
||||||
|
Event::WindowEvent {
|
||||||
|
ref event,
|
||||||
|
window_id,
|
||||||
|
} if window_id == state.window().id() => {
|
||||||
|
if !state.input(event) {
|
||||||
|
match event {
|
||||||
|
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
|
||||||
|
WindowEvent::KeyboardInput { input, .. } => {
|
||||||
|
*control_flow = ControlFlow::Exit
|
||||||
|
}
|
||||||
|
WindowEvent::Resized(physical_size) => {
|
||||||
|
state.resize(*physical_size);
|
||||||
|
}
|
||||||
|
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||||
|
state.resize(**new_inner_size);
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Event::RedrawRequested(window_id) if window_id == state.window().id() => {
|
||||||
|
state.update();
|
||||||
|
match state.render() {
|
||||||
|
Ok(_) => {}
|
||||||
|
// Reconfigure the surface if it's lost or outdated
|
||||||
|
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
|
||||||
|
state.resize(state.size)
|
||||||
|
}
|
||||||
|
// The system is out of memory, we should probably quit
|
||||||
|
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||||
|
// We're ignoring timeouts
|
||||||
|
Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Event::MainEventsCleared => {
|
||||||
|
// RedrawRequested will only trigger once, unless we manually
|
||||||
|
// request it.
|
||||||
|
state.window().request_redraw();
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
7
src/gui.rs
Normal file
7
src/gui.rs
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
struct ImguiDemo {
|
||||||
|
canvas: framework::ShaderCanvas,
|
||||||
|
imgui: imgui::Context,
|
||||||
|
platform: imgui_winit_support::WinitPlatform,
|
||||||
|
renderer: Renderer,
|
||||||
|
last_cursor: Option<MouseCursor>,
|
||||||
|
}
|
||||||
@@ -2,16 +2,17 @@
|
|||||||
#![allow(unused_imports)]
|
#![allow(unused_imports)]
|
||||||
#![allow(unused_variables)]
|
#![allow(unused_variables)]
|
||||||
//Use linear algebra module
|
//Use linear algebra module
|
||||||
use window::run;
|
use eventloop::run;
|
||||||
|
|
||||||
//Cameras
|
//Cameras
|
||||||
mod camera;
|
mod camera;
|
||||||
|
mod eventloop;
|
||||||
mod light;
|
mod light;
|
||||||
mod primitive;
|
mod primitive;
|
||||||
mod ray;
|
mod ray;
|
||||||
mod raytracer;
|
mod raytracer;
|
||||||
mod scene;
|
mod scene;
|
||||||
mod window;
|
mod state;
|
||||||
// mod state;
|
// mod state;
|
||||||
// mod texture;
|
// mod texture;
|
||||||
// mod vertex;
|
// mod vertex;
|
||||||
@@ -20,5 +21,5 @@ const EPSILON: f32 = 1e-7;
|
|||||||
const INFINITY: f32 = 1e7;
|
const INFINITY: f32 = 1e7;
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
run().expect("YEY");
|
pollster::block_on(run());
|
||||||
}
|
}
|
||||||
|
|||||||
266
src/state.rs
Normal file
266
src/state.rs
Normal file
@@ -0,0 +1,266 @@
|
|||||||
|
use core::iter;
|
||||||
|
use nalgebra::{Point3, Vector3};
|
||||||
|
use std::sync::Arc;
|
||||||
|
use std::time::Instant;
|
||||||
|
|
||||||
|
use pollster::block_on;
|
||||||
|
use wgpu::util::DeviceExt;
|
||||||
|
use winit::{
|
||||||
|
dpi::LogicalSize,
|
||||||
|
event::{ElementState, Event, WindowEvent},
|
||||||
|
event_loop::{ControlFlow, EventLoop},
|
||||||
|
window::Window,
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::light::Light;
|
||||||
|
use crate::primitive::Material;
|
||||||
|
use crate::{camera::Camera, primitive::*, raytracer, scene::Scene};
|
||||||
|
|
||||||
|
struct Vertex {
|
||||||
|
position: [f32; 3],
|
||||||
|
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::Float32x3,
|
||||||
|
},
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||||
|
shader_location: 1,
|
||||||
|
format: wgpu::VertexFormat::Float32x3,
|
||||||
|
},
|
||||||
|
],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct State {
|
||||||
|
surface: wgpu::Surface,
|
||||||
|
device: wgpu::Device,
|
||||||
|
queue: wgpu::Queue,
|
||||||
|
config: wgpu::SurfaceConfiguration,
