diff --git a/wled00/FX.cpp b/wled00/FX.cpp index c4b1e0e9..87e3e6b1 100644 --- a/wled00/FX.cpp +++ b/wled00/FX.cpp @@ -5138,117 +5138,154 @@ static const char _data_FX_MODE_2DFRIZZLES[] PROGMEM = "Frizzles@X frequency,Y f /////////////////////////////////////////// // 2D Cellular Automata Game of life // /////////////////////////////////////////// -typedef struct ColorCount { - CRGB color; - int8_t count; -} colorCount; - -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 +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 crcBufferLen = 2; //(SEGMENT.width() + SEGMENT.height())*71/100; // roughly sqrt(2)/2 for better repetition detection (Ewowi) + 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 + sizeof(uint16_t)*crcBufferLen)) return mode_static(); //allocation failed - CRGB *prevLeds = reinterpret_cast(SEGENV.data); - uint16_t *crcBuffer = reinterpret_cast(SEGENV.data + dataSize); + if (!SEGENV.allocateData(dataSize + sizeof(uint16_t)*repeatDetectionLen)) return mode_static(); //allocation failed + CRGB *leds = reinterpret_cast(SEGENV.data); + uint16_t *repeatDetection = reinterpret_cast(SEGENV.data + dataSize); CRGB backgroundColor = SEGCOLOR(1); + uint16_t aliveCount = 0; if (SEGENV.call == 0) SEGMENT.setUpLeds(); - if (SEGENV.call == 0 || strip.now - SEGMENT.step > 3000) { - SEGENV.step = strip.now; - SEGENV.aux0 = 0; + //start new game of life + if (SEGENV.call == 0 || SEGENV.aux0 == 0) { + SEGENV.step = strip.now; // .step = previous call time + SEGENV.aux0 = 1; // .aux0 = generation counter random16_set_seed(strip.now>>2); //seed the random generator //give the leds random state and colors (based on intensity, colors from palette or all posible colors are chosen) + //Setup Grid for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) { - uint8_t state = random8()%2; - if (state == 0) - SEGMENT.setPixelColorXY(x,y, backgroundColor); - else - SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16()); //WLEDMM support all colors + uint8_t state = (random8() < 82) ? 1 : 0; // ~32% chance of being alive + // state = 0; // Uncomment to use test pattern + if (state == 0) SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0)); + else { + SEGMENT.setPixelColorXY(x,y,!SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16()); //WLEDMM support all colors + aliveCount++; + } } + // // create cross test pattern period 3 (oscillator) >= 16x16 matrix + // int patternLen = 56; + // byte testPattern[56] = {7,1,10,1,7,2,10,2,6,3,7,3,10,3,11,3,4,4,5,4,6,4,11,4,12,4,13,4,4,7,5,7,6,7,11,7,12,7,13,7,6,8,7,8,10,8,11,8,7,9,10,9,7,10,10,10}; - for (int y = 0; y < rows; y++) for (int x = 0; x < cols; x++) prevLeds[XY(x,y)] = CRGB::Black; - memset(crcBuffer, 0, sizeof(uint16_t)*crcBufferLen); + // // Apply Test Pattern + // for (int i = 0; i < patternLen/2; i++) { //Uncomment state = 0 line above + // SEGMENT.setPixelColorXY(testPattern[i*2],testPattern[i*2+1], SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0)); + // aliveCount++; + // } + + //Clear repeatDetection + memset(repeatDetection, 0, sizeof(uint16_t)*repeatDetectionLen); + repeatDetection[2] = aliveCount; + //Display the initial state + 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) return FRAMETIME; } - //copy previous leds (save previous generation) - //NOTE: using lossy getPixelColor() is a benefit as endlessly repeating patterns will eventually fade out causing a reset - for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) prevLeds[XY(x,y)] = SEGMENT.getPixelColorXY(x,y); - - //calculate new leds + //copy previous leds from pixels for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) { + leds[XY(x,y)] = CRGB(SEGMENT.getPixelColorXY(x,y)); + } - colorCount colorsCount[9]; // count the different colors in the 3*3 matrix - for (int i=0; i<9; i++) colorsCount[i] = {backgroundColor, 0}; // init colorsCount + aliveCount = repeatDetection[2]; + + //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; + CRGB nColors[3]; // track 3 colors, dying cells may overwrite but this wont be used - // iterate through neighbors and count them and their different colors - int neighbors = 0; 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 - // wrap around segment - int16_t xx = x+i, yy = y+j; - if (x+i < 0) xx = cols-1; else if (x+i >= cols) xx = 0; - if (y+j < 0) yy = rows-1; else if (y+j >= rows) yy = 0; - - uint16_t xy = XY(xx, yy); // previous cell xy to check - // count different neighbours and colors - if (prevLeds[xy] != backgroundColor) { - neighbors++; - bool colorFound = false; - int k; - for (k=0; k<9 && colorsCount[i].count != 0; k++) - if (colorsCount[k].color == prevLeds[xy]) { - colorsCount[k].count++; - colorFound = true; - } - if (!colorFound) colorsCount[k] = {prevLeds[xy], 1}; //add new color found in the array + uint16_t xy; + if (SEGMENT.check2) { // wrap around option checked + xy = XY((x+i+cols)%cols, (y+j+rows)%rows); } - } // i,j + 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); + } + // count neighbors and store upto 3 neighbor colors + if (leds[xy] != backgroundColor) { + nColors[neighbors%3] = leds[xy]; + neighbors++; + } + } // Rules of Life - CRGB preCol = prevLeds[XY(x,y)]; - uint32_t col = RGBW32(preCol.r, preCol.g, preCol.b, 0); // WLEDMM explicit color conversion CRGB -> RGB - uint32_t bgc = RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0); - if ((col != bgc) && (neighbors < 2)) SEGMENT.setPixelColorXY(x,y, bgc); // Loneliness - else if ((col != bgc) && (neighbors > 3)) SEGMENT.setPixelColorXY(x,y, bgc); // Overpopulation - else if ((col == bgc) && (neighbors == 3)) { // Reproduction - // find dominant color and assign it to a cell - colorCount dominantColorCount = {backgroundColor, 0}; - for (int i=0; i<9 && colorsCount[i].count != 0; i++) - if (colorsCount[i].count > dominantColorCount.count) dominantColorCount = colorsCount[i]; - // assign the dominant color w/ a bit of randomness to avoid "gliders" - if (dominantColorCount.count > 0 && random8(128)) SEGMENT.setPixelColorXY(x,y, dominantColorCount.color); - } else if ((col == bgc) && (neighbors == 2) && !random8(128)) { // Mutation - SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 255)); - } - // else do nothing! - } //x,y + CRGB color = leds[XY(x,y)]; + CRGB bgc = backgroundColor; + + if ((color != bgc) && (neighbors < 2 || neighbors > 3)) { + // Loneliness or overpopulation + SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0)); + aliveCount--; + } + else if ((color == bgc) && (neighbors == 3)) { + // Reproduction + // 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]; + + // mutate color chance (1/256) + if (random8() < SEGMENT.intensity) dominantColor = !SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16(); + + SEGMENT.setPixelColorXY(x,y, dominantColor); + aliveCount++; + } + } + + // 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); - // calculate CRC16 of leds - uint16_t crc = crc16((const unsigned char*)prevLeds, dataSize); - // check if we had same CRC and reset if needed bool repetition = false; - for (int i=0; i softhack007: not exacly. Different CRC means different image; same CRC means nothing (could be same or slightly different). - if (!repetition) SEGENV.step = strip.now; //if no repetition avoid reset - // remember CRCs across frames - crcBuffer[SEGENV.aux0] = crc; - ++SEGENV.aux0 %= crcBufferLen; + // Update Alive/Counter + if (abs8(repeatDetection[2] - aliveCount) < 2) repeatDetection[3]++; // alive count needs to change by 2 or more to reset the repetition counter + else repeatDetection[3] = 0; + + if (repeatDetection[3] > (4 * max(rows,cols))) { + repetition = true; // if alive count did not change for 4 * max(rows, col) frames, infinite glider + } + + if (repetition) { + SEGENV.aux0 = 0; // reset on next call + return FRAMETIME; + } + // Update CRC buffer and alive count + if (SEGENV.aux0 % 16 == 0) repeatDetection[0] = crc; + if (SEGENV.aux0 % (4*rows*cols+1) == 0) repeatDetection[1] = crc; + repeatDetection[2] = aliveCount; + + // increase generation counter + SEGENV.aux0++; + SEGENV.step = strip.now; return FRAMETIME; } // mode_2Dgameoflife() -static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,,,,,All colors ☾;!,!;!;2;c1=0"; //WLEDMM support all colors - +static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,Color Mutation ☾,,,,All Colors ☾,Wrap ☾;!,!;!;2;sx=200,ix=12,c1=0,c2=1,o2=1"; ///////////////////////// // 2D Hiphotic //