Alright, I don't think I'm going to squeeze any more performance out of this. On to OpenCL

master
MitchellHansen 9 years ago
parent e6f3bef05f
commit cc28558ccc

@ -17,7 +17,7 @@ void Node::Revive() {
curr_state = true;
}
bool Node::CurrentState() {
int Node::CurrentState() {
return curr_state;
}
@ -33,20 +33,16 @@ void Node::Update(std::vector<Node> *node_vec) {
// x , y - 1
// x - 1 , y
if (position.x < x_bound - 1 && position.x > -1 && position.y + 1 < y_bound - 1 && position.y + 1 > -1) {
if (node_vec->operator[](multi_to_linear(sf::Vector2i(position.x, position.y + 1))).CurrentState())
neighbors++;
neighbors += node_vec->operator[](multi_to_linear(sf::Vector2i(position.x, position.y + 1))).CurrentState();
}
if (position.x + 1 < x_bound - 1 && position.x + 1 > -1 && position.y < y_bound - 1 && position.y > -1) {
if (node_vec->operator[](multi_to_linear(sf::Vector2i(position.x + 1, position.y))).CurrentState())
neighbors++;
neighbors += node_vec->operator[](multi_to_linear(sf::Vector2i(position.x + 1, position.y))).CurrentState();
}
if (position.x < x_bound - 1 && position.x > -1 && position.y - 1 < y_bound - 1 && position.y - 1 > -1) {
if (node_vec->operator[](multi_to_linear(sf::Vector2i(position.x, position.y - 1))).CurrentState())
neighbors++;
neighbors += node_vec->operator[](multi_to_linear(sf::Vector2i(position.x, position.y - 1))).CurrentState();
}
if (position.x - 1 < x_bound - 1 && position.x - 1 > -1 && position.y < y_bound - 1 && position.y > -1) {
if (node_vec->operator[](multi_to_linear(sf::Vector2i(position.x - 1, position.y))).CurrentState())
neighbors++;
neighbors += node_vec->operator[](multi_to_linear(sf::Vector2i(position.x - 1, position.y))).CurrentState();
}
// x + 1, y + 1
@ -55,20 +51,16 @@ void Node::Update(std::vector<Node> *node_vec) {
// x - 1, y - 1
if (position.x + 1 < x_bound - 1 && position.x + 1 > -1 && position.y + 1 < y_bound - 1 && position.y + 1 > -1) {
if (node_vec->operator[](multi_to_linear(sf::Vector2i(position.x + 1, position.y + 1))).CurrentState())
neighbors++;
neighbors += node_vec->operator[](multi_to_linear(sf::Vector2i(position.x + 1, position.y + 1))).CurrentState();
}
if (position.x + 1 < x_bound - 1 && position.x + 1 > -1 && position.y - 1 < y_bound - 1 && position.y - 1 > -1) {
if (node_vec->operator[](multi_to_linear(sf::Vector2i(position.x + 1, position.y - 1))).CurrentState())
neighbors++;
neighbors += node_vec->operator[](multi_to_linear(sf::Vector2i(position.x + 1, position.y - 1))).CurrentState();
}
if (position.x - 1 < x_bound - 1 && position.x - 1 > -1 && position.y + 1 < y_bound - 1 && position.y + 1 > -1) {
if (node_vec->operator[](multi_to_linear(sf::Vector2i(position.x - 1, position.y + 1))).CurrentState())
neighbors++;
neighbors += node_vec->operator[](multi_to_linear(sf::Vector2i(position.x - 1, position.y + 1))).CurrentState();
}
if (position.x - 1 < x_bound - 1 && position.x - 1 > -1 && position.y - 1 < y_bound - 1 && position.y - 1 > -1) {
if (node_vec->operator[](multi_to_linear(sf::Vector2i(position.x - 1, position.y - 1))).CurrentState())
neighbors++;
neighbors += node_vec->operator[](multi_to_linear(sf::Vector2i(position.x - 1, position.y - 1))).CurrentState();
}
if (neighbors == 3 || (neighbors == 2 && curr_state)) {

