use std::{env, time::Duration}; use nalgebra::{Vector3, Rotation3, Matrix3}; use clay::{ prelude::*, shape::*, material::*, object::*, scene::{TargetListScene, GradientBackground as GradBg}, view::ProjectionView, filter::*, process::{create_renderer, create_postproc}, shape_select, material_select, material_combine, }; use clay_viewer::{Window, Motion}; use clay_utils::{args, FrameCounter}; shape_select!(MyShape { P(TP=Parallelepiped), S(TS=Ellipsoid), }); material_combine!(Glossy { reflect: Reflective, diffuse: Colored, }); material_combine!(Glowing { reflect: Reflective, diffuse: Colored, }); material_select!(MyMaterial { D(TD=Colored), G(TG=Glossy), F(TF=Glowing), L(TL=Colored), }); // 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 = TargetListScene; 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 = TargetListScene::new(GradBg::new( Vector3::new(0.1, 0.1, 0.3), Vector3::new(0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, 1.0), )); // Ground scene.add(MyShape::from(Parallelepiped::new( Matrix3::from_diagonal(&Vector3::new(1000.0, 1000.0, 0.5)), Vector3::new(0.0, 0.0, -0.5), )).cover(MyMaterial::from(Diffuse {}.color_with(Vector3::new(0.9, 0.9, 0.9))))); // Rocks let mut rocks = Vec::new(); rocks.push((30.0, (-60.0, 30.0), 3e3*Vector3::new(1.0, 0.4, 0.4))); rocks.push((100.0, (-200.0,-0.0), 2e3*Vector3::new(0.4, 0.4, 1.0))); rocks.push((15.0, (-30.0,-30.0), 3e3*Vector3::new(0.4, 1.0, 0.4))); let rot = Rotation3::rotation_between( &Vector3::new(1.0, 1.0, 1.0), &Vector3::new(0.0, 0.0, 1.0), ).unwrap().matrix().clone(); for (size, pos, color) in rocks { scene.add(MyShape::from(Parallelepiped::new( size*3.0f64.sqrt()/2.0*rot.clone(), Vector3::new(pos.0, pos.1, -0.5*size), )).cover(MyMaterial::from(Diffuse {}.color_with(Vector3::new(0.9, 0.9, 0.9))))); let tsize = 0.025*size; scene.add_targeted(MyShape::from(Parallelepiped::new( tsize*3.0f64.sqrt()/2.0*rot*Matrix3::from_diagonal(&Vector3::new(0.5, 0.5, 2.0)), Vector3::new(pos.0, pos.1, 1.2*size + 2.0*tsize), )).cover(MyMaterial::from(Luminous {}.color_with(color)))); } scene.add(MyShape::from(Ellipsoid::new( 0.25*Matrix3::identity(), Vector3::new(1.0, 0.0, 0.25), )).cover(MyMaterial::from(Luminous {}.color_with(1e1*Vector3::new(0.2, 1.0, 0.2))))); scene.add(MyShape::from(Ellipsoid::new( 0.4*Matrix3::identity(), Vector3::new(0.0, 1.0, 0.4), )).cover(MyMaterial::from(Glossy::new( (0.2, Reflective {}), (0.8, Diffuse {}.color_with(Vector3::new(0.9, 0.9, 0.9))), )))); scene.add(MyShape::from(Parallelepiped::new( 0.5*Matrix3::identity(), Vector3::new(-1.0, 0.0, 0.5), )).cover(MyMaterial::from(Glossy::new( (0.5, Reflective {}), (0.5, 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_postproc().collect()? .build(&context, dims, LogFilter::new(-2.0, 1.0))?; // 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(()) }