Files
rust-raytracer/src/state.rs
2023-11-27 21:37:00 -05:00

260 lines
8.0 KiB
Rust

//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>,
ray_queue: Vec<usize>,
}
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<dyn Error>> {
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<dyn Error>> {
// 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<u32>) -> Result<(), Box<dyn Error>> {
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<dyn Error>> {
//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<dyn Error>> {
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<usize> = (0..size).collect();
ray_queue.shuffle(&mut thread_rng());
self.ray_queue = ray_queue;
}
fn render(&mut self) -> Result<(), Box<dyn Error>> {
// 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<dyn Error>> {
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()
}