Adding scripting language
This commit is contained in:
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,
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// vec![light, light2],
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// vec![camera.clone()],
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// ambient_light,
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// );
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//State
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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 scene = Scene::empty();
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let mut state = State::new(window, scene);
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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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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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return;
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}
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WindowEvent::Resized(size) => {
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state.resize(&size);
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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();
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}
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_ => {}
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}
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state.window.request_redraw(); //Redraw window
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});
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run();
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}
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fn log_error<E: std::error::Error + 'static>(method_name: &str, err: E) {
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fn log_error<E: Error + 'static>(method_name: &str, err: E) {
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error!("{method_name}() failed: {err}");
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for source in err.sources().skip(1) {
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error!(" Caused by: {source}");
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