Adding scripting language
This commit is contained in:
@@ -1,16 +1,9 @@
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use crate::ray::Ray;
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use crate::{EPSILON, INFINITY};
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use log::error;
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use nalgebra::{Matrix4, Perspective3, Point3, Unit, Vector3};
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use std::env;
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#[rustfmt::skip]
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pub const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0,
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);
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const ZNEAR: f32 = EPSILON;
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const ZFAR: f32 = INFINITY;
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#[derive(Clone)]
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pub struct Camera {
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@@ -19,8 +12,6 @@ pub struct Camera {
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up: Vector3<f32>,
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fovy: f32,
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aspect: f32,
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znear: f32,
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zfar: f32,
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matrix: Matrix4<f32>,
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inverse: Matrix4<f32>,
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}
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@@ -33,20 +24,15 @@ impl Camera {
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fovy: f32,
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aspect: f32,
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) -> Self {
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let znear = EPSILON;
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let zfar = INFINITY;
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let (matrix, inverse) =
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Camera::build_matrix_and_inverse(&eye, &target, &up, aspect, fovy, znear, zfar);
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let (matrix, inverse) = Camera::build_matrix_and_inverse(&eye, &target, &up, fovy, aspect);
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Camera {
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eye,
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target,
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up,
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fovy,
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aspect,
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znear,
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zfar,
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matrix,
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inverse,
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aspect,
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}
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}
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@@ -54,13 +40,11 @@ impl Camera {
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eye: &Point3<f32>,
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target: &Point3<f32>,
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up: &Vector3<f32>,
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aspect: f32,
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fovy: f32,
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znear: f32,
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zfar: f32,
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aspect: f32,
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) -> (Matrix4<f32>, Matrix4<f32>) {
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let view = Matrix4::look_at_lh(eye, target, up);
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let proj = Perspective3::new(aspect, fovy, znear, zfar);
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let proj = Perspective3::new(aspect, fovy, ZNEAR, ZFAR);
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let matrix = proj.as_matrix() * view;
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let inverse = view.try_inverse().expect("No view") * proj.inverse();
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(matrix, inverse)
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@@ -103,8 +87,6 @@ impl Camera {
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let fovy_radians = (self.fovy as f64).to_radians();
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let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
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let view_direction = (self.target - self.eye).normalize(); // Normalize the view direction vector
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let dx = 2.0 / width as f32;
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let dy = 2.0 / height as f32;
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let hor = view_direction.cross(&self.up).normalize(); // pointing right
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let vert = view_direction.cross(&hor).normalize(); // pointing up
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let h_width = 2.0 * (fovh_radians / 2.0).tan();
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47
src/gui.rs
47
src/gui.rs
@@ -15,26 +15,30 @@ const CAMERA_MAX: f32 = 10.0;
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const CAMERA_INIT: f32 = 5.0;
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/// Manages all state required for rendering Dear ImGui over `Pixels`.
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pub(crate) struct Gui {
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pub enum GuiEvent {
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BufferResize,
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CameraRelocate,
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SceneLoad(String),
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}
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pub struct Gui {
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imgui: imgui::Context,
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platform: imgui_winit_support::WinitPlatform,
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renderer: imgui_wgpu::Renderer,
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last_frame: Instant,
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last_cursor: Option<imgui::MouseCursor>,
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about_open: bool,
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pub event: Option<GuiEvent>,
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pub filename: String,
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pub ray_num: i32,
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pub buffer_proportion: f32,
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pub buffer_resize: bool,
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pub camera_eye: Point3<f32>,
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pub camera_reposition: bool,
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}
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impl Gui {
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/// Create Dear ImGui.
