GoL - Rework
Blur now fades while game is paused. New blur mode when blur slider is >220 Added variables to make code easier to follow instead of check1 custom1 etc. (not needed) Removed % with random8 calls. Misc changes
This commit is contained in:
110
wled00/FX.cpp
110
wled00/FX.cpp
@@ -5173,50 +5173,54 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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const uint16_t rows = SEGMENT.virtualHeight();
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const size_t dataSize = ((SEGMENT.length() + 7) / 8); // round up to nearest byte
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const size_t detectionSize = sizeof(uint8_t) + sizeof(uint16_t)*2; // 1 uint8_t (gliderLen), 2 uint16_t (2 CRCs)
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const size_t totalSize = dataSize * 2 + detectionSize + sizeof(CRGB); //CRGB prevColor
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const size_t totalSize = dataSize * 2 + detectionSize + sizeof(uint8_t);
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if (!SEGENV.allocateData(totalSize)) return mode_static(); //allocation failed
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byte *cells = reinterpret_cast<byte*>(SEGENV.data);
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byte *cells = reinterpret_cast<byte*>(SEGENV.data);
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byte *futureCells = reinterpret_cast<byte*>(SEGENV.data + dataSize);
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uint8_t *gliderLength = reinterpret_cast<uint8_t*>(SEGENV.data + dataSize*2);
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uint8_t *gliderLength = reinterpret_cast<uint8_t*>(SEGENV.data + dataSize*2);
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uint16_t *oscillatorCRC = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize*2 + sizeof(uint8_t));
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uint16_t *spaceshipCRC = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize*2 + sizeof(uint8_t) + sizeof(uint16_t));
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CRGB *prevColor = reinterpret_cast<CRGB*>(SEGENV.data + dataSize*2 + detectionSize);
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uint16_t *spaceshipCRC = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize*2 + sizeof(uint8_t) + sizeof(uint16_t));
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uint8_t *prevPalette = reinterpret_cast<uint8_t*>(SEGENV.data + dataSize*2 + detectionSize);
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uint16_t &generation = SEGENV.aux0; //rename aux0 readability (not needed)
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CRGB bgColor = SEGCOLOR(1);
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CRGB color;
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uint16_t &generation = SEGENV.aux0; //Rename SEGENV/SEGMENT variables for readability
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bool allColors = SEGMENT.check1;
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bool overlayBG = SEGMENT.check2;
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bool wrap = SEGMENT.check3;
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byte blur = map(SEGMENT.custom1, 0, 255, 255, 0);
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bool bgBlendMode = SEGMENT.custom1 > 220 && !overlayBG; // if blur is high and not overlaying, use bg blend mode
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byte bgBlur = map(SEGMENT.custom1 - 220, 0, 35, 255, 128);
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CRGB bgColor = SEGCOLOR(1);
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CRGB color = allColors ? random16() * random16() : SEGMENT.color_from_palette(0, false, PALETTE_SOLID_WRAP, 0);
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uint16_t cIndex;
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if (SEGENV.call == 0) {
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SEGMENT.setUpLeds();
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SEGMENT.fill(BLACK); // to make sure that segment buffer and physical leds are aligned initially
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}
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//start new game of life
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// Setup New Game of Life
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if ((SEGENV.call == 0 || generation == 0) && SEGENV.step < strip.now) {
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SEGENV.step = strip.now + 1250; // show initial state for 1.25 seconds
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generation = 1;
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*prevPalette = SEGMENT.palette;
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random16_set_seed(strip.now>>2); //seed the random generator
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//Setup Grid
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memset(cells, 0, dataSize);
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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cIndex = y * cols + x;
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if (random8() < 82) { // ~32% chance of being alive
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if (random8(100) < 32) { // ~32% chance of being alive
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setBitValue(cells, cIndex, true);
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setBitValue(futureCells, cIndex, true);
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color = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
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SEGMENT.setPixelColorXY(x,y,!SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
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}
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else {
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setBitValue(cells, cIndex, false);
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setBitValue(futureCells, cIndex, false);
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if (SEGMENT.check2) continue; //overlay
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SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?bgColor : RGBW32(bgColor.r, bgColor.g, bgColor.b, 0));
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SEGMENT.setPixelColorXY(x,y, allColors ? random16() * random16() : color);
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}
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else if (!overlayBG) SEGMENT.setPixelColorXY(x,y, allColors ? RGBW32(bgColor.r, bgColor.g, bgColor.b, 0) : bgColor); // set background color if not overlaying
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}
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//Clear CRCs
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*oscillatorCRC = 0;
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*spaceshipCRC = 0;
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memcpy(futureCells, cells, dataSize);
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//Set CRCs
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uint16_t crc = crc16((const unsigned char*)cells, dataSize);
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*oscillatorCRC = crc;
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*spaceshipCRC = crc;
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//Calculate glider length LCM(rows,cols)*4
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uint8_t a = rows;
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@@ -5229,32 +5233,27 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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*gliderLength = cols * rows / a * 4;
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return FRAMETIME;
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}
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//Redraw immediately if overlay to avoid flicker
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if (SEGMENT.check2) {
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// Redraw if paused (remove blur), palette changed, or overlaying background (avoid flicker)
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bool palChanged = SEGMENT.palette != *prevPalette && !allColors;
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bool blurDead = SEGENV.step > strip.now && !bgBlendMode && !overlayBG;
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if (palChanged || blurDead || overlayBG) {
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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//redraw foreground/alive
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cIndex = y * cols + x;
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if (getBitValue(cells, cIndex)) {
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bool alive = getBitValue(cells, cIndex);
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if (palChanged && alive) SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0));
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else if (overlayBG & alive) {
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color = SEGMENT.getPixelColorXY(x,y);