@ -11,7 +11,7 @@ public:
~Node();
void Revive();
bool CurrentState();
int CurrentState();
void ShiftState();
void Update(std::vector<Node> *node_vec);
@ -19,8 +19,9 @@ private:
sf::Vector2i linear_to_multi(int position_);
int multi_to_linear(sf::Vector2i position);
sf::Vector2i position;
bool curr_state;
bool next_state;
int curr_state;
int next_state;
};

@ -35,7 +35,7 @@ void updateRange(std::vector<Node> *node_vec, int start_range_, int end_range_)
int main() {
std::mt19937 rng(time(NULL));
std::uniform_int_distribution<int> rgen(0, 10);
std::uniform_int_distribution<int> rgen(0, 19);
std::vector<Node> node_vec;
@ -64,6 +64,9 @@ int main() {
std::stack<std::thread> thread_stack;
sf::Uint8* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
sf::Texture texture;
texture.create(WINDOW_X, WINDOW_Y);
while (window.isOpen()) {
@ -87,9 +90,6 @@ int main() {
// Do nothing, FPS tied update()
}
// Implicit dead node color
window.clear(sf::Color(49, 68, 72));
for (int i = 0; i < 12; i++) {
thread_stack.emplace(updateRange, &node_vec, (node_vec.size() / 12)* i, (node_vec.size() / 12)* (i + 1));
}
@ -98,64 +98,25 @@ int main() {
thread_stack.pop();
}
//for (int i = 0; i < node_vec.size(); i++) {
// node_vec.at(i).Update(&node_vec);
//}
for (int i = 0; i < node_vec.size(); i++) {
node_vec[i].ShiftState();
}
sf::VertexArray live_node_vertex_array;
//for (int i = 0; i < node_vec.size(); i++) {
// if (node_vec.at(i).CurrentState() == true) {
// // 6 vert square, one line heaven
// sf::Vector2f square_dimensions(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound);
// //sf::Vertex vert1(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height), sf::Color(145, 181, 207)); // Top left
// //sf::Vertex vert2(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width + square_dimensions.x, (i / Node::x_bound) * live_node.getGlobalBounds().height), sf::Color(145, 181, 207)); // Top right
// //sf::Vertex vert3(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height + square_dimensions.y), sf::Color(145, 181, 207)); // Bottom left
// //sf::Vertex vert4(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height + square_dimensions.y), sf::Color(145, 181, 207)); // Bottom left
// //sf::Vertex vert5(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width + square_dimensions.x, (i / Node::x_bound) * live_node.getGlobalBounds().height), sf::Color(145, 181, 207)); // Top right
// sf::Vertex vert6(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width + square_dimensions.x, (i / Node::x_bound) * live_node.getGlobalBounds().height + square_dimensions.y), sf::Color(145, 181, 207)); // Bottom right
// //live_node_vertex_array.append(vert1);
// //live_node_vertex_array.append(vert2);
// //live_node_vertex_array.append(vert3);
// //live_node_vertex_array.append(vert4);
// //live_node_vertex_array.append(vert5);
// live_node_vertex_array.append(vert6);
// //live_node.setPosition((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height);
// }
//}
sf::Texture texture;
texture.create(WINDOW_X, WINDOW_Y);
sf::Sprite sprite(texture);
for (int i = 0; i < node_vec.size(); i++) {
if (node_vec.at(i).CurrentState() == true) {
node_vec[i].ShiftState();
if (node_vec[i].CurrentState() == true) {
pixel_array[i * 4] = 255; // R?
pixel_array[i * 4 + 1] = 255; // G?
pixel_array[i * 4 + 2] = 255; // B?
pixel_array[i * 4 + 3] = 255; // A?
}
else {
pixel_array[i * 4] = 49; // R?
pixel_array[i * 4 + 1] = 68; // G?
pixel_array[i * 4 + 2] = 72; // B?
pixel_array[i * 4 + 3] = 255; // A?
}
}

Loading…
Cancel
Save