worlds-history-sim-rs/src/main.rs

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#![warn(absolute_paths_not_starting_with_crate)]
// #![warn(box_pointers)]
#![warn(elided_lifetimes_in_paths)]
#![warn(explicit_outlives_requirements)]
#![warn(keyword_idents)]
#![warn(macro_use_extern_crate)]
#![warn(meta_variable_misuse)]
#![warn(missing_abi)]
#![warn(missing_copy_implementations)]
#![warn(missing_debug_implementations)]
// #![warn(missing_docs)]
#![warn(non_ascii_idents)]
#![warn(noop_method_call)]
#![warn(pointer_structural_match)]
#![warn(rust_2021_incompatible_closure_captures)]
#![warn(rust_2021_incompatible_or_patterns)]
#![warn(rust_2021_prefixes_incompatible_syntax)]
#![warn(rust_2021_prelude_collisions)]
#![warn(single_use_lifetimes)]
#![warn(trivial_casts)]
#![warn(trivial_numeric_casts)]
#![warn(unreachable_pub)]
#![warn(unsafe_code)]
#![warn(unsafe_op_in_unsafe_fn)]
#![warn(unstable_features)]
#![warn(unused_crate_dependencies)]
#![warn(unused_extern_crates)]
#![warn(unused_import_braces)]
#![warn(unused_lifetimes)]
#![warn(unused_macro_rules)]
#![warn(unused_qualifications)]
#![warn(unused_results)]
#![warn(variant_size_differences)]
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use bevy::{
app::App,
asset::Assets,
core_pipeline::core_2d::Camera2dBundle,
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
ecs::{
change_detection::ResMut,
system::{Commands, Res},
},
hierarchy::BuildChildren,
render::{
color::Color,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
texture::{Image, ImageSettings},
},
ui::{
entity::{ImageBundle, NodeBundle},
Size, Style, UiImage, Val,
},
utils::default,
window::WindowDescriptor,
winit::WinitSettings,
DefaultPlugins,
};
use save::*;
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fn get_color(cell: &TerrainCell) -> Color {
let altitude_color = gen_altitude_color(cell.altitude);
let rainfall_color = gen_rainfall_color(cell.rainfall);
let normalized_rainfall = f32::max(cell.rainfall / World::MAX_RAINFALL, 0.0);
let red = (altitude_color.r() * (1.0 - normalized_rainfall))
+ rainfall_color.r() * normalized_rainfall;
let green = (altitude_color.g() * (1.0 - normalized_rainfall))
+ rainfall_color.g() * normalized_rainfall;
let blue = (altitude_color.b() * (1.0 - normalized_rainfall))
+ rainfall_color.b() * normalized_rainfall;
Color::rgb(red, green, blue)
}
fn gen_altitude_color(altitude: f32) -> Color {
if altitude < 0.0 {
Color::BLUE
} else {
let mult = (altitude - World::MIN_ALTITUDE) / World::ALTITUDE_SPAN;
Color::rgb(0.58 * mult, 0.29 * mult, 0.0)
}
}
fn gen_rainfall_color(rainfall: f32) -> Color {
if rainfall < 0.0 {
Color::BLACK
} else {
let mult = rainfall / World::MAX_RAINFALL;
Color::GREEN * mult
}
}
fn generate_texture(
mut commands: Commands<'_, '_>,
mut images: ResMut<'_, Assets<Image>>,
world_manager: Res<'_, WorldManager>,
) {
let world = world_manager.get_world().unwrap();
let terrain_cells: Vec<_> = world.terrain.iter().rev().flatten().collect();
let colors: Vec<_> = terrain_cells.iter().map(|cell| get_color(cell)).collect();
let data: Vec<_> = colors
.iter()
.flat_map(|color| {
color
.as_rgba_f32()
.iter()
.flat_map(|num| num.to_le_bytes())
.collect::<Vec<u8>>()
})
.collect();
let image_handle = images.add(Image {
data,
texture_descriptor: TextureDescriptor {
label: None,
size: Extent3d {
width: world.width as u32,
height: world.height as u32,
..default()
},
dimension: TextureDimension::D2,
format: TextureFormat::Rgba32Float,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING,
},
..default()
});
_ = commands.spawn_bundle(Camera2dBundle::default());
_ = commands
.spawn_bundle(NodeBundle {
style: Style {
size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
..default()
},
color: Color::NONE.into(),
..default()
})
.with_children(|parent| {
_ = parent.spawn_bundle(ImageBundle {
style: Style {
size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
..default()
},
image: UiImage(image_handle),
..default()
});
// });
});
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut manager = WorldManager::new();
let world = manager.new_world()?;
App::new()
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
// Use nearest-neighbor rendering for cripsier pixels
.insert_resource(ImageSettings::default_nearest())
.insert_resource(WindowDescriptor {
width: world.width as f32,
height: world.height as f32,
title: String::from("World-RS"),
resizable: true,
..default()
})
.insert_resource(manager)
.add_startup_system(generate_texture)
.add_plugins(DefaultPlugins)
.add_plugin(LogDiagnosticsPlugin::default())
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.run();
Ok(())
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}