raytracing-in-a-weekend/ria-weekend/src/main.rs

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#![feature(impl_trait_in_bindings)]
mod camera;
mod demo;
mod demos;
mod hitable;
mod render;
mod shapes;
mod types;
use demo::Demo;
use sdl2::{
event::{Event, WindowEvent},
keyboard::Keycode,
pixels::PixelFormatEnum,
};
const NUM_SAMPLES: u8 = 10;
fn main() -> Result<(), String> {
let sdl_ctx = sdl2::init()?;
let video_subsys = sdl_ctx.video()?;
let (mut width, mut height): (usize, usize) = (1200, 600);
let window = video_subsys
.window("Ray tracing in a weekend", width as u32, height as u32)
.position_centered()
.build()
.map_err(|e| e.to_string())?;
let mut event_pump = sdl_ctx.event_pump()?;
let mut canvas = window
.into_canvas()
.target_texture()
.build()
.map_err(|e| e.to_string())?;
// RGBA framebuffer
let mut buffer = vec![0; height * width * 4];
let texture_creator = canvas.texture_creator();
let mut texture = texture_creator
.create_texture_static(PixelFormatEnum::BGR888, width as u32, height as u32)
.map_err(|e| e.to_string())?;
//println!("{:?} {:?} {:?}", texture.query(), texture.color_mod(), texture.alpha_mod());
let active_demo: impl Demo = demos::SurfaceNormalSphere;
// TODO: Should update when window is unfocus since the project window retains
// data from overlapped window
// TODO: Maybe consider using condition variable to make loop {} not run at full
// speed at all times pinning a core at 100%
let mut should_update = true;
loop {
for event in event_pump.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => return Ok(()),
Event::KeyUp {
keycode: Some(Keycode::S),
..
} => active_demo.save_as_ppm(&buffer, width, height),
Event::Window {
win_event: WindowEvent::Resized(w, h),
..
} => {
width = w as usize;
height = h as usize;
buffer.resize(width * height * 4, 0);
texture = texture_creator
.create_texture_static(PixelFormatEnum::BGR888, width as u32, height as u32)
.expect("error in resizing texture");
should_update = true;
}
_ => {}
};
}
if should_update {
active_demo.render(&mut buffer, width, height, NUM_SAMPLES);
texture.update(None, &buffer, width * 4);
canvas.copy(&texture, None, None);
canvas.present();
should_update = false;
}
}
}