game of life implementation... cripplingly slow

This commit is contained in:
Dan Ballard 2020-12-30 16:59:45 -08:00
parent 3e17b1b5e2
commit 3746bb1e6d
1 changed files with 116 additions and 11 deletions

View File

@ -8,52 +8,157 @@ use opengl_graphics::{GlGraphics, OpenGL};
use piston::event_loop::{EventSettings, Events};
use piston::input::{RenderArgs, RenderEvent, UpdateArgs, UpdateEvent};
use piston::window::WindowSettings;
use graphics::Rectangle;
use std::cmp;
pub const SCREEN_SIZE: u32 = 800;
pub const BLACK: [f32; 4] = [0.0, 0.0, 0.0, 1.0];
pub const WHITE: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
pub trait Cell {
fn color(&self) -> [f32; 4];
}
#[derive(Clone)]
pub struct ConwayCell {
color: [f32; 4],
alive: bool,
}
/*
impl Cell {
pub fn clone(&self) -> Cell {
Cell{color: self.color}
}
}*/
pub struct App {
gl: GlGraphics,
steps_per_sec: u32,
steps_per_sec: f64,
px_size: u32,
dt_last: f64,
grid: Vec<Vec<ConwayCell>>,
}
impl App {
fn render (&mut self, args: &RenderArgs) {
use graphics::*;
const BLACK: [f32; 4] = [0.0, 0.0, 0.0, 1.0];
let grid = &self.grid;
let px_size = self.px_size;
self.gl.draw(args.viewport(), |c, gl| {
// Clear the screen.
clear(BLACK, gl);
for y in 0..grid.len() {
for x in 0..grid[y].len() {
if grid[y][x].alive {
rectangle(grid[y][x].color, rectangle::square((x as u32 * px_size) as f64, (y as u32 * px_size) as f64, px_size as f64), c.transform, gl)
}
}
}
/*
for (y, row) in grid.iter().enumerate() {
for (x, cell) in row.iter().enumerate() {
rectangle( cell.color, rectangle::square((x as u32 * px_size) as f64, (y as u32 * px_size) as f64, px_size as f64), c.transform, gl)
}
}*/
});
}
fn update(&mut self, args: &UpdateArgs) {
//println!("update and update.dt: {} with self.dt_last: {}", args.dt, self.dt_last);
if args.dt + self.dt_last > (1.0 / self.steps_per_sec) {
self.dt_last = 0.0;
print!(">");
self.evolve();
} else {
print!(".");
self.dt_last += args.dt;
}
}
fn evolve(&mut self) {
let mut new_grid = vec![vec![ConwayCell{color: BLACK, alive: false}; self.grid.len()]; self.grid.len()];
for y in 0..self.grid.len() {
for x in 0..self.grid[y].len() {
let mut nalive = 0;
let mut ylow = 0;
if y > 1 {
ylow = y-1;
}
let yhigh = cmp::min(self.grid.len()-1, y+1);
let mut xlow = 0;
if x > 1 {
xlow = x-1;
}
let xhigh = cmp::min(self.grid.len()-1, x+1);
for i in ylow..yhigh+1 {
for j in xlow..xhigh+1 {
if i == y && j == x {
continue;
}
if self.grid[i][j].alive {
nalive += 1;
}
}
}
if self.grid[y][x].alive {
if nalive == 2 || nalive == 3 {
new_grid[y][x] = ConwayCell{color: WHITE, alive: true}
}
} else if nalive == 3 {
new_grid[y][x] = ConwayCell{color: WHITE, alive: true}
}
}
}
self.grid = new_grid;
}
}
fn main() {
// Make window
// Change this to OpenGL::V2_1 if not working.
let opengl = OpenGL::V3_2;
// Create an Glutin window.
let mut window: Window = WindowSettings::new("spinning-square", [800, 800])
let mut window: Window = WindowSettings::new("spinning-square", [SCREEN_SIZE, SCREEN_SIZE])
.graphics_api(opengl)
.exit_on_esc(true)
.build()
.unwrap();
let px_size = 2;
let size: usize = (SCREEN_SIZE/px_size) as usize;
let mut grid = vec![vec![ConwayCell{color: BLACK, alive: false}; size]; size];
// r pemento
println!("size:{} size/2:{}", size, size/2);
let centery = size/2;
let centerx = size/2;
println!("centery:{} centerx:{}", centery, centerx);
grid[centery][centerx] = ConwayCell{color: WHITE, alive: true};
grid[centery+1][centerx] = ConwayCell{color: WHITE, alive: true};
grid[centery-1][centerx] = ConwayCell{color: WHITE, alive: true};
grid[centery-1][centerx-1] = ConwayCell{color: WHITE, alive: true};
grid[centery][centerx+1] = ConwayCell{color: WHITE, alive: true};
let mut app = App {
gl: GlGraphics::new(opengl),
steps_per_sec: 2,
steps_per_sec: 30.0,
px_size: px_size,
dt_last: 0.0,
grid: grid,
};
let mut events = Events::new(EventSettings::new());
// Make grid
// Quick life engine -> redraw
println!("{:?}", EventSettings::new());
let mut events = Events::new(EventSettings::new());
while let Some(e) = events.next(&mut window) {