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#![allow(dead_code)]
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#![allow(unused_variables)]
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#![allow(unused_mut)]
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extern crate cgmath;
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extern crate image;
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extern crate nalgebra as na;
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extern crate quick_xml;
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extern crate rand;
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extern crate sfml;
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use image::{DynamicImage, GenericImage, GenericImageView, Pixel, SubImage};
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use sfml::graphics::*;
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use sfml::graphics::{
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Color, RenderTarget, RenderWindow,
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};
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use sfml::system::*;
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use sfml::system::Vector2 as sfVec2;
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use sfml::window::*;
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use sfml::window::{Event, Key, Style};
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
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use vulkano::command_buffer::AutoCommandBufferBuilder;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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use vulkano::device::{Device, DeviceExtensions};
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use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice};
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use vulkano::pipeline::ComputePipeline;
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use vulkano::sync::GpuFuture;
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use vulkano::sync;
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use std::sync::Arc;
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use std::fs;
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use crate::input::Input;
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use crate::slider::Slider;
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use crate::timer::Timer;
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mod slider;
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mod timer;
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mod input;
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mod util;
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// The container trait for all the shaders
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trait Effect: Drawable {
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fn update(&mut self, t: f32, x: f32, y: f32);
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fn name(&self) -> &str;
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fn as_drawable(&self) -> &Drawable;
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}
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// ======= LARGE MULTISPRITE SHADER DEMO ===========
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struct Edge<'t> {
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surface: RenderTexture,
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bg_sprite: Sprite<'t>,
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entities: Vec<Sprite<'t>>,
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shader: Shader<'static>,
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}
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impl<'t> Edge<'t> {
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fn new(bg_texture: &'t Texture, entity_texture: &'t Texture) -> Self {
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let mut surface = RenderTexture::new(800, 600, false).unwrap();
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surface.set_smooth(true);
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let mut bg_sprite = Sprite::with_texture(bg_texture);
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bg_sprite.set_position((135., 100.));
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let mut entities = Vec::new();
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for i in 0..6 {
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let mut entity = Sprite::with_texture(entity_texture);
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entity.set_texture_rect(&IntRect::new(96 * i, 0, 96, 96));
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entities.push(entity);
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}
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let mut shader = Shader::from_file(None, None, Some("resources/shaders/edge.frag")).unwrap();
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shader.set_uniform_current_texture("texture");
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Self {
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surface,
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bg_sprite,
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entities,
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shader,
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}
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}
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}
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impl<'t> Drawable for Edge<'t> {
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fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
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&'a self,
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target: &mut RenderTarget,
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mut states: RenderStates<'texture, 'shader, 'shader_texture>,
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) {
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states.shader = Some(&self.shader);
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target.draw_with_renderstates(&Sprite::with_texture(self.surface.texture()), states);
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}
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}
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impl<'t> Effect for Edge<'t> {
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fn update(&mut self, t: f32, x: f32, y: f32) {
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self.shader
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.set_uniform_float("edge_threshold", 1. - (x + y) / 2.);
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let entities_len = self.entities.len() as f32;
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for (i, en) in self.entities.iter_mut().enumerate() {
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let pos = (
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(0.25 * (t * i as f32 + (entities_len - i as f32))).cos() * 300. + 350.,
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(0.25 * (t * (entities_len - i as f32) + i as f32)).cos() * 200. + 250.,
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);
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en.set_position(pos);
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}
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self.surface.clear(&Color::WHITE);
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self.surface.draw(&self.bg_sprite);
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for en in &self.entities {
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self.surface.draw(en);
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}
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self.surface.display();
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}
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fn as_drawable(&self) -> &Drawable {
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self
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}
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fn name(&self) -> &str {
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"edge post-effect"
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}
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}
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// =================================================
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fn surrounding_pixels(x: u32, y: u32, img: &DynamicImage) -> Vec<image::Rgba<u8>> {
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let mut pixels: Vec<image::Rgba<u8>> = Vec::new();
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if img.in_bounds(x+1, y+1) {pixels.push(img.get_pixel(x+1, y+1))}
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if img.in_bounds(x+1, y) {pixels.push(img.get_pixel(x+1, y))}
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if img.in_bounds(x, y+1) {pixels.push(img.get_pixel(x, y+1))}
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if x > 0 {
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if img.in_bounds(x-1, y+1) {pixels.push(img.get_pixel(x-1, y+1))}
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if img.in_bounds(x-1, y) {pixels.push(img.get_pixel(x-1, y))}
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}
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if y > 0 {
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if img.in_bounds(x+1, y-1) {pixels.push(img.get_pixel(x+1, y-1))}
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if img.in_bounds(x, y-1) {pixels.push(img.get_pixel(x, y-1))}
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if x > 0 {
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if img.in_bounds(x - 1, y - 1) { pixels.push(img.get_pixel(x - 1, y - 1)) }
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}
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}
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pixels
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}
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fn main() {
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// Create the vulkan instance, device, and device queue
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
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let (device, mut queues) = Device::new(physical,
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physical.supported_features(),
