use std::time::{Duration, Instant}; fn main() { env_logger::Builder::from_env(env_logger::Env::default().default_filter_or("info")).init(); let mut framebuffer = vec![0u8; 320 * 240]; let start_time = Instant::now(); let mut palette = vec![0u32; 256]; for i in 0..256 { let v = i & 15; let r = ((i >> 2) & 12) * v; let g = ((i >> 3) & 12) * v; let b = ((i >> 4) & 12) * v; palette[i as usize] = r + (g << 8) + (b << 16); } let mut prev_frame = Instant::now(); uw8_window::run(move |gpu_framebuffer, _gamepads, _reset| { draw_frame(&mut framebuffer, start_time.elapsed().as_secs_f32()); gpu_framebuffer.update(&framebuffer, bytemuck::cast_slice(&palette)); prev_frame += Duration::from_secs_f32(1.0 / 60.0); prev_frame }); } fn draw_frame(framebuffer: &mut [u8], time: f32) { for x in 0..320 { let xr = x as f32 - 160.0; for y in 0..240 { let yr = y as f32 - 120.0; let f = 8192.0 / (xr * xr + yr * yr); let u = xr * f + 512.0 + time * 32.0; let v = yr * f + time * 29.0; let c = (u.floor() as i32 ^ v.floor() as i32) as u32; framebuffer[x + y * 320] = c as u8; } } }