toss piston, switch to sdl2. good render performance
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@ -7,7 +7,5 @@ edition = "2018"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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piston = "0.52.0"
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piston2d-graphics = "0.39.0"
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pistoncore-glutin_window = "0.67.0"
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piston2d-opengl_graphics = "0.76.0"
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sdl2 = { versoion = "0.34.3", features = ["bundled", "static-link"]}
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gl = "0.14.0"
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125
src/main.rs
125
src/main.rs
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@ -1,20 +1,18 @@
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extern crate glutin_window;
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extern crate graphics;
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extern crate opengl_graphics;
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extern crate piston;
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use glutin_window::GlutinWindow as Window;
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use opengl_graphics::{GlGraphics, OpenGL};
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use piston::event_loop::{EventSettings, Events};
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use piston::input::{RenderArgs, RenderEvent, UpdateArgs, UpdateEvent};
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use piston::window::WindowSettings;
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use graphics::Rectangle;
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use sdl2::render::Canvas;
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use sdl2::pixels::Color;
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use sdl2::video::Window;
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use sdl2::rect::Rect;
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use std::cmp;
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use std::{thread, time};
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use std::time::{Duration, SystemTime};
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pub const SCREEN_SIZE: u32 = 800;
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pub const BLACK: [f32; 4] = [0.0, 0.0, 0.0, 1.0];
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pub const WHITE: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
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pub const PX_SIZE: u32 = 2;
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pub const BLACK: Color = Color::RGB(0, 0, 0);
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pub const WHITE: Color = Color::RGB(255, 255, 255);
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pub trait Cell {
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fn color(&self) -> [f32; 4];
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@ -22,7 +20,7 @@ pub trait Cell {
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#[derive(Clone)]
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pub struct ConwayCell {
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color: [f32; 4],
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color: Color,
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alive: bool,
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}
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@ -34,28 +32,23 @@ impl Cell {
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}*/
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pub struct App {
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gl: GlGraphics,
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steps_per_sec: f64,
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px_size: u32,
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dt_last: f64,
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steps_per_sec: u64,
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px_size: i32,
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grid: Vec<Vec<ConwayCell>>,
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canvas: Canvas<Window>,
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}
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impl App {
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fn render (&mut self, args: &RenderArgs) {
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use graphics::*;
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fn render (&mut self) {
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let grid = &self.grid;
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let px_size = self.px_size;
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self.canvas.set_draw_color(Color::RGB(0, 0, 0));
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self.canvas.clear();
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self.gl.draw(args.viewport(), |c, gl| {
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// Clear the screen.
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clear(BLACK, gl);
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for y in 0..grid.len() {
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for x in 0..grid[y].len() {
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if grid[y][x].alive {
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rectangle(grid[y][x].color, rectangle::square((x as u32 * px_size) as f64, (y as u32 * px_size) as f64, px_size as f64), c.transform, gl)
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for y in 0..self.grid.len() {
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for x in 0..self.grid[y].len() {
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if self.grid[y][x].alive {
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self.canvas.set_draw_color(self.grid[y][x].color);
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self.canvas.fill_rect(Rect::new(x as i32 * self.px_size , y as i32 * self.px_size, self.px_size as u32, self.px_size as u32));
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}
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}
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}
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@ -66,20 +59,11 @@ impl App {
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rectangle( cell.color, rectangle::square((x as u32 * px_size) as f64, (y as u32 * px_size) as f64, px_size as f64), c.transform, gl)
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}
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}*/
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});
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self.canvas.present();
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}
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fn update(&mut self, args: &UpdateArgs) {
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//println!("update and update.dt: {} with self.dt_last: {}", args.dt, self.dt_last);
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if args.dt + self.dt_last > (1.0 / self.steps_per_sec) {
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self.dt_last = 0.0;
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print!(">");
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self.evolve();
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} else {
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print!(".");
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self.dt_last += args.dt;
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}
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}
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fn evolve(&mut self) {
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let mut new_grid = vec![vec![ConwayCell{color: BLACK, alive: false}; self.grid.len()]; self.grid.len()];
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@ -125,21 +109,17 @@ impl App {
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}
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fn main() {
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// Change this to OpenGL::V2_1 if not working.
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let opengl = OpenGL::V3_2;
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let sdl_context = sdl2::init().unwrap();
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let video_subsystem = sdl_context.video().unwrap();
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let window = video_subsystem.window("Microworlds", SCREEN_SIZE, SCREEN_SIZE).build().unwrap();
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// Create an Glutin window.
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let mut window: Window = WindowSettings::new("spinning-square", [SCREEN_SIZE, SCREEN_SIZE])
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.graphics_api(opengl)
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.exit_on_esc(true)
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.build()
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.unwrap();
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let px_size = 2;
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let size: usize = (SCREEN_SIZE/px_size) as usize;
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let size: usize = (SCREEN_SIZE/PX_SIZE) as usize;
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let mut grid = vec![vec![ConwayCell{color: BLACK, alive: false}; size]; size];
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println!("size:{}", size);
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// r pemento
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println!("size:{} size/2:{}", size, size/2);
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let centery = size/2;
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let centerx = size/2;
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println!("centery:{} centerx:{}", centery, centerx);
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@ -150,25 +130,42 @@ fn main() {
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grid[centery-1][centerx-1] = ConwayCell{color: WHITE, alive: true};
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grid[centery][centerx+1] = ConwayCell{color: WHITE, alive: true};
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// Let's create a Canvas which we will use to draw in our Window
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let canvas : Canvas<Window> = window.into_canvas()
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.present_vsync() //< this means the screen cannot
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// render faster than your display rate (usually 60Hz or 144Hz)
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.build().unwrap();
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let mut app = App {
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gl: GlGraphics::new(opengl),
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steps_per_sec: 30.0,
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px_size: px_size,
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dt_last: 0.0,
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steps_per_sec: 32,
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px_size: PX_SIZE as i32,
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grid: grid,
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canvas: canvas,
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};
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println!("{:?}", EventSettings::new());
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let mut events = Events::new(EventSettings::new());
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while let Some(e) = events.next(&mut window) {
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if let Some(args) = e.render_args() {
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app.render(&args);
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}
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let mut frame = 0;
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if let Some(args) = e.update_args() {
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app.update(&args);
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let mut event_pump = sdl_context.event_pump().unwrap();
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'main: loop {
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for event in event_pump.poll_iter() {
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match event {
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sdl2::event::Event::Quit {..} => break 'main,
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_ => {},
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}
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}
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let start_rend = SystemTime::now();
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app.render();
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let render_time = start_rend.elapsed().unwrap();
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let start_evo = SystemTime::now();
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app.evolve();
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let evo_time = start_evo.elapsed().unwrap();
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let total_time = start_rend.elapsed().unwrap();
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frame += 1;
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println!("frame: {} - render time: {:?} | evolve time: {:?} | total time: {:?}", frame, render_time, evo_time, total_time);
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thread::sleep(time::Duration::from_millis(1000 / app.steps_per_sec));
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}
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}
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