mirror of
https://github.com/csd4ni3l/game-of-life.git
synced 2026-01-01 04:23:42 +01:00
Use compute shader instead of numpy vectorization to significantly improve speed and remove numpy dependency
This commit is contained in:
@@ -1,27 +1,90 @@
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from utils.constants import ROWS, COLS
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import numpy as np
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def create_numpy_grid():
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return np.zeros((ROWS, COLS), dtype=np.uint8)
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from pyglet.gl import glBindBufferBase, GL_SHADER_STORAGE_BUFFER, GL_NEAREST
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import pyglet
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def count_neighbors(grid):
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padded = np.pad(grid, pad_width=1, mode='constant', constant_values=0)
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neighbors = (
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padded[0:-2, 0:-2] + # top-left
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padded[0:-2, 1:-1] + # top
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padded[0:-2, 2:] + # top-right
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padded[1:-1, 0:-2] + # left
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padded[1:-1, 2:] + # right
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padded[2:, 0:-2] + # bottom-left
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padded[2:, 1:-1] + # bottom
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padded[2:, 2:] # bottom-right
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)
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return neighbors
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shader_source = f"""#version 430 core
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def update_generation(cell_grid: np.array):
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neighbors = count_neighbors(cell_grid)
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new_grid = ((cell_grid == 1) & ((neighbors == 2) | (neighbors == 3))) | \
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((cell_grid == 0) & (neighbors == 3))
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return new_grid.astype(np.uint8)
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layout(std430, binding = 3) buffer CellGridIn {{
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int cell_grid_in[{ROWS * COLS}];
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}};
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layout(std430, binding = 4) buffer CellGridOut {{
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int cell_grid_out[{ROWS * COLS}];
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}};
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uniform int mouse_row;
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uniform int mouse_col;
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uniform int mouse_interaction;
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uniform int rows;
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uniform int cols;
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uniform bool running;
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(location = 0, rgba32f) uniform image2D img_output;
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void main() {{
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ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
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int row = texel_coord.y * rows / imageSize(img_output).y;
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int col = texel_coord.x * cols / imageSize(img_output).x;
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int current_index = (row * cols) + col;
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int next = 0;
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int alive_neighbors = 0;
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int mouse_interaction_index = (mouse_row * cols) + mouse_col;
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if (mouse_interaction != -1 && current_index == mouse_interaction_index) {{
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next = mouse_interaction;
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}}
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else if (!running) {{
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next = cell_grid_in[current_index];
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}}
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else {{
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for (int dy = -1; dy <= 1; dy++) {{
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for (int dx = -1; dx <= 1; dx++) {{
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if (dx == 0 && dy == 0) continue;
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int nx = texel_coord.x + dx;
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int ny = texel_coord.y + dy;
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if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {{
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int neighbor_index = ny * cols + nx;
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alive_neighbors += cell_grid_in[neighbor_index];
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}}
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}}
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}}
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if (cell_grid_in[current_index] == 0 && alive_neighbors == 3) {{
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next = 1;
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}}
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else if (cell_grid_in[current_index] == 1 && (alive_neighbors == 3 || alive_neighbors == 2)) {{
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next = 1;
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}}
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}}
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vec4 value;
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if (next == 1) {{
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value = vec4(1.0, 1.0, 1.0, 1.0);
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}}
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else {{
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value = vec4(0.19, 0.31, 0.31, 1.0);
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}}
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cell_grid_out[current_index] = next;
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imageStore(img_output, texel_coord, value);
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}}
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"""
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def create_shader(grid):
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shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
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game_of_life_image = pyglet.image.Texture.create(COLS, ROWS, internalformat=pyglet.gl.GL_RGBA32F, min_filter=GL_NEAREST, mag_filter=GL_NEAREST)
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uniform_location = shader_program['img_output']
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game_of_life_image.bind_image_texture(unit=uniform_location)
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ssbo_in = pyglet.graphics.BufferObject(len(grid) * 4, usage=pyglet.gl.GL_DYNAMIC_COPY)
