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7 changed files with 540 additions and 917 deletions

865
Cargo.lock generated

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@ -21,11 +21,8 @@ show-image = "0.14.0"
flo_draw = "0.3.1"
flo_canvas = "0.3.1"
itertools-num = "0.1.3"
winit = "0.29"
itertools = "0.13.0"
wgpu = "22.1.0"
bytemuck = { version = "1.18.0", features = ["derive"] }
pollster = "0.3.0"
glium = "0.35.0"
winit = "0.30.5"
[dev-dependencies]
approx = "0.5.1"

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@ -1,12 +1,18 @@
use std::{iter, mem, time::Instant};
use std::time::Instant;
use glam::{mat4, vec2, vec3, vec4, Mat4, Vec3};
use wgpu::{util::DeviceExt, ShaderStages};
use glium::{
backend::{glutin::SimpleWindowBuilder, Facade},
glutin::config::ConfigTemplateBuilder,
implement_vertex,
index::PrimitiveType,
uniform,
winit::event::{Event, WindowEvent},
DrawParameters, Program, Surface, VertexBuffer,
};
use winit::{
event::*,
event_loop::EventLoop,
keyboard::{KeyCode, PhysicalKey},
window::{Window, WindowBuilder},
};
mod scene;
@ -16,42 +22,29 @@ mod scene;
// * Y: left
// * Z: up
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 3],
}
impl Vertex {
fn desc() -> wgpu::VertexBufferLayout<'static> {
use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: mem::offset_of!(Self, position) as u64,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
}
implement_vertex!(Vertex, position);
struct Wireframe {
color: Vec3,
data: wgpu::Buffer,
size: u32,
mode: PrimitiveType,
data: VertexBuffer<Vertex>,
}
fn prepare_scene(device: &wgpu::Device) -> Vec<Wireframe> {
fn prepare_scene(display: &impl Facade) -> Vec<Wireframe> {
scene::build()
.into_iter()
.map(|line| {
let color = line.color;
let mode;
let data: Vec<Vertex>;
match line.line {
scene::Line::Lines(_) => todo!(),
scene::Line::Strip(pts) => {
mode = PrimitiveType::LineStrip;
data = pts
.into_iter()
.map(|p| Vertex {
@ -60,23 +53,17 @@ fn prepare_scene(device: &wgpu::Device) -> Vec<Wireframe> {
.collect();
}
scene::Line::Loop(pts) => {
let first = pts.first().copied();
mode = PrimitiveType::LineLoop;
data = pts
.into_iter()
.chain(first)
.map(|p| Vertex {
position: p.to_array(),
})
.collect();
}
};
let size = data.len() as u32;
let data = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&data),
usage: wgpu::BufferUsages::VERTEX,
});
Wireframe { color, data, size }
let data = VertexBuffer::new(display, &data).unwrap();
Wireframe { color, mode, data }
})
.collect()
}
@ -168,367 +155,111 @@ static KEYS_ROTATE: &'static [(PhysicalKey, Vec3)] = &[
(PhysicalKey::Code(KeyCode::Numpad6), vec3(0., 0., -1.)),
];
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct CameraUniform {
mvp: [[f32; 4]; 4],
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct LineUniform {
color: [f32; 3],
_pad: f32,
}
struct State<'a> {
surface: wgpu::Surface<'a>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
kbd: keyctl::Keyboard,
cam: camctl::CameraLocation,
t1: Instant,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
scene: Vec<Wireframe>,
window: &'a Window,
}
impl<'a> State<'a> {
async fn new(window: &'a Window) -> State<'a> {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = instance.create_surface(window).unwrap();
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 {
label: None,
required_features: wgpu::Features::PUSH_CONSTANTS,
required_limits: wgpu::Limits {
max_push_constant_size: mem::size_of::<LineUniform>() as u32,
..wgpu::Limits::default()
},
memory_hints: Default::default(),
},
None, // Trace path
)
.await
.unwrap();
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| !f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
let kbd = keyctl::Keyboard::new();
let cam = camctl::CameraLocation::new();
let t1 = Instant::now();
let camera_uniform = CameraUniform {
mvp: cam.view_mtx().to_cols_array_2d(),
};
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let camera_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("camera_bind_group_layout"),
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("ray.wgsl").into()),
});
let line_push_constant_range = wgpu::PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..mem::size_of::<LineUniform>() as u32,
};
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&camera_bind_group_layout],
push_constant_ranges: &[line_push_constant_range],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::OVER,
alpha: wgpu::BlendComponent::OVER,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::LineStrip,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let scene = prepare_scene(&device);
Self {
surface,
device,
queue,
config,
size,
render_pipeline,
kbd,
cam,
t1,
scene,
camera_buffer,
camera_bind_group,
camera_uniform,
window,
}
}
pub fn window(&self) -> &Window {
&self.window
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
fn update(&mut self) {
let dt = {
let t2 = Instant::now();