|
||||||
|
pub size: winit::dpi::PhysicalSize<u32>,
|
||||||
|
render_pipeline: wgpu::RenderPipeline,
|
||||||
|
vertex_buffer: wgpu::Buffer,
|
||||||
|
index_buffer: wgpu::Buffer,
|
||||||
|
window: Window,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl State {
|
||||||
|
pub async fn new(window: Window) -> Self {
|
||||||
|
let size = window.inner_size();
|
||||||
|
|
||||||
|
// The instance is a handle to our GPU
|
||||||
|
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
|
||||||
|
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
|
||||||
|
backends: wgpu::Backends::all(),
|
||||||
|
..Default::default()
|
||||||
|
});
|
||||||
|
|
||||||
|
// # Safety
|
||||||
|
//
|
||||||
|
// The surface needs to live as long as the window that created it.
|
||||||
|
// State owns the window so this should be safe.
|
||||||
|
let surface = unsafe { instance.create_surface(&window) }.unwrap();
|
||||||
|
|
||||||
|
let adapter = instance
|
||||||
|
.request_adapter(&wgpu::RequestAdapterOptions {
|
||||||
|
power_preference: wgpu::PowerPreference::default(),
|
||||||
|
compatible_surface: Some(&surface),
|
||||||
|
force_fallback_adapter: false,
|
||||||
|
})
|
||||||
|
.await
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
|
let (device, queue) = adapter
|
||||||
|
.request_device(
|
||||||
|
&wgpu::DeviceDescriptor {
|
||||||
|
label: None,
|
||||||
|
features: wgpu::Features::empty(),
|
||||||
|
// WebGL doesn't support all of wgpu's features, so if
|
||||||
|
// we're building for the web we'll have to disable some.
|
||||||
|
limits: if cfg!(target_arch = "wasm32") {
|
||||||
|
wgpu::Limits::downlevel_webgl2_defaults()
|
||||||
|
} else {
|
||||||
|
wgpu::Limits::default()
|
||||||
|
},
|
||||||
|
},
|
||||||
|
None, // Trace path
|
||||||
|
)
|
||||||
|
.await
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
|
let surface_caps = surface.get_capabilities(&adapter);
|
||||||
|
// Shader code in this tutorial assumes an Srgb surface texture. Using a different
|
||||||
|
// one will result all the colors comming out darker. If you want to support non
|
||||||
|
// Srgb surfaces, you'll need to account for that when drawing to the frame.
|
||||||
|
//
|
||||||
|
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![],
|
||||||
|
};
|
||||||
|
surface.configure(&device, &config);
|
||||||
|
|
||||||
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
|
label: Some("Shader"),
|
||||||
|
source: wgpu::ShaderSource::Wgsl(include_str!("2d.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()],
|
||||||
|
},
|
||||||
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: "fs_main",
|
||||||
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
|
format: config.format,
|
||||||
|
blend: Some(wgpu::BlendState {
|
||||||
|
color: wgpu::BlendComponent::REPLACE,
|
||||||
|
alpha: wgpu::BlendComponent::REPLACE,
|
||||||
|
}),
|
||||||
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
|
})],
|
||||||
|
}),
|
||||||
|
primitive: wgpu::PrimitiveState {
|
||||||
|
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||||
|
strip_index_format: None,
|
||||||
|
front_face: wgpu::FrontFace::Ccw,
|
||||||
|
cull_mode: Some(wgpu::Face::Back),
|
||||||
|
// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
|
||||||
|
// or Features::POLYGON_MODE_POINT
|
||||||
|
polygon_mode: wgpu::PolygonMode::Fill,
|
||||||
|
// Requires Features::DEPTH_CLIP_CONTROL
|
||||||
|
unclipped_depth: false,
|
||||||
|
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||||
|
conservative: false,
|
||||||
|
},
|
||||||
|
depth_stencil: None,
|
||||||
|
multisample: wgpu::MultisampleState {
|
||||||
|
count: 1,
|
||||||
|
mask: !0,
|
||||||
|
alpha_to_coverage_enabled: false,
|
||||||
|
},
|
||||||
|
// If the pipeline will be used with a multiview render pass, this
|
||||||
|
// indicates how many array layers the attachments will have.
