#include #include #include #include #include #include #include #include "Node.h" #include #include const int WINDOW_X = Node::x_bound; const int WINDOW_Y = Node::y_bound; float elap_time() { static std::chrono::time_point start; static bool started = false; if (!started) { start = std::chrono::system_clock::now(); started = true; } std::chrono::time_point now = std::chrono::system_clock::now(); std::chrono::duration elapsed_time = now - start; return static_cast(elapsed_time.count()); } void updateRange(std::vector *node_vec, int start_range_, int end_range_) { for (int i = start_range_; i < end_range_; i++) { node_vec->operator[](i).Update(node_vec); } } bool inTriangle(sf::Vector2f p1, sf::Vector2f p2, sf::Vector2f p3, sf::Vector2f p){ std::vector v; float alpha = ((p2.y - p3.y)*(p.x - p3.x) + (p3.x - p2.x)*(p.y - p3.y)) / ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); v.push_back(alpha); float beta = ((p3.y - p1.y)*(p.x - p3.x) + (p1.x - p3.x)*(p.y - p3.y)) / ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); v.push_back(beta); float gamma = 1.0f - alpha - beta; v.push_back(gamma); return std::all_of(v.cbegin(), v.cend(), [](int i){ return i > 0; }); } bool inCircle(sf::Vector2f origin, float r, sf::Vector2f p) { return sqrt(pow(abs(origin.x - p.x), 2) + pow(abs(origin.y - p.y), 2)) < r; } float distFromCen(sf::Vector2f origin, sf::Vector2f p) { return sqrt(pow(abs(origin.x - p.x), 2) + pow(abs(origin.y - p.y), 2)); } int main() { std::mt19937 rng(time(NULL)); std::uniform_int_distribution rgen(0, 19); srand(time(NULL)); std::vector node_vec; // Init nodes, random value, push to front_stack for (int x = 0; x < Node::x_bound; x++) { for (int y = 0; y < Node::y_bound; y++) { Node node(sf::Vector2i(x, y)); int varx = rand()%(20-3 + 1) + 3; int vary = rand()%(20-3 + 1) + 3; // 11/3 is interesting // if ((x % 11 == 0) || (y % 3 == 0)) { node.Revive(); node.b_r = 205; node.b_g = 190; node.b_b = 80; node.b_a = 255; // bool in_circle = inCircle(sf::Vector2f(250,250), 186, sf::Vector2f(x,y)); // if (in_circle){ // node.Revive(); // float dist = distFromCen(sf::Vector2f(250,250), sf::Vector2f(x,y)); // node.b_r = std::min(255.0f, 90 + dist); // node.b_g = 190 - std::min(140.0f, dist); // node.b_b = 80; // node.b_a = 255; // } } node_vec.push_back(node); } } // Init window, and loop data sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Conway"); window.setSize(sf::Vector2u(1200, 1200)); // window.setPosition(sf::Vector2i(0, 1000)); float step_size = 0.0005f; double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0; int frame_count = 0; std::stack thread_stack; sf::Uint8* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4]; sf::Texture texture; texture.create(WINDOW_X, WINDOW_Y); sf::Sprite sprite(texture); while (window.isOpen()) { sf::Event event; while (window.pollEvent(event)) { if (event.type == sf::Event::Closed) window.close(); } // Time keeping elapsed_time = elap_time(); delta_time = elapsed_time - current_time; current_time = elapsed_time; if (delta_time > 0.02f) delta_time = 0.02f; accumulator_time += delta_time; while ((accumulator_time - step_size) >= step_size) { accumulator_time -= step_size; // Do nothing, FPS tied update() } for (int i = 0; i < 12; i++) { thread_stack.emplace(updateRange, &node_vec, (node_vec.size() / 12)* i, (node_vec.size() / 12)* (i + 1)); } while (!thread_stack.empty()) { thread_stack.top().join(); thread_stack.pop(); } for (int i = 0; i < node_vec.size(); i++) { node_vec[i].ShiftState(); node_vec[i].Dim(); pixel_array[i * 4] = node_vec[i].r; // R? pixel_array[i * 4 + 1] = node_vec[i].g; // G? pixel_array[i * 4 + 2] = node_vec[i].b; // B? pixel_array[i * 4 + 3] = node_vec[i].a; // A? } window.clear(); texture.update(pixel_array); window.draw(sprite); window.display(); } return 0; }