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10 changed files with 0 additions and 298 deletions

16
Cargo.lock generated
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@ -2406,22 +2406,6 @@ dependencies = [
"utils",
]
[[package]]
name = "subtitled15"
version = "0.1.0"
dependencies = [
"nannou",
"utils",
]
[[package]]
name = "subtitled16"
version = "0.1.0"
dependencies = [
"nannou",
"utils",
]
[[package]]
name = "subtitled2"
version = "0.1.0"

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@ -1,8 +0,0 @@
[package]
name = "subtitled15"
version = "0.1.0"
edition = "2018"
[dependencies]
nannou = "0.17"
utils = { path = "../utils" }

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@ -1,13 +0,0 @@
// NOTE: This shader requires being manually compiled to SPIR-V in order to
// avoid having downstream users require building shaderc and compiling the
// shader themselves. If you update this shader, be sure to also re-compile it
// and update `frag.spv`. You can do so using `glslangValidator` with the
// following command: `glslangValidator -V shader.frag`
#version 450
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}

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@ -1,15 +0,0 @@
// NOTE: This shader requires being manually compiled to SPIR-V in order to
// avoid having downstream users require building shaderc and compiling the
// shader themselves. If you update this shader, be sure to also re-compile it
// and update `vert.spv`. You can do so using `glslangValidator` with the
// following command: `glslangValidator -V shader.vert`
#version 450
// maybe change for this https://github.com/castor-software/rethread/blob/69a5746b02c260982a812c52da15ee364bc047e8/code/software-evolution/drift_vis/src/shaders/blur.vert
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}

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@ -1,127 +0,0 @@
use nannou::prelude::*;
struct Model {
bind_group: wgpu::BindGroup,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer1: wgpu::Buffer,
vertex_buffer2: wgpu::Buffer,
}
// The vertex type that we will use to represent a point on our triangle.
#[repr(C)]
#[derive(Clone, Copy)]
struct Vertex {
position: [f32; 2],
}
// The vertices that make up our triangle.
const VERTICES1: [Vertex; 3] = [
Vertex {
position: [-1.0, -1.0],
},
Vertex {
position: [1.0, 1.0],
},
Vertex {
position: [-1.0, 1.0],
},
];
const VERTICES2: [Vertex; 3] = [
Vertex {
position: [1.0, -1.0],
},
Vertex {
position: [1.0, 1.0],
},
Vertex {
position: [-1.0, -1.0],
},
];
fn main() {
nannou::app(model).run();
}
fn model(app: &App) -> Model {
let w_id = app.new_window().size(512, 512).view(view).build().unwrap();
// The gpu device associated with the window's swapchain
let window = app.window(w_id).unwrap();
let device = window.swap_chain_device();
let format = Frame::TEXTURE_FORMAT;
let sample_count = window.msaa_samples();
// Load shader modules.
let vs_mod = wgpu::shader_from_spirv_bytes(device, include_bytes!("../shaders/vert.spv"));
let fs_mod = wgpu::shader_from_spirv_bytes(device, include_bytes!("../shaders/frag.spv"));
// Create the vertex buffer.
let usage = wgpu::BufferUsage::VERTEX;
let vertices_bytes = vertices_as_bytes(&VERTICES1[..]);
let vertex_buffer1 = device.create_buffer_init(&BufferInitDescriptor {
label: None,
contents: vertices_bytes,
usage,
});
let vertices_bytes = vertices_as_bytes(&VERTICES2[..]);
let vertex_buffer2 = device.create_buffer_init(&BufferInitDescriptor {
label: None,
contents: vertices_bytes,
usage,
});
// Create the render pipeline.
let bind_group_layout = wgpu::BindGroupLayoutBuilder::new().build(device);
let bind_group = wgpu::BindGroupBuilder::new().build(device, &bind_group_layout);
let pipeline_layout = wgpu::create_pipeline_layout(device, None, &[&bind_group_layout], &[]);
let render_pipeline = wgpu::RenderPipelineBuilder::from_layout(&pipeline_layout, &vs_mod)
.fragment_shader(&fs_mod)
.color_format(format)
.add_vertex_buffer::<Vertex>(&wgpu::vertex_attr_array![0 => Float32x2])
.sample_count(sample_count)
.build(device);
Model {
bind_group,
vertex_buffer1,
vertex_buffer2,
render_pipeline,
}
}
// Draw the state of your `Model` into the given `Frame` here.
fn view(_app: &App, model: &Model, frame: Frame) {
// Using this we will encode commands that will be submitted to the GPU.
let mut encoder = frame.command_encoder();
// The render pass can be thought of a single large command consisting of sub commands. Here we
// begin a render pass that outputs to the frame's texture. Then we add sub-commands for
// setting the bind group, render pipeline, vertex buffers and then finally drawing.
let mut render_pass = wgpu::RenderPassBuilder::new()
.color_attachment(frame.texture_view(), |color| color)
.begin(&mut encoder);
render_pass.set_bind_group(0, &model.bind_group, &[]);
render_pass.set_pipeline(&model.render_pipeline);
render_pass.set_vertex_buffer(0, model.vertex_buffer1.slice(..));
// We want to draw the whole range of vertices, and we're only drawing one instance of them.
let vertex_range = 0..VERTICES1.len() as u32;
let instance_range = 0..1;
render_pass.draw(vertex_range, instance_range);
render_pass.set_bind_group(0, &model.bind_group, &[]);
render_pass.set_pipeline(&model.render_pipeline);
render_pass.set_vertex_buffer(0, model.vertex_buffer2.slice(..));
// We want to draw the whole range of vertices, and we're only drawing one instance of them.
let vertex_range = 0..VERTICES2.len() as u32;
let instance_range = 0..1;
render_pass.draw(vertex_range, instance_range);
// Now we're done! The commands we added will be submitted after `view` completes.
}
// See the `nannou::wgpu::bytes` documentation for why this is necessary.
fn vertices_as_bytes(data: &[Vertex]) -> &[u8] {
unsafe { wgpu::bytes::from_slice(data) }
}

