vulkano/examples/interactive-fractal/app.rs
marc0246 34736a675a
Remove license notices from source files (#2401)
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2023-11-08 13:49:49 +01:00

367 lines
12 KiB
Rust

use crate::{
fractal_compute_pipeline::FractalComputePipeline, place_over_frame::RenderPassPlaceOverFrame,
};
use cgmath::Vector2;
use std::{sync::Arc, time::Instant};
use vulkano::{
command_buffer::allocator::{
StandardCommandBufferAllocator, StandardCommandBufferAllocatorCreateInfo,
},
descriptor_set::allocator::StandardDescriptorSetAllocator,
device::Queue,
image::view::ImageView,
memory::allocator::StandardMemoryAllocator,
sync::GpuFuture,
};
use vulkano_util::{renderer::VulkanoWindowRenderer, window::WindowDescriptor};
use winit::{
dpi::PhysicalPosition,
event::{ElementState, Event, KeyEvent, MouseButton, MouseScrollDelta, WindowEvent},
keyboard::{Key, NamedKey},
window::Fullscreen,
};
const MAX_ITERS_INIT: u32 = 200;
const MOVE_SPEED: f32 = 0.5;
/// App for exploring Julia and Mandelbrot fractals.
pub struct FractalApp {
/// Pipeline that computes Mandelbrot & Julia fractals and writes them to an image.
fractal_pipeline: FractalComputePipeline,
/// Our render pipeline (pass).
pub place_over_frame: RenderPassPlaceOverFrame,
/// Toggle that flips between Julia and Mandelbrot.
pub is_julia: bool,
/// Toggle that stops the movement on Julia.
is_c_paused: bool,
/// C is a constant input to Julia escape time algorithm (mouse position).
c: Vector2<f32>,
/// Our zoom level.
scale: Vector2<f32>,
/// Our translation on the complex plane.
translation: Vector2<f32>,
/// How long the escape time algorithm should run (higher = less performance, more accurate
/// image).
pub max_iters: u32,
/// Time tracking, useful for frame independent movement.
time: Instant,
dt: f32,
dt_sum: f32,
frame_count: f32,
avg_fps: f32,
/// Input state to handle mouse positions, continuous movement etc.
input_state: InputState,
}
impl FractalApp {
pub fn new(gfx_queue: Arc<Queue>, image_format: vulkano::format::Format) -> FractalApp {
let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(
gfx_queue.device().clone(),
));
let command_buffer_allocator = Arc::new(StandardCommandBufferAllocator::new(
gfx_queue.device().clone(),
StandardCommandBufferAllocatorCreateInfo {
secondary_buffer_count: 32,
..Default::default()
},
));
let descriptor_set_allocator = Arc::new(StandardDescriptorSetAllocator::new(
gfx_queue.device().clone(),
Default::default(),
));
FractalApp {
fractal_pipeline: FractalComputePipeline::new(
gfx_queue.clone(),
memory_allocator.clone(),
command_buffer_allocator.clone(),
descriptor_set_allocator.clone(),
),
place_over_frame: RenderPassPlaceOverFrame::new(
gfx_queue,
memory_allocator.clone(),
command_buffer_allocator,
descriptor_set_allocator,
image_format,
),
is_julia: false,
is_c_paused: false,
c: Vector2::new(0.0, 0.0),
scale: Vector2::new(4.0, 4.0),
translation: Vector2::new(0.0, 0.0),
max_iters: MAX_ITERS_INIT,
time: Instant::now(),
dt: 0.0,
dt_sum: 0.0,
frame_count: 0.0,
avg_fps: 0.0,
input_state: InputState::new(),
}
}
pub fn print_guide(&self) {
println!(
"\
Usage:
WASD: Pan view
Scroll: Zoom in/out
Space: Toggle between Mandelbrot and Julia
Enter: Randomize color palette
Equals/Minus: Increase/Decrease max iterations
F: Toggle full-screen
Right mouse: Stop movement in Julia (mouse position determines c)
Esc: Quit\
",
);
}
/// Runs our compute pipeline and return a future of when the compute is finished.
