pixels/examples/conway/src/main.rs
Jay Oster 6f4fa6c967
Fix invalid texture sizes (#250)
- Makes methods fallible when they create textures.
- Correctly handle window resize in fltk example.
- TODO: tests
- Closes #240
2022-12-17 20:21:28 -08:00

340 lines
11 KiB
Rust

#![deny(clippy::all)]
#![forbid(unsafe_code)]
use log::{debug, error};
use pixels::{Error, Pixels, SurfaceTexture};
use winit::{
dpi::LogicalSize,
event::{Event, VirtualKeyCode},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
use winit_input_helper::WinitInputHelper;
const WIDTH: u32 = 400;
const HEIGHT: u32 = 300;
fn main() -> Result<(), Error> {
env_logger::init();
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
let window = {
let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
let scaled_size = LogicalSize::new(WIDTH as f64 * 3.0, HEIGHT as f64 * 3.0);
WindowBuilder::new()
.with_title("Conway's Game of Life")
.with_inner_size(scaled_size)
.with_min_inner_size(size)
.build(&event_loop)
.unwrap()
};
let mut pixels = {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
Pixels::new(WIDTH, HEIGHT, surface_texture)?
};
let mut life = ConwayGrid::new_random(WIDTH as usize, HEIGHT as usize);
let mut paused = false;
let mut draw_state: Option<bool> = None;
event_loop.run(move |event, _, control_flow| {
// The one and only event that winit_input_helper doesn't have for us...
if let Event::RedrawRequested(_) = event {
life.draw(pixels.get_frame_mut());
if let Err(err) = pixels.render() {
error!("pixels.render() failed: {}", err);
*control_flow = ControlFlow::Exit;
return;
}
}
// For everything else, for let winit_input_helper collect events to build its state.
// It returns `true` when it is time to update our game state and request a redraw.
if input.update(&event) {
// Close events
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
*control_flow = ControlFlow::Exit;
return;
}
if input.key_pressed(VirtualKeyCode::P) {
paused = !paused;
}
if input.key_pressed_os(VirtualKeyCode::Space) {
// Space is frame-step, so ensure we're paused
paused = true;
}
if input.key_pressed(VirtualKeyCode::R) {
life.randomize();
}
// Handle mouse. This is a bit involved since support some simple
// line drawing (mostly because it makes nice looking patterns).
let (mouse_cell, mouse_prev_cell) = input
.mouse()
.map(|(mx, my)| {
let (dx, dy) = input.mouse_diff();
let prev_x = mx - dx;
let prev_y = my - dy;
let (mx_i, my_i) = pixels
.window_pos_to_pixel((mx, my))
.unwrap_or_else(|pos| pixels.clamp_pixel_pos(pos));
let (px_i, py_i) = pixels
.window_pos_to_pixel((prev_x, prev_y))
.unwrap_or_else(|pos| pixels.clamp_pixel_pos(pos));
(
(mx_i as isize, my_i as isize),
(px_i as isize, py_i as isize),
)
})
.unwrap_or_default();
if input.mouse_pressed(0) {
debug!("Mouse click at {mouse_cell:?}");
draw_state = Some(life.toggle(mouse_cell.0, mouse_cell.1));
} else if let Some(draw_alive) = draw_state {
let release = input.mouse_released(0);
let held = input.mouse_held(0);
debug!("Draw at {mouse_prev_cell:?} => {mouse_cell:?}");
debug!("Mouse held {held:?}, release {release:?}");
// If they either released (finishing the drawing) or are still
// in the middle of drawing, keep going.
if release || held {
debug!("Draw line of {draw_alive:?}");
life.set_line(
mouse_prev_cell.0,
mouse_prev_cell.1,
mouse_cell.0,
mouse_cell.1,
draw_alive,
);
}
// If they let go or are otherwise not clicking anymore, stop drawing.
if release || !held {
debug!("Draw end");
draw_state = None;
}
}
// Resize the window
if let Some(size) = input.window_resized() {
if let Err(err) = pixels.resize_surface(size.width, size.height) {
error!("pixels.resize_surface() failed: {err}");
*control_flow = ControlFlow::Exit;
return;
}
}
if !paused || input.key_pressed_os(VirtualKeyCode::Space) {
life.update();
}
window.request_redraw();
}
});
}
/// Generate a pseudorandom seed for the game's PRNG.