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SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
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SEGMENT.setPixelColorXY(x,y, allColors ? RGBW32(color.r, color.g, color.b, 0) : color);
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}
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if (palChanged && !alive && !overlayBG) SEGMENT.setPixelColorXY(x,y, bgColor); // remove blurred cells from previous palette
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else if (blurDead && !alive) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, blur));
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}
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}
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if (SEGENV.step > strip.now || strip.now - SEGENV.step < 1000 / (uint32_t)map(SEGMENT.speed,0,255,1,64)) { // 1 - 64 updates per second
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return FRAMETIME; //skip if not enough time has passed
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}
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//Recolor live cells if palette/color changed
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if (SEGMENT.color_from_palette(0, false, PALETTE_SOLID_WRAP, 0) != *prevColor){
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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cIndex = y * cols + x;
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if (getBitValue(cells, cIndex)) {
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SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0));
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}
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}
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*prevColor = SEGMENT.color_from_palette(0, false, PALETTE_SOLID_WRAP, 0);
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if (palChanged) *prevPalette = SEGMENT.palette;
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}
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if (SEGENV.step > strip.now || strip.now - SEGENV.step < 1000 / (uint32_t)map(SEGMENT.speed,0,255,1,64)) return FRAMETIME; //skip if not enough time has passed (1-64 updates/sec)
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//Update Game of Life
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bool cellChanged = false; // Detect still live and dead grids
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//cell coordinates
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@@ -5268,7 +5267,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { // iterate through 3*3 matrix
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if (i==0 && j==0) continue; // ignore itself
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if (!SEGMENT.check3 || generation % 1500 == 0) { //no wrap, disable wrap every 1500 generations to prevent undetected repeats
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if (!wrap || generation % 1500 == 0) { //no wrap, disable wrap every 1500 generations to prevent undetected repeats
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cX = x+i;
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cY = y+j;
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if (cX < 0 || cY < 0 || cX >= cols || cY >= rows) continue; //skip if out of bounds
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@@ -5292,34 +5291,33 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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cIndex = y * cols + x; //current cell index
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bool cellValue = getBitValue(cells, cIndex);
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if ((cellValue) && (neighbors < 2 || neighbors > 3)) {
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// Loneliness or overpopulation
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// Loneliness or Overpopulation
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cellChanged = true;
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setBitValue(futureCells, cIndex, false);
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// blur/turn off dying cells
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if (!SEGMENT.check2) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, map(SEGMENT.custom1, 0, 255, 255, 0)));
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// Blur/turn off dying cells
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if (!overlayBG) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, bgBlendMode ? bgBlur : blur));
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}
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else if (!(cellValue) && (neighbors == 3)) {
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// Reproduction
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setBitValue(futureCells, cIndex, true);
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cellChanged = true;
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// find dominant color and assign it to a cell
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// no longer storing colors, if parent dies the color is lost
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CRGB dominantColor;
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// find dominant color and assign it to a new born cell no longer storing colors, if parent dies the color is lost
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CRGB dominantColor;
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if (colorCount == 3) { //All parents survived
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if ((nColors[0] == nColors[1]) || (nColors[0] == nColors[2])) dominantColor = nColors[0];
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else if (nColors[1] == nColors[2]) dominantColor = nColors[1];
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else dominantColor = nColors[random8()%3];
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else dominantColor = nColors[random8(3)];
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}
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else if (colorCount == 2) dominantColor = nColors[random8()%2]; // 1 leading parent died
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else if (colorCount == 1) dominantColor = nColors[0]; // 2 leading parents died
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else dominantColor = color; // all parents died last used color
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else if (colorCount == 2) dominantColor = nColors[random8(2)]; // 1 leading parent died
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else if (colorCount == 1) dominantColor = nColors[0]; // 2 leading parents died
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else dominantColor = color; // all parents died last used color
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// mutate color chance
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if (random8() < SEGMENT.intensity || dominantColor == bgColor) dominantColor = !SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16();
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if (SEGMENT.check1) dominantColor = RGBW32(dominantColor.r, dominantColor.g, dominantColor.b, 0); //WLEDMM support all colors
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if (allColors) dominantColor = RGBW32(dominantColor.r, dominantColor.g, dominantColor.b, 0); //WLEDMM support all colors
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if (random8() < SEGMENT.intensity || dominantColor == bgColor) dominantColor = allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
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SEGMENT.setPixelColorXY(x,y, dominantColor);
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}
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else { // blur dead cells
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if (!cellValue && !SEGMENT.check2) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, map(SEGMENT.custom1, 0, 255, 255, 0)));
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if (!cellValue && !overlayBG && !bgBlendMode) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, bgBlendMode ? bgBlur : blur));
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}
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}
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//update cell values
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@@ -5343,7 +5341,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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SEGENV.step = strip.now;
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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@!,Color Mutation ☾,Blur ☾,,,All Colors ☾,Overlay ☾,Wrap ☾,;!,!;!;2;sx=82,ix=12,c1=8,o3=1";
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static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,Color Mutation ☾,Blur ☾,,,All Colors ☾,Overlay BG ☾,Wrap ☾,;!,!;!;2;sx=82,ix=4,c1=48,o1=0,o2=0,o3=1";
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/////////////////////////
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// 2D Hiphotic //
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