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@ -1,8 +0,0 @@
[package]
name = "subtitled16"
version = "0.1.0"
edition = "2018"
[dependencies]
nannou = "0.17"
utils = { path = "../utils" }

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@ -1,108 +0,0 @@
use std::time::Duration;
use nannou::prelude::*;
const R: f32 = 2.0;
fn main() {
nannou::app(model).update(update).simple_window(view).run();
}
#[derive(Clone)]
struct Point {
pos: IVec2,
color: f32,
}
impl Point {
fn new(pos: IVec2, color: f32) -> Self {
Self { pos, color }
}
}
fn neighbors(point: IVec2) -> Vec<IVec2> {
let mut cube = vec![];
let p = [-1, 0, 1];
for &x in &p {
for &y in &p {
if (x, y) != (0, 0) {
cube.push(ivec2(x, y) + point);
}
}
}
cube
}
struct Model {
points: Vec<Point>,
visits: Vec<Point>,
}
fn model(_app: &App) -> Model {
Model {
visits: vec![Point::new(IVec2::ZERO, random_range(0.0, 360.0))],
points: vec![],
}
}
fn update(app: &App, model: &mut Model, _update: Update) {
for _ in 0..20 {
run(app, model)
}
}
fn run(app: &App, model: &mut Model) {
let _t = app.elapsed_frames() as f32 / 60.0;
// take a random out of the visits list
let point = model.visits.remove(random_range(0, model.visits.len()));
// visit it and all it's neighbors
let neighbors = neighbors(point.pos)
.into_iter()
.filter(|p| {
model.visits.iter().find(|point| point.pos == *p).is_none()
&& model.points.iter().find(|point| point.pos == *p).is_none()
})
.collect::<Vec<_>>();
for n in neighbors {
model
.visits
// NOTE: this is where the randomization of the color happens
.push(Point::new(n, point.color + random_range(-10.0, 10.0)))
}
// move it to visited points
model.points.push(point);
}
fn view(app: &App, model: &Model, frame: Frame) {
let _t = frame.nth() as f32 / 60.0;
let draw = app.draw();
draw.background().color(SNOW);
for walker in &model.visits {
let h = walker.color / 360.0;
draw.ellipse()
.xy(walker.pos.as_f32() * R * 2.0)
.radius(R)
.color(hsl(h.fract(), 0.5, 0.7));
}
for walker in &model.points {
let h = walker.color / 360.0;
let p = walker.pos.as_f32() * R;
draw.quad()
.points(
p + R * vec2(1., 1.),
p + R * vec2(1., -1.),
p + R * vec2(-1., -1.),
p + R * vec2(-1., 1.),
)
.xy(p)
.color(hsl(h.fract(), 0.5, 0.5));
}
// cause otherwise it goes too fast when recording and it can't save the frames in time lmao
std::thread::sleep(Duration::from_millis(5));
draw.to_frame(app, &frame).unwrap();
utils::record::record(app, &frame);
}

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@ -46,6 +46,3 @@ impl Tup2Extension for (f32, f32) {
pub fn vec2_range(min: f32, max: f32) -> Vec2 {
vec2(random_range(min, max), random_range(min, max))
}
pub fn ivec2_range(min: i32, max: i32) -> IVec2 {
ivec2(random_range(min, max), random_range(min, max))
}