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&DeviceExtensions::none(),
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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println!("Device initialized");
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// Compile the shader and add it to a pipeline
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let pipeline = Arc::new({
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mod cs {
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vulkano_shaders::shader!{
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ty: "compute",
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path: "resources/shaders/add.compute"
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}
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}
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let shader = cs::Shader::load(device.clone()).unwrap();
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ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap()
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});
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// Load up the input image, determine some details
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let mut img = image::open("resources/images/funky-bird.jpg").unwrap();
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let xy = img.dimensions();
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let data_length = xy.0*xy.1*3;
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println!("Buffer length {}", data_length);
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{
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// Pull out the image data and place it in a sync'd CPU<->GPU buffer
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let data_buffer = {
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let mut buff = img.raw_pixels();
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let mut buff = buff.iter();
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let data_iter = (0 .. data_length).map(|n| *(buff.next().unwrap()));
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CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data_iter).unwrap()
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};
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// Create the data descriptor set for our previously created shader pipeline
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let set = Arc::new(PersistentDescriptorSet::start(pipeline.clone(), 0)
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.add_buffer(data_buffer.clone()).unwrap()
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.build().unwrap()
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);
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// The command buffer I think pretty much serves to define what runs where for how many times
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let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
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.dispatch([1024, 1, 1], pipeline.clone(), set.clone(), ()).unwrap()
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.build().unwrap();
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// Create a future for running the command buffer and then just fence it
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let future = sync::now(device.clone())
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.then_execute(queue.clone(), command_buffer).unwrap()
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.then_signal_fence_and_flush().unwrap();
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// I think this is redundant and returns immediately
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future.wait(None).unwrap();
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// The buffer is sync'd so we can just read straight from the handle
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let data_buffer_content = data_buffer.read().unwrap();
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//
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for x in 0 .. xy.0 {
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for y in 0 .. xy.1 {
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let r = data_buffer_content[((xy.0 * y + x) * 3 + 0) as usize] as u8;
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let g = data_buffer_content[((xy.0 * y + x) * 3 + 1) as usize] as u8;
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let b = data_buffer_content[((xy.0 * y + x) * 3 + 2) as usize] as u8;
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// let a = data_buffer_content[((xy.0 * y + x) * 4 + 3) as usize] as u8;
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let old = img.get_pixel(x, y);
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img.put_pixel(x, y, image::Rgba([r, g, b, 0]));
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}
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}
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}
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fs::remove_file("output.jpg");
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img.save("output14.jpg");
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return;
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println!("Starting");
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let mut window = RenderWindow::new(
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(512, 512),
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"Custom drawable",
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Style::CLOSE,
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&Default::default(),
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);
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let mut timer = Timer::new();
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let mut input = Input::new();
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//==========================================
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let font = Font::from_file("resources/fonts/sansation.ttf").unwrap();
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let mut bg_texture = Texture::from_file("resources/images/sfml.png").unwrap();
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bg_texture.set_smooth(true);
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let mut entity_texture = Texture::from_file("resources/images/devices.png").unwrap();
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entity_texture.set_smooth(true);
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let mut effects: [Box<Effect>; 1] = [
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Box::new(Edge::new(&bg_texture, &entity_texture)),
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];
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let mut current = 0;
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let text_bg_texture = Texture::from_file("resources/images/text-background.png").unwrap();
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let mut text_bg = Sprite::with_texture(&text_bg_texture);
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text_bg.set_position((0., 520.));
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text_bg.set_color(&Color::rgba(255, 255, 255, 200));
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//==========================================
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let mut slider = Slider::new(40.0, None);
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32;
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let mut delta_time: f32;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = timer.elap_time();
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while window.is_open() {
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while let Some(event) = window.poll_event() {
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match event {
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Event::Closed => return,
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Event::KeyPressed { code, .. } => {
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if code == Key::Escape {
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return;
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}
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}
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_ => {}
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}
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input.ingest(&event)
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}
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if input.is_held(Key::W) {
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}
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if input.is_held(Key::A) {
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}
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if input.is_held(Key::S) {
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}
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if input.is_held(Key::D) {
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}
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elapsed_time = timer.elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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}
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accumulator_time += delta_time;
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while (accumulator_time - step_size) >= step_size {
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accumulator_time -= step_size;
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}
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let x = window.mouse_position().x as f32 / window.size().x as f32;
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let y = window.mouse_position().y as f32 / window.size().y as f32;
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effects[current].update(elapsed_time*1.0, x, y);
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window.clear(&Color::BLACK);
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// window.draw(effects[current].as_drawable());
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window.draw(&slider);
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window.display();
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}
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}
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