This *is* the game of life
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parent
c11621f56a
commit
d78c12378f
25
src/main.rs
25
src/main.rs
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@ -123,6 +123,17 @@ fn main() {
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cache: None,
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cache: None,
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});
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});
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let state_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: None,
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address_mode_u: wgpu::AddressMode::Repeat,
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address_mode_v: wgpu::AddressMode::Repeat,
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address_mode_w: wgpu::AddressMode::Repeat,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let mut state = None;
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let mut state = None;
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#[allow(deprecated)]
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#[allow(deprecated)]
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event_loop
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event_loop
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@ -243,10 +254,16 @@ fn main() {
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&device.create_bind_group(&wgpu::BindGroupDescriptor {
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&device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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label: None,
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layout: &step_pipeline.get_bind_group_layout(0),
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layout: &step_pipeline.get_bind_group_layout(0),
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entries: &[wgpu::BindGroupEntry {
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entries: &[
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binding: 0,
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wgpu::BindGroupEntry {
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resource: wgpu::BindingResource::TextureView(&state.last),
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binding: 0,
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}],
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resource: wgpu::BindingResource::TextureView(&state.last),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&state_sampler),
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},
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],
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}),
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}),
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&[],
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&[],
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);
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);
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@ -7,14 +7,24 @@ struct Varying {
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fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
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let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
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let screen = vec4(uv * 2. - 1., 0., 1.);
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let screen = vec4(uv * 2. - 1., 0., 1.);
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return Varying(vec2(uv.x, 1. - uv.y), screen);
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let off = .5 / vec2f(textureDimensions(field));
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return Varying(vec2(uv.x, 1. - uv.y) - off, screen);
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}
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}
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@group(0) @binding(0) var field: texture_2d<u32>;
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@group(0) @binding(0) var field: texture_2d<u32>;
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@group(0) @binding(1) var smp: sampler;
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@fragment
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@fragment
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fn on_fragment(in: Varying) -> @location(0) u32 {
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fn on_fragment(in: Varying) -> @location(0) u32 {
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let pos = vec2u(in.screen.xy);
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let a = textureGather(0, field, smp, in.uv, vec2(0, 0));
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let state = textureLoad(field, pos, 0).x;
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let b = textureGather(0, field, smp, in.uv, vec2(0, 1));
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return 1 - state;
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let c = textureGather(0, field, smp, in.uv, vec2(1, 0));
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let d = textureGather(0, field, smp, in.uv, vec2(1, 1));
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let state = a.y;
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let n = a.x + a.z + a.w + b.x + b.y + c.y + c.z + d.y;
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switch (n) {
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case 2u: { return state; }
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case 3u: { return 1u; }
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default: { return 0u; }
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}
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}
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}
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