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ssbo_out = pyglet.graphics.BufferObject(len(grid) * 4, usage=pyglet.gl.GL_DYNAMIC_COPY)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo_in.id)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, ssbo_out.id)
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return shader_program, game_of_life_image, ssbo_in, ssbo_out
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200
game/play.py
200
game/play.py
@@ -1,39 +1,43 @@
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import arcade, arcade.gui, random, time, json, os, numpy as np
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import arcade, arcade.gui, pyglet, time, json, os
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from utils.constants import COLS, ROWS, CELL_SIZE, SPACING, button_style
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from pyglet.gl import glBindBufferBase, GL_SHADER_STORAGE_BUFFER
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from array import array
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from utils.constants import COLS, ROWS, button_style
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from utils.preload import create_sound, destroy_sound, button_texture, button_hovered_texture, cursor_texture
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from game.game_of_life import create_numpy_grid, update_generation
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from game.game_of_life import create_shader
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from game.file_support import load_file
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class Game(arcade.gui.UIView):
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def __init__(self, pypresence_client=None, generation=None, running=False, cell_grid=None, gps=10, load_from=None):
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def __init__(self, pypresence_client=None, generation=None, running=False, cell_grid=None, gps=60, load_from=None):
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super().__init__()
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self.generation = generation or 0
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self.population = 0
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self.running = running or False
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self.cell_grid = cell_grid
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self.sprite_grid = {}
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self.load_from = load_from
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self.pypresence_generation_count = 0
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self.gps = gps
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self.generation_time = 1 / self.gps
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self.generation_delta_time = 1 / self.gps
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self.last_generation_update = time.perf_counter()
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self.last_info_update = time.perf_counter()
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self.last_create_sound = time.perf_counter()
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self.has_controller = False
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self.controller_a_press = False
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self.controller_b_press = False
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self.pypresence_client = pypresence_client
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self.spritelist = arcade.SpriteList()
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self.last_create_sound = time.perf_counter()
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self.mouse_row = 0
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self.mouse_col = 0
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self.mouse_interaction = -1
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self.start_x = self.window.width / 2 - ((COLS * (CELL_SIZE + SPACING)) / 2)
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self.start_y = self.window.height / 2 - ((ROWS * (CELL_SIZE + SPACING)) / 2)
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self.pypresence_client = pypresence_client
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with open("settings.json", "r") as file:
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self.settings_dict = json.load(file)
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@@ -43,7 +47,7 @@ class Game(arcade.gui.UIView):
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def on_show_view(self):
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super().on_show_view()
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self.setup_grid(load_existing=self.cell_grid is not None)
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self.setup_game(load_existing=self.cell_grid is not None)
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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self.info_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=5, vertical=False), anchor_x="center", anchor_y="top")
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@@ -73,11 +77,20 @@ class Game(arcade.gui.UIView):
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self.anchor.add(self.save_button, anchor_x="right", anchor_y="bottom", align_x=-5, align_y=5)
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if self.window.get_controllers():
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self.spritelist = arcade.SpriteList()
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self.cursor_sprite = arcade.Sprite(cursor_texture)
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self.spritelist.append(self.cursor_sprite)
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self.has_controller = True
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self.controller = self.window.get_controllers()[0]
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def main_exit(self):
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arcade.unschedule(self.update_generation)
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self.shader_program.delete()
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self.ssbo_in.delete()
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self.ssbo_out.delete()
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from menus.main import Main
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self.window.show_view(Main(self.pypresence_client))
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@@ -97,62 +110,72 @@ class Game(arcade.gui.UIView):
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self.cursor_sprite.center_y += value.y
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def on_button_press(self, controller, name):
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if name == "a":
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self.controller_a_press = True
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elif name == "b":
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self.controller_b_press = True
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elif name == "start":
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if name == "start":
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self.main_exit()
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def on_button_release(self, controller, name):
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if name == "a":
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self.controller_a_press = False
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elif name == "b":
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self.controller_b_press = False
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if name == "a" or name == "b":
