/
ca.go
203 lines (163 loc) · 3.37 KB
/
ca.go
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package main
import (
"fmt"
"github.com/banthar/gl"
"github.com/jteeuwen/glfw"
"math/rand"
"os"
)
const (
Title = "Cellular Automata"
Size = 200
Zoom = 3
Width = Size * Zoom
Height = Size * Zoom
)
type Counter struct {
hit, current int
}
func (c *Counter) Tick() bool {
c.current++
if c.current%c.hit == 0 {
return true
}
return false
}
type GridBuf struct {
buf [2][][]bool
current int
}
func NewGridBuf(size int) *GridBuf {
var buf [2][][]bool
for b := 0; b < 2; b++ {
buf[b] = make([][]bool, size)
for i := 0; i < size; i++ {
buf[b][i] = make([]bool, size)
}
}
return &GridBuf{buf: buf, current: 0}
}
func (g *GridBuf) Front() [][]bool {
return g.buf[g.current]
}
func (g *GridBuf) Back() [][]bool {
return g.buf[1-g.current]
}
func (g *GridBuf) Swap() {
g.current = 1 - g.current
}
var (
grid *GridBuf
pixels = make([]uint8, Size*Size*3)
running bool = true
counter Counter = Counter{hit: 3, current: 0}
)
func init() {
grid = NewGridBuf(Size)
// Randomise grid
for i := 0; i < (Size*Size)/4; i++ {
rx := rand.Int31n(Size-2) + 1
ry := rand.Int31n(Size-2) + 1
grid.Front()[ry][rx] = true
}
}
func main() {
var err error
if err = glfw.Init(); err != nil {
fmt.Fprintf(os.Stderr, "[e] %v\n", err)
return
}
defer glfw.Terminate()
if err = glfw.OpenWindow(Width, Height, 8, 8, 8, 8, 0, 8, glfw.Windowed); err != nil {
fmt.Fprintf(os.Stderr, "[e] %v\n", err)
return
}
defer glfw.CloseWindow()
glfw.SetSwapInterval(1)
glfw.SetWindowTitle(Title)
glfw.SetWindowSizeCallback(onResize)
glfw.SetKeyCallback(onKey)
gl.ShadeModel(gl.SMOOTH)
gl.ClearColor(0, 0, 0, 0)
gl.ClearDepth(1)
gl.Enable(gl.TEXTURE_2D)
for running && glfw.WindowParam(glfw.Opened) == 1 {
update()
draw()
}
}
func onResize(w, h int) {
if h == 0 {
h = 1
}
gl.Viewport(0, 0, w, h)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
gl.Ortho(-1, 1, -1, 1, -1, 1)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Disable(gl.DEPTH_TEST)
}
func onKey(key, state int) {
switch key {
case glfw.KeyEsc:
running = false
}
}
func update() {
if hit := counter.Tick(); !hit {
return
}
f := grid.Front()
b := grid.Back()
defer grid.Swap()
for y := 1; y < Size-1; y++ {
for x := 1; x < Size-1; x++ {
neighbours := 0
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
if !(dx == 0 && dy == 0) && f[y+dy][x+dx] {
neighbours++
}
}
}
if neighbours == 2 {
b[y][x] = f[y][x]
} else if neighbours == 3 {
b[y][x] = true
} else {
b[y][x] = false
}
}
}
}
func draw() {
for y := 0; y < Size; y++ {
for x := 0; x < Size; x++ {
var color uint8
if grid.Front()[y][x] {
color = 0x00
} else {
color = 0xFF
}
pixels[(y*Size+x)*3+0] = color
pixels[(y*Size+x)*3+1] = color
pixels[(y*Size+x)*3+2] = color
}
}
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.TexImage2D(gl.TEXTURE_2D, 0, 3, Size, Size, 0, gl.RGB, gl.UNSIGNED_BYTE, pixels)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.Begin(gl.QUADS)
gl.TexCoord2f(0.0, 1.0)
gl.Vertex3f(-1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 1.0)
gl.Vertex3f(1.0, -1.0, 0.0)
gl.TexCoord2f(1.0, 0.0)
gl.Vertex3f(1.0, 1.0, 0.0)
gl.TexCoord2f(0.0, 0.0)
gl.Vertex3f(-1.0, 1.0, 0.0)
gl.End()
glfw.SwapBuffers()
}