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messing around slightly with the experimental gfx crate
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@ -45,7 +45,7 @@
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- basic structure with actions, react, stepping is same. SimQueue, lookahead, can goto? differs.
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- handle map borders
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- manually mark them?
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- manually mark polygon, not a bbox, as the border
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- be able to start/end trips there
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- start to model demand data with manually selecting a source/dest area
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@ -54,3 +54,4 @@
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- macro to insert a call at the beginning of a fxn
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- macro to apply a macro to all fxns in an impl
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- then i can manually edit a few places when I want to gather data
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- https://en.wikipedia.org/wiki/File:A_Call_Graph_generated_by_pycallgraph.png
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@ -180,3 +180,11 @@ One UI plugin at a time:
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- alright, atfer the current cleanup with short-circuiting... express as a more abstract monadish thing? or since there are side effects sometimes and inconsistent arguments and such, maybe not?
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- consistently mutate a plugin or return a copy
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- the Optionals might be annoying.
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## OpenGL camera transforms
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- https://crates.io/crates/cgmath
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- https://www.nalgebra.org/cg_recipes/
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- https://docs.rs/euclid/0.19.0/euclid/struct.TypedTransform2D.html
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- https://www.reddit.com/r/rust/comments/6sukcw/is_it_possible_to_to_create_an_ortho_view_in_glium/ has a direct example of affine transformation
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- https://www.reddit.com/r/gamedev/comments/4mn9ly/3d_matrix_transformation_question_rotating/
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10
docs/halloween.md
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10
docs/halloween.md
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@ -0,0 +1,10 @@
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# Halloween visual demo
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- cars with headlights
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- pumpkins
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- fences / bushes / features in houses (maybe fences around parcel boundaries?) or triangulation on a block with buildings
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- buildings as rooms in a hotel
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- silent hill soundtrack
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- deformed buildings pulsing on front path springs
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- lighting?
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- fog effects
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@ -27,10 +27,12 @@ gfx_defines!{
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fn main() {
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let mut events_loop = glutin::EventsLoop::new();
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let (initial_width, initial_height) = (700.0, 700.0);
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let glutin_builder = glutin::WindowBuilder::new()
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.with_dimensions(LogicalSize::new(700.0, 700.0))
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.with_dimensions(LogicalSize::new(initial_width, initial_height))
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.with_decorations(true)
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.with_title("Simple tessellation".to_string());
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.with_title("gfx playground".to_string());
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let context = glutin::ContextBuilder::new().with_vsync(true);
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@ -51,26 +53,35 @@ fn main() {
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// The geometry!
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let vertices = vec![
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// 0 = Top-left
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GpuFillVertex {
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position: [-1.0, -1.0],
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},
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GpuFillVertex {
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position: [1.0, -1.0],
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},
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GpuFillVertex {
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position: [-1.0, 1.0],
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position: [-1.0, 0.7],
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},
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// 1 = Top-right
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GpuFillVertex {
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position: [1.0, 1.0],
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},
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// 2 = Bottom-left
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GpuFillVertex {
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position: [-1.0, -1.0],
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},
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// 3 = Bottom-right
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GpuFillVertex {
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position: [1.0, -1.0],
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},
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];
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let indices: Vec<u16> = vec![0, 1, 2, 2, 3, 0];
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let indices: Vec<u16> = vec![0, 1, 2, 1, 2, 3];
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let (vbo, ibo) = factory.create_vertex_buffer_with_slice(&vertices, &indices[..]);
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let mut cmd_queue: gfx::Encoder<_, _> = factory.create_command_buffer().into();
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let mut cam = Camera {
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center_x: initial_width / 2.0,
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center_y: initial_height / 2.0,
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zoom: 1.0,
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};
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loop {
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if !update_inputs(&mut events_loop) {
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if !handle_input(&mut events_loop, &mut cam) {
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break;
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}
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@ -93,12 +104,19 @@ fn main() {
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}
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}
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fn update_inputs(event_loop: &mut glutin::EventsLoop) -> bool {
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struct Camera {
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// Center on some point
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center_x: f64,
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center_y: f64,
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zoom: f64,
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}
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fn handle_input(event_loop: &mut glutin::EventsLoop, cam: &mut Camera) -> bool {
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use glutin::ElementState::Pressed;
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use glutin::Event;
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use glutin::VirtualKeyCode;
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let mut status = true;
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let mut keep_running = true;
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event_loop.poll_events(|event| match event {
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Event::WindowEvent {
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@ -106,7 +124,7 @@ fn update_inputs(event_loop: &mut glutin::EventsLoop) -> bool {
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..
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} => {
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println!("Window Closed!");
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status = false;
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keep_running = false;
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}
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Event::WindowEvent {
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event:
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@ -122,16 +140,30 @@ fn update_inputs(event_loop: &mut glutin::EventsLoop) -> bool {
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..
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} => match key {
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VirtualKeyCode::Escape => {
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status = false;
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keep_running = false;
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}
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_key => {}
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VirtualKeyCode::Left => {
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cam.center_x -= 1.0;
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}
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VirtualKeyCode::Right => {
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cam.center_x += 1.0;
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}
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VirtualKeyCode::Up => {
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cam.center_y += 1.0;
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}
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VirtualKeyCode::Down => {
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cam.center_y -= 1.0;
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}
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_ => {}
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},
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_ => {}
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});
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status
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keep_running
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}
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// Coordinate system is math-like -- Y increases up.
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static VERTEX_SHADER: &'static str = "
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#version 140
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@ -140,7 +172,7 @@ static VERTEX_SHADER: &'static str = "
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void main() {
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gl_Position = vec4(a_position, 0.0, 1.0);
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gl_Position.y *= -1.0;
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// gl_Position.y *= -1.0;
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v_color = vec4(1.0, 0.0, 0.0, 0.5);
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}
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";
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