Game Of Life - Reduced Memory Usage

Each cell now only needs 2 bits of data instead of 6 bytes.
This commit is contained in:
Brandon502
2024-02-26 20:04:48 -05:00
parent ce1b811667
commit 73091d170c

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@@ -5138,24 +5138,38 @@ static const char _data_FX_MODE_2DFRIZZLES[] PROGMEM = "Frizzles@X frequency,Y f
///////////////////////////////////////////
// 2D Cellular Automata Game of life //
///////////////////////////////////////////
bool getBitValue(const uint8_t* byteArray, size_t arraySize, size_t n) {
size_t byteIndex = n / 8;
size_t bitIndex = n % 8;
uint8_t byte = byteArray[byteIndex];
return (byte >> bitIndex) & 1;
}
void setBitValue(uint8_t* byteArray, size_t arraySize, size_t n, bool value) {
size_t byteIndex = n / 8;
size_t bitIndex = n % 8;
if (value)
byteArray[byteIndex] |= (1 << bitIndex);
else
byteArray[byteIndex] &= ~(1 << bitIndex);
}
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 , Modified By: Brandon Butler
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const uint16_t dataSize = sizeof(CRGB) * SEGMENT.length(); // using width*height prevents reallocation if mirroring is enabled
const uint16_t dataSize = sizeof(byte) * SEGMENT.length()/8; // using width*height prevents reallocation if mirroring is enabled
const uint16_t repeatDetectionLen = 4; // {crc % 16 gen, crc % 4*r*w gen, prevAlive, changeCount}
// crc can handle basically all patterns, but detecting gliders may take multiple full trips
// tracking alive counts will allow detecting gliders in 1 full trip
if (!SEGENV.allocateData(dataSize*2 + sizeof(uint16_t)*repeatDetectionLen)) return mode_static(); //allocation failed
CRGB *leds = reinterpret_cast<CRGB*>(SEGENV.data);
CRGB *futureLeds = reinterpret_cast<CRGB*>(SEGENV.data + dataSize); // only needed for overlay
uint16_t *repeatDetection = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize*2);
byte *cells = reinterpret_cast<byte*>(SEGENV.data);
byte *futureCells = reinterpret_cast<byte*>(SEGENV.data + dataSize);
uint16_t *repeatDetection = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize*2);
CRGB backgroundColor = SEGCOLOR(1);
CRGB color;
uint16_t aliveCount = 0;
if (SEGENV.call == 0) SEGMENT.setUpLeds();
//start new game of life
@@ -5168,24 +5182,24 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
//Setup Grid
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
uint8_t state = (random8() < 82) ? 1 : 0; // ~32% chance of being alive
if (state == 0) { //dead
leds[XY(x,y)] = backgroundColor;
//check overlay option
if (!SEGMENT.check2) SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0));
if (state == 0) {
setBitValue(cells, dataSize, y * cols + x, false);
setBitValue(futureCells, dataSize, y * cols + x, false);
if (SEGMENT.check2) continue;
SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0));
}
else { //alive
CRGB color = !SEGMENT.check1? SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0) : random16()*random16();
leds[XY(x,y)] = color;
aliveCount++;
else {
setBitValue(cells, dataSize, y * cols + x, true);
setBitValue(futureCells, dataSize, y * cols + x, true);
color = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
SEGMENT.setPixelColorXY(x,y,!SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
aliveCount++;
}
}
//Clear repeatDetection
memset(repeatDetection, 0, sizeof(uint16_t)*repeatDetectionLen);
repeatDetection[2] = aliveCount;
return FRAMETIME;
} else if (strip.now - SEGENV.step < FRAMETIME_FIXED * (uint32_t)map(SEGMENT.speed,0,255,64,4)) {
// update only when appropriate time passes (in 42 FPS slots)
@@ -5193,7 +5207,10 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
if (!SEGMENT.check2) return FRAMETIME;
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
//redraw foreground/alive
if (leds[XY(x,y)] != backgroundColor) SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?leds[XY(x,y)] : RGBW32(leds[XY(x,y)].r, leds[XY(x,y)].g, leds[XY(x,y)].b, 0));
if (getBitValue(cells, dataSize, y * cols + x)) {
color = SEGMENT.getPixelColorXY(x,y);
SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
}
}
return FRAMETIME;
}
@@ -5201,73 +5218,92 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
//Redraw immediately if overlay to avoid flicker
if (SEGMENT.check2) {
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
if (leds[XY(x,y)] != backgroundColor) SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?leds[XY(x,y)] : RGBW32(leds[XY(x,y)].r, leds[XY(x,y)].g, leds[XY(x,y)].b, 0));
