Tracing works!!!
This commit is contained in:
commit
cb741c5360
1
.gitignore
vendored
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1
.gitignore
vendored
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/target
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18
.kateproject.build
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18
.kateproject.build
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{
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"Auto_generated": "This file is auto-generated. Any extra tags or formatting will be lost",
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"target_sets": [
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{
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"cmake_config": "",
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"directory": "%B",
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"loaded_via_cmake": false,
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"name": "Cargo",
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"targets": [
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{
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"build_cmd": "cargo build",
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"name": "build",
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"run_cmd": "cargo run"
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}
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]
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}
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]
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}
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2226
Cargo.lock
generated
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2226
Cargo.lock
generated
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File diff suppressed because it is too large
Load Diff
10
Cargo.toml
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10
Cargo.toml
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[package]
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name = "raytracing3"
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version = "0.1.0"
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edition = "2021"
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[dependencies]
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bytemuck = { version = "1.21.0", features = ["derive"] }
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pollster = "0.4.0"
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wgpu = "23.0.1"
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winit = "0.30.6"
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2
rustfmt.toml
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2
rustfmt.toml
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hard_tabs = true
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max_width = 120
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152
src/main.rs
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152
src/main.rs
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use std::error::Error;
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use trace::{Sphere, Tracer, Vertex};
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use winit::{
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event::{Event, WindowEvent},
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event_loop::EventLoop,
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window::{Window, WindowAttributes},
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};
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mod trace;
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fn make_viewport(w: u32, h: u32) -> [Vertex; 4] {
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let w = w as f32;
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let h = h as f32;
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let (w, h) = (1.0f32.max(w / h), 1.0f32.max(h / w));
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let r = 3.0f32;
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let screen_coord = [[-h, -w], [h, -w], [-h, w], [h, w]];
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let eye = [-r, 0.0, 0.0];
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let world_coord = [[0.0, -1.0, -1.0], [0.0, 1.0, -1.0], [0.0, -1.0, 1.0], [0.0, 1.0, 1.0]];
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[0, 1, 2, 3].map(|k| Vertex {
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eye,
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world: world_coord[k],
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screen: screen_coord[k],
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})
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}
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fn main() {
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let event_loop = EventLoop::new().unwrap();
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#[allow(deprecated)]
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let window = &event_loop
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.create_window(WindowAttributes::new().with_title("Ray tracing reflection test"))
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.unwrap();
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let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
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let mut tracer = Tracer::new(&device);
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tracer.set_params(
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&queue,
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trace::Params {
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max_reflections: 3,
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min_strength: 0.1,
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sphere_count: 2,
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},
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);
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tracer.set_spheres(
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&device,
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&[
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Sphere {
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center: [0.0, 0.0, 0.0],
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radius: 0.5,
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emit_color: [0.0, 0.0, 0.5],
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reflect_color: [1.0, 0.5, 0.0],
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pad1: 0.,
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pad2: 0.,
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},
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Sphere {
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center: [-2.0, 0.0, 2.0],
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radius: 0.5,
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emit_color: [0.5, 0.5, 0.5],
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reflect_color: [0.0, 0.5, 0.0],
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pad1: 0.,
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pad2: 0.,
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},
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],
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);
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let mut surface_configured = false;
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#[allow(deprecated)]
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event_loop
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.run(move |event, control_flow| match event {
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Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event {
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WindowEvent::CloseRequested => control_flow.exit(),
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WindowEvent::Resized(physical_size) => {
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surface.configure(
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&device,
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&wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width: physical_size.width,
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height: physical_size.height,
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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},
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);
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tracer.set_view(&queue, &make_viewport(physical_size.width, physical_size.height));
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surface_configured = true;
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}
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WindowEvent::RedrawRequested => {
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window.request_redraw();
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if !surface_configured {
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return;
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}
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let output = surface.get_current_texture().unwrap();
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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tracer.render(&mut render_pass);
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drop(render_pass);
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queue.submit(std::iter::once(encoder.finish()));
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output.present();
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}
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_ => {}
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},
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_ => {}
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})
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.unwrap();
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}
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async fn init_gpu(wnd: &Window) -> Result<(wgpu::Device, wgpu::Queue, wgpu::Surface), Box<dyn Error>> {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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let surface = instance.create_surface(wnd)?;
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: None,
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::default(),
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memory_hints: Default::default(),
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},
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None,
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)
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.await
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.unwrap();
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Ok((device, queue, surface))
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}
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178
src/trace.rs
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178
src/trace.rs
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use std::mem::{self, offset_of};
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use bytemuck::{bytes_of, cast_slice, Pod, Zeroable};
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use wgpu::util::DeviceExt;
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#[derive(Debug, Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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pub struct Params {
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pub max_reflections: u32,
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pub min_strength: f32,
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pub sphere_count: u32,
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}
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#[derive(Debug, Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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pub struct Sphere {
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pub center: [f32; 3],
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pub radius: f32,
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pub emit_color: [f32; 3],
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pub pad1: f32,
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pub reflect_color: [f32; 3],
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pub pad2: f32,
