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Trac3r-rust/src/main.rs

344 lines
11 KiB

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#![allow(dead_code)]
#![allow(unused_variables)]
#![allow(unused_mut)]
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extern crate cgmath;
extern crate image;
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extern crate nalgebra as na;
extern crate quick_xml;
extern crate rand;
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extern crate sfml;
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use image::{DynamicImage, GenericImage, GenericImageView, Pixel, SubImage};
use sfml::graphics::*;
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use sfml::graphics::{
Color, RenderTarget, RenderWindow,
};
use sfml::system::*;
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use sfml::system::Vector2 as sfVec2;
use sfml::window::*;
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use sfml::window::{Event, Key, Style};
use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
use vulkano::command_buffer::AutoCommandBufferBuilder;
use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
use vulkano::device::{Device, DeviceExtensions};
use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice};
use vulkano::pipeline::ComputePipeline;
use vulkano::sync::GpuFuture;
use vulkano::sync;
use std::sync::Arc;
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use std::fs;
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use crate::input::Input;
use crate::slider::Slider;
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use crate::timer::Timer;
use na::DimAdd;
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mod slider;
mod timer;
mod input;
mod util;
// The container trait for all the shaders
trait Effect: Drawable {
fn update(&mut self, t: f32, x: f32, y: f32);
fn name(&self) -> &str;
fn as_drawable(&self) -> &Drawable;
}
// ======= LARGE MULTISPRITE SHADER DEMO ===========
struct Edge<'t> {
surface: RenderTexture,
bg_sprite: Sprite<'t>,
entities: Vec<Sprite<'t>>,
shader: Shader<'static>,
}
impl<'t> Edge<'t> {
fn new(bg_texture: &'t Texture, entity_texture: &'t Texture) -> Self {
let mut surface = RenderTexture::new(800, 600, false).unwrap();
surface.set_smooth(true);
let mut bg_sprite = Sprite::with_texture(bg_texture);
bg_sprite.set_position((0., 0.));
let mut entities = Vec::new();
for i in 0..6 {
let mut entity = Sprite::with_texture(entity_texture);
entity.set_texture_rect(&IntRect::new(96 * i, 0, 96, 96));
entities.push(entity);
}
let mut shader = Shader::from_file(None, None, Some("resources/shaders/edge.frag")).unwrap();
shader.set_uniform_current_texture("texture");
Self {
surface,
bg_sprite,
entities,
shader,
}
}
}
impl<'t> Drawable for Edge<'t> {
fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
&'a self,
target: &mut RenderTarget,
mut states: RenderStates<'texture, 'shader, 'shader_texture>,
) {
states.shader = Some(&self.shader);
target.draw_with_renderstates(&Sprite::with_texture(self.surface.texture()), states);
}
}
impl<'t> Effect for Edge<'t> {
fn update(&mut self, t: f32, x: f32, y: f32) {
self.shader
.set_uniform_float("edge_threshold", 1. - (x + y) / 2.);
let entities_len = self.entities.len() as f32;
for (i, en) in self.entities.iter_mut().enumerate() {
let pos = (
(0.25 * (t * i as f32 + (entities_len - i as f32))).cos() * 300. + 350.,
(0.25 * (t * (entities_len - i as f32) + i as f32)).cos() * 200. + 250.,
);
en.set_position(pos);
}
self.surface.clear(&Color::WHITE);
self.surface.draw(&self.bg_sprite);
for en in &self.entities {
self.surface.draw(en);
}
self.surface.display();
}
fn as_drawable(&self) -> &Drawable {
self
}
fn name(&self) -> &str {
"edge post-effect"
}
}
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// =================================================
fn surrounding_pixels(x: u32, y: u32, img: &DynamicImage) -> Vec<image::Rgba<u8>> {
let mut pixels: Vec<image::Rgba<u8>> = Vec::new();
if img.in_bounds(x+1, y+1) {pixels.push(img.get_pixel(x+1, y+1))}
if img.in_bounds(x+1, y) {pixels.push(img.get_pixel(x+1, y))}
if img.in_bounds(x, y+1) {pixels.push(img.get_pixel(x, y+1))}
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if x > 0 {
if img.in_bounds(x-1, y+1) {pixels.push(img.get_pixel(x-1, y+1))}
if img.in_bounds(x-1, y) {pixels.push(img.get_pixel(x-1, y))}
}
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if y > 0 {
if img.in_bounds(x+1, y-1) {pixels.push(img.get_pixel(x+1, y-1))}
if img.in_bounds(x, y-1) {pixels.push(img.get_pixel(x, y-1))}
if x > 0 {
if img.in_bounds(x - 1, y - 1) { pixels.push(img.get_pixel(x - 1, y - 1)) }
}
}
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pixels
}
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fn main() {
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// Create the vulkan instance, device, and device queue
let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
let (device, mut queues) = Device::new(physical,
physical.supported_features(),
&DeviceExtensions::none(),
[(queue_family, 0.5)].iter().cloned()).unwrap();
let queue = queues.next().unwrap();
println!("Device initialized");
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// Compile the shader and add it to a pipeline
let pipeline = Arc::new({
mod cs {
vulkano_shaders::shader!{
ty: "compute",
path: "resources/shaders/add.compute"
}
}
let shader = cs::Shader::load(device.clone()).unwrap();
ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap()
});
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// Load up the input image, determine some details
let mut img = image::open("resources/images/background.jpg").unwrap();
let xy = img.dimensions();
let data_length = xy.0*xy.1*4;
let mut image_buffer = Vec::new();
for i in img.raw_pixels().iter() {
if (image_buffer.len() + 1) % 4 == 0 {
