mirror of
https://github.com/italicsjenga/mini_gl_fb.git
synced 2024-11-22 07:21:30 +11:00
Add post process, input handling, and game of life example
This commit is contained in:
parent
0d4e6a9822
commit
a734d7de86
78
README.md
78
README.md
|
@ -24,6 +24,65 @@ fn main() {
|
|||
time. You can bring your own timing mechanism, whether it's just `sleep(ms)` or something more
|
||||
sophisticated.
|
||||
|
||||
# Support for simplified basic input handling
|
||||
|
||||
Get access to mouse position and key inputs with no hassle. The following is extracted from the
|
||||
Game of Life example:
|
||||
|
||||
```rust
|
||||
|
||||
let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800.0, 600.0);
|
||||
let buffer = vec![[128u8, 0, 0, 255]; 800 * 600];
|
||||
|
||||
// ...
|
||||
|
||||
fb.glutin_handle_basic_input(|fb, input| {
|
||||
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);
|
||||
}
|
||||
|
||||
// Each generation should stay on screen for half a second
|
||||
if seconds > 0.5 + extra_delay {
|
||||
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();
|
||||
}
|
||||
|
||||
true
|
||||
});
|
||||
```
|
||||
|
||||
# Shader playground
|
||||
|
||||
Post process with GLSL shaders inspired by ShaderToy. This is a work in progress but there is
|
||||
basic support for simple effects. The following is the default behavior but illustrates the
|
||||
API:
|
||||
|
||||
```rust
|
||||
fb.use_post_process_shader("
|
||||
void main_image( out vec4 r_frag_color, in vec2 v_uv ) {
|
||||
r_frag_color = texture(u_buffer, v_uv);
|
||||
}
|
||||
");
|
||||
```
|
||||
|
||||
# Get full access to glutin for custom event handling
|
||||
|
||||
You can also "breakout" and get access to the underlying glutin window while still having easy
|
||||
|
@ -51,20 +110,17 @@ fb.update_buffer(/*...*/);
|
|||
|
||||
See the [docs](https://docs.rs/mini_gl_fb/) for more info.
|
||||
|
||||
# Planned Features
|
||||
# Planned Features (depends on demand)
|
||||
|
||||
Listed in rough order of importance and ease (which are surprisingly correlated here!).
|
||||
Feel free to open an issue if you have a suggestion or want to see one of these soon!
|
||||
|
||||
- Shader playground. Add a method for using shadertoy-like fragment shaders to be applied to
|
||||
your submitted pixel data.
|
||||
- More simplified input handling methods
|
||||
|
||||
- Some built in managed ways of getting interactivity, possibly such as a functional reactive
|
||||
style draw function that renders based on a provided Store struct. Other simpler
|
||||
alternatives include automatically drawing after running some event handlers and some
|
||||
methods for drawing at intervals (fixed/dynamic delta time).
|
||||
- Enhanced and more thorough shader playground
|
||||
|
||||
- Fully replace and customize the vertex, geometry, and fragment shader, including adding your
|
||||
own uniforms (but probably not adding any vertex attributes).
|
||||
- Support for running ShaderToy examples directly (a conversion function)
|
||||
|
||||
- Support for more textures, possibly actual OpenGL framebuffers for complex sequences of
|
||||
post processing. I am undecided on whether this is appropriate for this library.
|
||||
post processing
|
||||
|
||||
- An HTML canvas-like API that allows drawing over your buffer
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
extern crate mini_gl_fb;
|
||||
|
||||
use mini_gl_fb::{Config, BufferFormat};
|
||||
use mini_gl_fb::glutin::{MouseButton, VirtualKeyCode};
|
||||
|
||||
use std::time::SystemTime;
|
||||
|
||||
|
@ -26,21 +27,39 @@ fn main() {
|
|||
cells[5 * WIDTH + 12] = true;
|
||||
|
||||
let mut previous = SystemTime::now();
|
||||
let mut extra_delay: f64 = 0.0;
|
||||
|
||||
while fb.is_running() {
|
||||
fb.glutin_handle_basic_input(|fb, input| {
|
||||
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);
|
||||
}
|
||||
|
||||
// Each generation should stay on screen for half a second
|
||||
if seconds > 0.5 {
|
||||
if seconds > 0.5 + extra_delay {
|
||||
previous = SystemTime::now();
|
||||
calculate_neighbors(&mut cells, &mut neighbors);
|
||||
make_some_babies(&mut cells, &mut neighbors);
|
||||
// Vsync should be enabled by default (open an issue if you need it disabled)
|
||||
// Vsync should cause this to block so we don't run too often or too fast #robust
|
||||
fb.update_buffer(&cells);
|
||||
extra_delay = 0.0;
|
||||
} else if input.resized {
|
||||
fb.redraw();
|
||||
}
|
||||
}
|
||||
|
||||
true
|
||||
});
|
||||
}
|
||||
|
||||
fn calculate_neighbors(cells: &mut [bool], neighbors: &mut [u32]) {
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
//! # Basic Usage
|
||||
//!
|
||||
//! Start with the function `gotta_go_fast`. This will create a basic window and give you a buffer
|
||||
//! that you can draw to in one line.
|
||||
//! that you can draw to in one line. The main public API is available through the `MiniGlFb` type.
|
||||
//!
|
||||
//! ```rust
|
||||
//! extern crate mini_gl_fb;
|
||||
|
|
Loading…
Reference in a new issue