FX: GameOfLife
- better glider detection - correct behaviour during transition - optimisations
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@ -4835,7 +4835,7 @@ static const char _data_FX_MODE_2DFRIZZLES[] PROGMEM = "Frizzles@X frequency,Y f
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///////////////////////////////////////////
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typedef struct ColorCount {
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CRGB color;
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int8_t count;
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int8_t count;
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} colorCount;
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uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https://natureofcode.com/book/chapter-7-cellular-automata/ and https://github.com/DougHaber/nlife-color
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@ -4844,17 +4844,18 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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const uint16_t cols = SEGMENT.virtualWidth();
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const uint16_t rows = SEGMENT.virtualHeight();
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const uint16_t dataSize = sizeof(CRGB) * SEGMENT.length(); // using width*height prevents reallocation if mirroring is enabled
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const uint16_t crcBufferLen = (SEGMENT.width() + SEGMENT.height())*71/100; // roughly sqrt(2)/2 for better repetition detection (Ewowi)
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if (!SEGENV.allocateData(dataSize + sizeof(unsigned long))) return mode_static(); //allocation failed
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if (!SEGENV.allocateData(dataSize + sizeof(uint16_t)*crcBufferLen)) return mode_static(); //allocation failed
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CRGB *prevLeds = reinterpret_cast<CRGB*>(SEGENV.data);
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unsigned long *resetMillis = reinterpret_cast<unsigned long*>(SEGENV.data + dataSize); // triggers reset
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uint16_t *crcBuffer = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize);
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CRGB backgroundColor = SEGCOLOR(1);
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if (SEGENV.call == 0 || strip.now - *resetMillis > 5000) {
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*resetMillis = strip.now;
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random16_set_seed(strip.now); //seed the random generator
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if (SEGENV.call == 0 || strip.now - SEGMENT.step > 5000) {
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SEGENV.step = strip.now;
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SEGENV.aux0 = 0;
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random16_set_seed(millis()>>2); //seed the random generator
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//give the leds random state and colors (based on intensity, colors from palette or all posible colors are chosen)
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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@ -4862,17 +4863,18 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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if (state == 0)
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SEGMENT.setPixelColorXY(x,y, backgroundColor);
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else
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SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0));
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SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 255));
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}
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for (int y = 0; y < rows; y++) for (int x = 0; x < cols; x++) prevLeds[XY(x,y)] = CRGB::Black;
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SEGENV.aux1 = 0;
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SEGENV.aux0 = 0xFFFF;
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memset(crcBuffer, 0, sizeof(uint16_t)*crcBufferLen);
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} else if (strip.now - SEGENV.step < FRAMETIME_FIXED * map(SEGMENT.speed,0,255,64,4)) {
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// update only when appropriate time passes (in 42 FPS slots)
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return FRAMETIME;
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}
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//copy previous leds (save previous generation)
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//NOTE: using lossy getPixelColor() is a benefit as endlessly repeating patterns will eventually fade out causing a reset
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) prevLeds[XY(x,y)] = SEGMENT.getPixelColorXY(x,y);
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//calculate new leds
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@ -4909,8 +4911,8 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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uint32_t bgc = RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0);
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if ((col != bgc) && (neighbors < 2)) SEGMENT.setPixelColorXY(x,y, bgc); // Loneliness
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else if ((col != bgc) && (neighbors > 3)) SEGMENT.setPixelColorXY(x,y, bgc); // Overpopulation
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else if ((col == bgc) && (neighbors == 3)) { // Reproduction
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//find dominantcolor and assign to cell
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else if ((col == bgc) && (neighbors == 3)) { // Reproduction
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//find dominant color and assign to cell
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colorCount dominantColorCount = {backgroundColor, 0};
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for (int i=0; i<9 && colorsCount[i].count != 0; i++)
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if (colorsCount[i].count > dominantColorCount.count) dominantColorCount = colorsCount[i];
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@ -4920,16 +4922,17 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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} //x,y
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// calculate CRC16 of leds
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uint16_t crc = crc16((const unsigned char*)prevLeds, dataSize-1); //ewowi: prevLeds instead of leds work as well, tbd: compare more patterns, see SR!
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uint16_t crc = crc16((const unsigned char*)prevLeds, dataSize);
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// check if we had same CRC and reset if needed
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bool repetition = false;
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for (int i=0; i<crcBufferLen && !repetition; i++) repetition = (crc == crcBuffer[i]); // (Ewowi)
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// same CRC would mean image did not change or was repeating itself
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if (!(crc == SEGENV.aux0 || crc == SEGENV.aux1)) *resetMillis = strip.now; //if no repetition avoid reset
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// remember last two
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SEGENV.aux1 = SEGENV.aux0;
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SEGENV.aux0 = crc;
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if (!repetition) SEGENV.step = strip.now; //if no repetition avoid reset
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// remember CRCs across frames
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crcBuffer[SEGENV.aux0] = crc;
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++SEGENV.aux0 %= crcBufferLen;
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return FRAMETIME_FIXED * (128-(SEGMENT.speed>>1)); // update only when appropriate time passes (in 42 FPS slots)
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return FRAMETIME;
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} // mode_2Dgameoflife()
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static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!;!,!;!;2";
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