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pub(crate) fn new(window: &winit::window::Window, pixels: &pixels::Pixels) -> Self {
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pub fn new(window: &winit::window::Window, pixels: &pixels::Pixels) -> Self {
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// Create Dear ImGui context
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let mut imgui = imgui::Context::create();
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imgui.set_ini_filename(None);
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@@ -78,17 +82,16 @@ impl Gui {
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renderer,
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last_frame: Instant::now(),
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last_cursor: None,
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about_open: true,
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event: None,
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filename: String::new(),
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ray_num: RAYS_INIT,
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buffer_proportion: BUFFER_PROPORTION_INIT,
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buffer_resize: false,
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camera_eye: Point3::new(CAMERA_INIT, CAMERA_INIT, CAMERA_INIT),
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camera_reposition: false,
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}
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}
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/// Prepare Dear ImGui.
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pub(crate) fn prepare(
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/// Prepare Dear ImGuBi.
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pub fn prepare(
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&mut self,
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window: &winit::window::Window,
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) -> Result<(), winit::error::ExternalError> {
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@@ -100,7 +103,7 @@ impl Gui {
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}
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/// Render Dear ImGui.
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pub(crate) fn render(
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pub fn render(
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&mut self,
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window: &winit::window::Window,
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encoder: &mut wgpu::CommandEncoder,
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@@ -131,25 +134,27 @@ impl Gui {
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BUFFER_PROPORTION_MAX,
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&mut self.buffer_proportion,
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);
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let mut buffer_resize = false;
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if ui.button("Change Buffer") {
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buffer_resize = true
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self.event = Some(GuiEvent::BufferResize);
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};
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self.buffer_resize = buffer_resize;
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let mut camera_reposition = false;
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ui.text("Vector3 Input:");
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// Create three input fields for x, y, and z components
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ui.slider("X", CAMERA_MIN, CAMERA_MAX, &mut self.camera_eye.coords[0]);
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ui.slider("Y", CAMERA_MIN, CAMERA_MAX, &mut self.camera_eye.coords[1]);
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ui.slider("Z", CAMERA_MIN, CAMERA_MAX, &mut self.camera_eye.coords[2]);
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// Check if any component of the Vector3 has changed
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if ui.button("Apply") {
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if ui.button("Apply Camera") {
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println!("Camera changed: {:?}", self.camera_eye);
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self.camera_eye = Point3::from(self.camera_eye);
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camera_reposition = true;
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self.event = Some(GuiEvent::CameraRelocate);
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}
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//Load file from
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ui.input_text("Scene file", &mut self.filename).build();
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if ui.button("Apply File") {
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self.event = Some(GuiEvent::SceneLoad(self.filename.clone()));
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}
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self.camera_reposition = camera_reposition;
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// Render Dear ImGui with WGPU
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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@@ -174,7 +179,7 @@ impl Gui {
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}
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/// Handle any outstanding events.
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pub(crate) fn handle_event(
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pub fn handle_event(
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&mut self,
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window: &winit::window::Window,
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event: &winit::event::Event<()>,
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294
src/main.rs
294
src/main.rs
@@ -1,24 +1,13 @@
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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::state::run;
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use error_iter::ErrorIter;
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const EPSILON: f32 = 1e-6;
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const INFINITY: f32 = f32::MAX;
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const EPSILON_VECTOR: Vector3<f32> = Vector3::new(EPSILON, EPSILON, EPSILON);
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use crate::primitive::*;
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use crate::{camera::Camera, gui::Gui, light::Light, ray::Ray, scene::Scene};
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use log::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::{Error, 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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use std::env;
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use std::error::Error;
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mod camera;
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mod gui;
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@@ -27,274 +16,17 @@ mod primitive;
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mod ray;
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mod raytracer;
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mod scene;
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mod state;
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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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use nalgebra::Vector3;
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const EPSILON: f32 = 1e-6;
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const INFINITY: f32 = f32::MAX;
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const EPSILON_VECTOR: Vector3<f32> = Vector3::new(EPSILON, EPSILON, EPSILON);
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const INFINITY_VECTOR: Vector3<f32> = Vector3::new(INFINITY, INFINITY, INFINITY);
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struct State {
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scene: Scene,
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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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rays: Arc<Vec<Ray>>,
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}
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impl State {
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/// Create a new `World` instance that can draw a moving box.