pub fn compute(&self, image_target: Arc<ImageView>) -> Box<dyn GpuFuture> {
self.fractal_pipeline.compute(
image_target,
self.c,
self.scale,
self.translation,
self.max_iters,
self.is_julia,
)
}
/// Returns whether the app should quit. (Happens on when pressing ESC.)
pub fn is_running(&self) -> bool {
!self.input_state.should_quit
}
/// Returns the average FPS.
pub fn avg_fps(&self) -> f32 {
self.avg_fps
}
/// Returns the delta time in milliseconds.
pub fn dt(&self) -> f32 {
self.dt * 1000.0
}
/// Updates times and dt at the end of each frame.
pub fn update_time(&mut self) {
// Each second, update average fps & reset frame count & dt sum.
if self.dt_sum > 1.0 {
self.avg_fps = self.frame_count / self.dt_sum;
self.frame_count = 0.0;
self.dt_sum = 0.0;
}
self.dt = self.time.elapsed().as_secs_f32();
self.dt_sum += self.dt;
self.frame_count += 1.0;
self.time = Instant::now();
}
/// Updates app state based on input state.
pub fn update_state_after_inputs(&mut self, renderer: &mut VulkanoWindowRenderer) {
// Zoom in or out.
if self.input_state.scroll_delta > 0. {
self.scale /= 1.05;
} else if self.input_state.scroll_delta < 0. {
self.scale *= 1.05;
}
// Move speed scaled by zoom level.
let move_speed = MOVE_SPEED * self.dt * self.scale.x;
// Panning.
if self.input_state.pan_up {
self.translation += Vector2::new(0.0, move_speed);
}
if self.input_state.pan_down {
self.translation += Vector2::new(0.0, -move_speed);
}
if self.input_state.pan_right {
self.translation += Vector2::new(move_speed, 0.0);
}
if self.input_state.pan_left {
self.translation += Vector2::new(-move_speed, 0.0);
}
// Toggle between Julia and Mandelbrot.
if self.input_state.toggle_julia {
self.is_julia = !self.is_julia;
}
// Toggle c.
if self.input_state.toggle_c {
self.is_c_paused = !self.is_c_paused;
}
// Update c.
if !self.is_c_paused {
// Scale normalized mouse pos between -1.0 and 1.0.
let mouse_pos = self.input_state.normalized_mouse_pos() * 2.0 - Vector2::new(1.0, 1.0);
// Scale by our zoom (scale) level so when zooming in the movement on Julia is not so
// drastic.
self.c = mouse_pos * self.scale.x;
}
// Update how many iterations we have.
if self.input_state.increase_iterations {
self.max_iters += 1;
}
if self.input_state.decrease_iterations {
if self.max_iters as i32 - 1 <= 0 {
self.max_iters = 0;
} else {
self.max_iters -= 1;
}
}
// Randomize our palette.
if self.input_state.randomize_palette {
self.fractal_pipeline.randomize_palette();
}
// Toggle full-screen.
if self.input_state.toggle_full_screen {
let is_full_screen = renderer.window().fullscreen().is_some();
renderer.window().set_fullscreen(if !is_full_screen {
Some(Fullscreen::Borderless(renderer.window().current_monitor()))
} else {
None
});
}
}
/// Update input state.
pub fn handle_input(&mut self, window_size: [f32; 2], event: &Event<()>) {
self.input_state.handle_input(window_size, event);
}
/// Reset input state at the end of the frame.
pub fn reset_input_state(&mut self) {
self.input_state.reset()
}
}
fn state_is_pressed(state: ElementState) -> bool {
match state {
ElementState::Pressed => true,
ElementState::Released => false,
}
}
/// Just a very simple input state (mappings). Winit only has `Pressed` and `Released` events, thus
/// continuous movement needs toggles. Panning is one of those things where continuous movement
/// feels better.
