Added Rendering with WGSL
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be15311c55
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@ -5,3 +5,10 @@ edition = "2021"
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[dependencies]
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[dependencies]
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solar_engine = { path = "../solar_engine" }
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solar_engine = { path = "../solar_engine" }
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pixels = "0.15.0"
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winit = "0.30.10"
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log = "0.4"
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env_logger = "0.11.8"
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bytemuck = "1.23.0"
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wgpu = "25.0"
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pollster = "0.4.0"
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@ -1,10 +1,193 @@
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use solar_engine::Body;
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use std::sync::Arc;
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use pollster::FutureExt;
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use wgpu::{Adapter, Device, Instance, PresentMode, Queue, Surface, SurfaceCapabilities};
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use winit::application::ApplicationHandler;
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use winit::dpi::PhysicalSize;
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use winit::event::WindowEvent;
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use winit::event_loop::{ActiveEventLoop, EventLoop};
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use winit::window::{Window, WindowId};
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pub async fn run() {
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let event_loop = EventLoop::new().unwrap();
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let mut window_state = StateApplication::new();
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let _ = event_loop.run_app(&mut window_state);
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}
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struct StateApplication<'a> {
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state: Option<State<'a>>,
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}
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impl<'a> StateApplication<'a> {
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pub fn new() -> Self {
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Self {
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state: None,
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}
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}
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}
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impl<'a> ApplicationHandler for StateApplication<'a>{
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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let window = event_loop.create_window(Window::default_attributes().with_title("Hello!")).unwrap();
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self.state = Some(State::new(window));
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}
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fn window_event(&mut self, event_loop: &ActiveEventLoop, window_id: WindowId, event: WindowEvent) {
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let window = self.state.as_ref().unwrap().window();
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if window.id() == window_id {
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match event {
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WindowEvent::CloseRequested => {
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event_loop.exit();
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}
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WindowEvent::Resized(physical_size) => {
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self.state.as_mut().unwrap().resize(physical_size);
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}
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WindowEvent::RedrawRequested => {
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self.state.as_mut().unwrap().render().unwrap();
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}
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_ => {}
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}
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}
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}
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fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
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let window = self.state.as_ref().unwrap().window();
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window.request_redraw();
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}
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}
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struct State<'a> {
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surface: Surface<'a>,
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device: Device,
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queue: Queue,
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config: wgpu::SurfaceConfiguration,
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size: PhysicalSize<u32>,
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window: Arc<Window>,
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}
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impl<'a> State<'a> {
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pub fn new (window: Window) -> Self {
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let window_arc = Arc::new(window);
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let size = window_arc.inner_size();
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let instance = Self::create_gpu_instance();
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let surface = instance.create_surface(window_arc.clone()).unwrap();
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let adapter = Self::create_adapter(instance, &surface);
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let (device, queue) = Self::create_device(&adapter);
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let surface_caps = surface.get_capabilities(&adapter);
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let config = Self::create_surface_config(size, surface_caps);
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surface.configure(&device, &config);
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Self {
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surface,
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device,
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queue,
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config,
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size,
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window: window_arc,
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}
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}
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fn create_surface_config(size: PhysicalSize<u32>, capabilities: SurfaceCapabilities) -> wgpu::SurfaceConfiguration {
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let surface_format = capabilities.formats.iter()
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.find(|f| f.is_srgb())
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.copied()
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.unwrap_or(capabilities.formats[0]);
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wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: PresentMode::AutoNoVsync,
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alpha_mode: capabilities.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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}
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}
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fn create_device(adapter: &Adapter) -> (Device, Queue) {
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adapter.request_device(
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&wgpu::DeviceDescriptor {
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::default(),
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memory_hints: Default::default(),
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label: None,
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trace: Default::default(),
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}).block_on().unwrap()
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}
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fn create_adapter(instance: Instance, surface: &Surface) -> Adapter {
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instance.request_adapter(
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&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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}
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).block_on().unwrap()
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}
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fn create_gpu_instance() -> Instance {
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Instance::new(&wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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})
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}
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pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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println!("Resized to {:?} from state!", new_size);
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}
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture().unwrap();
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 1.0,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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}
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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pub fn window(&self) -> &Window {
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&self.window
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}
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}
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fn main() {
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fn main() {
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println!("Hello, world!");
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pollster::block_on(run());
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let earth = Body::new("Earth", 5.972e24, [1.496e11, 0.0], [0.0, 0.0]);
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println!("Created body: {:?}", earth);
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let sun = Body::new("Sun", 1.989e30, [0.0, 0.0], [0.0, 0.0]);
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println!("Created body: {:?}", sun);
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}
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}
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22
simulator/src/shader.wgsl
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22
simulator/src/shader.wgsl
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@ -0,0 +1,22 @@
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec3<f32>,
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};
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec3<f32>,
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};
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@vertex
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fn vs_main(input: VertexInput) -> VertexOutput {
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var output: VertexOutput;
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output.position = vec4<f32>(input.position, 0.0, 1.0);
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output.color = input.color;
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return output;
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}
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(input.color, 1.0);
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}
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mod body;
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mod body;
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pub use body::Body;
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mod simulator;
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pub use body::Body;
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pub use simulator::Simulator;
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pub use simulator::distance_squared;
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77
solar_engine/src/simulator.rs
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77
solar_engine/src/simulator.rs
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use crate::body::Body;
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const G: f64 = 6.67430e-11;
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pub struct Simulator {
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pub bodies: Vec<Body>,
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pub time: f64,
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pub timestep: f64,
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}
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pub fn distance_squared(a: [f64; 2], b: [f64; 2]) -> f64 {
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let dx = a[0] - b[0];
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let dy = a[1] - b[1];
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dx * dx + dy * dy
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}
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impl Simulator {
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pub fn new(timestep: f64) -> Self {
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Self {
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bodies: Vec::new(),
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time: 0.0,
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timestep,
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}
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}
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pub fn add_body(&mut self, body: Body) {
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self.bodies.push(body);
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}
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pub fn step(&mut self) {
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let n = self.bodies.len();
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let dt = self.timestep;
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let mut accelerations = vec![[0.0, 0.0]; n];
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for i in 0..n {
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for j in 0..n {
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if i == j {
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continue;
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}
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let (bi, bj) = (&self.bodies[i], &self.bodies[j]);
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let dx = bj.position[0] - bi.position[0];
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let dy = bj.position[1] - bi.position[1];
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let dist_sq = distance_squared(bi.position, bj.position);
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let dist = dist_sq.sqrt();
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if dist < 1e-3 {
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continue;
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}
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let force = G * bi.mass * bj.mass / dist_sq;
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let accel = force / bi.mass;
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let ax = accel * dx / dist;
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let ay = accel * dy / dist;
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accelerations[i][0] += ax;
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accelerations[i][1] += ay;
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}
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}
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for i in 0..n {
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let a = accelerations[i];
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let body = &mut self.bodies[i];
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body.velocity[0] += a[0] * dt;
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body.velocity[1] += a[1] * dt;
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body.position[0] += body.velocity[0] * dt;
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body.position[1] += body.velocity[1] * dt;
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}
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self.time += dt;
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}
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}
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