|
||||||
|
multiview: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: Some("Vertex Buffer"),
|
||||||
|
contents: &[1],
|
||||||
|
usage: wgpu::BufferUsages::VERTEX,
|
||||||
|
});
|
||||||
|
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: Some("Index Buffer"),
|
||||||
|
contents: &[1],
|
||||||
|
usage: wgpu::BufferUsages::INDEX,
|
||||||
|
});
|
||||||
|
|
||||||
|
Self {
|
||||||
|
surface,
|
||||||
|
device,
|
||||||
|
queue,
|
||||||
|
config,
|
||||||
|
size,
|
||||||
|
render_pipeline,
|
||||||
|
vertex_buffer,
|
||||||
|
index_buffer,
|
||||||
|
window,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn window(&self) -> &Window {
|
||||||
|
&self.window
|
||||||
|
}
|
||||||
|
|
||||||
|
pub 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[allow(unused_variables)]
|
||||||
|
pub fn input(&mut self, event: &WindowEvent) -> bool {
|
||||||
|
false
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn update(&mut self) {}
|
||||||
|
|
||||||
|
pub 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: 0.2,
|
||||||
|
b: 0.3,
|
||||||
|
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(..));
|
||||||
|
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||||
|
}
|
||||||
|
|
||||||
|
self.queue.submit(iter::once(encoder.finish()));
|
||||||
|
output.present();
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
}
|
||||||
115
src/window.rs
115
src/window.rs
@@ -1,115 +0,0 @@
|
|||||||
use nalgebra::{Point3, Vector3};
|
|
||||||
use std::sync::Arc;
|
|
||||||
use std::time::Instant;
|
|
||||||
|
|
||||||
use wgpu::util::DeviceExt;
|
|
||||||
use winit::{
|
|
||||||
error::EventLoopError,
|
|
||||||
event::*,
|
|
||||||
event_loop::{ControlFlow, EventLoop},
|
|
||||||
window::{Window, WindowBuilder},
|
|
||||||
};
|
|
||||||
|
|
||||||
use crate::light::Light;
|
|
||||||
use crate::primitive::Material;
|
|
||||||
use crate::{camera::Camera, primitive::*, raytracer, scene::Scene};
|
|
||||||
|
|
||||||
pub fn run() -> Result<(), EventLoopError> {
|
|
||||||
// Create an event loop and window using winit
|
|
||||||
let event_loop = EventLoop::new().expect("Could not make event loop");
|
|
||||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
|
||||||
let window_size = &window.inner_size();
|
|
||||||
|
|
||||||
//Environment variables
|
|
||||||
let mut height = window_size.height;
|
|
||||||
let mut width = window_size.width;
|
|
||||||
|
|
||||||
event_loop.run(move |event, elwt| {
|
|
||||||
match event {
|
|
||||||
Event::WindowEvent {
|
|
||||||
ref event,
|
|
||||||
window_id,
|
|
||||||
} if window_id == window.id() => {
|
|
||||||
match event {
|
|
||||||
WindowEvent::CloseRequested => elwt.exit(),
|
|
||||||
WindowEvent::Resized(physical_size) => {
|
|
||||||
width = physical_size.width;
|
|
||||||
height = physical_size.height;
|
|
||||||
// draw_pixels(&mut pixels, 400, 400);
|
|
||||||
}
|
|
||||||
WindowEvent::ScaleFactorChanged {
|
|
||||||
inner_size_writer, ..
