Add post process, input handling, and game of life example

This commit is contained in:
shivshank 2018-07-28 16:59:02 -04:00
parent 0d4e6a9822
commit a734d7de86
3 changed files with 92 additions and 17 deletions

View file

@ -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

View file

@ -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]) {

View file

@ -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;