qt-tracing/src/lib.rs
2025-11-15 19:14:12 +03:00

280 lines
6.4 KiB
Rust

#![feature(gen_blocks)]
use std::{convert::identity, error::Error, f32::consts::PI};
use glam::{Mat4, UVec2, Vec3, vec3};
use crate::{
camera::OrbitalCamera,
render::lines::{LookParams, Mesh, Pipeline, Vertex},
trace::{Scene, Source, Sphere},
};
mod camera;
mod ray;
mod render;
mod trace;
const OUTPUT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb;
#[derive(Debug, Clone, Copy, PartialEq)]
#[repr(C)]
pub struct SphericalPosition {
pub yaw: f32,
pub pitch: f32,
pub distance: f32,
}
#[derive(Debug, Clone, Copy)]
#[repr(C)]
pub struct RedrawArgs {
pub camera_position: SphericalPosition,
pub light_position: SphericalPosition,
pub light_radius: f32,
pub light_spread: f32,
}
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>,
pipeline: Pipeline,
tripod: Mesh,
}
pub fn new_tripod(device: &wgpu::Device) -> Mesh {
Mesh::new(
device,
&[
Vertex::new(vec3(0., 0., 0.), vec3(1., 0., 0.)),
Vertex::new(vec3(1., 0., 0.), vec3(1., 0., 0.)),
Vertex::new(vec3(0., 0., 0.), vec3(0., 1., 0.)),
Vertex::new(vec3(0., 1., 0.), vec3(0., 1., 0.)),
Vertex::new(vec3(0., 0., 0.), vec3(0., 0., 1.)),
Vertex::new(vec3(0., 0., 1.), vec3(0., 0., 1.)),
],
)
}
fn loop_list<T: Clone>(iter: impl IntoIterator<Item = T>) -> impl Iterator<Item = T> {
loop_list_ex(iter, identity, identity)
}
fn loop_list_ex<T: Clone, U>(
iter: impl IntoIterator<Item = T>,
mut fa: impl FnMut(T) -> U,
mut fb: impl FnMut(T) -> U,
) -> impl Iterator<Item = U> {
gen move {
let mut iter = iter.into_iter();
let Some(first) = iter.next() else { return };
yield fa(first.clone());
for item in iter {
yield fb(item.clone());
yield fa(item);
}
yield fb(first);
}
}
impl Core {
pub fn new(gpu: Gpu) -> Self {
let Gpu {
device,
queue,
surface,
} = gpu;
let pipeline = Pipeline::new(&device, OUTPUT_FORMAT);
let tripod = new_tripod(&device);
queue.submit([]); // flush buffer updates
Self {
device,
queue,
surface,
pipeline,
tripod,
}
}
fn render(&self, output: &wgpu::Texture, args: &RedrawArgs) {
let camera = OrbitalCamera {
position_yaw: args.camera_position.yaw,
position_pitch: args.camera_position.pitch,
distance: args.camera_position.distance,
};
let aspect = {
let size = output.size();
let w = size.width as f32;
let h = size.height as f32;
w / h
};
let perspective = Mat4::perspective_lh(PI / 3., aspect, 1e-2, 1e2);
self.pipeline.set_look(
&self.queue,
LookParams {
m: perspective * camera.transform(),
},
);
self.queue.submit([]); // flush buffer updates
let view = output.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(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.8,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
..Default::default()
});
self.pipeline.render(&mut pass, [&self.tripod]);
let source = Source {
position_yaw: args.light_position.yaw,
position_pitch: args.light_position.pitch,
distance: args.light_position.distance,
radius: args.light_radius,
spread: args.light_spread,
};
let contour: Vec<Vertex> = loop_list(source.contour(17))
.map(|pos| Vertex {
pos,
color: vec3(1., 1., 1.),
})
.collect();
self.pipeline
.render(&mut pass, [&Mesh::new(&self.device, &contour)]);
const BASE_R: f32 = 2.;
const BASE_POS: Vec3 = vec3(0., 0., -BASE_R);
const BASE: Sphere = Sphere {
position: vec3(0., 0., -BASE_R),
radius: BASE_R,
};
fn sphere(pos: Vec3) -> Sphere {
Sphere {
position: pos,
radius: BASE_POS.distance(pos) - BASE_R,
}
}
let scene = Scene {
objects: vec![
BASE,
sphere(vec3(0., 0., 0.1)),
sphere(vec3(0.3, 0., 0.1)),
sphere(vec3(0.1, 0.3, 0.1)),
],
};
let mut prng = rand_pcg::Pcg64::new(42, 0);
let rays: Vec<Vertex> = (0..10000)
.flat_map(|_| {
let ray = source.make_ray(&mut prng);
if let Some(ray) = scene.trace_ray(ray) {
[
Vertex {
pos: ray.base - 0.02 * ray.dir,
color: vec3(1., 1., 1.),
},
Vertex {
pos: ray.base,
color: vec3(0., 1., 0.),
},
]
} else {
[
Vertex {
pos: ray.base,
color: vec3(1., 1., 1.),
},
Vertex {
pos: ray.base + 0.1 * ray.dir,
color: vec3(1., 0., 0.),
},
]
}
})
.collect();
self.pipeline
.render(&mut pass, [&Mesh::new(&self.device, &rays)]);
drop(pass);
self.queue.submit(std::iter::once(encoder.finish()));
}
/// Configures the renderer for a given target size.
pub fn configure(&mut self, pixel_size: UVec2) {
self.surface.configure(
&self.device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
format: 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,
},
);
}
/// Redraws the entire surface.
///
/// [`Self::configure`] must be called at least once before this.
pub fn redraw(&mut self, args: &RedrawArgs) {
let output = self.surface.get_current_texture().unwrap();
self.render(&output.texture, args);
output.present();
}
}
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,
})
}