diff --git a/Cargo.lock b/Cargo.lock index a43c40d..20d9a8d 100644 --- a/Cargo.lock +++ b/Cargo.lock @@ -2,6 +2,37 @@ # It is not intended for manual editing. version = 3 +[[package]] +name = "ab_glyph" +version = "0.2.21" +source = "registry+https://github.com/rust-lang/crates.io-index" +checksum = "5110f1c78cf582855d895ecd0746b653db010cec6d9f5575293f27934d980a39" +dependencies = [ + "ab_glyph_rasterizer", + "owned_ttf_parser", +] + +[[package]] +name = "ab_glyph_rasterizer" +version = "0.1.8" +source = "registry+https://github.com/rust-lang/crates.io-index" +checksum = "c71b1793ee61086797f5c80b6efa2b8ffa6d5dd703f118545808a7f2e27f7046" + +[[package]] +name = "addr2line" +version = "0.20.0" +source = "registry+https://github.com/rust-lang/crates.io-index" +checksum = "f4fa78e18c64fce05e902adecd7a5eed15a5e0a3439f7b0e169f0252214865e3" +dependencies = [ + "gimli", +] + +[[package]] +name = "adler" +version = "1.0.2" +source = "registry+https://github.com/rust-lang/crates.io-index" 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] @@ -1870,6 +2198,6 @@ dependencies = [ [[package]] name = "xml-rs" -version = "0.8.4" +version = "0.8.16" source = "registry+https://github.com/rust-lang/crates.io-index" -checksum = "d2d7d3948613f75c98fd9328cfdcc45acc4d360655289d0a7d4ec931392200a3" +checksum = "47430998a7b5d499ccee752b41567bc3afc57e1327dc855b1a2aa44ce29b5fa1" diff --git a/Cargo.toml b/Cargo.toml index 9d1a372..64bea1e 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -20,7 +20,7 @@ server = [] # use Rust structs like C structs for wgpu [dependencies.bytemuck] -version = "1.9" +version = "1.13" features = ["derive"] # CBOR (serialization format) @@ -33,7 +33,10 @@ version = "0.4.3" # audio output [dependencies.cpal] -version = "0.13.5" +version = "0.15.2" + +[dependencies.dasp_sample] +version = "0.11" # locations of configuration/cache/etc paths #[dependencies.directories] @@ -41,7 +44,7 @@ version = "0.13.5" # logging backend [dependencies.fern] -version = "0.6.1" +version = "0.6.2" features = ["colored"] # text rendering @@ -59,14 +62,14 @@ features = ["colored"] # images [dependencies.image] -version = "0.24.2" +version = "0.24.6" default-features = false # for now, no formats; we just use this for manipulating image buffers internally. features = [] # logging [dependencies.log] -version = "0.4.17" +version = "0.4.19" features = ["std"] # noise functions @@ -87,7 +90,7 @@ features = ["std"] # async runtime [dependencies.tokio] -version = "1.19" +version = "1.29.1" # TODO: Is rt-multi-thread faster for our use case? features = ["rt", "macros"] @@ -97,11 +100,11 @@ features = ["rt", "macros"] # graphics API [dependencies.wgpu] -version = "0.13.1" +version = "0.17.0" # window creation [dependencies.winit] -version = "0.26.1" +version = "0.28.6" features = ["x11", "wayland"] [profile.release] diff --git a/src/audio.rs b/src/audio.rs index 05fde09..de29f4c 100644 --- a/src/audio.rs +++ b/src/audio.rs @@ -1,6 +1,7 @@ use cpal::*; use cpal::traits::*; use claxon::*; +use cpal::FromSample; pub struct Audio { device: Device, @@ -20,13 +21,21 @@ impl Audio { let stream = match config.sample_format() { SampleFormat::F32 => create_output_stream::(&device, &config.config()), SampleFormat::I16 => create_output_stream::(&device, &config.config()), - SampleFormat::U16 => create_output_stream::(&device, &config.config()) + SampleFormat::U16 => create_output_stream::(&device, &config.config()), + SampleFormat::I8 => create_output_stream::(&device, &config.config()), + SampleFormat::I32 => create_output_stream::(&device, &config.config()), + SampleFormat::I64 => create_output_stream::(&device, &config.config()), + SampleFormat::U8 => create_output_stream::(&device, &config.config()), + SampleFormat::U32 => create_output_stream::(&device, &config.config()), + SampleFormat::U64 => create_output_stream::(&device, &config.config()), + SampleFormat::F64 => create_output_stream::(&device, &config.config()), + _ => panic!("Unknown sample format."), }; Self { device, stream } } } -fn create_output_stream(device: &Device, config: &StreamConfig) -> Stream { +fn create_output_stream + SizedSample>(device: &Device, config: &StreamConfig) -> Stream { let sample_rate = config.sample_rate.0; let channels = config.channels as usize; let mut clock = 0; @@ -40,16 +49,17 @@ fn create_output_stream(device: &Device, config: &StreamConfig) -> St for sample in frame.iter_mut() { clock += 1; if clock >= music.len() { - *sample = Sample::from(&0.0); + *sample = Sample::from_sample(0.0); return; } - *sample = Sample::from(&music[clock]); + *sample = Sample::from_sample(music[clock]); } } }, move |err| { log::error!