use std::env::args; use std::error::Error; use std::fs; use std::path::PathBuf; use std::sync::Arc; use glam::{uvec2, UVec2}; use image::buffer::ConvertBuffer; use raytracing3::present::{self, Presenter}; use raytracing3::scene::{load_envmap, Renderer, SceneParams}; const SIZE: UVec2 = uvec2(1920, 1080); const FRAME_RATE: u32 = 60; const DURATION_SECONDS: u32 = 120; const N_FRAMES: u32 = DURATION_SECONDS * FRAME_RATE; const N_SPHERES: u32 = 100; const RAYS_PER_PIXEL: u32 = 1024; fn main() { let args: Vec<_> = args().collect(); let [_, path] = args.as_slice() else { panic!("invalid arguments"); }; let path: PathBuf = path.into(); fs::create_dir(&path).expect("failed to create the output directory"); std::thread::scope(|s| { let (img_sender, img_receiver) = async_channel::bounded::<(u32, Arc)>(50); for _ in 0..16 { let img_receiver = img_receiver.clone(); let path = &path; s.spawn(move || { while let Ok((frame, buffer)) = img_receiver.recv_blocking() { let img = image::RgbaImage::from_raw(SIZE.x, SIZE.y, buffer.slice(..).get_mapped_range().to_vec()) .expect("read failure!"); let img: image::RgbImage = img.convert(); img.save(path.join(&format!("frame{frame:06}.webp"))) .expect("save failure!"); } }); } do_work(img_sender); }); } fn do_work(img_sender: async_channel::Sender<(u32, Arc)>) { let img_sender = Arc::new(img_sender); let (device, queue) = pollster::block_on(init_gpu()).unwrap(); let envmap = load_envmap(&device, &queue); queue.submit([]); let texsize = wgpu::Extent3d { width: SIZE.x, height: SIZE.y, depth_or_array_layers: 1, }; let output_format = wgpu::TextureFormat::Rgba8UnormSrgb; let hdr_format = wgpu::TextureFormat::Rgba16Float; let scene = SceneParams::new(N_SPHERES); let renderer = Renderer::new(&device, envmap); let presenter = Presenter::new(&device, output_format); for frame in 0..N_FRAMES { let output = device.create_texture(&wgpu::TextureDescriptor { label: None, size: texsize, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: output_format, usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC, view_formats: &[], }); let view = output.create_view(&wgpu::TextureViewDescriptor::default()); let hdr = device.create_texture(&wgpu::TextureDescriptor { label: None, size: texsize, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: hdr_format, usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING, view_formats: &[], }); let hdr = hdr.create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); { let mut render_pass = renderer.prepare(&mut encoder, &hdr); for subframe in 0..RAYS_PER_PIXEL { let subframe = frame * RAYS_PER_PIXEL + subframe; let time = subframe as f32 / (RAYS_PER_PIXEL * FRAME_RATE) as f32; renderer.render_frame(&device, &mut render_pass, SIZE, &scene, time, subframe); } } presenter.render( &device, &mut encoder, &hdr, &view, present::Params { divisor: RAYS_PER_PIXEL as f32, }, ); let buffer = device.create_buffer(&wgpu::BufferDescriptor { label: None, size: (4 * SIZE.x * SIZE.y) as u64, usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ, mapped_at_creation: false, }); encoder.copy_texture_to_buffer( wgpu::ImageCopyTexture { texture: &output, mip_level: 0, origin: wgpu::Origin3d::ZERO, aspect: wgpu::TextureAspect::All, }, wgpu::ImageCopyBuffer { buffer: &buffer, layout: wgpu::ImageDataLayout { offset: 0, bytes_per_row: Some(4 * SIZE.x), rows_per_image: Some(SIZE.y), }, }, texsize, ); queue.submit([encoder.finish()]); let buffer = Arc::new(buffer); let img_sender = Arc::clone(&img_sender); Arc::clone(&buffer) .slice(..) .map_async(wgpu::MapMode::Read, move |res| { res.unwrap(); img_sender.send_blocking((frame, buffer)).unwrap(); }); } device.poll(wgpu::Maintain::Wait); } async fn init_gpu() -> Result<(wgpu::Device, wgpu::Queue), Box> { let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { backends: wgpu::Backends::PRIMARY, ..Default::default() }); 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::PUSH_CONSTANTS, required_limits: wgpu::Limits { max_push_constant_size: 128, ..Default::default() }, memory_hints: Default::default(), }, None, ) .await .unwrap(); Ok((device, queue)) }