gear-teeth/src/lib.rs
2026-10-20 02:40:31 +03:00

344 lines
8.6 KiB
Rust

use std::{
error::Error,
f32::consts::{FRAC_PI_2, PI},
};
use glam::{Affine3A, FloatExt, Mat4, Quat, UVec2, Vec3, Vec4, vec3, vec4};
use crate::render::mesh::GpuParams;
mod bevel_gear;
mod camera;
mod crown_gear;
mod profile;
mod render;
const BACKGROUND: Vec4 = vec4(0.00, 0.39, 0.52, 1.00);
#[derive(Debug, Clone, Copy)]
#[repr(C)]
pub struct ResetArgs {
pub tooth: u32,
pub cone_halfangle: f32,
}
impl Default for ResetArgs {
fn default() -> Self {
Self {
tooth: 24,
cone_halfangle: std::f32::consts::FRAC_PI_4,
}
}
}
#[derive(Debug, Clone, Copy)]
#[repr(C)]
pub struct RedrawArgs {
pub cam_yaw: f32,
pub cam_pitch: f32,
pub cam_view_y: f32,
pub cam_view_angle: f32,
}
impl Default for RedrawArgs {
fn default() -> Self {
Self {
cam_yaw: 3. * std::f32::consts::FRAC_PI_4,
cam_pitch: std::f32::consts::FRAC_PI_6,
cam_view_y: 80.,
cam_view_angle: std::f32::consts::FRAC_PI_2,
}
}
}
pub struct Gpu {
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface<'static>,
}
pub struct Core {
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface<'static>,
depth: wgpu::Texture,
mesh_pipeline: render::mesh::Pipeline,
mesh_cutter: render::mesh::GpuMeshIndexed,
params_gear: render::mesh::GpuParams,
params_cutter: render::mesh::GpuParams,
bevel_gear_desc: bevel_gear::BevelGearDesc,
bevel_gear_shape: bevel_gear::BevelGearShape,
crown_gear_desc: crown_gear::CrownGearDesc,
t: f32,
}
fn srgb_to_linear(color: Vec3) -> Vec3 {
color.map(|x| {
if x > 0.04045 {
((x + 0.055) / 1.055).powf(2.4)
} else {
x / 12.92
}
})
}
fn srgba_to_linear(color: Vec4) -> Vec4 {
let alpha = color.w;
let color = srgb_to_linear(vec3(color.x, color.y, color.z));
vec4(color.x, color.y, color.z, alpha)
}
fn color_to_wgpu(color: Vec4) -> wgpu::Color {
wgpu::Color {
r: color.x.into(),
g: color.y.into(),
b: color.z.into(),
a: color.w.into(),
}
}
impl Core {
pub fn new(gpu: Gpu, pixel_size: UVec2, args: &ResetArgs) -> Self {
let Gpu {
device,
queue,
surface,
} = gpu;
let depth = Self::create_depth_buffer(&device, pixel_size);
let mesh_pipeline = render::mesh::Pipeline::new(&device);
let bevel_gear_desc = bevel_gear::BevelGearDesc {
profile: Default::default(),
teeth: args.tooth,
cone_halfangle: args.cone_halfangle,
};
let bevel_gear_shape =
bevel_gear::BevelGearShape::new_blank(&bevel_gear_desc, 16 * args.tooth as usize);
let crown_gear_desc = bevel_gear_desc.cutter();
let crown_gear_mesh = crown_gear::make_mesh_simple(
&crown_gear_desc,
&crown_gear::CrownGearVisual {
inner_radius: crown_gear_desc.pitch_radius / 2.,
outer_radius: crown_gear_desc.pitch_radius
+ 2. * bevel_gear_desc.cone_halfangle.tan(),
base_thickness: 2.0,
},
(16. * crown_gear_desc.teeth()).floor() as usize,
)
.to_mesh()
.to_standard_mesh()
.into_indexed();
let mesh_cutter = render::mesh::GpuMeshIndexed::new(&device, &crown_gear_mesh);
let params_gear = GpuParams::new(&device, &mesh_pipeline);
let params_cutter = GpuParams::new(&device, &mesh_pipeline);
Self::configure_surface(&surface, &device, pixel_size);
Self {
device,
queue,
surface,
depth,
mesh_pipeline,
mesh_cutter,
params_gear,
params_cutter,
bevel_gear_desc,
bevel_gear_shape,
crown_gear_desc,
t: 0.,
}
}
fn gear_tfm(&self) -> Affine3A {
let turns = -self.t / self.bevel_gear_desc.teeth as f32;
Affine3A::from_rotation_translation(Quat::from_rotation_z(2. * PI * turns), Vec3::ZERO)
}
fn cutter_tfm(&self) -> Affine3A {
let skip_teeth = self.crown_gear_desc.pitch_radius.floor();
let turns = (self.t.fract_gl() + skip_teeth) / self.crown_gear_desc.teeth();
Affine3A::from_rotation_translation(