//redraw foreground/alive
if (getBitValue(cells, dataSize, y * cols + x)) {
color = SEGMENT.getPixelColorXY(x,y);
SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
}
}
}
//copy leds to futureLeds
memcpy(futureLeds, leds, dataSize);
aliveCount = repeatDetection[2];
aliveCount = repeatDetection[2]; //get alive count from memory
//cell index and coordinates
uint16_t cIndex;
uint16_t cX;
uint16_t cY;
//Loop through all cells. Count neighbors, apply rules, setPixel
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
byte neighbors = 0;
byte colorCount = 0; //track number of valid colors
CRGB nColors[3]; // track 3 colors, dying cells may overwrite but this wont be used
for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { // iterate through 3*3 matrix
if (i==0 && j==0) continue; // ignore itself
uint16_t xy;
if (SEGMENT.check3) { // wrap around option checked
xy = XY((x+i+cols)%cols, (y+j+rows)%rows);
}
else { // no wrap around
if (x+i < 0 || x+i >= cols || y+j < 0 || y+j >= rows) continue; // ignore out of bounds
xy = XY(x+i, y+j);
if (SEGMENT.check3) { //wrap around
cX = (x+i+cols) % cols;
cY = (y+j+rows) % rows;
} else {
cX = x+i;
cY = y+j;
if (cX < 0 || cY < 0 || cX >= cols || cY >= rows) continue; //skip if out of bounds
}
cIndex = cY * cols + cX;
// count neighbors and store upto 3 neighbor colors
if (leds[xy] != backgroundColor) {
nColors[neighbors%3] = leds[xy];
if (getBitValue(cells, dataSize, cIndex)) { //if alive
neighbors++;
CRGB color = SEGMENT.getPixelColorXY(cX, cY);
if (color == backgroundColor) continue; //parent just died, color lost
nColors[colorCount%3] = color;
colorCount++;
}
}
// Rules of Life
CRGB color = leds[XY(x,y)];
CRGB bgc = backgroundColor;
if ((color != bgc) && (neighbors < 2 || neighbors > 3)) {
bool cellValue = getBitValue(cells, dataSize, y * cols + x);
if ((cellValue) && (neighbors < 2 || neighbors > 3)) {
// Loneliness or overpopulation
futureLeds[XY(x,y)] = backgroundColor;
setBitValue(futureCells, dataSize, y * cols + x, false);
if (!SEGMENT.check2) SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0));
aliveCount--;
}
else if ((color == bgc) && (neighbors == 3)) {
else if (!(cellValue) && (neighbors == 3)) {
// Reproduction
setBitValue(futureCells, dataSize, y * cols + x, true);
// find dominant color and assign it to a cell
CRGB dominantColor;
if ((nColors[0] == nColors[1]) || (nColors[0] == nColors[2])) dominantColor = nColors[0];
else if (nColors[1] == nColors[2]) dominantColor = nColors[1];
else dominantColor = nColors[random8()%3];
futureLeds[XY(x,y)] = dominantColor;
//Alternative dominant color calculation
//ncolors may have fewer than 3 colors
if (colorCount == 3) {
if ((nColors[0] == nColors[1]) || (nColors[0] == nColors[2])) dominantColor = nColors[0];
else if (nColors[1] == nColors[2]) dominantColor = nColors[1];
else dominantColor = nColors[random8()%3];
}
else if (colorCount == 2) dominantColor = nColors[random8()%2];
else if (colorCount == 1) dominantColor = nColors[0];
else dominantColor = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
// mutate color chance
if (random8() < SEGMENT.intensity) dominantColor = !SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16();
SEGMENT.setPixelColorXY(x,y,!SEGMENT.check1?dominantColor : RGBW32(dominantColor.r, dominantColor.g, dominantColor.b, 0)); //WLEDMM support all colors
if (SEGMENT.check1) dominantColor = RGBW32(dominantColor.r, dominantColor.g, dominantColor.b, 0); //WLEDMM support all colors)
SEGMENT.setPixelColorXY(x,y, dominantColor);
aliveCount++;
}
}
// copy futureLeds to leds
memcpy(leds, futureLeds, dataSize);
//update cell values
memcpy(cells, futureCells, dataSize);
// track CRC16 of leds every 16 frames to detect all basic repeating patterns
// track CRC16 of leds every 4*max(rows,cols) frames to detect all infinite gliders / spaceships
// rectanglular grids with a side of length <= 6 create extremely long repeating patterns
// current crc
uint16_t crc = crc16((const unsigned char*)leds, dataSize);
uint16_t crc = crc16((const unsigned char*)cells, dataSize);
bool repetition = false;
if (aliveCount == 0) repetition = true; // if no alive cells, infinite repetition
@@ -5296,7 +5332,6 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
// increase generation counter
SEGENV.aux0++;
SEGENV.step = strip.now;
return FRAMETIME;
} // mode_2Dgameoflife()
static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,Color Mutation ☾,,,,All Colors ☾,Overlay ☾,Wrap ☾,;!,!;!;2;sx=200,ix=12,c1=0,o3=1";