Added safter error handling
This commit is contained in:
@@ -24,7 +24,9 @@ fn main() {
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env_logger::init();
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env_logger::init();
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env::set_var("RUST_BACKTRACE", "1");
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env::set_var("RUST_BACKTRACE", "1");
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run();
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if let Err(e) = run() {
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println!("Error at runtime: {}", e);
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};
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}
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}
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fn log_error<E: 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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74
src/state.rs
74
src/state.rs
@@ -1,6 +1,5 @@
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//Use linear algebra module
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//Use linear algebra module
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use crate::raytracer::*;
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use crate::{gui::Gui, ray::Ray, scene::Scene};
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use crate::{gui::Gui, ray::Ray, scene::Scene};
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use crate::{gui::GuiEvent, log_error};
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use crate::{gui::GuiEvent, log_error};
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@@ -8,7 +7,8 @@ use std::error::Error;
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use std::sync::{Arc, Mutex};
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use std::sync::{Arc, Mutex};
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use pixels::{Pixels, SurfaceTexture, TextureError};
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use anyhow::Result;
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use pixels::{Pixels, SurfaceTexture};
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use winit::dpi::{LogicalSize, PhysicalSize};
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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::{Event, KeyboardInput, MouseButton, VirtualKeyCode, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::event_loop::{ControlFlow, EventLoop};
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@@ -16,27 +16,38 @@ use winit::window::{Window, WindowBuilder};
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const START_WIDTH: i32 = 800;
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const START_WIDTH: i32 = 800;
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const START_HEIGHT: 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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const COLOUR_CLEAR: [u8; 4] = [0x22, 0x22, 0x11, 0xff];
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pub fn run() {
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const INIT_FILE: &str = "test.rhai";
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pub fn run() -> Result<(), Box<dyn Error>> {
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let event_loop = EventLoop::new();
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let event_loop = EventLoop::new();
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let window = create_window(&event_loop);
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let window = create_window(&event_loop);
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let pixels = create_pixels(&window);
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let pixels = create_pixels(&window);
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let gui = Gui::new(&window, &pixels);
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let gui = Gui::new(&window, &pixels);
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let mut state = State::new(window, pixels, gui);
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let mut state = State::new(window, pixels, gui);
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state.clear();
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state.load_scene(&String::from(INIT_FILE));
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state.resize_buffer()?;
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event_loop.run(move |event, _, control_flow| {
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event_loop.run(move |event, _, control_flow| {
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state.gui.handle_event(&state.window, &event);
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state.gui.handle_event(&state.window, &event);
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state.update().expect("Could not update");
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if let Err(_e) = state.update() {
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*control_flow = ControlFlow::Exit;
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}
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match event {
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match event {
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Event::WindowEvent { event, .. } => {
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Event::WindowEvent { event, .. } => {
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handle_window_event(event, control_flow, &mut state)
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if let Err(_e) = handle_window_event(event, control_flow, &mut state) {
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*control_flow = ControlFlow::Exit;
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}
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}
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Event::RedrawRequested(_) => {
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if let Err(_e) = state.render() {
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*control_flow = ControlFlow::Exit;
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}
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}
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}
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Event::RedrawRequested(_) => state.render().expect("Failed to render"),
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_ => state.window.request_redraw(),
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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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@@ -58,14 +69,19 @@ fn create_pixels(window: &Window) -> Pixels {
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Pixels::new(1, 1, surface_texture).unwrap()
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Pixels::new(1, 1, surface_texture).unwrap()
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}
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}
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fn handle_window_event(event: WindowEvent, control_flow: &mut ControlFlow, state: &mut State) {
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fn handle_window_event(
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event: WindowEvent,
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control_flow: &mut ControlFlow,
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state: &mut State,
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) -> Result<(), Box<dyn Error>> {
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match event {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(size) => state.resize(&size).expect("Could not resize"),
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WindowEvent::Resized(size) => state.resize(&size)?,
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WindowEvent::KeyboardInput { input, .. } => state.keyboard_input(&input),
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WindowEvent::KeyboardInput { input, .. } => state.keyboard_input(&input),
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WindowEvent::MouseInput { button, .. } => state.mouse_input(&button),
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WindowEvent::MouseInput { button, .. } => state.mouse_input(&button),
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_ => {}
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_ => {}
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}
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};
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Ok(())
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}
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}
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pub struct State {
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pub struct State {
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@@ -112,36 +128,38 @@ impl State {
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fn update(&mut self) -> Result<(), Box<dyn Error>> {
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fn update(&mut self) -> Result<(), Box<dyn Error>> {
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if let Some(event) = self.gui.event.take() {
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if let Some(event) = self.gui.event.take() {
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match event {
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match event {
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GuiEvent::BufferResize | GuiEvent::CameraRelocate => self.resize_buffer(),
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GuiEvent::BufferResize | GuiEvent::CameraRelocate => self.resize_buffer()?,
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GuiEvent::SceneLoad(filename) => self.load_scene(&filename),