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self.mouse_interaction = -1
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def setup_grid(self, load_existing=False, randomized=False):
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self.spritelist.clear()
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def setup_game(self, load_existing=False, randomized=False):
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self.grid = array('i', [0] * ROWS * COLS)
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if self.load_from:
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loaded_data = load_file(COLS / 2, ROWS / 2, self.load_from)
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loaded_positions = load_file(COLS / 2, ROWS / 2, self.load_from)
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for row, col in loaded_positions:
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index = (row * COLS) + col
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self.grid[index] = 1
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self.cell_grid = create_numpy_grid()
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self.shader_program, self.game_of_life_image, self.ssbo_in, self.ssbo_out = create_shader(self.grid)
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for row in range(ROWS):
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self.sprite_grid[row] = {}
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for col in range(COLS):
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if self.load_from:
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if (row, col) in loaded_data:
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self.cell_grid[row, col] = 1
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elif not load_existing:
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if randomized and random.randint(0, 1):
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self.cell_grid[row, col] = 1
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self.ssbo_in.set_data(self.grid.tobytes())
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cell = arcade.SpriteSolidColor(CELL_SIZE, CELL_SIZE, center_x=self.start_x + col * (CELL_SIZE + SPACING), center_y=self.start_y + row * (CELL_SIZE + SPACING), color=arcade.color.WHITE)
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if not bool(self.cell_grid[row, col]):
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cell.visible = False
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self.image_sprite = pyglet.sprite.Sprite(img=self.game_of_life_image)
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scale_x = (self.window.width * 0.75) / self.image_sprite.width
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scale_y = (self.window.height * 0.75) / self.image_sprite.height
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rendered_width = self.image_sprite.width * scale_x
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rendered_height = self.image_sprite.height * scale_y
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self.sprite_grid[row][col] = cell
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self.spritelist.append(cell)
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self.image_sprite.scale_x = scale_x
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self.image_sprite.scale_y = scale_y
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self.image_sprite.x = (self.window.width / 2) - (rendered_width / 2)
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self.image_sprite.y = (self.window.height / 2) - (rendered_height / 2)
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self.grid_outline = pyglet.shapes.BorderedRectangle(
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x=self.image_sprite.x - 3,
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y=self.image_sprite.y - 3,
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width=rendered_width + 5,
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height=rendered_height + 5,
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color=(47, 79, 79, 255),
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border_color=(255, 255, 255, 255),
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border=5
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)
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def update_generation(self, delta_time):
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self.generation_delta_time = delta_time
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if self.running:
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self.generation_delta_time = delta_time
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self.generation += 1
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self.pypresence_generation_count += 1
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self.pypresence_generation_count += 1
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if self.pypresence_generation_count == self.gps * 3:
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self.pypresence_generation_count = 0
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self.pypresence_client.update(state='In Game', details=f'Generation: {self.generation} Population: {self.population}', start=self.pypresence_client.start_time)
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if self.pypresence_generation_count == self.gps * 3:
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self.pypresence_generation_count = 0
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self.pypresence_client.update(state='In Game', details=f'Generation: {self.generation} Population: {self.population}', start=self.pypresence_client.start_time)
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old_grid = self.cell_grid
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self.cell_grid = update_generation(self.cell_grid)
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with self.shader_program:
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self.shader_program['mouse_row'] = self.mouse_row
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self.shader_program['mouse_col'] = self.mouse_col
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self.shader_program['mouse_interaction'] = self.mouse_interaction
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self.shader_program['rows'] = ROWS
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self.shader_program['cols'] = COLS
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self.shader_program['running'] = self.running
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self.shader_program.dispatch(self.game_of_life_image.width, self.game_of_life_image.height, 1, barrier=pyglet.gl.GL_ALL_BARRIER_BITS)
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for row, col in np.argwhere(old_grid != self.cell_grid):
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self.sprite_grid[row][col].visible = bool(self.cell_grid[row, col])
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self.ssbo_in, self.ssbo_out = self.ssbo_out, self.ssbo_in
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, self.ssbo_in.id)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, self.ssbo_out.id)
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def on_key_press(self, symbol: int, modifiers: int) -> bool | None:
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super().on_key_press(symbol, modifiers)
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@@ -166,12 +189,10 @@ class Game(arcade.gui.UIView):
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self.population_label.text = f"Population: {self.population}"