|
|
||||||
} => {}
|
|
||||||
WindowEvent::KeyboardInput { event, .. } => {
|
|
||||||
println!("{}", event.logical_key.to_text().unwrap());
|
|
||||||
}
|
|
||||||
WindowEvent::RedrawRequested => {}
|
|
||||||
_ => {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
}
|
|
||||||
})
|
|
||||||
}
|
|
||||||
|
|
||||||
// fn clear_pixels(pixels: &mut Pixels) {
|
|
||||||
// let frame = pixels.frame_mut();
|
|
||||||
// for pixel in frame.chunks_exact_mut(4) {
|
|
||||||
// pixel[0] = 0x00; // R
|
|
||||||
// pixel[1] = 0x00; // G
|
|
||||||
// pixel[2] = 0x00; // B
|
|
||||||
// pixel[3] = 0xff; // A
|
|
||||||
// }
|
|
||||||
// if pixels.render().is_err() {
|
|
||||||
// eprintln!("Failed to render frame");
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// fn draw_pixels(pixels: &mut Pixels, width: u32, height: u32) {
|
|
||||||
// //Create our scene
|
|
||||||
// let eye = Point3::new(0.0, 0.0, -1.0);
|
|
||||||
// let target = Point3::new(0.0, 0.0, 0.0);
|
|
||||||
// let up = Vector3::new(0.0, 1.0, 0.0);
|
|
||||||
// let arc_camera = Arc::new(Camera::new(eye, target, up, 90.0, (width / height) as f32));
|
|
||||||
// let cameras: Vec<Arc<Camera>> = vec![arc_camera.clone()];
|
|
||||||
//
|
|
||||||
// let arc_material = Arc::new(Material::magenta());
|
|
||||||
// let arc_cone = Arc::new(Cone::unit(arc_material));
|
|
||||||
// let primitives: Vec<Arc<dyn Primitive>> = vec![arc_cone]
|
|
||||||
// .into_iter()
|
|
||||||
// .map(|arc| arc as Arc<dyn Primitive>)
|
|
||||||
// .collect();
|
|
||||||
//
|
|
||||||
// let light: Arc<Light>;
|
|
||||||
// let light = Arc::new(Light::white());
|
|
||||||
// let lights = vec![light];
|
|
||||||
//
|
|
||||||
// let ambient_light = Arc::new(Vector3::new(1.0, 1.0, 1.0));
|
|
||||||
//
|
|
||||||
// let scene = Scene::new(primitives, lights, cameras, ambient_light);
|
|
||||||
//
|
|
||||||
// let rays = arc_camera.as_ref().cast_rays(width, height);
|
|
||||||
//
|
|
||||||
// let colours = raytracer::shade_rays(&scene, &rays, width, height);
|
|
||||||
//
|
|
||||||
// print!("{}", colours.len());
|
|
||||||
//
|
|
||||||
// let pixels = pixels.frame().chunks_exact_mut(4);
|
|
||||||
// for (i, colour) in colours.iter().enumerate() {
|
|
||||||
// let colour = colours[i];
|
|
||||||
// let pixel = &mut pixels[i];
|
|
||||||
// pixel[0] = colour.x;
|
|
||||||
// pixel[1] = colour.y;
|
|
||||||
// pixel[2] = colour.z;
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// // Render the frame
|
|
||||||
// if pixels.render().is_err() {
|
|
||||||
// eprintln!("Failed to render frame");
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// // Create a Pixels instance for drawing
|
|
||||||
// let mut pixels = {
|
|
||||||
// let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
|
|
||||||
// Pixels::new(width, height, surface_texture).unwrap()
|
|
||||||
// };
|
|
||||||
Reference in New Issue
Block a user