Added Rendering with WGSL

This commit is contained in:
Verox001 2025-05-04 01:04:46 +02:00
parent be15311c55
commit 16d02c6789
5 changed files with 302 additions and 10 deletions

View File

@ -5,3 +5,10 @@ edition = "2021"
[dependencies] [dependencies]
solar_engine = { path = "../solar_engine" } solar_engine = { path = "../solar_engine" }
pixels = "0.15.0"
winit = "0.30.10"
log = "0.4"
env_logger = "0.11.8"
bytemuck = "1.23.0"
wgpu = "25.0"
pollster = "0.4.0"

View File

@ -1,10 +1,193 @@
use solar_engine::Body; use std::sync::Arc;
use pollster::FutureExt;
use wgpu::{Adapter, Device, Instance, PresentMode, Queue, Surface, SurfaceCapabilities};
use winit::application::ApplicationHandler;
use winit::dpi::PhysicalSize;
use winit::event::WindowEvent;
use winit::event_loop::{ActiveEventLoop, EventLoop};
use winit::window::{Window, WindowId};
pub async fn run() {
let event_loop = EventLoop::new().unwrap();
let mut window_state = StateApplication::new();
let _ = event_loop.run_app(&mut window_state);
}
struct StateApplication<'a> {
state: Option<State<'a>>,
}
impl<'a> StateApplication<'a> {
pub fn new() -> Self {
Self {
state: None,
}
}
}
impl<'a> ApplicationHandler for StateApplication<'a>{
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let window = event_loop.create_window(Window::default_attributes().with_title("Hello!")).unwrap();
self.state = Some(State::new(window));
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, window_id: WindowId, event: WindowEvent) {
let window = self.state.as_ref().unwrap().window();
if window.id() == window_id {
match event {
WindowEvent::CloseRequested => {
event_loop.exit();
}
WindowEvent::Resized(physical_size) => {
self.state.as_mut().unwrap().resize(physical_size);
}
WindowEvent::RedrawRequested => {
self.state.as_mut().unwrap().render().unwrap();
}
_ => {}
}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
let window = self.state.as_ref().unwrap().window();
window.request_redraw();
}
}
struct State<'a> {
surface: Surface<'a>,
device: Device,
queue: Queue,
config: wgpu::SurfaceConfiguration,
size: PhysicalSize<u32>,
window: Arc<Window>,
}
impl<'a> State<'a> {
pub fn new (window: Window) -> Self {
let window_arc = Arc::new(window);
let size = window_arc.inner_size();
let instance = Self::create_gpu_instance();
let surface = instance.create_surface(window_arc.clone()).unwrap();
let adapter = Self::create_adapter(instance, &surface);
let (device, queue) = Self::create_device(&adapter);
let surface_caps = surface.get_capabilities(&adapter);
let config = Self::create_surface_config(size, surface_caps);
surface.configure(&device, &config);
Self {
surface,
device,
queue,
config,
size,
window: window_arc,
}
}
fn create_surface_config(size: PhysicalSize<u32>, capabilities: SurfaceCapabilities) -> wgpu::SurfaceConfiguration {
let surface_format = capabilities.formats.iter()
.find(|f| f.is_srgb())
.copied()
.unwrap_or(capabilities.formats[0]);
wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: PresentMode::AutoNoVsync,
alpha_mode: capabilities.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
}
}
fn create_device(adapter: &Adapter) -> (Device, Queue) {
adapter.request_device(
&wgpu::DeviceDescriptor {
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
label: None,
trace: Default::default(),
}).block_on().unwrap()
}
fn create_adapter(instance: Instance, surface: &Surface) -> Adapter {
instance.request_adapter(
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}
).block_on().unwrap()
}
fn create_gpu_instance() -> Instance {
Instance::new(&wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
})
}
pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
println!("Resized to {:?} from state!", new_size);
}
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture().unwrap();
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let _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: 1.0,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
}
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
pub fn window(&self) -> &Window {
&self.window
}
}
fn main() { fn main() {
println!("Hello, world!"); pollster::block_on(run());
let earth = Body::new("Earth", 5.972e24, [1.496e11, 0.0], [0.0, 0.0]);
println!("Created body: {:?}", earth);
let sun = Body::new("Sun", 1.989e30, [0.0, 0.0], [0.0, 0.0]);
println!("Created body: {:?}", sun);
} }

22
simulator/src/shader.wgsl Normal file
View File

@ -0,0 +1,22 @@
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec3<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec3<f32>,
};
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.position = vec4<f32>(input.position, 0.0, 1.0);
output.color = input.color;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(input.color, 1.0);
}

View File

@ -1,3 +1,6 @@
mod body; mod body;
pub use body::Body; mod simulator;
pub use body::Body;
pub use simulator::Simulator;
pub use simulator::distance_squared;

View File

@ -0,0 +1,77 @@
use crate::body::Body;
const G: f64 = 6.67430e-11;
pub struct Simulator {
pub bodies: Vec<Body>,
pub time: f64,
pub timestep: f64,
}
pub fn distance_squared(a: [f64; 2], b: [f64; 2]) -> f64 {
let dx = a[0] - b[0];
let dy = a[1] - b[1];
dx * dx + dy * dy
}
impl Simulator {
pub fn new(timestep: f64) -> Self {
Self {
bodies: Vec::new(),
time: 0.0,
timestep,
}
}
pub fn add_body(&mut self, body: Body) {
self.bodies.push(body);
}
pub fn step(&mut self) {
let n = self.bodies.len();
let dt = self.timestep;
let mut accelerations = vec![[0.0, 0.0]; n];
for i in 0..n {
for j in 0..n {
if i == j {
continue;
}
let (bi, bj) = (&self.bodies[i], &self.bodies[j]);
let dx = bj.position[0] - bi.position[0];
let dy = bj.position[1] - bi.position[1];
let dist_sq = distance_squared(bi.position, bj.position);
let dist = dist_sq.sqrt();
if dist < 1e-3 {
continue;
}
let force = G * bi.mass * bj.mass / dist_sq;
let accel = force / bi.mass;
let ax = accel * dx / dist;
let ay = accel * dy / dist;
accelerations[i][0] += ax;
accelerations[i][1] += ay;
}
}
for i in 0..n {
let a = accelerations[i];
let body = &mut self.bodies[i];
body.velocity[0] += a[0] * dt;
body.velocity[1] += a[1] * dt;
body.position[0] += body.velocity[0] * dt;
body.position[1] += body.velocity[1] * dt;
}
self.time += dt;
}
}