mini_gl_fb/examples/game_of_life.rs

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Rust
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2018-07-29 05:25:59 +10:00
extern crate mini_gl_fb;
use mini_gl_fb::{Config, BufferFormat};
use mini_gl_fb::glutin::{MouseButton, VirtualKeyCode};
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use std::time::SystemTime;
const WIDTH: usize = 200;
const HEIGHT: usize = 200;
fn main() {
let mut fb = mini_gl_fb::get_fancy(Config {
window_title: "PSA: Conway wants you to appreciate group theory instead",
window_size: (800.0, 800.0),
buffer_size: (WIDTH as _, HEIGHT as _),
.. Default::default()
});
fb.change_buffer_format::<u8>(BufferFormat::R);
fb.use_post_process_shader(POST_PROCESS);
let mut neighbors = vec![0; WIDTH * HEIGHT];
let mut cells = vec![false; WIDTH * HEIGHT];
cells[5 * WIDTH + 10] = true;
cells[5 * WIDTH + 11] = true;
cells[5 * WIDTH + 12] = true;
let mut previous = SystemTime::now();
let mut extra_delay: f64 = 0.0;
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fb.glutin_handle_basic_input(|fb, input| {
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let elapsed = previous.elapsed().unwrap();
let seconds = elapsed.as_secs() as f64 + elapsed.subsec_nanos() as f64 * 1e-9;
if input.key_is_down(VirtualKeyCode::Escape) {
return false;
}
if input.mouse_is_down(MouseButton::Left) {
// Mouse was pressed
let (x, y) = input.mouse_pos;
cells[y * WIDTH + x] = true;
fb.update_buffer(&cells);
// Give the user extra time to make something pretty each time they click
previous = SystemTime::now();
extra_delay = (extra_delay + 0.5).min(2.0);
}
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// Each generation should stay on screen for half a second
if seconds > 0.5 + extra_delay {
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previous = SystemTime::now();
calculate_neighbors(&mut cells, &mut neighbors);
make_some_babies(&mut cells, &mut neighbors);
fb.update_buffer(&cells);
extra_delay = 0.0;
} else if input.resized {
fb.redraw();
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}
true
});
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}
fn calculate_neighbors(cells: &mut [bool], neighbors: &mut [u32]) {
// a very basic GOL implementation; assumes outside the grid is dead
for y in 0..HEIGHT {
for x in 0..WIDTH {
let mut n = 0;
// Above
if y > 0 {
let j = y - 1;
if x > 0 && cells[j * WIDTH + x - 1] {
n += 1;
}
if cells[j * WIDTH + x] {
n += 1;
}
if x < (WIDTH - 1) && cells[j * WIDTH + x + 1] {
n += 1;
}
}
// On the same line
if x > 0 && cells[y * WIDTH + x - 1] {
n += 1;
}
if x < (WIDTH - 1) && cells[y * WIDTH + x + 1] {
n += 1;
}
// Below
if y < (HEIGHT - 1) {
let j = y + 1;
if x > 0 && cells[j * WIDTH + x - 1] {
n += 1;
}
if cells[j * WIDTH + x] {
n += 1;
}
if x < (WIDTH - 1) && cells[j * WIDTH + x + 1] {
n += 1;
}
}
let cell = y * WIDTH + x;
neighbors[cell] = n;
}
}
}
fn make_some_babies(cells: &mut [bool], neighbors: &mut [u32]) {
for y in 0..HEIGHT {
for x in 0..WIDTH {
let cell = y * WIDTH + x;
if !cells[cell] {
// if this cell is dead
if neighbors[cell] == 3 {
// and it has three neighbors...
cells[cell] = true;
}
// else it stays dead
continue;
}
// the cell is alive
if neighbors[cell] <= 1 {
// die from under population
cells[cell] = false;
} else if neighbors[cell] >= 3 {
// die from over population
cells[cell] = false;
}
// else: survive to the next generation
}
}
}
const POST_PROCESS: &str = "
bool on_grid_line(float pos) {
if (fract(pos) < 0.2) {
return true;
} else {
return false;
}
}
void main_image( out vec4 r_frag_color, in vec2 uv )
{
// A bool is stored as 1 in our image buffer
// OpenGL will map that u8/bool onto the range [0, 1]
// so the u8 1 in the buffer will become 1 / 255 or 0.0
// multiply by 255 to turn 1 / 255 into full intensity and leave 0 as 0
vec3 sample = texture(u_buffer, uv).rrr * 255.0;
// invert it since that's how GOL stuff is typically shown
sample = 1.0 - sample;
// attempt to add some grid lines (assumes width and height of image are 200)...
vec2 grid_pos = uv * 200;
if (on_grid_line(grid_pos.x) || on_grid_line(grid_pos.y)) {
sample = max(sample - 0.4, vec3(0.0, 0.0, 0.0));
}
r_frag_color = vec4(sample, 1.0);
}
";