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fn new(window: Window, scene: Scene) -> Self {
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let window_size = window.inner_size();
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let pixels = {
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let surface_texture =
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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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let gui = Gui::new(&window, &pixels);
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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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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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rays: Arc::new(rays),
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}
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}
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/// Update the `World` internal state; bounce the box around the screen.
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fn update(&mut self) -> bool {
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if self.gui.buffer_resize || self.gui.camera_reposition {
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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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if let Err(err) = pixels.resize_buffer(width_new, height_new) {
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log_error("pixels.resize_surface", err);
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return false;
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}
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self.index = 0;
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self.scene.camera.set_position(self.gui.camera_eye);
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self.rays = Arc::new(self.scene.camera.cast_rays(width_new, height_new));
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}
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true
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}
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/// Resize the world
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fn resize(&mut self, size: &PhysicalSize<u32>) -> bool {
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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 false;
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}
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true
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}
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fn keyboard_input(&mut self, key: &KeyboardInput) {
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println!("KEYBOARD INPUT");
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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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println!("MOUSE INPUT");
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}
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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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// We want to multithread this function
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//let mut threads = vec![];
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// threads.push(thread::spawn({
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// let pixels = self.pixels.clone();
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// move || {
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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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//
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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 = pixels.lock().unwrap();
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// let frame = pixels.frame_mut().chunks_exact_mut(4).nth(i).unwrap();
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// frame.copy_from_slice(&[200, 100, 100, 255]);
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// }
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// }));
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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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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) -> bool {
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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 false;
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}
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true
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}
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}
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fn main() -> Result<(), Error> {
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fn main() {
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env_logger::init();
