├── .gitignore ├── .travis.yml ├── Cargo.toml ├── src └── main.rs └── Cargo.lock /.gitignore: -------------------------------------------------------------------------------- 1 | /target/ 2 | **/*.rs.bk 3 | -------------------------------------------------------------------------------- /.travis.yml: -------------------------------------------------------------------------------- 1 | language: rust 2 | os: 3 | - linux 4 | - osx 5 | rust: 6 | - stable 7 | - beta 8 | - nightly 9 | matrix: 10 | allow_failures: 11 | - rust: nightly -------------------------------------------------------------------------------- /Cargo.toml: -------------------------------------------------------------------------------- 1 | [package] 2 | name = "fractal_tree" 3 | version = "0.1.0" 4 | authors = ["Adrián Arroyo Calle "] 5 | 6 | [dependencies] 7 | lyon = "0.8.3" 8 | gfx = "0.16.1" 9 | gfx_device_gl = "0.14.4" 10 | gfx_window_glutin = "0.18.0" 11 | glutin = "0.10" 12 | palette = "0.2.1" 13 | winit = "*" 14 | rand = "0.3.17" -------------------------------------------------------------------------------- /src/main.rs: -------------------------------------------------------------------------------- 1 | //#![windows_subsystem = "windows"] // compilar con MSVC para más rendimiento 2 | extern crate glutin; 3 | #[macro_use] 4 | extern crate gfx; 5 | extern crate gfx_device_gl; 6 | extern crate gfx_window_glutin; 7 | extern crate lyon; 8 | extern crate winit; 9 | extern crate rand; 10 | extern crate palette; 11 | 12 | use lyon::path::Path; 13 | use lyon::path_builder::*; 14 | use lyon::math::{point,Point}; 15 | use lyon::tessellation::{FillVertex,StrokeTessellator,StrokeOptions,StrokeVertex}; 16 | use lyon::tessellation::geometry_builder::{VertexConstructor, VertexBuffers, BuffersBuilder}; 17 | //use lyon::tessellation::basic_shapes::{stroke_circle,fill_quad}; 18 | 19 | use glutin::GlContext; 20 | use std::f32; 21 | use rand::Rng; 22 | use palette::{Rgb,Hsl,RgbHue}; 23 | use palette::FromColor; 24 | 25 | use gfx::traits::{Device, FactoryExt}; 26 | 27 | type ColorFormat = gfx::format::Rgba8; 28 | type DepthFormat = gfx::format::DepthStencil; 29 | 30 | gfx_defines!{ 31 | vertex GpuVertex { 32 | position: [f32; 2] = "a_position", 33 | color: [f32; 3] = "in_color", 34 | } 35 | 36 | pipeline fill_pipeline { 37 | vbo: gfx::VertexBuffer = (), 38 | out_color: gfx::RenderTarget = "out_color", 39 | } 40 | } 41 | 42 | struct VertexCtor{ 43 | color: [f32;3], 44 | } 45 | impl VertexConstructor for VertexCtor { 46 | fn new_vertex(&mut self, vertex: StrokeVertex) -> GpuVertex { 47 | GpuVertex { 48 | // (ugly hack) tweak the vertext position so that the logo fits roughly 49 | // within the (-1.0, 1.0) range. 50 | position: vertex.position.to_array(), 51 | color: self.color, 52 | } 53 | } 54 | } 55 | impl VertexConstructor for VertexCtor { 56 | fn new_vertex(&mut self, vertex: FillVertex) -> GpuVertex { 57 | GpuVertex { 58 | // (ugly hack) tweak the vertext position so that the logo fits roughly 59 | // within the (-1.0, 1.0) range. 