fn generate_seed() -> (u64, u64) {
use byteorder::{ByteOrder, NativeEndian};
use getrandom::getrandom;
let mut seed = [0_u8; 16];
getrandom(&mut seed).expect("failed to getrandom");
(
NativeEndian::read_u64(&seed[0..8]),
NativeEndian::read_u64(&seed[8..16]),
)
}
const BIRTH_RULE: [bool; 9] = [false, false, false, true, false, false, false, false, false];
const SURVIVE_RULE: [bool; 9] = [false, false, true, true, false, false, false, false, false];
const INITIAL_FILL: f32 = 0.3;
#[derive(Clone, Copy, Debug, Default)]
struct Cell {
alive: bool,
// Used for the trail effect. Always 255 if `self.alive` is true (We could
// use an enum for Cell, but it makes several functions slightly more
// complex, and doesn't actually make anything any simpler here, or save any
// memory, so we don't)
heat: u8,
}
impl Cell {
fn new(alive: bool) -> Self {
Self { alive, heat: 0 }
}
#[must_use]
fn update_neibs(self, n: usize) -> Self {
let next_alive = if self.alive {
SURVIVE_RULE[n]
} else {
BIRTH_RULE[n]
};
self.next_state(next_alive)
}
#[must_use]
fn next_state(mut self, alive: bool) -> Self {
self.alive = alive;
if self.alive {
self.heat = 255;
} else {
self.heat = self.heat.saturating_sub(1);
}
self
}
fn set_alive(&mut self, alive: bool) {
*self = self.next_state(alive);
}
fn cool_off(&mut self, decay: f32) {
if !self.alive {
let heat = (self.heat as f32 * decay).clamp(0.0, 255.0);
assert!(heat.is_finite());
self.heat = heat as u8;
}
}
}
#[derive(Clone, Debug)]
struct ConwayGrid {
cells: Vec<Cell>,
width: usize,
height: usize,
// Should always be the same size as `cells`. When updating, we read from
// `cells` and write to `scratch_cells`, then swap. Otherwise it's not in
// use, and `cells` should be updated directly.
scratch_cells: Vec<Cell>,
}
impl ConwayGrid {
fn new_empty(width: usize, height: usize) -> Self {
assert!(width != 0 && height != 0);
let size = width.checked_mul(height).expect("too big");
Self {
cells: vec![Cell::default(); size],
scratch_cells: vec![Cell::default(); size],
width,
height,
}
}
fn new_random(width: usize, height: usize) -> Self {
let mut result = Self::new_empty(width, height);
result.randomize();
result
}
fn randomize(&mut self) {
let mut rng: randomize::PCG32 = generate_seed().into();
for c in self.cells.iter_mut() {
let alive = randomize::f32_half_open_right(rng.next_u32()) > INITIAL_FILL;
*c = Cell::new(alive);
}
// run a few simulation iterations for aesthetics (If we don't, the
// noise is ugly)
for _ in 0..3 {
self.update();
}
// Smooth out noise in the heatmap that would remain for a while
for c in self.cells.iter_mut() {
c.cool_off(0.4);
}
}
fn count_neibs(&self, x: usize, y: usize) -> usize {
let (xm1, xp1) = if x == 0 {
(self.width - 1, x + 1)
} else if x == self.width - 1 {
(x - 1, 0)
} else {
(x - 1, x + 1)
};
let (ym1, yp1) = if y == 0 {
(self.height - 1, y + 1)
} else if y == self.height - 1 {
(y - 1, 0)
} else {
(y - 1, y + 1)
};
self.cells[xm1 + ym1 * self.width].alive as usize
+ self.cells[x + ym1 * self.width].alive as usize
+ self.cells[xp1 + ym1 * self.width].alive as usize
+ self.cells[xm1 + y * self.width].alive as usize
+ self.cells[xp1 + y * self.width].alive as usize
+ self.cells[xm1 + yp1 * self.width].alive as usize
+ self.cells[x + yp1 * self.width].alive as usize
+ self.cells[xp1 + yp1 * self.width].alive as usize
}
fn update(&mut self) {
for y in 0..self.height {
for x in 0..self.width {
let neibs = self.count_neibs(x, y);
let idx = x + y * self.width;
let next = self.cells[idx].update_neibs(neibs);
// Write into scratch_cells, since we're still reading from `self.cells`
self.scratch_cells[idx] = next;
}
}
std::mem::swap(&mut self.scratch_cells, &mut self.cells);
}
fn toggle(&mut self, x: isize, y: isize) -> bool {
if let Some(i) = self.grid_idx(x, y) {
let was_alive = self.cells[i].alive;
self.cells[i].set_alive(!was_alive);
!was_alive
} else {
false
}
}
fn draw(&self, screen: &mut [u8]) {
debug_assert_eq!(screen.len(), 4 * self.cells.len());
for (c, pix) in self.cells.iter().zip(screen.chunks_exact_mut(4)) {
let color = if c.alive {
[0, 0xff, 0xff, 0xff]
} else {
[0, 0, c.heat, 0xff]
};
pix.copy_from_slice(&color);
}
}
fn set_line(&mut self, x0: isize, y0: isize, x1: isize, y1: isize, alive: bool) {
// probably should do sutherland-hodgeman if this were more serious.
// instead just clamp the start pos, and draw until moving towards the
// end pos takes us out of bounds.
let x0 = x0.clamp(0, self.width as isize);
let y0 = y0.clamp(0, self.height as isize);
for (x, y) in line_drawing::Bresenham::new((x0, y0), (x1, y1)) {
if let Some(i) = self.grid_idx(x, y) {
self.cells[i].set_alive(alive);
} else {
break;
}
}
}
fn grid_idx<I: std::convert::TryInto<usize>>(&self, x: I, y: I) -> Option<usize> {
if let (Ok(x), Ok(y)) = (x.try_into(), y.try_into()) {
if x < self.width && y < self.height {
Some(x + y * self.width)
} else {
None
}
} else {
None
}
}
}