optimisation
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@@ -7,40 +7,30 @@ const int directions[8][2] = {{-1, -1}, {-1, 0}, {-1, 1}, {0, -1},
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const uint32_t colors[2] = {BLACK, WHITE};
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Board init_board(size_t width, size_t height, int random) {
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Board board = {NULL, width, height};
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board.pixels = malloc(height * sizeof(uint32_t*));
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Board board = {NULL, NULL, width, height};
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board.pixels = malloc(width * height * sizeof(uint32_t));
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board.next_pixels = malloc(width * height * sizeof(uint32_t));
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for (size_t y = 0; y < height; y++) {
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board.pixels[y] = malloc(width * sizeof(uint32_t));
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for (size_t x = 0; x < width; x++) {
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if (random)
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board.pixels[y][x] = colors[rand() % 2];
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board.pixels[y * width + x] = colors[rand() % 2];
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else
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board.pixels[y][x] = BLACK;
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board.pixels[y * width + x] = BLACK;
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}
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}
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return board;
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}
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void free_board(Board board) {
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for (size_t y = 0; y < board.height; y++)
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free(board.pixels[y]);
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free(board.pixels);
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}
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Board copy_board(Board board) {
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Board copy = init_board(board.width, board.height, 0);
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for (size_t x = 0; x < board.width; x++) {
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for (size_t y = 0; y < board.height; y++) {
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copy.pixels[y][x] = board.pixels[y][x];
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}
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}
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return copy;
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free(board.next_pixels);
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}
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void display_board(Board board) {
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for (size_t y = 0; y < board.height; y++) {
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for (size_t x = 0; x < board.width; x++) {
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printf("%c", board.pixels[y][x] == BLACK ? ' ' : 'X');
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printf("%c",
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board.pixels[y * board.width + x] == BLACK ? ' ' : 'X');
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}
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puts("");
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}
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@@ -51,31 +41,35 @@ int count_adjacent(Board board, size_t x, size_t y) {
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int w, h;
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uint8_t count = 0;
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for (i = 0; i < 8; i++) {
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w = (int)x + directions[i][0];
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h = (int)y + directions[i][1];
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w = ((int)x + directions[i][0] + board.width) % board.width;
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h = ((int)y + directions[i][1] + board.height) % board.height;
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if (!((w < 0 || w >= (int)board.width) ||
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(h < 0 || h >= (int)board.height)))
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if (board.pixels[h][w] == WHITE)
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if (board.pixels[h * board.width + w] == WHITE)
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count++;
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}
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return count;
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}
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Board process_game(Board board) {
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Board new_board = copy_board(board);
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size_t x, y;
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uint8_t count = 0;
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for (y = 0; y < board.height; y++) {
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for (x = 0; x < board.width; x++) {
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count = count_adjacent(board, x, y);
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if (board.pixels[y][x] == BLACK && count == 3) {
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new_board.pixels[y][x] = WHITE;
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} else if (board.pixels[y][x] == WHITE && count != 2 &&
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count != 3) {
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new_board.pixels[y][x] = BLACK;
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if (board.pixels[y * board.width + x] == BLACK && count == 3) {
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board.next_pixels[y * board.width + x] = WHITE;
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} else if (board.pixels[y * board.width + x] == WHITE &&
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count != 2 && count != 3) {
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board.next_pixels[y * board.width + x] = BLACK;
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} else {
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board.next_pixels[y * board.width + x] =
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board.pixels[y * board.width + x];
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}
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}
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}
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free_board(board);
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return new_board;
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uint32_t* tmp = board.next_pixels;
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board.next_pixels = board.pixels;
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board.pixels = tmp;
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return board;
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}
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@@ -8,9 +8,10 @@
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#define WHITE (0xFFFFFFFF)
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typedef struct {
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uint32_t **pixels;
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size_t width;
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size_t height;
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uint32_t* pixels;
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uint32_t* next_pixels;
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size_t width;
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size_t height;
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} Board;
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void free_board(Board board);
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33
src/main.c
33
src/main.c
@@ -1,4 +1,5 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_render.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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@@ -39,7 +40,12 @@ int main(int argc, char* argv[]) {
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srand(time(NULL));
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if (flags.graphical) {
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Board b = init_board(SIM_WIDTH, SIM_HEIGHT, 1);
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Board b = init_board(SIM_WIDTH, SIM_HEIGHT, 0);
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b.pixels[0 * SIM_WIDTH + 1] = WHITE;
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b.pixels[1 * SIM_WIDTH + 2] = WHITE;
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b.pixels[2 * SIM_WIDTH + 0] = WHITE;
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b.pixels[2 * SIM_WIDTH + 1] = WHITE;
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b.pixels[2 * SIM_WIDTH + 2] = WHITE;
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SDL_Init(SDL_INIT_VIDEO);
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@@ -53,23 +59,25 @@ int main(int argc, char* argv[]) {
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int running = 1;
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SDL_Event e;
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int pitch;
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void* tex_pixels;
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while (running) {
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while (SDL_PollEvent(&e))
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if (e.type == SDL_QUIT)
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running = 0;
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uint32_t flat[SIM_HEIGHT * SIM_WIDTH];
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for (size_t y = 0; y < SIM_HEIGHT; y++)
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for (size_t x = 0; x < SIM_WIDTH; x++)
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flat[y * SIM_WIDTH + x] = b.pixels[y][x];
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SDL_Rect dst = {0, 0, WIDTH, HEIGHT};
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SDL_UpdateTexture(tex, NULL, flat, SIM_WIDTH * sizeof(uint32_t));
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SDL_RenderClear(ren);
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SDL_LockTexture(tex, NULL, &tex_pixels, &pitch);
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memcpy(tex_pixels, b.pixels,
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SIM_WIDTH * SIM_HEIGHT * sizeof(uint32_t));
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SDL_UnlockTexture(tex);
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// SDL_UpdateTexture(tex, NULL, b.pixels,SIM_WIDTH *
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// sizeof(uint32_t));
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// SDL_RenderClear(ren);
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SDL_RenderCopy(ren, tex, NULL, &dst);
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SDL_RenderPresent(ren);
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b = process_game(b);
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SDL_Delay(50);
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// SDL_Delay(100);
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}
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SDL_DestroyTexture(tex);
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SDL_DestroyRenderer(ren);
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@@ -78,12 +86,7 @@ int main(int argc, char* argv[]) {
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free_board(b);
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} else {
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Board b = init_board(6, 6, 0);
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b.pixels[0][1] = WHITE;
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b.pixels[1][2] = WHITE;
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b.pixels[2][0] = WHITE;
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b.pixels[2][1] = WHITE;
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b.pixels[2][2] = WHITE;
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Board b = init_board(SIM_WIDTH, SIM_HEIGHT, 1);
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display_board(b);
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puts("----------");
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b = process_game(b);
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