60 | position: vertex.position.to_array(), 61 | color: self.color, 62 | } 63 | } 64 | } 65 | 66 | /*fn draw_line(mut mesh: &mut VertexBuffers,from: Point, to: Point, width: f32, color: [f32;3]) { 67 | let recto = f32::consts::FRAC_PI_2.sin(); 68 | if from.x < to.x { 69 | fill_quad(from,to,point(to.x*recto,to.y*recto),point(from.x*recto,from.y*recto),&mut BuffersBuilder::new(&mut mesh, VertexCtor{color: color})); 70 | }else{ 71 | fill_quad(from,to,point(to.x*recto,to.y*recto),point(from.x*recto,from.y*recto),&mut BuffersBuilder::new(&mut mesh, VertexCtor{color: color})); 72 | } 73 | }*/ 74 | 75 | fn draw_line(mut mesh: &mut VertexBuffers,from: Point, to: Point, width: f32, color: &Hsl){ 76 | let mut builder = SvgPathBuilder::new(Path::builder()); 77 | builder.move_to(from); 78 | builder.line_to(to); 79 | let path = builder.build(); 80 | let mut tes = StrokeTessellator::new(); 81 | let stroke_options = StrokeOptions::default().with_line_width(width).with_tolerance(0.00001); 82 | let c = { 83 | let a = Rgb::from_hsl(color.clone()); 84 | [a.red,a.green,a.blue] 85 | }; 86 | tes.tessellate_path(path.path_iter(),&stroke_options,&mut BuffersBuilder::new(&mut mesh, VertexCtor{color: c})); 87 | } 88 | 89 | fn draw_branch(mut mesh: &mut VertexBuffers, x: f32, y: f32, len: f32, angle: f32,width: f32, c: &Hsl) { 90 | let to = point(x+len*angle.sin(),y+len*angle.cos()); 91 | draw_line(&mut mesh,point(x,y),to,0.01,&c); 92 | 93 | if len < 0.01{ 94 | return; 95 | } 96 | 97 | let factor = rand::thread_rng().gen_range(0.6,0.9); 98 | let new_angle = rand::thread_rng().gen_range(0.0,0.52); 99 | let color = { 100 | let mut a = c.clone(); 101 | a.lightness = c.lightness*1.35; 102 | a 103 | }; 104 | draw_branch(&mut mesh,to.x,to.y,len*factor,angle-new_angle,width*factor,&color); 105 | assert!(width > width*factor); 106 | let factor = rand::thread_rng().gen_range(0.5,0.9); 107 | let new_angle = rand::thread_rng().gen_range(0.0,0.52); 108 | let color = { 109 | let mut a = c.clone(); 110 | a.lightness = c.lightness*1.35; 111 | a 112 | }; 113 | draw_branch(&mut mesh,to.x,to.y,len*factor,angle+new_angle,width*factor,&color); 114 | } 115 | 116 | fn main() { 117 | println!("Fractal tree"); 118 | 119 | /* Lyon */ 120 | let mut builder = SvgPathBuilder::new(Path::builder()); 121 | builder.move_to(point(-0.5,0.)); 122 | builder.horizontal_line_to(0.5); 123 | //builder.close(); 124 | 125 | //let path = builder.build(); 126 | 127 | //let mut tessellator = StrokeTessellator::new(); 128 | 129 | let mut mesh = VertexBuffers::new(); 130 | 131 | //let stroke_options = StrokeOptions::default().with_line_width(0.1).with_tolerance(0.000000001); 132 | 133 | //tessellator.tessellate_path(path.path_iter(),&stroke_options,&mut BuffersBuilder::new(&mut mesh, VertexCtor{color: [0.0,0.0,1.0]})); 134 | //stroke_circle(point(0.0,0.0),0.2,&stroke_options,&mut BuffersBuilder::new(&mut mesh, VertexCtor{color: [0.0,1.0,0.0]})); 135 | //draw_line_beta(&mut mesh, point(0.0,0.0), point(0.5,0.5),0.01,[1.0,0.0,0.0]); 136 | let colors = [63.0,1.0,21.0,112.0,176.0,240.0,277.0,323.0]; 137 | let hue = rand::thread_rng().gen_range(0,colors.len()); 138 | let mut color = Hsl::new(RgbHue::from(colors[hue]),1.0,0.01); 139 | draw_branch(&mut mesh,0.0,-1.0,0.3,0.0,30.0,&mut color); 140 | 141 | println!(" -- fill: {} vertices {} indices", mesh.vertices.len(), mesh.indices.len()); 142 | //println!