let dt = t2 - self.t1;
self.t1 = t2;
dt.as_secs_f32()
};
self.cam.move_rel(100. * dt * self.kbd.control(&KEYS_MOVE));
self.cam
.rotate_rel_ypr(2. * dt * self.kbd.control(&KEYS_ROTATE));
let size = vec2(self.config.width as f32, self.config.height as f32);
let size = size.normalize() * std::f32::consts::SQRT_2;
let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (1., 4096.));
let my_to_gl = mat4(
vec4(0., 0., 1., 0.),
vec4(-1., 0., 0., 0.),
vec4(0., 1., 0., 0.),
vec4(0., 0., 0., 1.),
);
let view = my_to_gl * self.cam.view_mtx();
let mvp = proj * view;
self.camera_uniform.mvp = mvp.to_cols_array_2d();
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.,
g: 0.,
b: 0.,
a: 1.,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.camera_bind_group, &[]);
for wireframe in &self.scene {
let line = LineUniform {
color: wireframe.color.to_array(),
_pad: 0.,
};
render_pass.set_push_constants(ShaderStages::VERTEX, 0, bytemuck::bytes_of(&line));
render_pass.set_vertex_buffer(0, wireframe.data.slice(..));
render_pass.draw(0..wireframe.size, 0..1);
}
}
self.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}
pub async fn run() {
let event_loop = EventLoop::new().unwrap();
let window = WindowBuilder::new()
fn main() {
let event_loop = EventLoop::builder().build().unwrap();
let cfg = ConfigTemplateBuilder::new().with_multisampling(8);
let (window, display) = SimpleWindowBuilder::new()
.with_config_template_builder(cfg)
.with_title("Refraction: Wireframe")
.build(&event_loop)
.unwrap();
.build(&event_loop);
// State::new uses async code, so we're going to wait for it to finish
let mut state = State::new(&window).await;
let mut surface_configured = false;
let vs_src = include_str!("ray.v.glsl");
let fs_src = include_str!("ray.f.glsl");
let program = Program::from_source(&display, vs_src, fs_src, None).unwrap();
let scene = prepare_scene(&display);
let mut kbd = keyctl::Keyboard::new();
let mut cam = camctl::CameraLocation::new();
let mut t1 = Instant::now();
#[allow(deprecated)]
event_loop
.run(move |event, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == state.window().id() => {
match event {
WindowEvent::KeyboardInput {
device_id: _,
event,
is_synthetic: _,
} => {
state.kbd.set_key_state(event.physical_key, event.state);
}
WindowEvent::CloseRequested => control_flow.exit(),
WindowEvent::Resized(physical_size) => {
surface_configured = true;
state.resize(*physical_size);
}
WindowEvent::RedrawRequested => {
// This tells winit that we want another frame after this one
state.window().request_redraw();
.run(move |ev, window_target| match ev {
Event::WindowEvent { event, .. } => match event {
WindowEvent::RedrawRequested => {
let dt = {
let t2 = Instant::now();
let dt = t2 - t1;
t1 = t2;
dt.as_secs_f32()
};
cam.move_rel(100. * dt * kbd.control(&KEYS_MOVE));
cam.rotate_rel_ypr(2. * dt * kbd.control(&KEYS_ROTATE));
if !surface_configured {
return;
}
let size = window.inner_size();
let size = vec2(size.width as f32, size.height as f32).normalize()
* std::f32::consts::SQRT_2;
let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (1., 4096.));
state.update();
match state.render() {
Ok(_) => {}
// Reconfigure the surface if it's lost or outdated
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
state.resize(state.size)
}
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => {
eprintln!("OutOfMemory");
control_flow.exit();
}
let my_to_gl = mat4(
vec4(0., 0., 1., 0.),
vec4(-1., 0., 0., 0.),
vec4(0., 1., 0., 0.),
vec4(0., 0., 0., 1.),
);
let view = my_to_gl * cam.view_mtx();
// This happens when the a frame takes too long to present
Err(wgpu::SurfaceError::Timeout) => {
eprintln!("Surface timeout")
}
}
}
_ => {}
let mut target = display.draw();
target.clear_color(0.0, 0.0, 0.0, 0.0);
let mvp = proj * view;
let params = DrawParameters {
blend: glium::Blend {
color: glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
},
alpha: glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
},
constant_value: (0., 0., 0., 0.),
},
line_width: Some(3.),
smooth: Some(glium::Smooth::Nicest),
..Default::default()
};
for mesh in &scene {
let uniforms = uniform! {
mvp: mvp.to_cols_array_2d(),
color: mesh.color.to_array(),
};
let indices = glium::index::NoIndices(mesh.mode);
target
.draw(&mesh.data, &indices, &program, &uniforms, &params)
.unwrap();
}
target.finish().unwrap();
}
_ => {}
WindowEvent::KeyboardInput {
device_id: _,
event,
is_synthetic: _,
} => {
kbd.set_key_state(event.physical_key, event.state);
}
WindowEvent::Resized(window_size) => {
display.resize(window_size.into());
}
WindowEvent::CloseRequested => {
window_target.exit();
}
_ => (),
},
Event::AboutToWait => {
window.request_redraw();
}
_ => (),
})
.unwrap();
}
fn main() {
pollster::block_on(run());
}
/// Make a projection matrix, assuming input coordinates are (right, up, forward).
///
/// `corner` is a vector that will be mapped to (x=1, y=1) after the perspective division.