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env::set_var("RUST_BACKTRACE", "1");
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Scene::init("test.rhai").expect("Could not read lua file");
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//Window
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let event_loop = EventLoop::new();
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//SCENE
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// //Camera
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// let eye = Point3::new(10.0, 0.0, 10.0);
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// let target = Point3::new(0.0, 0.0, 0.0);
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// let up = Vector3::new(0.0, 1.0, 0.0);
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// let camera = Camera::new(
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// eye,
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// target,
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// up,
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// 90.0,
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// (START_WIDTH as f32 / START_HEIGHT as f32) as f32,
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// );
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// // SETUP MATERIALS
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// let magenta = Arc::new(Material::magenta());
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// let blue = Arc::new(Material::blue());
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// let turquoise = Arc::new(Material::turquoise());
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// let red = Arc::new(Material::red());
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// // SETUP PRIMITIVES
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// let mut primitives: Vec<Box<dyn Primitive>> = Vec::new();
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// //let cube = Box::new(Cube::unit(turquoise.clone()));
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// // primitives.push(cube);
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// let sphere = Box::new(Sphere::new(Point3::new(0.0, -2.0, 0.0), 1.0, red.clone()));
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// let sphere2 = Box::new(Sphere::new(Point3::new(0.0, 2.0, 0.0), 1.0, red.clone()));
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// let cone = Box::new(Cone::new(1.0, 1.0, -1.0, magenta.clone()));
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// primitives.push(sphere);
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// primitives.push(sphere2);
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// primitives.push(cone);
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//
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// // SETUP LIGHTS
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// let light_pos = Point3::new(0.0, 12.0, 4.0);
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// let light_colour = Vector3::new(0.4, 0.4, 0.6);
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// let light_falloff = [1.0, 0.00, 0.00];
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// let light = Light::new(light_colour, light_pos, light_falloff);
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//
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// let light_pos2 = Point3::new(10.0, 12.0, -4.0);
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// let light_colour2 = Vector3::new(0.4, 0.0, 0.6);
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// let light_falloff2 = [1.0, 0.00, 0.00];
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// let light2 = Light::new(light_colour2, light_pos2, light_falloff2);
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//
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// let ambient_light = Vector3::new(0.0, 0.0, 0.2);
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//
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// let scene = Scene::new(
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// primitives,
|
||||
// vec![light, light2],
|
||||
// vec![camera.clone()],
|
||||
// ambient_light,
|
||||
// );
|
||||
//State
|
||||
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 scene = Scene::empty();
|
||||
let mut state = State::new(window, scene);
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
// Draw the current frame
|
||||
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);
|
||||
}
|
||||
WindowEvent::KeyboardInput { input, .. } => {
|
||||
state.keyboard_input(&input);
|
||||
}
|
||||
WindowEvent::MouseInput { button, .. } => {
|
||||
state.mouse_input(&button);
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
Event::RedrawRequested(_) => {
|
||||
state.render();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
state.window.request_redraw(); //Redraw window
|
||||
});
|
||||
run();
|
||||
}
|
||||
|
||||
fn log_error<E: std::error::Error + 'static>(method_name: &str, err: E) {
