dcodeIO 06f99406be Experimenting with inline-assembler-ish explicit builtins
Starting with explicit loads and stores as part of the respective type namespaces. Might become handy for use with portable code, because these can be polyfilled, while load<T> and store<T> can't.
2018-04-27 00:08:41 +02:00

92 lines
3.2 KiB
TypeScript

// see: https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
// Configuration imported from JS. On the WASM side, 32-bit color values are modified in ABGR order
// (alpha, blue, green, red) because WASM is little endian. This results in RGBA in memory, which is
// exactly what the image buffer, composed of 8-bit components, expects on the JS side.
declare const BGR_ALIVE: u32;
declare const BGR_DEAD: u32;
declare const BIT_ROT: u32;
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 rot(x: u32, y: u32, v: u32): void {
var a = max<i32>((v >>> 24) - BIT_ROT, 0);
set(x, y, (a << 24) | (v & 0x00ffffff));
}
/** Initializes width and height. Called once from JS. */
export function init(width: i32, height: i32): 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, Math.random() > 0.1 ? BGR_DEAD & 0x00ffffff : BGR_ALIVE | 0xff000000);
}
}
}
/** Performs one step. Called about 30 times a second from JS. */
export function step(): void {
var hm1 = h - 1, // h - 1
wm1 = w - 1; // w - 1
// The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square
// "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,
yp1 = y == hm1 ? 0 : y + 1;
for (let x = 0; x < w; ++x) {
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. Least significant bit indicates alive or dead.
let aliveNeighbors = (
(get(xm1, ym1) & 1) + (get(x , ym1) & 1) + (get(xp1, ym1) & 1) +
(get(xm1, y ) & 1) + (get(xp1, y ) & 1) +
(get(xm1, yp1) & 1) + (get(x , yp1) & 1) + (get(xp1, yp1) & 1)
);
let self = get(x, y);
if (self & 1) {
// A live cell with 2 or 3 live neighbors rots on to the next generation.
if ((aliveNeighbors & 0b1110) == 0b0010) rot(x, y, self);
// A live cell with fewer than 2 or more than 3 live neighbors dies.
else set(x, y, BGR_DEAD | 0xff000000);
} else {
// A dead cell with exactly 3 live neighbors becomes a live cell.
if (aliveNeighbors == 3) set(x, y, BGR_ALIVE | 0xff000000);
// A dead cell with fewer or more than 3 live neighbors just rots.
else rot(x, y, self);
}
}
}
}
/** Fills the row and column indicated by `x` and `y` with random live cells. */
export function fill(x: u32, y: u32, p: f64): void {
for (let ix = 0; ix < w; ++ix) {
if (Math.random() < p) set(ix, y, BGR_ALIVE | 0xff000000);
}
for (let iy = 0; iy < h; ++iy) {
if (Math.random() < p) set(x, iy, BGR_ALIVE | 0xff000000);
}
}