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@ -0,0 +1,10 @@
#version 330
in vec3 vertex_color;
out vec4 color;
void main() {
float opacity = pow(0.5 - 0.5 * gl_FragCoord.z, 0.25);
color = opacity * vec4(vertex_color, 1.0);
}

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@ -0,0 +1,13 @@
#version 330
uniform mat4 mvp;
uniform vec3 color;
in vec3 position;
out vec3 vertex_color;
void main() {
vertex_color = color;
gl_Position = mvp * vec4(position, 1.0);
}

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@ -1,33 +0,0 @@
struct CameraUniform {
mvp: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct LineUniform {
color: vec3<f32>,
}
var<push_constant> line: LineUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) vertex_color: vec3<f32>,
}
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.vertex_color = line.color;
out.clip_position = camera.mvp * vec4(model.position, 1.0);
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let opacity = pow(0.5 - 0.5 * in.clip_position.z, 0.25);
return opacity * vec4(in.vertex_color, 1.0);
}

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@ -1,5 +1,4 @@
use glam::*;
use itertools::{chain, iproduct};
use refraction::ifaces::{DebugTraceable, Traceable};
use refraction::tube::metric::Tube;
@ -31,18 +30,6 @@ fn draw_rect(center: Vec3, u: Vec3, v: Vec3) -> Line {
])
}
fn draw_ellipse(center: Vec3, u: Vec3, v: Vec3) -> Line {
let segments = 47;
let step = 2. * std::f32::consts::PI / segments as f32;
Line::Loop(
(0..segments)
.map(|k| k as f32 * step)
.map(Vec2::from_angle)
.map(|d| center + d.x * u + d.y * v)
.collect(),
)
}
pub fn build() -> Vec<FancyLine> {
let tube = Tube {
inner_radius: 30.0,
@ -126,18 +113,17 @@ trait Renderable {
impl Renderable for Tube {
fn render(&self) -> Vec<Line> {
let lines = 17;
let step = 2. * std::f32::consts::PI / lines as f32;
let r = 0.5 * (self.outer_radius + self.inner_radius);
let w = 0.5 * (self.outer_radius - self.inner_radius);
let l = vec3(0., self.external_halflength, 0.);
let along = (0..lines)
.map(|k| k as f32 * step)
.map(Vec2::from_angle)
.map(|d| vec3(d.x, 0., d.y))
.map(|d| draw_rect(r * d, w * d, l));
let caps = iproduct!([self.inner_radius, self.outer_radius], [-l, l])
.map(|(r, l)| draw_ellipse(l, vec3(r, 0., 0.), vec3(0., 0., r)));
chain!(along, caps).collect()
vec![
draw_rect(
vec3(0., 0., 0.),
vec3(self.outer_radius, 0., 0.),
vec3(0., self.external_halflength, 0.),
),
draw_rect(
vec3(0., 0., 0.),
vec3(self.inner_radius, 0., 0.),
vec3(0., self.external_halflength, 0.),
),
]
}
}