image_buffer.push(255);
}
image_buffer.push(*i);
}
image_buffer.push(255);
println!("Buffer length {}", data_length);
println!("Buffer length {}", image_buffer.len());
println!("Size {:?}", xy);
{
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// Pull out the image data and place it in a sync'd CPU<->GPU buffer
// Raw pixels is a u8 rgb buffer (x*y*3)
let data_buffer = {
//let mut buff = img.raw_pixels();
let mut buff = image_buffer.iter();
let data_iter = (0 .. data_length).map(|n| *(buff.next().unwrap()));
CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
};
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let settings_buffer = {
CpuAccessibleBuffer::from_data(device.clone(), BufferUsage::all(), vec![xy.0, xy.1]).unwrap()
};
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// Create the data descriptor set for our previously created shader pipeline
let set = Arc::new(PersistentDescriptorSet::start(pipeline.clone(), 0)
.add_buffer(data_buffer.clone()).unwrap()
.add_buffer(settings_buffer.clone()).unwrap()
.build().unwrap()
);
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// The command buffer I think pretty much serves to define what runs where for how many times
let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
.dispatch([xy.0, xy.1, 1], pipeline.clone(), set.clone(), ()).unwrap()
.build().unwrap();
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// Create a future for running the command buffer and then just fence it
let future = sync::now(device.clone())
.then_execute(queue.clone(), command_buffer).unwrap()
.then_signal_fence_and_flush().unwrap();
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// I think this is redundant and returns immediately
// future.wait(None).unwrap();
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// The buffer is sync'd so we can just read straight from the handle
let data_buffer_content = data_buffer.read().unwrap();
for y in 0 .. xy.1 {
for x in 0 .. xy.0 {
let r = data_buffer_content[((xy.0 * y + x) * 4 + 0) as usize] as u8;
let g = data_buffer_content[((xy.0 * y + x) * 4 + 1) as usize] as u8;
let b = data_buffer_content[((xy.0 * y + x) * 4 + 2) as usize] as u8;
let a = data_buffer_content[((xy.0 * y + x) * 4 + 3) as usize] as u8;
*image_buffer.get_mut(((xy.0 * y + x) * 4 + 0) as usize).unwrap() = r;
*image_buffer.get_mut(((xy.0 * y + x) * 4 + 1) as usize).unwrap() = g;
*image_buffer.get_mut(((xy.0 * y + x) * 4 + 2) as usize).unwrap() = b;
*image_buffer.get_mut(((xy.0 * y + x) * 4 + 3) as usize).unwrap() = a;
img.put_pixel(x, y, image::Rgba([r, g, b, a]))
}
}
}
img.save("output9.png");
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println!("Starting");
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let mut window = RenderWindow::new(
(900, 900),
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"Custom drawable",
Style::CLOSE,
&Default::default(),
);
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let mut timer = Timer::new();
let mut input = Input::new();
//==========================================
let font = Font::from_file("resources/fonts/sansation.ttf").unwrap();
let mut bg_texture = Texture::new(xy.0, xy.1).unwrap();
bg_texture.update_from_pixels(image_buffer.as_slice(), xy.0, xy.1, 0, 0);
//let mut bg_texture = Texture::from_file("resources/images/sfml.png").unwrap();
//bg_texture.set_smooth(true);
let mut entity_texture = Texture::from_file("resources/images/devices.png").unwrap();
entity_texture.set_smooth(true);
let mut effects: [Box<Effect>; 1] = [
Box::new(Edge::new(&bg_texture, &entity_texture)),
];
let mut current = 0;
let text_bg_texture = Texture::from_file("resources/images/text-background.png").unwrap();
let mut text_bg = Sprite::with_texture(&text_bg_texture);
text_bg.set_position((0., 520.));
text_bg.set_color(&Color::rgba(255, 255, 255, 200));
//==========================================
let mut slider = Slider::new(40.0, None);
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32;
let mut delta_time: f32;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = timer.elap_time();
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while window.is_open() {
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while let Some(event) = window.poll_event() {
match event {
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Event::Closed => return,
Event::KeyPressed { code, .. } => {
if code == Key::Escape {
return;
}
}
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_ => {}
}
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input.ingest(&event)
}
if input.is_held(Key::W) {
}
if input.is_held(Key::A) {
}
if input.is_held(Key::S) {
}
if input.is_held(Key::D) {
}
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elapsed_time = timer.elap_time();
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delta_time = elapsed_time - current_time;
current_time = elapsed_time;
if delta_time > 0.02 {
delta_time = 0.02;
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}
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accumulator_time += delta_time;
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while (accumulator_time - step_size) >= step_size {
accumulator_time -= step_size;
}
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let x = 0.;//window.mouse_position().x as f32 / window.size().x as f32;
let y = 0.;//window.mouse_position().y as f32 / window.size().y as f32;
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effects[current].update(elapsed_time*1.0, x, y);
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window.clear(&Color::BLACK);
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window.draw(effects[current].as_drawable());
window.draw(&slider);
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window.display();
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}
}