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of file diff --git a/src/lib.rs b/src/lib.rs new file mode 100644 index 0000000..debfe3e --- /dev/null +++ b/src/lib.rs @@ -0,0 +1,432 @@ +use winit::{ + event::*, + event_loop::EventLoop, + keyboard::{KeyCode, PhysicalKey}, + window::WindowBuilder, +}; + +use winit::window::Window; + +use wgpu::util::DeviceExt; + +#[repr(C)] +#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] +struct Vertex { + position: [f32; 3], + color: [f32; 3], +} + +impl Vertex { + fn desc() -> wgpu::VertexBufferLayout<'static> { + wgpu::VertexBufferLayout { + array_stride: std::mem::size_of::() as wgpu::BufferAddress, + step_mode: wgpu::VertexStepMode::Vertex, + attributes: &[ + wgpu::VertexAttribute { + offset: 0, + shader_location: 0, + format: wgpu::VertexFormat::Float32x3, + }, + wgpu::VertexAttribute { + offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, + shader_location: 1, + format: wgpu::VertexFormat::Float32x3, + } + ] + } + } +} + +const VERTICES: &[Vertex] = &[ + Vertex { position: [-0.0868241, 0.49240386, 0.0], color: [0.5, 0.0, 0.5] }, // A + Vertex { position: [-0.49513406, 0.06958647, 0.0], color: [0.5, 0.0, 0.5] }, // B + Vertex { position: [-0.21918549, -0.44939706, 0.0], color: [0.5, 0.0, 0.5] }, // C + Vertex { position: [0.35966998, -0.3473291, 0.0], color: [0.5, 0.0, 0.5] }, // D + Vertex { position: [0.44147372, 0.2347359, 0.0], color: [0.5, 0.0, 0.5] }, // E +]; + +const INDICES: &[u16] = &[ + 0, 1, 4, + 1, 2, 4, + 2, 3, 4, +]; + +struct State<'a> { + surface: wgpu::Surface<'a>, + device: wgpu::Device, + queue: wgpu::Queue, + config: wgpu::SurfaceConfiguration, + size: winit::dpi::PhysicalSize, + // The window must be declared after the surface so + // it gets dropped after it as the surface contains + // unsafe references to the window's resources. + window: &'a Window, + render_pipeline: wgpu::RenderPipeline, + vertex_buffer: wgpu::Buffer, + index_buffer: wgpu::Buffer, + num_indices: u32, +} + +impl<'a> State<'a> { + // Creating some of the wgpu types requires async code + async fn new(window: &'a Window) -> State<'a> { + let size = window.inner_size(); + let num_vertices = VERTICES.len() as u32; + + // The instance is a handle to our GPU + // Backends::all => Vulkan + Metal + DX12 + Browser WebGPU + let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { + // TODO: Change this when enabling switchable graphics for the user + // If this is not for the web, we can use Vulkan + Metal + DX12 + #[cfg(not(target_arch="wasm32"))] + backends: wgpu::Backends::PRIMARY, + // TODO: Probably remove this, because WebAssembly won't be used for the foreseeable future + #[cfg(target_arch="wasm32")] + backends: wgpu::Backends::GL, + ..Default::default() + }); + + let surface = instance.create_surface(window).unwrap(); + + // This checks all the adapters on a machine and returns an iterator + /*let adapter = instance + .enumerate_adapters(wgpu::Backends::all()) + .filter(|adapter| { + // Check if this adapter supports our surface + adapter.is_surface_supported(&surface) + }) + .next() + .unwrap()*/ + + // TODO: Include Telemetry to see how many users WGPU chooses a suboptimal adapter for + let adapter = instance.request_adapter( + &wgpu::RequestAdapterOptions { + power_preference: wgpu::PowerPreference::default(), + compatible_surface: Some(&surface), + force_fallback_adapter: false, + }, + ).await.unwrap(); + + log::info!("Adapter: {:?}", adapter.get_info()); + + // List of all features the current device supports + // let features = adapter.features(); + + let (device, queue) = adapter.request_device( + &wgpu::DeviceDescriptor { + required_features: wgpu::Features::empty(), + // WebGL doesn't support all of wgpu's features, so if + // we're building for the web, we'll have to disable some. + // TODO: Probably remove check for wasm32, because WebAssembly won't be used for the foreseeable future + required_limits: if cfg!(target_arch = "wasm32") { + wgpu::Limits::downlevel_webgl2_defaults() + } else { + wgpu::Limits::default() + }, + label: None, + // Default is performance, which requires more memory, but is faster + memory_hints: Default::default(), + }, + None, // Trace path + ).await.unwrap(); + + let surface_caps = surface.get_capabilities(&adapter); + // Shader code assumes an sRGB surface texture. Using a different + // one will result in all the colors coming out darker. If you want to support non + // sRGB surfaces, you'll need to account for that when drawing to the frame. + let surface_format = surface_caps.formats.iter() + .find(|f| f.is_srgb()) + .copied() + .unwrap_or(surface_caps.formats[0]); + + log::info!