("Audio stream error: {}", err); - } + }, + None ).expect("Failed to create audio output stream.") } diff --git a/src/graphics.rs b/src/graphics.rs index fa814c1..3e399e7 100644 --- a/src/graphics.rs +++ b/src/graphics.rs @@ -48,8 +48,8 @@ impl Graphics { // TODO: I don't think there's any reason we can't support ALL, but with ALL it defaults to OpenGL // on my machine for some resason. We should support ALL, so long as the PRIMARY backends // are used by default. - let instance = Instance::new(Backends::PRIMARY); - let surface = unsafe { instance.create_surface(&window) }; + let instance = Instance::new(InstanceDescriptor { backends: Backends::PRIMARY, dx12_shader_compiler: Dx12Compiler::Fxc }); + let surface = unsafe { instance.create_surface(&window) }.expect("Failed to create wgpu surface."); let adapter = instance.request_adapter( &RequestAdapterOptionsBase { power_preference: PowerPreference::HighPerformance, @@ -57,7 +57,7 @@ impl Graphics { compatible_surface: Some(&surface) } ).await.expect("Failed to get wgpu adapter."); - let format = surface.get_supported_formats(&adapter)[0]; + let format = surface.get_capabilities(&adapter).formats[0]; let (device, queue) = adapter.request_device(&DeviceDescriptor { label: None, features: Features::default(), @@ -76,9 +76,10 @@ impl Graphics { mip_level_count: 1, sample_count: 1, dimension: TextureDimension::D2, - format: TextureFormat::Rgba32Float, + format: format, + view_formats: &[format], usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST, - label: Some("dither texture") + label: Some("dither texture"), }, bytemuck::cast_slice(&*dither::bayer_texture()) ); @@ -211,7 +212,9 @@ impl Graphics { format: self.surface_format, width: size.width, height: size.height, - present_mode: PresentMode::Mailbox + present_mode: PresentMode::Mailbox, + alpha_mode: CompositeAlphaMode::Auto, + view_formats: Vec::from([self.surface_format]), }); self.uniform_copy_buffer.slice(..).get_mapped_range_mut().copy_from_slice(bytemuck::cast_slice(&[Uniforms { dimensions: [self.desired_size.width as f32, self.desired_size.height as f32], diff --git a/src/graphics/shader.wgsl b/src/graphics/shader.wgsl index fae50aa..6d3fef6 100644 --- a/src/graphics/shader.wgsl +++ b/src/graphics/shader.wgsl @@ -7,103 +7,57 @@ struct Uniforms { @binding(0) var uniforms: Uniforms; -let PI: f32 = 3.14159265358979323846264338327950288; // 3.14159274 +const PI: f32 = 3.14159265358979323846264338327950288; // 3.14159274 struct Ray { pos: vec3, // POSition (aka the origin) dir: vec3, // DIRection (normalized) } +/// Map a rectangle with the provided dimensions onto a square from (-1,-1) to (1,1). +/// This is a linear scaling transformation. Some of the output square will +/// be cropped if the rectangle dimensions are not square. /// -/// Convert from pixel coordinates to window-independent square coordinates. -/// -/// Input coordinates: -/// x: from 0 (left) to dimensions.x (right) -/// y: from 0 (bottom) to dimensions.y (top) -/// -/// Output coordinates: -/// x: from -1 (left) to 1 (right) -/// y: from -1 (down) to 1 (up) -/// -/// The output coordinates are square and independent of the -/// window's dimensions and aspect ratio. Some of the image -/// will be cropped if the window's aspect ratio is not square. -fn pixel_to_square(pixel: vec2) -> vec2 { - let square = ((pixel / uniforms.dimensions) - 0.5) * 2.0; - - // Scale the window's smaller aspect ratio to make the coordinates square. - // For example, a 16:9 window will have an x coordinate from -1 to 1 and +/// We use this function because the coordinates provided to our shader are +/// pixel coordinates, but we want the shader to behave the same way +/// regardless of the shape or size of the window. +fn rectangle_to_square(rect: vec2, dims: vec2) -> vec2 { + var sq = rect / dims * 2.0 - 1.0; + // Scale the rectangle's smaller aspect ratio to make the coordinates square. + // For example, a 16:9 rectangle will have an x coordinate from -1 to 1 and // a y coordinate from -9/16ths to 9/16ths. The rest of the image lying outside // of that range will be cropped out. - if (uniforms.dimensions.x > uniforms.dimensions.y) { - return vec2(square.x, square.y * uniforms.dimensions.y / uniforms.dimensions.x); + if (dims.x > dims.y) { + return vec2(sq.x, sq.y * dims.y / dims.x); } else { - return vec2(square.x * uniforms.dimensions.x / uniforms.dimensions.y, square.y); + return vec2(sq.x * dims.x / dims.y, sq.y); } } -/// Project a coordinate on the unit circle onto the unit hemisphere. -/// This is used for curvilinear perspective. -/// -/// Coordinates: -/// x: from -1 (90 