struct InputState {
pub window_size: [f32; 2],
pub pan_up: bool,
pub pan_down: bool,
pub pan_right: bool,
pub pan_left: bool,
pub increase_iterations: bool,
pub decrease_iterations: bool,
pub randomize_palette: bool,
pub toggle_full_screen: bool,
pub toggle_julia: bool,
pub toggle_c: bool,
pub should_quit: bool,
pub scroll_delta: f32,
pub mouse_pos: Vector2<f32>,
}
impl InputState {
fn new() -> InputState {
InputState {
window_size: [
WindowDescriptor::default().width,
WindowDescriptor::default().height,
],
pan_up: false,
pan_down: false,
pan_right: false,
pan_left: false,
increase_iterations: false,
decrease_iterations: false,
randomize_palette: false,
toggle_full_screen: false,
toggle_julia: false,
toggle_c: false,
should_quit: false,
scroll_delta: 0.0,
mouse_pos: Vector2::new(0.0, 0.0),
}
}
fn normalized_mouse_pos(&self) -> Vector2<f32> {
Vector2::new(
(self.mouse_pos.x / self.window_size[0]).clamp(0.0, 1.0),
(self.mouse_pos.y / self.window_size[1]).clamp(0.0, 1.0),
)
}
/// Resets values that should be reset. All incremental mappings and toggles should be reset.
fn reset(&mut self) {
*self = InputState {
scroll_delta: 0.0,
toggle_full_screen: false,
toggle_julia: false,
toggle_c: false,
randomize_palette: false,
increase_iterations: false,
decrease_iterations: false,
..*self
}
}
fn handle_input(&mut self, window_size: [f32; 2], event: &Event<()>) {
self.window_size = window_size;
if let Event::WindowEvent { event, .. } = event {
match event {
WindowEvent::KeyboardInput { event, .. } => self.on_keyboard_event(event),
WindowEvent::MouseInput { state, button, .. } => {
self.on_mouse_click_event(*state, *button)
}
WindowEvent::CursorMoved { position, .. } => self.on_cursor_moved_event(position),
WindowEvent::MouseWheel { delta, .. } => self.on_mouse_wheel_event(delta),
_ => {}
}
}
}
/// Matches keyboard events to our defined inputs.
fn on_keyboard_event(&mut self, event: &KeyEvent) {
match event.logical_key.as_ref() {
Key::Named(NamedKey::Escape) => self.should_quit = state_is_pressed(event.state),
Key::Character("w") => self.pan_up = state_is_pressed(event.state),
Key::Character("a") => self.pan_left = state_is_pressed(event.state),
Key::Character("s") => self.pan_down = state_is_pressed(event.state),
Key::Character("d") => self.pan_right = state_is_pressed(event.state),
Key::Character("f") => self.toggle_full_screen = state_is_pressed(event.state),
Key::Named(NamedKey::Enter) => self.randomize_palette = state_is_pressed(event.state),
Key::Character("=") => self.increase_iterations = state_is_pressed(event.state),
Key::Character("-") => self.decrease_iterations = state_is_pressed(event.state),
Key::Named(NamedKey::Space) => self.toggle_julia = state_is_pressed(event.state),
_ => (),
}
}
/// Updates mouse scroll delta.
fn on_mouse_wheel_event(&mut self, delta: &MouseScrollDelta) {
let change = match delta {
MouseScrollDelta::LineDelta(_x, y) => *y,
MouseScrollDelta::PixelDelta(pos) => pos.y as f32,
};
self.scroll_delta += change;
}
/// Update mouse position
fn on_cursor_moved_event(&mut self, pos: &PhysicalPosition<f64>) {
self.mouse_pos = Vector2::new(pos.x as f32, pos.y as f32);
}
/// Update toggle julia state (if right mouse is clicked)
fn on_mouse_click_event(&mut self, state: ElementState, mouse_btn: winit::event::MouseButton) {
if mouse_btn == MouseButton::Right {
self.toggle_c = state_is_pressed(state)
}
}
}