("Surface format: {:?}", surface_format); + log::info!("Surface present modes: {:?}", surface_caps.present_modes); + log::info!("Surface alpha modes: {:?}", surface_caps.alpha_modes); + + let config = wgpu::SurfaceConfiguration { + usage: wgpu::TextureUsages::RENDER_ATTACHMENT, + format: surface_format, + width: size.width, + height: size.height, + // PresentMod::Fifo => VSync (Always supported) + present_mode: surface_caps.present_modes[0], + alpha_mode: surface_caps.alpha_modes[0], + view_formats: vec![], + desired_maximum_frame_latency: 2, + }; + + let render_pipeline_layout = + device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + label: Some("Render Pipeline Layout"), + bind_group_layouts: &[], + push_constant_ranges: &[], + }); + + let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { + label: Some("Shader"), + source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()), + }); + + 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::REPLACE), + write_mask: wgpu::ColorWrites::ALL, + })], + compilation_options: wgpu::PipelineCompilationOptions::default(), + }), + primitive: wgpu::PrimitiveState { + topology: wgpu::PrimitiveTopology::TriangleList, + strip_index_format: None, + front_face: wgpu::FrontFace::Ccw, + cull_mode: Some(wgpu::Face::Back), + // Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE + polygon_mode: wgpu::PolygonMode::Fill, + // Requires Features::DEPTH_CLIP_CONTROL + unclipped_depth: false, + // Requires Features::CONSERVATIVE_RASTERIZATION + conservative: false, + }, + depth_stencil: None, + multisample: wgpu::MultisampleState { + count: 1, + mask: !0, + alpha_to_coverage_enabled: false, + }, + multiview: None, + cache: None, + }); + + let vertex_buffer = device.create_buffer_init( + &wgpu::util::BufferInitDescriptor { + label: Some("Vertex Buffer"), + contents: bytemuck::cast_slice(VERTICES), + usage: wgpu::BufferUsages::VERTEX, + } + ); + + let index_buffer = device.create_buffer_init( + &wgpu::util::BufferInitDescriptor { + label: Some("Index Buffer"), + contents: bytemuck::cast_slice(INDICES), + usage: wgpu::BufferUsages::INDEX, + } + ); + let num_indices = INDICES.len() as u32; + + Self { + window, + surface, + device, + queue, + config, + size, + render_pipeline, + vertex_buffer, + index_buffer, + num_indices, + } + } + + pub fn window(&self) -> &Window { + &self.window + } + + fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { + 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 input(&mut self, event: &WindowEvent) -> bool { + // Change color on mouse move + match event { + WindowEvent::CursorMoved { position, .. } => { + /*let size = self.size; + let color = wgpu::Color { + r: position.x as f64 / size.width as f64, + g: position.y as f64 / size.height as f64, + b: 0.3, + a: 1.0, + }; + + 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(color), + 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(); + return true;*/ + false + } + WindowEvent::KeyboardInput { + event: + KeyEvent { + state: ElementState::Pressed, + physical_key: PhysicalKey::Code(KeyCode::Space), + .. + }, + .. + } => { + true + } + + _ => { + false + } + } + } + + fn update(&mut self) { + + } + + 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: &[ + // This is what @location(0) in the fragment shader targets + Some(wgpu::RenderPassColorAttachment { + view: &view, + resolve_target: None, + ops: wgpu::Operations { + load: wgpu::LoadOp::Clear( + wgpu::Color { + r: 0.1, + g: 0.2, + b: 0.3, + a: 1.0, + } + ), + 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_vertex_buffer(0, self.vertex_buffer.slice(..)); + render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16); + render_pass.draw_indexed(0..self.num_indices, 0, 0..1); + } + + // submit will accept anything that implements IntoIter + self.queue.submit(std::iter::once(encoder.finish())); + output.present(); + + Ok(()) + } +} + +pub async fn run() { + env_logger::init(); + let event_loop = EventLoop::new().unwrap(); + let window = WindowBuilder::new().build(&event_loop).unwrap(); + + let mut state = State::new(&window).await; + // Variable used to prevent rendering before the surface is configured + let mut surface_configured = false; + + event_loop.run(move |event, control_flow| { + match event { + Event::WindowEvent { + ref event, + window_id, + } if window_id == state.window().id() => if !state.input(event) { + match event { + WindowEvent::CloseRequested + | WindowEvent::KeyboardInput { + event: + KeyEvent { + state: ElementState::Pressed, + physical_key: PhysicalKey::Code(KeyCode::Escape), + .. + }, + .. + } => 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(); + + if !surface_configured { + return; + } + + 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) => { + log::error!("OutOfMemory"); + control_flow.exit(); + } + + // This happens when the a frame takes too long to present + Err(wgpu::SurfaceError::Timeout) => { + log::warn!("Surface timeout") + } + } + } + _ => {} + } + } + _ => {} + } + }).expect("Event loop crashed unexpectedly"); +} \ No newline at end of file diff --git a/src/main.rs b/src/main.rs new file mode 100644 index 0000000..095d995 --- /dev/null +++ b/src/main.rs @@ -0,0 +1,93 @@ +/* +This program is for simulating orbits of planets around a star. +A body can be a star, planet or moon. (Doesn't matter for now) + */ + +use orbital_simulation::run; + +// Gravitational constant +static G: f64 = 6.67430e-11; + +struct Body { + name: String, + mass: f64, + radius: f64, +} + +fn calculate_gravitational_force(body1: &Body, body2: &Body, distance: f64) -> f64 { + (G * body1.mass * body2.mass) / distance.powi(2) +} + +fn calculate_required_velocity(body1: &Body, body2: &Body, distance: f64, force: f64) -> f64 { + (force * distance / body2.mass).sqrt() +} + +fn main() { + // simulate a two body system to simplify the problem + let sun = Body { + name: "Sun".to_string(), + mass: 1.989e30, + radius: 6.9634e8, + }; + + let earth = Body { + name: "Earth".to_string(), + mass: 5.972e24, + radius: 6.371e6, + }; + + /*// Calculate the velocity pulling the earth towards the sun + let distance = 1.496e11; + let force = calculate_gravitational_force(&sun, &earth, distance); + + let velocity = calculate_required_velocity(&sun, &earth, distance, force); + + println!("The velocity of the earth is: {} m/s", velocity);*/ + + // Now we simulate a whole orbit around the sun + let distance = 1.496e11; + let force = calculate_gravitational_force(&sun, &earth, distance); + let velocity = calculate_required_velocity(&sun, &earth, distance, force); + + let mut time = 0.0; + let mut position = 0.0; + let mut velocity = velocity; + let mut acceleration = 0.0; + let mut force = force; + let mut distance = distance; + let mut mass = earth.mass; + let mut radius = earth.radius; + + let dt = 1.0; + let steps = 1000; + + for _ in 0..steps { + // Calculate the acceleration + acceleration = force / mass; + + // Calculate the new position + position += velocity * dt + 0.5 * acceleration * dt.powi(2); + + // Calculate the new velocity + velocity += acceleration * dt; + + // Calculate the new distance + distance = position; + + // Calculate the new force + force = calculate_gravitational_force(&sun, &earth, distance); + + // Calculate the new mass + mass = earth.mass; + + // Calculate the new radius + radius = earth.radius; + + // Calculate the new time + time += dt; + + println!("Time: {} s, Position: {} m, Velocity: {} m/s, Acceleration: {} m/s^2, Force: {} N, Distance: {} m, Mass: {} kg, Radius: {} m", time, position, velocity, acceleration, force, distance, mass, radius); + } + + pollster::block_on(run()); +} diff --git a/src/shader.wgsl b/src/shader.wgsl new file mode 100644 index 0000000..34b9568 --- /dev/null +++ b/src/shader.wgsl @@ -0,0 +1,28 @@ +// Vertex shader + +struct VertexInput { + @location(0) position: vec3, + @location(1) color: vec3, +}; + +struct VertexOutput { + @builtin(position) clip_position: vec4, + @location(0) color: vec3, +}; + +@vertex +fn vs_main( + model: VertexInput, +) -> VertexOutput { + var out: VertexOutput; + out.color = model.color; + out.clip_position = vec4(model.position, 1.0); + return out; +} + +// Fragment shader + +@fragment +fn fs_main(in: VertexOutput) -> @location(0) vec4 { + return vec4(in.color, 1.0); +} \ No newline at end of file