|
||||
fn log_error<E: Error + 'static>(method_name: &str, err: E) {
|
||||
error!("{method_name}() failed: {err}");
|
||||
for source in err.sources().skip(1) {
|
||||
error!(" Caused by: {source}");
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#[warn(dead_code)]
|
||||
use crate::ray::Ray;
|
||||
use crate::{EPSILON, EPSILON_VECTOR, INFINITY};
|
||||
use nalgebra::{distance, Matrix4, Point3, Unit, Vector3};
|
||||
use nalgebra::{distance, Point3, Unit, Vector3};
|
||||
use roots::{find_roots_quadratic, Roots};
|
||||
use std::fs::File;
|
||||
use std::io::{BufRead, BufReader};
|
||||
use std::path::Path;
|
||||
use std::sync::Arc;
|
||||
|
||||
// MATERIAL -----------------------------------------------------------------
|
||||
@@ -510,7 +510,7 @@ pub struct Cube {
|
||||
}
|
||||
|
||||
impl Cube {
|
||||
fn new(width: f32, height: f32, depth: f32, material: Arc<Material>) -> Arc<dyn Primitive> {
|
||||
pub fn new(width: f32, height: f32, depth: f32, material: Arc<Material>) -> Arc<dyn Primitive> {
|
||||
let trf = Point3::new(width / 2.0, height / 2.0, depth / 2.0);
|
||||
let bln = Point3::new(-width / 2.0, -height / 2.0, -depth / 2.0);
|
||||
Arc::new(Cube {
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
use crate::{EPSILON, EPSILON_VECTOR};
|
||||
#![allow(dead_code)]
|
||||
#![allow(unused_imports)]
|
||||
#![allow(unused_variables)]
|
||||
|
||||
use nalgebra::{Matrix4, Point3, Unit, Vector3};
|
||||
use crate::EPSILON;
|
||||
use nalgebra::{Point3, Unit, Vector3};
|
||||
|
||||
pub struct Ray {
|
||||
pub a: Point3<f32>,
|
||||
|
||||
@@ -1,17 +1,8 @@
|
||||
use crate::{
|
||||
light::Light,
|
||||
primitive::{Intersection, Primitive},
|
||||
ray::Ray,
|
||||
scene::*,
|
||||
INFINITY,
|
||||
};
|
||||
use std::collections::HashMap;
|
||||
use std::sync::Arc;
|
||||
use crate::{light::Light, primitive::Intersection, ray::Ray, scene::*, INFINITY};
|
||||
|
||||
use nalgebra::{distance, Matrix4, Point3, Unit, Vector3, Vector4};
|
||||
use nalgebra::{Unit, Vector3};
|
||||
|
||||
static ZERO_VECTOR: Vector3<f32> = Vector3::new(0.0, 0.0, 0.0);
|
||||
static ONE_VECTOR: Vector3<f32> = Vector3::new(1.0, 1.0, 1.0);
|
||||
|
||||
pub fn shade_rays(scene: &Scene, rays: &Vec<Ray>, width: i32, height: i32) -> Vec<Vector3<u8>> {
|
||||
let mut pixel_data = vec![Vector3::new(0, 0, 0); (width * height) as usize];
|
||||
|
||||
42
src/scene.rs
42
src/scene.rs
@@ -1,10 +1,14 @@
|
||||
use crate::camera::Camera;
|
||||
#![allow(dead_code)]
|
||||
#![allow(unused_imports)]
|
||||
#![allow(unused_variables)]
|
||||
|
||||
use crate::light::Light;
|
||||
use crate::primitive::Primitive;
|
||||
use crate::primitive::*;
|
||||
use crate::state::State;
|
||||
use crate::{camera::Camera, state};
|
||||
use nalgebra::{Matrix4, Point3, Vector3};
|
||||
use rhai::{Engine, EvalAltResult};
|
||||
use std::collections::HashMap;
|
||||
use std::sync::Arc;
|
||||
|
||||
const LIGHT_AMBIENT: f32 = 0.2;
|
||||
@@ -91,7 +95,8 @@ impl Scene {
|
||||
fn get_ambient(&self) -> Arc<Vector3<f32>> {
|
||||
Arc::new(self.ambient_light)
|
||||
}
|
||||
pub fn init(filename: &str) -> Result<(), Box<EvalAltResult>> {
|
||||
|
||||
pub fn from_script(filename: &str) -> Result<Scene, Box<EvalAltResult>> {
|
||||
let mut engine = Engine::new();
|
||||
|
||||
engine
|
||||
@@ -104,6 +109,7 @@ impl Scene {
|
||||
.register_type::<Scene>()
|
||||
.register_fn("Scene", Scene::empty)
|
||||
.register_fn("addNode", Scene::add_node);
|
||||
|
||||
engine
|
||||
.register_type::<Node>()
|
||||
.register_fn("Node", Node::new)
|
||||
@@ -118,12 +124,34 @@ impl Scene {
|
||||
.register_fn("Light", Light::new);
|
||||
engine
|
||||
.register_type::<Material>()
|
||||
.register_fn("Material", Material::new);
|
||||
.register_fn("Material", Material::new)
|
||||
.register_fn("MaterialRed", Material::red)
|
||||
.register_fn("MaterialBlue", Material::blue)
|
||||
.register_fn("MaterialGreen", Material::green)
|
||||
.register_fn("MaterialMagenta", Material::magenta)
|
||||
.register_fn("MaterialTurquoise", Material::turquoise);
|
||||
engine
|
||||
.register_type::<Sphere>()
|
||||
.register_fn("Sphere", Sphere::new);
|
||||
.register_fn("Sphere", Sphere::new)
|
||||
.register_fn("SphereUnit", Sphere::unit);
|
||||
engine
|
||||
.register_type::<Cube>()
|
||||
.register_fn("Cube", Cube::new)
|
||||
.register_fn("CubeUnit", Cube::unit);
|
||||
engine
|
||||
.register_type::<Cone>()
|
||||
.register_fn("Cone", Cone::new)
|
||||
.register_fn("ConeUnit", Cone::unit);
|
||||
engine
|
||||
.register_type::<Sphere>()
|
||||
.register_fn("Sphere", Sphere::new)
|
||||
.register_fn("SphereUnit", Sphere::unit);
|
||||
engine
|
||||
.register_type::<Sphere>()
|
||||
.register_fn("Sphere", Sphere::new)
|
||||
.register_fn("SphereUnit", Sphere::unit);
|
||||
|
||||
engine.run_file(filename.into())?;
|
||||
Ok(())
|
||||
let scene: Scene = engine.eval_file(filename.into())?;
|
||||
Ok(scene)
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user