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#[macro_use]
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extern crate glium;
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extern crate image;
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use glium::{DisplayBuild,Display,IndexBuffer,Program,Surface,VertexBuffer};
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use glium::glutin::{Event,WindowBuilder};
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use glium::index::PrimitiveType;
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use glium::texture::Texture2d;
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struct BallState {
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pos: (f32, f32),
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dpos: (f32, f32),
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}
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#[derive(Debug,Clone,Copy)]
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struct V2D {
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pos: [f32;2],
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tex: [f32;2],
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}
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implement_vertex!(V2D, pos, tex);
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fn load_texture(d: &Display) -> Texture2d {
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use std::io::Cursor;
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let img = image::load(
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Cursor::new(&include_bytes!("../assets/texture.png")[..]),
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image::PNG).unwrap().to_rgba();
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let dims = img.dimensions();
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let img = glium::texture::RawImage2d::from_raw_rgba_reversed(
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img.into_raw(), dims);
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Texture2d::new(d, img).unwrap()
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}
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fn walls(d: &Display) -> (VertexBuffer<V2D>, IndexBuffer<u16>) {
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let mut vertices = vec![];
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let mut indices = vec![];
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let mut i = 0;
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for x in -9..10i32 {
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for y in -9..10i32 {
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if x.abs() == 9 || y.abs() == 9 {
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vertices.extend_from_slice(&square_at((x as f32, y as f32), (0.5, 0.0)));
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indices.extend_from_slice(
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&[i + 2, i + 1, i, i + 3, i + 2, i]);
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i += 4;
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}
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}
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}
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let vbuf = VertexBuffer::new(d, vertices.as_slice()).unwrap();
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let ibuf = IndexBuffer::new(d, PrimitiveType::TrianglesList, indices.as_slice()).unwrap();
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(vbuf, ibuf)
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}
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fn square_at((x, y): (f32, f32), (bu, bv): (f32, f32)) -> [V2D;4] {
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[ V2D { pos: [ x - 0.5, y - 0.5 ], tex: [bu,bv] },
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V2D { pos: [ x + 0.5, y - 0.5 ], tex: [bu,bv+0.5] },
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V2D { pos: [ x + 0.5, y + 0.5 ], tex: [bu+0.5,bv+0.5] },
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V2D { pos: [ x - 0.5, y + 0.5 ], tex: [bu,bv+0.5] },
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]
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}
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fn ball(d: &Display, pos: (f32, f32)) -> (VertexBuffer<V2D>, IndexBuffer<u16>) {
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let vertices = square_at(pos, (0.0, 0.0));
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let indices = [ 2, 1, 0, 3, 2, 0 ];
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let vbuf = VertexBuffer::new(d, &vertices).unwrap();
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let ibuf = IndexBuffer::new(d, PrimitiveType::TrianglesList, &indices).unwrap();
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(vbuf, ibuf)
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}
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fn main() {
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let display = WindowBuilder::new()
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.with_title(format!("bouncy"))
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.build_glium()
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.unwrap();
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let program = Program::from_source(
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&display,
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include_str!("../assets/vertex.glsl"),
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include_str!("../assets/fragment.glsl"),
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None).unwrap();
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let texture = load_texture(&display);
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let mut st = BallState {
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pos: (0.0, 0.0),
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dpos: (0.1, 0.1),
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};
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let (w_vbuf, w_ibuf) = walls(&display);
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loop {
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let mut tgt = display.draw();
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let params = Default::default();
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tgt.clear_color(1.0, 1.0, 1.0, 1.0);
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let (width, height) = tgt.get_dimensions();
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let aspect_ratio = height as f32 / width as f32;
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let (vbuf, ibuf) = ball(&display, st.pos);
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tgt.draw(&vbuf, &ibuf, &program,
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&uniform! {
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texmap: &texture,
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ratio: aspect_ratio,
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},
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¶ms).unwrap();
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tgt.draw(&w_vbuf, &w_ibuf, &program,
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&uniform! {
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texmap: &texture,
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ratio: aspect_ratio,
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},
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¶ms).unwrap();
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tgt.finish().unwrap();
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for ev in display.poll_events() {
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match ev {
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Event::Closed => return,
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Event::KeyboardInput(_, n, _) =>
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match n {
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9 => return,
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24 => return,
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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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let (x, y) = st.pos;
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let (mut dx, mut dy) = st.dpos;
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if x < -8.0 || x > 8.0 {
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dx = -dx;
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}
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if y < -8.0 || y > 8.0 {
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dy = -dy;
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}
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dy -= 0.01;
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st.pos = (x + dx, y + dy);
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st.dpos = (dx, dy);
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}
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}
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}
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