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}
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#[derive(Debug, Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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pub struct Vertex {
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pub eye: [f32; 3],
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pub world: [f32; 3],
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pub screen: [f32; 2],
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}
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pub struct Tracer {
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view_buf: wgpu::Buffer,
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params_buf: wgpu::Buffer,
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spheres_buf: wgpu::Buffer,
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bindings: wgpu::BindGroup,
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pipeline: wgpu::RenderPipeline,
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}
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static SHADER: &str = include_str!("trace.wgsl");
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impl Tracer {
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pub fn new(device: &wgpu::Device) -> Self {
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let view_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: (4 * mem::size_of::<Vertex>()) as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let params_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: mem::size_of::<Params>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let spheres_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: mem::size_of::<Sphere>() as u64,
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usage: wgpu::BufferUsages::STORAGE,
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mapped_at_creation: false,
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(SHADER.into()),
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: None,
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: size_of::<Vertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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shader_location: 0,
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offset: offset_of!(Vertex, eye) as u64,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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shader_location: 1,
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offset: offset_of!(Vertex, world) as u64,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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shader_location: 2,
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offset: offset_of!(Vertex, screen) as u64,
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format: wgpu::VertexFormat::Float32x2,
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},
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],
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}],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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multiview: None,
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cache: None,
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});
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let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &pipeline.get_bind_group_layout(0),
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: params_buf.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: spheres_buf.as_entire_binding(),
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},
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],
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});
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Self {
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view_buf,
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params_buf,
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spheres_buf,
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bindings,
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pipeline,
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}
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}
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pub fn set_params(&mut self, queue: &wgpu::Queue, params: Params) {
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queue.write_buffer(&self.params_buf, 0, bytes_of(¶ms));
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}
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pub fn set_view(&mut self, queue: &wgpu::Queue, vertices: &[Vertex; 4]) {
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queue.write_buffer(&self.view_buf, 0, bytes_of(vertices));
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}
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pub fn set_spheres(&mut self, device: &wgpu::Device, spheres: &[Sphere]) {
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self.spheres_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: cast_slice(spheres),
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usage: wgpu::BufferUsages::STORAGE,
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});
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self.bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &self.pipeline.get_bind_group_layout(0),
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: self.params_buf.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: self.spheres_buf.as_entire_binding(),
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},
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],
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});
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}
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pub fn render(&self, pass: &mut wgpu::RenderPass) {
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pass.set_pipeline(&self.pipeline);
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pass.set_vertex_buffer(0, self.view_buf.slice(..));
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pass.set_bind_group(0, &self.bindings, &[]);
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pass.draw(0..4, 0..1);
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}
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}
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93
src/trace.wgsl
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93
src/trace.wgsl
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@ -0,0 +1,93 @@
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struct Params {
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max_reflections: i32,
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min_strength: f32,
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sphere_count: i32,
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}
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struct Sphere {
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center: vec3f,
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radius: f32,
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emit_color: vec3f,
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reflect_color: vec3f,
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}
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struct Vertex {
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@location(0) eye: vec3f,
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@location(1) world: vec3f,
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@location(2) screen: vec2f,
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}
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struct Varying {
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@location(0) eye: vec3f,
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@location(1) world: vec3f,
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@builtin(position) screen: vec4f,
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}
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@group(0) @binding(0) var<uniform> params: Params;
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@group(0) @binding(1) var<storage, read> spheres: array<Sphere>;
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@vertex
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fn on_vertex(in: Vertex) -> Varying {
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return Varying(in.eye, in.world, vec4(in.screen, 0.0, 1.0));
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}
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@fragment
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fn on_fragment(in: Varying) -> @location(0) vec4f {
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return trace_fragment(in);
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}
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fn sqr(v: vec3f) -> f32 {
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return dot(v, v);
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}
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var<private> pos: vec3f;
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var<private> ray: vec3f;
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fn to_sphere(center: vec3f, radius: f32, t: ptr<function, f32>) -> bool {
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let c = sqr(pos - center) - radius * radius;
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let b = 2 * dot(pos - center, ray);
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let a = sqr(ray);
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let D = b * b - 4 * a * c;
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if (D <= 0) {
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return false;
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}
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*t = (- b - sqrt(D)) / (2 * a);
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if (*t < 0) {
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return false;
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}
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return true;
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}
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fn trace_fragment(in: Varying) -> vec4f {
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var result = vec4(0.0, 0.0, 0.0, 0.0);
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var color = vec3(1.0, 1.0, 1.0);
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pos = in.eye;
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ray = normalize(in.world - in.eye);
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for (var k = 0; k < params.max_reflections; k++) {
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var sphere = -1;
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var t = 1.0e9;
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for (var k = 0; k < params.sphere_count; k++) {
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var t1: f32;
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if (to_sphere(spheres[k].center, spheres[k].radius, &t1) && t1 < t) {
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sphere = k;
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t = t1;
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}
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}
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if (sphere == -1) {
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break;
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}
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let s = spheres[sphere];
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pos += t * ray;
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let normal = (pos - s.center) / s.radius;
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result += vec4(color * s.emit_color * -dot(normal, ray), 0.0);
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color *= s.reflect_color;
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ray = reflect(ray, normal);
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if (length(color) < params.min_strength) {
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break;
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}
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}
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return clamp(result, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
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