("{:?}",mesh.vertices); 143 | 144 | /* GLUTIN */ 145 | let mut events_loop = winit::EventsLoop::new(); 146 | let glutin_builder = winit::WindowBuilder::new() 147 | .with_dimensions(700,700) 148 | .with_decorations(true) 149 | .with_title("Fractal trees".to_string()); 150 | let context = glutin::ContextBuilder::new().with_vsync(true).with_multisampling(8); 151 | 152 | let (window, mut device, mut factory, mut main_fbo, mut main_depth) = 153 | gfx_window_glutin::init::(glutin_builder,context,&events_loop); 154 | 155 | let shader = factory.link_program( 156 | VERTEX_SHADER.as_bytes(), 157 | FRAGMENT_SHADER.as_bytes() 158 | ).unwrap(); 159 | 160 | let pso = factory.create_pipeline_from_program( 161 | &shader, 162 | gfx::Primitive::TriangleList, 163 | gfx::state::Rasterizer::new_fill(), 164 | fill_pipeline::new(), 165 | ).unwrap(); 166 | 167 | let (vbo, ibo) = factory.create_vertex_buffer_with_slice( 168 | &mesh.vertices[..], 169 | &mesh.indices[..] 170 | ); 171 | 172 | let mut cmd: gfx::Encoder<_, _> = factory.create_command_buffer().into(); 173 | 174 | let mut running = true; 175 | while running{ 176 | events_loop.poll_events(|event|{ 177 | match event { 178 | winit::Event::WindowEvent{event,..} => match event { 179 | winit::WindowEvent::Closed => running = false, 180 | _ => () 181 | }, 182 | _ => () 183 | } 184 | }); 185 | gfx_window_glutin::update_views(&window,&mut main_fbo,&mut main_depth); 186 | 187 | cmd.clear(&main_fbo.clone(),[0.63,0.86,1.0,1.0]); 188 | cmd.draw( 189 | &ibo, 190 | &pso, 191 | &fill_pipeline::Data { 192 | vbo: vbo.clone(), 193 | out_color: main_fbo.clone(), 194 | }, 195 | ); 196 | cmd.flush(&mut device); 197 | 198 | window.swap_buffers().unwrap(); 199 | 200 | device.cleanup(); 201 | } 202 | 203 | 204 | } 205 | 206 | pub static VERTEX_SHADER: &'static str = &" 207 | #version 140 208 | #line 266 209 | 210 | in vec2 a_position; 211 | in vec3 in_color; 212 | 213 | out vec4 v_color; 214 | 215 | void main() { 216 | gl_Position = vec4(a_position, 0.0, 1.0); 217 | v_color = vec4(in_color, 1.0); 218 | } 219 | "; 220 | 221 | // The fragment shader is dead simple. It just applies the color computed in the vertex shader. 222 | // A more advanced renderer would probably compute texture coordinates in the vertex shader and 223 | // sample the color from a texture here. 224 | pub static FRAGMENT_SHADER: &'static str = &" 225 | #version 140 226 | in vec4 v_color; 227 | out vec4 out_color; 228 | 229 | void main() { 230 | out_color = v_color; 231 | } 232 | "; 233 | -------------------------------------------------------------------------------- /Cargo.lock: -------------------------------------------------------------------------------- 1 | [root] 2 | name = "fractal_tree" 3 | version = "0.1.0" 4 | dependencies = [ 5 | "gfx 0.16.1 (registry+https://github.com/rust-lang/crates.io-index)", 6 | "gfx_device_gl 0.14.4 (registry+https://github.com/rust-lang/crates.io-index)", 7 | "gfx_window_glutin 0.18.0 (registry+https://github.com/rust-lang/crates.io-index)", 8 | "glutin 0.10.0 (registry+https://github.com/rust-lang/crates.io-index)", 9 | "lyon 0.8.3 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