Annotated code
This commit is contained in:
89
src/state.rs
89
src/state.rs
@@ -6,13 +6,12 @@ use crate::{gui::Gui, scene::Scene};
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use crate::{gui::GuiEvent, log_error};
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use std::path::Path;
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use nalgebra::{Point3, Vector3};
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use rand::seq::SliceRandom;
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use rand::thread_rng;
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use std::error::Error;
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use std::sync::{Arc, Mutex};
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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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@@ -23,6 +22,7 @@ use winit::window::{Window, WindowBuilder};
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const START_WIDTH: i32 = 1200;
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const START_HEIGHT: i32 = 1200;
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const COLOUR_CLEAR: [u8; 4] = [0x22, 0x00, 0x11, 0xff];
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const PIXEL_CLEAR: [u8; 4] = [0x55, 0x00, 0x22, 0xff];
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pub const INIT_FILE: &str = "scene.rhai";
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pub const SAVE_FILE: &str = "img.png";
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@@ -35,7 +35,7 @@ pub struct State {
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buffer_width: u32,
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buffer_height: u32,
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pixels: Arc<Mutex<Pixels>>,
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pixels: Pixels,
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gui: Gui,
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rays: Vec<Ray>,
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@@ -46,7 +46,7 @@ impl State {
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pub fn new(window: Window, pixels: Pixels, gui: Gui) -> Self {
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let scene = Scene::empty();
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let window_size = window.inner_size();
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let camera = Camera::unit();
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let camera = Camera::new(Point3::new(2.0, 2.0, 2.0), Point3::origin(), Vector3::y());
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let rays = Vec::new();
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Self {
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@@ -55,7 +55,7 @@ impl State {
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window,
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buffer_width: window_size.width as u32,
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buffer_height: window_size.height as u32,
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pixels: Arc::new(Mutex::new(pixels)),
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pixels: pixels,
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gui,
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rays,
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ray_queue: Vec::new(),
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@@ -68,18 +68,26 @@ impl State {
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GuiEvent::BufferResize(proportion, fov) => {
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self.resize_buffer(proportion, fov as f64)?
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}
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GuiEvent::CameraUpdate(camera) => {
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GuiEvent::CameraUpdate(camera, fovy) => {
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self.rays = Ray::cast_rays(
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&camera.eye,
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&camera.target,
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&camera.up,
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fovy as f64,
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self.buffer_width,
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self.buffer_height,
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);
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self.camera = camera;
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self.clear()?;
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self.reset_queue();
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}
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GuiEvent::SceneLoad(scene) => {
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self.scene = scene;
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self.clear()?;
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self.reset_queue();
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}
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GuiEvent::SaveImage(filename) => {
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let pixels = self.pixels.lock().unwrap();
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let frame = pixels.frame();
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let frame = self.pixels.frame();
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image::save_buffer(
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Path::new(&filename),
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frame,
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@@ -94,25 +102,35 @@ impl State {
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}
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fn resize_buffer(&mut self, proportion: f32, fovy: f64) -> Result<(), Box<dyn Error>> {
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// Calculate new buffer dimensions based on proportion
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let size = self.window.inner_size();
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self.buffer_width = (size.width as f32 * proportion) as u32;
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self.buffer_height = (size.height as f32 * proportion) as u32;
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// Clear the buffer and reset the ray queue
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self.clear()?;
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self.reset_queue();
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self.rays = Ray::cast_rays(fovy, self.buffer_width, self.buffer_height);
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// Recalculate rays with new buffer dimensions
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self.rays = Ray::cast_rays(
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&self.camera.eye,
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&self.camera.target,
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&self.camera.up,
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fovy,
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self.buffer_width,
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self.buffer_height,
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);
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let mut pixels = self.pixels.lock().unwrap();
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pixels.resize_buffer(self.buffer_width, self.buffer_height)?;
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// Resize buffer and surface
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let pixels = &mut self.pixels;
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pixels.resize_surface(size.width, size.height)?;
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pixels.resize_buffer(self.buffer_width, self.buffer_height)?;
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Ok(())
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}
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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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pixels.resize_surface(size.width, size.height)?;
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self.pixels.resize_surface(size.width, size.height)?;
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Ok(())
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}
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@@ -127,29 +145,27 @@ impl State {
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}
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fn draw(&mut self) -> Result<(), Box<dyn Error>> {
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//Draw ray_num in a block
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for _ in 0..self.gui.ray_num {
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//Get random index from queue
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let index = self.ray_queue.pop().unwrap();
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let index = match self.ray_queue.pop() {
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Some(index) => index,
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None => break,
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};
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//Shade colour for selected ray
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let colour = &self.rays[index].shade_ray(&self.scene);
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//Assign colour to frame
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let rgba = colour.map_or(COLOUR_CLEAR, |colour| [colour.x, colour.y, colour.z, 255]);
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let mut pixels = self.pixels.lock().unwrap();
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let frame = pixels.frame_mut();
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//Assign colour to pixel in frame
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let rgba = colour.map_or(PIXEL_CLEAR, |colour| [colour.x, colour.y, colour.z, 255]);
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let frame = self.pixels.frame_mut();
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frame[index * 4..(index + 1) * 4].copy_from_slice(&rgba);
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if self.ray_queue.is_empty() {
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break;
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};
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}
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Ok(())
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}
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fn clear(&mut self) -> Result<(), Box<dyn Error>> {
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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 = self.pixels.frame_mut();
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for pixel in frame.chunks_exact_mut(4) {
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pixel.copy_from_slice(&[0x00, 0x00, 0x00, 0xff]);
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pixel.copy_from_slice(&COLOUR_CLEAR);
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}
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Ok(())
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}
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@@ -159,26 +175,35 @@ impl State {
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let mut ray_queue: Vec<usize> = (0..size).collect();
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ray_queue.shuffle(&mut thread_rng());
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self.ray_queue = ray_queue;
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self.scene.compute(&self.camera.view, &self.camera.inv_view);
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}
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fn render(&mut self) -> Result<(), Box<dyn Error>> {
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self.update()?; //Update state
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// Update state
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self.update()?;
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// Draw rays if we have remaining rays in queue
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if !self.ray_queue.is_empty() {
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self.draw()?;
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match self.draw() {
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Err(e) => {
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println!("ERROR: {}", e);
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}
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_ => {}
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}
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}
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let pixels = self.pixels.lock().unwrap();
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// Render Gui
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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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if let Err(e) = pixels.render_with(|encoder, render_target, context| {
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.expect("gui.prepare() failed");
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// Try to render pixels
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if let Err(e) = self.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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log_error("pixels.render", e);
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};
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Ok(())
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}
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}
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