/
main.go
145 lines (117 loc) · 2.85 KB
/
main.go
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package main
import (
"flag"
gl "github.com/chsc/gogl/gl21"
"github.com/jteeuwen/glfw"
"log"
"runtime"
"fmt"
"dasa.cc/cell/automata"
"dasa.cc/cell/input"
)
var flagListRules = flag.Bool("list-rules", false, "list all available rules and exit")
var flagRule = flag.String("rule", "conway", "rule to use for determining cell life and death")
var flagSize = flag.Int("size", 640, "width and height of cell grid")
var flagSeed = flag.Int64("seed", 1, "value given for PRNG, initial grid is empty if zero is given")
var flagDelay = flag.String("delay", "33ms", "value given in milliseconds to pause between steps")
const (
Title = "Cell"
Width = 640
Height = 640
)
var life *automata.Life
func main() {
runtime.GOMAXPROCS(runtime.NumCPU())
flag.Parse()
if *flagListRules {
for _, name := range automata.Rulers() {
fmt.Println(name)
}
return
}
if err := glfw.Init(); err != nil {
log.Fatal(err)
}
defer glfw.Terminate()
glfw.OpenWindowHint(glfw.WindowNoResize, 1)
if err := glfw.OpenWindow(Width, Height, 0, 0, 0, 0, 0, 0, glfw.Windowed); err != nil {
log.Fatal(err)
}
defer glfw.CloseWindow()
glfw.SetSwapInterval(1)
glfw.SetWindowTitle(Title)
if err := gl.Init(); err != nil {
log.Fatal(err)
}
initScene()
defer destroyScene()
for glfw.WindowParam(glfw.Opened) == 1 {
drawScene()
glfw.SwapBuffers()
}
}
func initScene() {
input.Init()
life = automata.NewLife(*flagRule, *flagSize, *flagDelay, *flagSeed)
input.Sim = life
go life.Run()
gl.ClearColor(0.0, 0.0, 0.0, 0.0)
gl.Viewport(0, 0, Width, Height)
}
func destroyScene() {
}
func drawCells() {
if input.Zoom > 0 {
gl.PointSize(gl.Float(float64(Width) / float64(*flagSize) * input.Zoom))
}
gl.Color4f(1, 1, 1, 1)
gl.Enable(gl.POINT_SMOOTH)
gl.Begin(gl.POINTS)
for i, j := 0, 0; i < (life.Size * life.Size); i, j = i+life.Size, j+1 {
for k, v := range life.Cells[i : i+life.Size] {
if v {
gl.Vertex2f(gl.Float(k), gl.Float(j))
}
}
}
gl.End()
gl.Disable(gl.POINT_SMOOTH)
}
func drawGrid() {
gl.Color4f(0.2, 0.2, 0.2, 1)
gl.Begin(gl.LINES)
for i := -0.5; i < Width; i += 1 {
gl.Vertex2f(gl.Float(-0.5), gl.Float(i))
gl.Vertex2f(gl.Float(life.Size), gl.Float(i))
gl.Vertex2f(gl.Float(i), -0.5)
gl.Vertex2f(gl.Float(i), gl.Float(life.Size))
}
gl.End()
}
var frameCount float64
var t0 = glfw.Time()
func fps() {
t1 := glfw.Time()
if t1-t0 >= 1.0 {
log.Print(frameCount / (t1 - t0))
log.Print(life.Generation)
t0 = t1
frameCount = 0
} else {
frameCount++
}
}
func drawScene() {
fps()
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
if input.Zoom > 0 {
gl.Ortho(0, gl.Double(float64(*flagSize)/input.Zoom), gl.Double(float64(*flagSize)/input.Zoom), 0, -1, 1.0)
}
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Translatef(gl.Float(input.TransX*1), gl.Float(input.TransY*1), 0)
drawGrid()
drawCells()
}