Make the game-of-life example a bit more interesting

This moves the entire image buffer to WASM that now also applies some fading.
This commit is contained in:
dcodeIO
2018-04-19 23:16:03 +02:00
parent 18ef7c1932
commit 9cd3304e13
9 changed files with 2326 additions and 843 deletions

View File

@ -1,12 +1,41 @@
// see: https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
const RGB_ALIVE = 0xE692D3;
const RGB_DEAD = 0x851BA6;
var w: i32, h: i32, s: i32;
/** Gets an input pixel in the range [0, s]. */
@inline
function get(x: u32, y: u32): u32 {
return load<u32>((y * w + x) << 2);
}
/** Sets an output pixel in the range [s, 2*s]. */
@inline
function set(x: u32, y: u32, v: u32): void {
store<u32>((s + y * w + x) << 2, v);
}
/** Sets an output pixel in the range [s, 2*s] while fading it out. */
@inline
function set_fade(x: u32, y: u32, v: u32): void {
var a = max<i32>((v >>> 24) - 7, 0);
set(x, y, (a << 24) | (v & 0x00ffffff));
}
/** Initializes width and height. Called once from JS. */
export function init(width: i32, height: i32): void {
export function init(width: i32, height: i32, seed: f64): void {
w = width;
h = height;
s = width * height;
// Start by filling output with random live cells.
for (let y = 0; y < h; ++y) {
for (let x = 0; x < w; ++x) {
set(x, y, JSMath.random() > 0.15 ? RGB_DEAD & 0x00ffffff : RGB_ALIVE | 0xff000000);
}
}
}
/** Performs one step. Called about 30 times a second from JS. */
@ -18,39 +47,44 @@ export function step(): void {
// "cells", each of which is in one of two possible states, alive or dead.
for (let y = 0; y < h; ++y) {
let ym1 = y == 0 ? hm1 : y - 1, // y - 1
yp1 = y == hm1 ? 0 : y + 1; // y + 1
let ym1 = y == 0 ? hm1 : y - 1,
yp1 = y == hm1 ? 0 : y + 1;
for (let x = 0; x < w; ++x) {
let xm1 = x == 0 ? wm1 : x - 1, // x - 1
xp1 = x == wm1 ? 0 : x + 1; // x + 1
let xm1 = x == 0 ? wm1 : x - 1,
xp1 = x == wm1 ? 0 : x + 1;
// Every cell interacts with its eight neighbours, which are the cells that are horizontally,
// vertically, or diagonally adjacent:
let tl = get(xm1, ym1);
let tm = get(x , ym1);
let tr = get(xp1, ym1);
let ml = get(xm1, y );
let mm = get(x , y );
let mr = get(xp1, y );
let bl = get(xm1, yp1);
let bm = get(x , yp1);
let br = get(xp1, yp1);
// Least significant bit indicates alive or dead, others are ARGB.
let aliveNeighbors = (
load<u8>(ym1 * w + xm1) + load<u8>(ym1 * w + x) + load<u8>(ym1 * w + xp1) +
load<u8>(y * w + xm1) + load<u8>(y * w + xp1) +
load<u8>(yp1 * w + xm1) + load<u8>(yp1 * w + x) + load<u8>(yp1 * w + xp1)
(tl & 1) + (tm & 1) + (tr & 1) +
(ml & 1) + (mr & 1) +
(bl & 1) + (bm & 1) + (br & 1)
);
let alive = load<u8>(y * w + x);
let alive = mm & 1;
if (alive) {
switch (aliveNeighbors) {
// A live cell with fewer than 2 live neighbors dies, as if caused by underpopulation.
// A live cell with more than 3 live neighbors dies, as if by overpopulation.
default: { store<u8>(s + y * w + x, 0); break; }
// A live cell with 2 or 3 live neighbors lives on to the next generation.
case 2: case 3:
}
// A live cell with fewer than 2 live neighbors dies, as if caused by underpopulation.
// A live cell with more than 3 live neighbors dies, as if by overpopulation.
if (aliveNeighbors < 2 || aliveNeighbors > 3) set(x, y, RGB_DEAD | 0xff000000);
// A live cell with 2 or 3 live neighbors lives on to the next generation.
else set_fade(x, y, mm);
} else {
switch (aliveNeighbors) {
// A dead cell with exactly 3 live neighbors becomes a live cell, as if by reproduction.
case 3: { store<u8>(s + y * w + x, 1); break; }
default:
}
// A dead cell with exactly 3 live neighbors becomes a live cell, as if by reproduction.
if (aliveNeighbors == 3) set(x, y, RGB_ALIVE | 0xff000000);
// Otherwise the dead cell remains dead.
else set_fade(x, y, mm);
}
}
}
}
// Performing a step uses bytes [0, s-1] as the input and writes the output to [s, 2*s-1].
// Note that the code above wastes a lot of memory by using one byte per cell.