use std::error::Error; use glam::{vec2, vec3}; use trace::{Sphere, Tracer, TracerData, Vertex}; use winit::{ event::{Event, WindowEvent}, event_loop::EventLoop, window::{Window, WindowAttributes}, }; mod trace; fn make_viewport(w: u32, h: u32) -> [Vertex; 4] { let w = w as f32; let h = h as f32; let (w, h) = (1.0f32.max(w / h), 1.0f32.max(h / w)); let r = 3.0f32; let screen_coord = [vec2(-h, -w), vec2(h, -w), vec2(-h, w), vec2(h, w)]; let eye = vec3(-r, 0.0, 0.0); let world_coord = [ vec3(0.0, -1.0, -1.0), vec3(0.0, 1.0, -1.0), vec3(0.0, -1.0, 1.0), vec3(0.0, 1.0, 1.0), ]; [0, 1, 2, 3].map(|k| Vertex { eye, world: world_coord[k], screen: screen_coord[k], }) } fn main() { let event_loop = EventLoop::new().unwrap(); #[allow(deprecated)] let window = &event_loop .create_window(WindowAttributes::new().with_title("Ray tracing reflection test")) .unwrap(); let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap(); let mut tracer = Tracer::new(&device); tracer.set_params( &queue, trace::Params { max_reflections: 3, min_strength: 0.1, sphere_count: 2, }, ); let mut data = TracerData::new( &device, &tracer, &[ Sphere { center: vec3(0.0, 0.0, 0.0), radius: 0.5, emit_color: vec3(0.0, 0.0, 0.5), reflect_color: vec3(1.0, 0.5, 0.0), pad1: 0., pad2: 0., }, Sphere { center: vec3(-2.0, 0.0, 2.0), radius: 0.5, emit_color: vec3(0.5, 0.5, 0.5), reflect_color: vec3(0.0, 0.5, 0.0), pad1: 0., pad2: 0., }, ], ); let mut surface_configured = false; #[allow(deprecated)] event_loop .run(move |event, control_flow| match event { Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event { WindowEvent::CloseRequested => control_flow.exit(), WindowEvent::Resized(physical_size) => { surface.configure( &device, &wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST, format: wgpu::TextureFormat::Bgra8UnormSrgb, width: physical_size.width, height: physical_size.height, present_mode: wgpu::PresentMode::Fifo, alpha_mode: wgpu::CompositeAlphaMode::Auto, view_formats: vec![], desired_maximum_frame_latency: 2, }, ); tracer.set_view(&queue, &make_viewport(physical_size.width, physical_size.height)); surface_configured = true; } WindowEvent::RedrawRequested => { window.request_redraw(); if !surface_configured { return; } let output = surface.get_current_texture().unwrap(); let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: None, color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); tracer.render(&mut render_pass, &data); drop(render_pass); queue.submit(std::iter::once(encoder.finish())); output.present(); } _ => {} }, _ => {} }) .unwrap(); } async fn init_gpu(wnd: &Window) -> Result<(wgpu::Device, wgpu::Queue, wgpu::Surface), Box> { let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { backends: wgpu::Backends::PRIMARY, ..Default::default() }); let surface = instance.create_surface(wnd)?; let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), compatible_surface: None, force_fallback_adapter: false, }) .await .unwrap(); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { label: None, required_features: wgpu::Features::empty(), required_limits: wgpu::Limits::default(), memory_hints: Default::default(), }, None, ) .await .unwrap(); Ok((device, queue, surface)) }