use std::{env, time::Duration}; use nalgebra::{Vector3, Rotation3, Matrix3}; use clay::{ prelude::*, shape::*, material::*, object::*, scene::{ListScene, GradientBackground as GradBg}, view::ProjectionView, process::{create_renderer, create_default_postproc}, shape_select, }; use clay_viewer::{Window, Motion}; use clay_utils::{args, FrameCounter}; shape_select!(MyShape { P(TP=Parallelepiped), S(TS=Ellipsoid), }); // Here we declare our object - a combination of // spherical shape and colored diffuse material type MyObject = Covered>; // Scene contains our objects and has gradient background type MyScene = ListScene; type MyView = ProjectionView; fn main() -> clay::Result<()> { // Parse args to select OpenCL platform let context = args::parse(env::args())?; // Dimensions of the window let dims = (1280, 800); // Initialize the scene let mut scene = ListScene::new(GradBg::new( Vector3::new(1.0, 1.0, 1.0), Vector3::new(0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, 1.0), )); scene.add( MyShape::from(Ellipsoid::new( Matrix3::from_diagonal(&Vector3::new(0.8, 0.7, 0.4)), Vector3::new(0.0, 0.0, 0.4), )) .cover(Diffuse {}.color_with(Vector3::new(0.9, 0.3, 0.3))) ); scene.add( MyShape::from(Ellipsoid::new( Matrix3::from_diagonal(&Vector3::new(0.4, 0.5, 0.2)), Vector3::new(0.0, 0.0, 1.0), )) .cover(Diffuse {}.color_with(Vector3::new(0.9, 0.9, 0.9))) ); scene.add( MyShape::from(Parallelepiped::new( 0.4/3.0f64.sqrt()*Rotation3::rotation_between( &Vector3::new(1.0, 1.0, 1.0), &Vector3::new(0.0, 0.0, 1.0), ).unwrap().matrix().clone(), Vector3::new(0.0, 0.0, 1.6), )) .cover(Diffuse {}.color_with(Vector3::new(0.9, 0.3, 0.3))) ); // Add ground scene.add( MyShape::from(Parallelepiped::new( Matrix3::from_diagonal(&Vector3::new(10.0, 10.0, 0.5)), Vector3::new(0.0, 0.0, -0.5), )) .cover(Diffuse {}.color_with(Vector3::new(0.9, 0.9, 0.9))) ); // Create view let view = ProjectionView::new( Vector3::new(2.0, 0.0, 1.0), Rotation3::face_towards(&-Vector3::new(-1.0, 0.0, 0.0), &Vector3::z_axis()), ); // Create renderer and worker let mut renderer = create_renderer::().build(dims, scene, view)?; let (mut worker, _) = renderer.create_worker(&context)?; // Create dummy postprocessor let (mut postproc, _) = create_default_postproc().collect()? .build_default(&context, dims)?; // Create viewer window let mut window = Window::new(dims)?; // Capture mouse window.set_capture_mode(true); // Create motion controller let mut motion = Motion::new(renderer.view.pos, renderer.view.ori.clone()); // Structure for frame rate measurement (optional) let mut fcnt = FrameCounter::new_with_log(Duration::from_secs(2)); // Main loop - repeatedly update view and render while !window.poll_with_handler(&mut motion)? { // Render let n = worker.run_for(Duration::from_millis(20))?; // Postprocess postproc.process_one(&worker.data().buffer())?; postproc.make_image()?; // Draw image to Window window.draw(&postproc.image())?; // Measure frame duration let dt = window.step_frame(); // Check motion occured if motion.was_updated() { // Clear cumulative buffer worker.data_mut().buffer_mut().clear()?; // Move to a new location motion.step(dt); // Update view location renderer.view.update(motion.pos(), motion.ori()); renderer.view.fov = motion.fov; renderer.update_data(&context, worker.data_mut())?; } // Count and print frame rate fcnt.step_frame(dt, n); } Ok(()) }