Restore missing required asset/flow packages from the pinned nigig revision; retain upstream script isolation, X11 hover, and widget-core fixes. Validated makepad-widgets data feature with Rust 1.97.1.
76 lines
2.9 KiB
Text
76 lines
2.9 KiB
Text
// MIDNIGHT METROPOLIS — a realistic night city flown over by a slow
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// banking camera. The whole city is one static mesh; every lit window is
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// pixel math on the facade uv (baked in window units), and each beat a
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// fraction of the windows re-roll their state: hash(tower, window,
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// floor(beat)) — the city itself flickers in tempo. Rooftop beacons blink
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// on tall towers, and the tiltshift stage turns the blocks into a
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// miniature. Pattern taught: the city engine's camera is engine-authored
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// (a Lissajous drift with view-space banking) — cam_* keys don't steer it,
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// `alt`/`fly`/`bank` do.
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//
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// SCALE: `blocks` is the DEPTH dial. The drift radius, the look-ahead, the
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// ground and the sky all scale with the city's half-extent, so raising the
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// block count at a FIXED `block` pitch keeps the near field exactly as it
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// framed and adds rows RECEDING TO THE HORIZON — 18 blocks is ~1060 towers,
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// four times the old nine-block cluster, and the fog is thinned to match so
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// the far rows read as a dim glittering skyline instead of being eaten.
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{
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name: "Midnight Metropolis"
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engine: "city"
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seed: 12
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style: "night"
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blocks: 18
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block: 6.0
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street: 0.32
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towers: 1100
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max_h: 11.0
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win: 0.30
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density: 0.52
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flicker: 0.14
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alt: 12.5
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fly: 1.1
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bank: 1.2
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beat_pulse: 0.35
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p0: "0.05 + 0.10*energy" // the city wakes up with the music
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p2: 0.6 // beacon gain
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// PERFORMANCE DIALS — the city engine's own p-levers: DENS lights
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// extra windows (touching it holds the energy binding), RUSH scrubs
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// the window re-roll front forward, BEACON gains the rooftop blinks.
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dials: [
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{name: "DENS", bind: "p0", default: 0.1},
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{name: "RUSH", bind: "p1", default: 0.0},
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{name: "BEACON", bind: "p2", default: 0.6}
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]
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color_bg: #x060a18
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color_a: #x36405c
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color_b: #x141a30
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color_c: #xffe6b0
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fog: 0.015
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glow: 1.15
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stages: [
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{kind: "bloom", threshold: 0.55, strength: 1.0, levels: 2},
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{kind: "tiltshift", focus: 0.62, width: 0.30, levels: 2}
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]
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// THE LOOK LIVES HERE. This block is not a reference to the
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// engine's shader — it IS the pixel math this effect runs.
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// Rewrite it and the effect looks different; everything else
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// (geometry, motion, the content coupling, the beat) keeps
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// working, because the block SUBCLASSES the engine shader.
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// Inputs: t = height 0..1, attr = (class, id, hash, height/phase).
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// Signals: self.time_beat (time, beat, phase, pulse),
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// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
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// self.col_a/b/c/bg, self.fog (density, glow, content, -).
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shader: draw.DrawVjFxCity {
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fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 {
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let v = 0.8 + 0.4 * attr.z
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return self.col_a.mix(self.col_b, clamp(t * 0.8 + attr.z * 0.3, 0.0, 1.0)) * v
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}
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}
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}
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