Make camera dynamic

This commit is contained in:
hal8174 2024-12-01 21:32:56 +01:00
parent 632cb97007
commit e61964c513
2 changed files with 47 additions and 16 deletions

View file

@ -1,4 +1,6 @@
use egui::Widget;
use egui_winit_vulkano::{Gui, GuiConfig};
use ray_tracing_core::prelude::*;
use ray_tracing_scene::examples::example_scenes;
use render::{render_thread, RENDERER};
use setup::{get_compute_pipeline, get_framebuffers};
@ -89,12 +91,19 @@ fn main() {
let (data_tx, data_rx) = std::sync::mpsc::channel();
let scenes = example_scenes::<rand::rngs::SmallRng>();
let mut settings = render::RenderSettings {
width: window.inner_size().width,
height: window.inner_size().height,
scene: scenes.keys().next().unwrap(),
renderer_id: 0,
let mut settings = {
let scene = scenes.iter().next().unwrap();
let e = (scene.1)();
render::RenderSettings {
width: window.inner_size().width,
height: window.inner_size().height,
scene: scene.0,
renderer_id: 0,
camera_pos: e.camera_pos,
camera_dir: e.camera_dir,
camera_up: e.camera_up,
camera_horizontal_fov: e.horizontal_fov,
}
};
let send_settings = settings.clone();
@ -176,11 +185,20 @@ fn main() {
egui::ComboBox::from_label("Scene")
.selected_text(settings.scene)
.show_ui(ui, |ui| {
let mut scene_changed = false;
for &label in scenes.keys() {
settings_changed |= ui
scene_changed |= ui
.selectable_value(&mut settings.scene, label, label)
.changed();
}
if scene_changed {
settings_changed = true;
let e = scenes[settings.scene]();
settings.camera_pos = e.camera_pos;
settings.camera_dir = e.camera_dir;
settings.camera_up = e.camera_up;
settings.camera_horizontal_fov = e.horizontal_fov;
}
});
});
@ -191,6 +209,13 @@ fn main() {
})
.changed();
settings_changed |= egui::Slider::new(
&mut settings.camera_horizontal_fov,
0.1..=FloatConsts::PI - 0.1,
)
.ui(ui)
.changed();
ui.collapsing("Render Settings:", |ui| {
ui.label(format!("{:#?}", &settings));
});

View file

@ -4,7 +4,9 @@ use std::sync::{
};
use rand::{rngs::SmallRng, SeedableRng};
use ray_tracing_core::{camera::BasicCamera, renderer::ClassicalRenderer, scene::Scene};
use ray_tracing_core::{
camera::BasicCamera, prelude::*, renderer::ClassicalRenderer, scene::Scene,
};
use ray_tracing_renderer::{
depth_renderer::DepthRenderer, next_event_estimation::NextEventEstimation,
path_tracer::PathTracer, path_tracer_importance::PathTracerImportance,
@ -45,6 +47,10 @@ pub struct RenderSettings {
pub height: u32,
pub scene: &'static str,
pub renderer_id: usize,
pub camera_pos: Pos3,
pub camera_dir: Dir3,
pub camera_up: Dir3,
pub camera_horizontal_fov: Float,
}
pub enum ControlMessages {
@ -76,10 +82,10 @@ pub fn render_thread(
let mut camera = BasicCamera::new(
settings.width,
settings.height,
e.camera_pos,
e.camera_dir,
e.camera_up,
e.horizontal_fov,
settings.camera_pos,
settings.camera_dir,
settings.camera_up,
settings.camera_horizontal_fov,
);
let mut renderer = (RENDERER[settings.renderer_id].1)(settings.width, settings.height);
@ -94,10 +100,10 @@ pub fn render_thread(
camera = BasicCamera::new(
settings.width,
settings.height,
e.camera_pos,
e.camera_dir,
e.camera_up,
e.horizontal_fov,
settings.camera_pos,
settings.camera_dir,
settings.camera_up,
settings.camera_horizontal_fov,
);
dbg!(&camera);
buffer = vec![0.0; settings.width as usize * settings.height as usize * 3];