degrees left) to 1 (90 degrees right) -/// y: from -1 (90 degrees down) to 1 (90 degrees up) -/// -/// TODO: add support for the usual, non-curvilinear perspective projection -/// (and possibly other projections, just for fun?) -fn project(coord_: vec2) -> vec3 { - var coord = coord_; - // This projection only supports coordinates within the unit circle - // and only projects into the unit hemisphere. Ideally we'd want - // some sort of extension which takes points outside the unit circle - // and projects them somewhere behind you (with the point at infinity - // being directly behind you), but I haven't come up with any reasonable - // extension of this perspective system which behaves in that manner. +/// Map from a square grid to the surface of a (double-covered) sphere. +/// We use this as a (curvilinear) perspective projection for the camera. +fn project(grid: vec2) -> vec3 { + // The real plane is the product of two lines, R x R, and the torus + // is the product of two circles, S^1 x S^1. Therefore, we can map + // from the real plane to the torus by taking each axis modulo tau. // - // What we can do instead is *tile* the projection so that adjacent projections - // are a mirrored projection of the unit hemisphere *behind* you. - // This is a logical extension because the projection becomes continuous - // along the x and y axis (you're just looking around in perfect circles), - // and it allows you to view the entire space. The main problem to this approach - // is that all of the space between the tiled circles is still undefined, - // but this is still the best solution which I'm aware of. + // If we set the major radius of the torus to 0, then the torus + // becomes a double-covered sphere. The points on the double-covered + // sphere are identical to the points on the regular sphere, + // but the coordinate system is different: + // + // Rotate left-right and what you see behind you is backwards; rotate + // up-down and what you see is upside-down. This means that the projection + // is continous, and a translation on the grid corresponds with + // a rotation of the camera. (Compare with the behavior of a mirror, + // which is z-inverted, resulting in text appearing backwards.) - var dir: f32 = 1.; // the sign of the direction we're facing: 1 forward, -1 backward. - // Tile coordinates: - // (0-2, 0-2): forward - // (2-4, 0-2): backward, left/right mirrored - // (0-2, 2-4): backward, up/down mirrored - // (2-4, 2-4): forward, left/right and up/down mirrored - // FIXME: Use modulus which handles negatives properly so I don't have to arbitrarily add 8. - coord = (coord + 1. + 8.) % 4.; - // mirror/reverse and map back into 0 to 2 range - if (coord.x > 2.) { - coord.x = 4. - coord.x; - dir = -dir; - } - if (coord.y > 2.) { - coord.y = 4. - coord.y; - dir = -dir; - } - // map back into -1 to 1 range - coord = coord - 1.; - - // Avoid NaN because implementations are allowed to assume it won't occur. - let preZ = 1. - coord.x*coord.x - coord.y*coord.y; - - // We can "define" the remaining undefined region of the screen - // by clamping it to the nearest unit circle. This is sometimes - // better than nothing, though it can also be a lot worse because - // we still have to actually *render* all of those pixels. - - // TODO: Add an option to allow stretching into a square instead of clamping? - // I imagine things could get pretty badly warped, but maybe it could be useful? - - // TODO: Is this clamping behavior correct? It doesn't look like it actually is, tbh. - if (preZ < 0.) { - return vec3(normalize(coord), 0.); - } - return normalize(vec3(coord, dir*sqrt(preZ))); + // The parametric definition of a torus with R = 0 and r = 1. + return vec3( + cos(grid.x) * cos(grid.y), + cos(grid.x) * sin(grid.y), + sin(grid.x) + ); } /// After converting pixel coordinates to screen coordinates, we still have a problem: @@ -114,7 +68,7 @@ fn camera_project(square: vec2) -> Ray { // Our coordinates already range from -1 to 1, corresponding with the // edges of the window, but we want the edges of the window to correspond // with the angle of the FOV instead. - let circle = square * uniforms.field_of_view / PI; + let circle = square * uniforms.field_of_view; let sphere = project(circle); return Ray(vec3(0.), sphere); } @@ -167,7 +121,7 @@ fn clamp_value(_color: vec3) -> vec3 { @fragment fn fs_main(@builtin(position) position: vec4) -> @location(0) vec4 { - let ray = camera_project(pixel_to_square(position.xy)); + let ray = camera_project(rectangle_to_square(position.xy, uniforms.dimensions)); var color = ray.dir / 2.0 + 0.5; // TODO: Separate postprocessing pass.