//Use linear algebra module use crate::camera::Camera; use crate::ray::Ray; use crate::{gui::Gui, scene::Scene}; use crate::{gui::GuiEvent, log_error}; use std::path::Path; use rand::seq::SliceRandom; use rand::thread_rng; use std::error::Error; use anyhow::Result; use pixels::{Pixels, SurfaceTexture}; use winit::dpi::{LogicalSize, PhysicalSize}; use winit::event::{Event, KeyboardInput, MouseButton, VirtualKeyCode, WindowEvent}; use winit::event_loop::{ControlFlow, EventLoop}; use winit::window::{Window, WindowBuilder}; const START_WIDTH: i32 = 1200; const START_HEIGHT: i32 = 700; const COLOUR_CLEAR: [u8; 4] = [0x22, 0x00, 0x11, 0xff]; const PIXEL_CLEAR: [u8; 4] = [0x55, 0x00, 0x22, 0xff]; pub const INIT_FILE: &str = "rhai/scene.rhai"; pub const SAVE_FILE: &str = "img.png"; pub struct State { scene: Scene, camera: Camera, window: Window, buffer_width: u32, buffer_height: u32, pixels: Pixels, gui: Gui, rays: Vec, ray_queue: Vec, } impl State { pub fn new(window: Window, pixels: Pixels, gui: Gui) -> Self { let scene = Scene::empty(); let window_size = window.inner_size(); let camera = Camera::unit(); let rays = Vec::new(); Self { scene, camera, window, buffer_width: window_size.width as u32, buffer_height: window_size.height as u32, pixels: pixels, gui, rays, ray_queue: Vec::new(), } } fn update(&mut self) -> Result<(), Box> { if let Some(event) = self.gui.event.take() { match event { GuiEvent::BufferResize(proportion, fov) => { self.resize_buffer(proportion, fov as f64)? } GuiEvent::CameraUpdate(camera, fovy) => { self.rays = Ray::cast_rays( &camera.eye, &camera.target, &camera.up, fovy as f64, self.buffer_width, self.buffer_height, ); self.camera = camera; self.clear()?; self.reset_queue(); } GuiEvent::SceneLoad(scene) => { self.scene = scene; self.clear()?; self.reset_queue(); } GuiEvent::SaveImage(filename) => { let frame = self.pixels.frame(); image::save_buffer( Path::new(&filename), frame, self.buffer_width, self.buffer_height, image::ColorType::Rgba8, )? } } }; Ok(()) } fn resize_buffer(&mut self, proportion: f32, fovy: f64) -> Result<(), Box> { // Calculate new buffer dimensions based on proportion let size = self.window.inner_size(); self.buffer_width = (size.width as f32 * proportion) as u32; self.buffer_height = (size.height as f32 * proportion) as u32; // Clear the buffer and reset the ray queue self.clear()?; self.reset_queue(); // Recalculate rays with new buffer dimensions self.rays = Ray::cast_rays( &self.camera.eye, &self.camera.target, &self.camera.up, fovy, self.buffer_width, self.buffer_height, ); // Resize buffer and surface let pixels = &mut self.pixels; pixels.resize_surface(size.width, size.height)?; pixels.resize_buffer(self.buffer_width, self.buffer_height)?; Ok(()) } fn resize(&mut self, size: &PhysicalSize) -> Result<(), Box> { self.pixels.resize_surface(size.width, size.height)?; Ok(()) } fn keyboard_input(&mut self, key: &KeyboardInput) { if let Some(VirtualKeyCode::A) = key.virtual_keycode { // Handle 'A' key event here } } fn mouse_input(&mut self, _button: &MouseButton) { // Handle mouse input here } fn draw(&mut self) -> Result<(), Box> { //Draw ray_num in a block let frame = self.pixels.frame_mut(); for _ in 0..self.gui.ray_num { //Get random index from queue let index = match self.ray_queue.pop() { Some(index) => index, None => break, }; //Shade colour for selected ray let colour = &self.rays[index].shade_ray(&self.scene); //Assign colour to pixel in frame let rgba = colour.map_or(PIXEL_CLEAR, |colour| [colour.x, colour.y, colour.z, 255]); frame[index * 4..(index + 1) * 4].copy_from_slice(&rgba); } Ok(()) } fn clear(&mut self) -> Result<(), Box> { let frame = self.pixels.frame_mut(); for pixel in frame.chunks_exact_mut(4) { pixel.copy_from_slice(&COLOUR_CLEAR); } Ok(()) } fn reset_queue(&mut self) { let size = self.buffer_height as usize * self.buffer_width as usize; let mut ray_queue: Vec = (0..size).collect(); ray_queue.shuffle(&mut thread_rng()); self.ray_queue = ray_queue; } fn render(&mut self) -> Result<(), Box> { // Update state self.update()?; // Draw rays if we have remaining rays in queue if !self.ray_queue.is_empty() { match self.draw() { Err(e) => { println!("ERROR: {}", e); } _ => {} } } // Render Gui self.gui .prepare(&self.window) .expect("gui.prepare() failed"); // Try to render pixels if let Err(e) = self.pixels.render_with(|encoder, render_target, context| { context.scaling_renderer.render(encoder, render_target); // Render pixels self.gui .render(&self.window, encoder, render_target, context)?; Ok(()) }) { log_error("pixels.render", e); }; Ok(()) } } pub fn run() -> Result<(), Box> { let event_loop = EventLoop::new(); let window = create_window(&event_loop); let pixels = create_pixels(&window); let gui = Gui::new(&window, &pixels); let mut state = State::new(window, pixels, gui); state.resize_buffer(1.0, 90.0)?; event_loop.run(move |event, _, control_flow| { state.gui.handle_event(&state.window, &event); if let Err(_e) = state.update() { *control_flow = ControlFlow::Exit; } match event { Event::WindowEvent { event, .. } => match event { WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit, WindowEvent::Resized(size) => state.resize(&size).expect("Window Resize Error"), WindowEvent::KeyboardInput { input, .. } => state.keyboard_input(&input), WindowEvent::MouseInput { button, .. } => state.mouse_input(&button), _ => {} }, Event::RedrawRequested(_) => { if let Err(_e) = state.render() { *control_flow = ControlFlow::Exit; } } _ => state.window.request_redraw(), } }) } fn create_window(event_loop: &EventLoop<()>) -> 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() } fn create_pixels(window: &Window) -> Pixels { let window_size = window.inner_size(); let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, window); Pixels::new(1, 1, surface_texture).unwrap() }