mirror of
https://github.com/italicsjenga/mini_gl_fb.git
synced 2024-11-26 01:11:31 +11:00
db2f86ce15
* Add wakeup support This also fixes a bug (the `glutin_handle_basic_input` callback was never actually given mutable access to the `BasicInput`, so there's no way it could have set `BasicInput::wait` anyway). Glad I got that before the 0.8 release, phew. * Fix bug in reschedule_wakeup * Fix adjust_wakeup
209 lines
6.9 KiB
Rust
209 lines
6.9 KiB
Rust
#[macro_use]
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extern crate mini_gl_fb;
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use mini_gl_fb::BufferFormat;
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use mini_gl_fb::glutin::event::{VirtualKeyCode, MouseButton};
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use mini_gl_fb::glutin::event_loop::EventLoop;
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use mini_gl_fb::glutin::dpi::LogicalSize;
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use std::time::{Instant, Duration};
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use mini_gl_fb::breakout::Wakeup;
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const WIDTH: usize = 200;
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const HEIGHT: usize = 200;
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const NORMAL_SPEED: u64 = 500;
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const TURBO_SPEED: u64 = 20;
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fn main() {
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let mut event_loop = EventLoop::new();
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let mut fb = mini_gl_fb::get_fancy(config! {
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window_title: String::from("PSA: Conway wants you to appreciate group theory instead"),
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window_size: LogicalSize::new(800.0, 800.0),
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buffer_size: Some(LogicalSize::new(WIDTH as _, HEIGHT as _))
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}, &event_loop);
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fb.change_buffer_format::<u8>(BufferFormat::R);
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fb.use_post_process_shader(POST_PROCESS);
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let mut neighbors = vec![0; WIDTH * HEIGHT];
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let mut cells = vec![false; WIDTH * HEIGHT];
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cells[5 * WIDTH + 10] = true;
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cells[5 * WIDTH + 11] = true;
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cells[5 * WIDTH + 12] = true;
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cells[50 * WIDTH + 50] = true;
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cells[51 * WIDTH + 51] = true;
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cells[52 * WIDTH + 49] = true;
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cells[52 * WIDTH + 50] = true;
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cells[52 * WIDTH + 51] = true;
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// ID of the Wakeup which means we should update the board
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let mut update_id: Option<u32> = None;
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fb.glutin_handle_basic_input(&mut event_loop, |fb, input| {
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// We're going to use wakeups to update the grid
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input.wait = true;
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if update_id.is_none() {
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update_id = Some(input.schedule_wakeup(Instant::now() + Duration::from_millis(500)))
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} else if let Some(mut wakeup) = input.wakeup {
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if Some(wakeup.id) == update_id {
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// Time to update our grid
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calculate_neighbors(&mut cells, &mut neighbors);
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make_some_babies(&mut cells, &mut neighbors);
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fb.update_buffer(&cells);
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// Reschedule another update
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wakeup.when = Instant::now() + Duration::from_millis(
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if input.key_is_down(VirtualKeyCode::LShift) {
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TURBO_SPEED
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} else {
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NORMAL_SPEED
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}
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);
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input.reschedule_wakeup(wakeup);
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}
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// We will get called again after all wakeups are handled
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return true;
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}
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if input.key_is_down(VirtualKeyCode::Escape) {
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return false;
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}
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if input.mouse_is_down(MouseButton::Left) || input.mouse_is_down(MouseButton::Right) {
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// Mouse was pressed
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let (x, y) = input.mouse_pos;
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let x = x.min(WIDTH as f64 - 0.0001).max(0.0).floor() as usize;
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let y = y.min(HEIGHT as f64 - 0.0001).max(0.0).floor() as usize;
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cells[y * WIDTH + x] = input.mouse_is_down(MouseButton::Left);
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fb.update_buffer(&cells);
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// Give the user extra time to make something pretty each time they click
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if !input.key_is_down(VirtualKeyCode::LShift) {
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input.adjust_wakeup(update_id.unwrap(), Wakeup::after_millis(2000));
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}
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}
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// TODO support right shift. Probably by querying modifiers somehow. (modifiers support)
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if input.key_pressed(VirtualKeyCode::LShift) {
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// immediately update
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input.adjust_wakeup(update_id.unwrap(), Wakeup::after_millis(0));
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} else if input.key_released(VirtualKeyCode::LShift) {
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// immediately stop updating
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input.adjust_wakeup(update_id.unwrap(), Wakeup::after_millis(NORMAL_SPEED));
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}
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true
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});
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}
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fn calculate_neighbors(cells: &mut [bool], neighbors: &mut [u32]) {
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// a very basic GOL implementation; assumes outside the grid is dead
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for y in 0..HEIGHT {
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for x in 0..WIDTH {
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let mut n = 0;
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// Above
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if y > 0 {
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let j = y - 1;
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if x > 0 && cells[j * WIDTH + x - 1] {
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n += 1;
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}
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if cells[j * WIDTH + x] {
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n += 1;
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}
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if x < (WIDTH - 1) && cells[j * WIDTH + x + 1] {
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n += 1;
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}
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}
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// On the same line
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if x > 0 && cells[y * WIDTH + x - 1] {
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n += 1;
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}
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if x < (WIDTH - 1) && cells[y * WIDTH + x + 1] {
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n += 1;
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}
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// Below
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if y < (HEIGHT - 1) {
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let j = y + 1;
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if x > 0 && cells[j * WIDTH + x - 1] {
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n += 1;
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}
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if cells[j * WIDTH + x] {
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n += 1;
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}
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if x < (WIDTH - 1) && cells[j * WIDTH + x + 1] {
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n += 1;
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}
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}
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let cell = y * WIDTH + x;
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neighbors[cell] = n;
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}
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}
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}
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fn make_some_babies(cells: &mut [bool], neighbors: &mut [u32]) {
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for y in 0..HEIGHT {
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for x in 0..WIDTH {
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let cell = y * WIDTH + x;
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if !cells[cell] {
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// if this cell is dead
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if neighbors[cell] == 3 {
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// and it has three neighbors...
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cells[cell] = true;
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}
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// else it stays dead
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continue;
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}
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// the cell is alive
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if neighbors[cell] <= 1 {
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// die from under population
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cells[cell] = false;
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} else if neighbors[cell] > 3 {
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// die from over population
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cells[cell] = false;
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}
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// else: survive to the next generation
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}
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}
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}
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const POST_PROCESS: &str = "
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bool on_grid_line(float pos) {
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if (fract(pos) < 0.2) {
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return true;
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} else {
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return false;
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}
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}
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void main_image( out vec4 r_frag_color, in vec2 uv )
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{
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// A bool is stored as 1 in our image buffer
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// OpenGL will map that u8/bool onto the range [0, 1]
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// so the u8 1 in the buffer will become 1 / 255 or 0.0
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// multiply by 255 to turn 1 / 255 into full intensity and leave 0 as 0
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vec3 sample = texture(u_buffer, uv).rrr * 255.0;
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// invert it since that's how GOL stuff is typically shown
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sample = 1.0 - sample;
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// attempt to add some grid lines (assumes width and height of image are 200)...
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vec2 grid_pos = uv * 200;
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if (on_grid_line(grid_pos.x) || on_grid_line(grid_pos.y)) {
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sample = max(sample - 0.4, vec3(0.0, 0.0, 0.0));
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}
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r_frag_color = vec4(sample, 1.0);
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}
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";
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