Quat::from_rotation_y(FRAC_PI_2 + self.bevel_gear_desc.cone_halfangle)
* Quat::from_rotation_z(2. * PI * turns),
vec3(0., 0., self.bevel_gear_desc.pitch_distance()),
)
}
fn render(&self, output: &wgpu::Texture, args: &RedrawArgs) {
let y_frac = {
let size = output.size();
let w = size.width as f32;
let h = size.height as f32;
h / w
};
let proj = camera::Camera {
y_frac,
y_angle: args.cam_view_angle,
y_range: args.cam_view_y,
z_min: -0.5 * args.cam_view_y,
z_max: 0.5 * args.cam_view_y,
}
.clamp_z_min(0.01 * args.cam_view_y)
.to_mat4();
let view = Mat4::from_mat3(camera::rotation(-args.cam_yaw, -args.cam_pitch));
let light = vec3(0.7, 0.5, 1.0).normalize();
self.mesh_pipeline.set_params(
&self.queue,
render::mesh::SceneParams {
projection: proj * view,
light,
_zero: 0.,
},
);
self.params_gear.set(
&self.queue,
render::mesh::ObjectParams {
transform: self.gear_tfm().into(),
color: srgba_to_linear(vec4(0.2, 0.8, 0.1, 1.0)),
},
);
self.params_cutter.set(
&self.queue,
render::mesh::ObjectParams {
transform: self.cutter_tfm().into(),
color: srgba_to_linear(vec4(0.8, 0.2, 0.1, 1.0)),
},
);
let bevel_gear_mesh = bevel_gear::make_mesh(
&self.bevel_gear_desc,
&bevel_gear::BevelGearVisual {
pad_in: 4.,
pad_out: 0.,
},
&self.bevel_gear_shape,
)
.to_mesh()
.to_standard_mesh()
.into_indexed();
let mesh_gear = render::mesh::GpuMeshIndexed::new(&self.device, &bevel_gear_mesh);
let view = output.create_view(&wgpu::TextureViewDescriptor::default());
let depth_view = self
.depth
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(color_to_wgpu(srgba_to_linear(BACKGROUND))),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.),
store: wgpu::StoreOp::Discard,
}),
stencil_ops: None,
}),
..Default::default()
});
self.mesh_cutter
.render(&mut pass, &self.mesh_pipeline, &self.params_cutter);
mesh_gear.render(&mut pass, &self.mesh_pipeline, &self.params_gear);
drop(pass);
self.queue.submit(std::iter::once(encoder.finish()));
}
fn create_depth_buffer(device: &wgpu::Device, pixel_size: UVec2) -> wgpu::Texture {
device.create_texture(&wgpu::TextureDescriptor {
label: Some("depth buffer"),
size: wgpu::Extent3d {
width: pixel_size.x,
height: pixel_size.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: render::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
}
fn configure_surface(surface: &wgpu::Surface, device: &wgpu::Device, pixel_size: UVec2) {
surface.configure(
device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
format: render::OUTPUT_FORMAT,
width: pixel_size.x,
height: pixel_size.y,
present_mode: wgpu::PresentMode::Fifo,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
);
}
/// Configures the renderer for a given target size.
pub fn configure(&mut self, pixel_size: UVec2) {
Self::configure_surface(&self.surface, &self.device, pixel_size);
self.depth = Self::create_depth_buffer(&self.device, pixel_size);
}
/// Redraws the entire surface.
///
/// [`Self::configure`] must be called at least once before this.
pub fn redraw(&mut self, args: &RedrawArgs) {
self.bevel_gear_shape
.cut(self.gear_tfm().inverse() * self.cutter_tfm());
let output = self.surface.get_current_texture().unwrap();
self.render(&output.texture, args);
output.present();
self.t += 1. / 60.;
}
}
pub async fn init_gpu_inner<E: Error + 'static>(
make_surface: impl FnOnce(&wgpu::Instance) -> Result<wgpu::Surface<'static>, E>,
) -> Result<Gpu, Box<dyn Error>> {
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = make_surface(&instance)?;
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor::default())
.await
.unwrap();
Ok(Gpu {
device,
queue,
surface,
})
}