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GuiEvent::SceneLoad(filename) => self.load_scene(&filename),
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}
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}
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}
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};
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Ok(())
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Ok(())
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}
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}
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fn resize_buffer(&mut self) {
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fn resize_buffer(&mut self) -> Result<(), Box<dyn Error>> {
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let size = self.window.inner_size();
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let size = self.window.inner_size();
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self.buffer_width = (size.width as f32 * self.gui.buffer_proportion) as u32;
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self.buffer_width = (size.width as f32 * self.gui.buffer_proportion) as u32;
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self.buffer_height = (size.height as f32 * self.gui.buffer_proportion) as u32;
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self.buffer_height = (size.height as f32 * self.gui.buffer_proportion) as u32;
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self.clear();
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self.clear()?;
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let mut pixels = self.pixels.lock().unwrap();
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let mut pixels = self.pixels.lock().unwrap();
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pixels
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pixels.resize_buffer(self.buffer_width, self.buffer_height)?;
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.resize_buffer(self.buffer_width, self.buffer_height)
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Ok(())
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.expect("Resize Error");
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}
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}
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fn load_scene(&mut self, filename: &String) {
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fn load_scene(&mut self, filename: &String) {
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println!("Reading {}", filename);
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println!("Reading {}", filename);
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match self.update_scene_from_file(filename) {
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match self.update_scene_from_file(filename) {
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Err(e) => println!("{}", e),
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Err(e) => println!("{}", e),
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Ok(()) => println!("Loaded file: {filename}"),
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Ok(()) => {
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println!("Loaded file: {filename}");
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self.render().expect("Could not draw new file");
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}
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}
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}
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self.clear();
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}
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}
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fn resize(&mut self, size: &PhysicalSize<u32>) -> Result<(), TextureError> {
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fn resize(&mut self, size: &PhysicalSize<u32>) -> Result<(), Box<dyn Error>> {
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let mut pixels = self.pixels.lock().unwrap();
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let mut pixels = self.pixels.lock().unwrap();
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pixels.resize_surface(size.width, size.height)
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pixels.resize_surface(size.width, size.height)?;
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Ok(())
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}
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}
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fn keyboard_input(&mut self, key: &KeyboardInput) {
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fn keyboard_input(&mut self, key: &KeyboardInput) {
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@@ -167,7 +185,7 @@ impl State {
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Ok(())
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Ok(())
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}
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}
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fn clear(&mut self) {
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fn clear(&mut self) -> Result<(), Box<dyn Error>> {
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self.index = 0;
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self.index = 0;
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let mut pixels = self.pixels.lock().unwrap();
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let mut pixels = self.pixels.lock().unwrap();
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let frame = pixels.frame_mut();
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let frame = pixels.frame_mut();
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@@ -179,6 +197,7 @@ impl State {
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.scene
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.scene
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.camera
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.camera
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.cast_rays(self.buffer_width, self.buffer_height);
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.cast_rays(self.buffer_width, self.buffer_height);
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Ok(())
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}
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}
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fn render(&mut self) -> Result<(), Box<dyn Error>> {
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fn render(&mut self) -> Result<(), Box<dyn Error>> {
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@@ -188,15 +207,14 @@ impl State {
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self.gui
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self.gui
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.prepare(&self.window)
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.prepare(&self.window)
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.expect("gui.prepare() failed"); //Prepare imgui
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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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if let Err(e) = pixels.render_with(|encoder, render_target, context| {
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context.scaling_renderer.render(encoder, render_target); // Render pixels
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context.scaling_renderer.render(encoder, render_target); // Render pixels
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self.gui
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self.gui
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.render(&self.window, encoder, render_target, context)?;
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.render(&self.window, encoder, render_target, context)?;
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Ok(())
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Ok(())
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});
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}) {
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if let Err(err) = render_result {
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log_error("pixels.render", e);
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log_error("pixels.render", err);
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};
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}
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Ok(())
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Ok(())
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}
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}
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}
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}
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@@ -7,8 +7,8 @@ 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 material = Material(V(0.5,0.5,0.5), V(0.8, 0.1, 0.2), 0.25);
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let light = Light(P(2.0, 2.0, 2.0), V(0.8, 0.7, 0.3), V(1.0, 0.007, 0.0));
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let light = Light(P(2.0, 2.0, 2.0), V(0.8, 0.7, 0.3), V(0.4, 0.008, 0.0));
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let light2 = Light(P(2.0, -2.0, 2.0), V(0.3, 0.4, 0.8), V(1.0, 0.007, 0.0));
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let light2 = Light(P(2.0, -2.0, 2.0), V(0.3, 0.4, 0.8), V(0.4, 0.007, 0.0));
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scene.addLight(light);
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scene.addLight(light);
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scene.addLight(light2);
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scene.addLight(light2);
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