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self.generation_label.text = f"Generation: {self.generation}"
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self.cell_grid = 0
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self.spritelist.clear()
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self.sprite_grid.clear()
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self.grid = array('i', [0] * ROWS * COLS)
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arcade.unschedule(self.update_generation)
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self.setup_grid()
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self.setup_game()
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arcade.schedule(self.update_generation, 1 / self.gps)
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elif symbol == arcade.key.R:
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self.population = 0
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@@ -180,12 +201,10 @@ class Game(arcade.gui.UIView):
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self.population_label.text = f"Population: {self.population}"
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self.generation_label.text = f"Generation: {self.generation}"
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self.cell_grid = 0
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self.spritelist.clear()
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self.sprite_grid.clear()
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self.grid = array('i', [0] * ROWS * COLS)
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arcade.unschedule(self.update_generation)
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self.setup_grid(randomized=True)
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self.setup_game(randomized=True)
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arcade.schedule(self.update_generation, 1 / self.gps)
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def on_update(self, delta_time):
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@@ -210,41 +229,36 @@ class Game(arcade.gui.UIView):
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arcade.unschedule(self.update_generation)
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arcade.schedule(self.update_generation, self.generation_time)
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if self.window.mouse[arcade.MOUSE_BUTTON_LEFT] or self.controller_a_press: # type: ignore
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x = self.window.mouse.data["x"] if not self.controller_a_press else self.cursor_sprite.left
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y = self.window.mouse.data["y"] if not self.controller_a_press else self.cursor_sprite.top
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grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
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grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
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if self.window.mouse[arcade.MOUSE_BUTTON_LEFT] or (self.has_controller and self.controller.a):
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self.mouse_interaction = 1
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self.population += 1
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if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS:
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return
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if not self.cell_grid[grid_row, grid_col]:
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self.population += 1
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if time.perf_counter() - self.last_create_sound >= 0.05:
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self.last_create_sound = time.perf_counter()
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if self.settings_dict.get("sfx", True):
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create_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
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self.sprite_grid[grid_row][grid_col].visible = True
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self.cell_grid[grid_row, grid_col] = 1
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elif self.window.mouse[arcade.MOUSE_BUTTON_RIGHT] or self.controller_b_press: # type: ignore
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x = self.window.mouse.data["x"] if not self.controller_b_press else self.cursor_sprite.left
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y = self.window.mouse.data["y"] if not self.controller_b_press else self.cursor_sprite.top
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grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
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grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
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if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS:
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return
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if self.cell_grid[grid_row, grid_col]:
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self.population -= 1
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if time.perf_counter() - self.last_create_sound >= 0.05:
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self.last_create_sound = time.perf_counter()
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if self.settings_dict.get("sfx", True):
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destroy_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
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self.sprite_grid[grid_row][grid_col].visible = False
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self.cell_grid[grid_row, grid_col] = 0
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create_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
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elif self.window.mouse[arcade.MOUSE_BUTTON_RIGHT] or (self.has_controller and self.controller.b):
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self.mouse_interaction = 0
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self.population -= 1
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if self.settings_dict.get("sfx", True):
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||||
destroy_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
|
||||
else:
|
||||
return
|
||||
|
||||
start_x, start_y = self.image_sprite.x, self.image_sprite.y
|
||||
mouse_x, mouse_y = (self.window.mouse.data.get('x', 0), self.window.mouse.data.get('y', 0)) if not self.has_controller else (self.cursor_sprite.left, self.cursor_sprite.top)
|
||||
grid_row = int((mouse_y - start_y) / (self.image_sprite.height / ROWS))
|
||||
grid_col = int((mouse_x - start_x) / (self.image_sprite.width / COLS))
|
||||
|
||||
if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS:
|
||||
return
|
||||
|
||||
self.mouse_row = grid_row
|
||||
self.mouse_col = grid_col
|
||||
|
||||
def on_mouse_release(self, x, y, button, modifiers):
|
||||
if button == arcade.MOUSE_BUTTON_LEFT or button == arcade.MOUSE_BUTTON_RIGHT:
|
||||
self.mouse_interaction = -1
|
||||
|
||||
def load(self):
|
||||
arcade.unschedule(self.update_generation)
|
||||
@@ -259,6 +273,8 @@ class Game(arcade.gui.UIView):
|
||||
def on_draw(self):
|
||||
super().on_draw()
|
||||
|
||||
arcade.draw_rect_outline(arcade.rect.LBWH(self.start_x - (SPACING * 2), self.start_y - (SPACING * 2), COLS * (CELL_SIZE + SPACING), ROWS * (CELL_SIZE + SPACING)), arcade.color.WHITE)
|
||||
self.grid_outline.draw()
|
||||
self.image_sprite.draw()
|
||||
|
||||
self.spritelist.draw()
|
||||
if self.has_controller:
|
||||
self.spritelist.draw()
|
||||
Reference in New Issue
Block a user