Created
August 30, 2011 10:29
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require 'ray' | |
class Life | |
Width = 1920 | |
Height = 1080 | |
Size = Ray::Vector2[Width, Height] | |
def initialize | |
@image = Ray::Image.new Size | |
@buffer = Ray::Image.new Size | |
setup_image(@image) | |
@image_sprite = Ray::Sprite.new(@image) | |
@buffer_sprite = Ray::Sprite.new(@buffer) | |
@image_target = Ray::ImageTarget.new(@image) | |
@buffer_target = Ray::ImageTarget.new(@buffer) | |
setup_target(@image_target) | |
setup_target(@buffer_target) | |
end | |
def update | |
@buffer_target.draw @image_sprite | |
swap | |
end | |
def sprite | |
@image_sprite | |
end | |
private | |
def swap | |
@buffer_target.update | |
@image, @buffer = @buffer, @image | |
@image_sprite, @buffer_sprite = @buffer_sprite, @image_sprite | |
@image_target, @buffer_target = @buffer_target, @image_target | |
end | |
def setup_image(image) | |
image.map! { rand(2).zero? ? Ray::Color.black : Ray::Color.white } | |
end | |
def setup_target(target) | |
target.shader.compile(:frag => StringIO.new(<<eof)) | |
#version 130 | |
const float width = 1.0 / #{Width.to_f}; | |
const float height = 1.0 / #{Height.to_f}; | |
uniform sampler2D in_Texture; | |
in vec2 var_TexCoord; | |
out vec4 out_FragColor; | |
bool is_alive(vec2 pos) { | |
return texture(in_Texture, var_TexCoord + pos) == vec4(0, 0, 0, 1); | |
} | |
int count_neighbours() { | |
int count = 0; | |
if (is_alive(vec2(-width, +height))) count += 1; | |
if (is_alive(vec2(-width, -height))) count += 1; | |
if (is_alive(vec2(+width, +height))) count += 1; | |
if (is_alive(vec2(+width, -height))) count += 1; | |
if (is_alive(vec2(+width, 0))) count += 1; | |
if (is_alive(vec2(-width, 0))) count += 1; | |
if (is_alive(vec2(0, +height))) count += 1; | |
if (is_alive(vec2(0, -height))) count += 1; | |
return count; | |
} | |
void main() { | |
int count = count_neighbours(); | |
if (is_alive(vec2(0, 0))) { | |
if (count == 2 || count == 3) | |
out_FragColor = vec4(0, 0, 0, 1); | |
else | |
out_FragColor = vec4(1, 1, 1, 1); | |
} | |
else if (count == 3) | |
out_FragColor = vec4(0, 0, 0, 1); | |
else | |
out_FragColor = vec4(1, 1, 1, 1); | |
} | |
eof | |
end | |
end | |
Ray.game "The game of life", :size => Life::Size do | |
register { add_hook :quit, method(:exit!) } | |
scene :life do | |
self.frames_per_second = nil | |
window.view = Ray::View.new(Life::Size / 2, Life::Size) | |
@life = Life.new | |
always do | |
@life.update | |
end | |
render do |win| | |
win.draw @life.sprite | |
end | |
end | |
scenes << :life | |
end |
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