Remove rendering code

This commit is contained in:
Joshua Coles 2023-03-01 21:08:32 +00:00
parent f71b45ba08
commit 9cd43ad5b6
6 changed files with 175 additions and 502 deletions

View File

@ -4,316 +4,236 @@
#include "DLASystem.h"
// colors
namespace colours {
GLfloat blue[] = { 0.1, 0.3, 0.9, 1.0 }; // blue
GLfloat red[] = { 1.0, 0.2, 0.1, 0.2 }; // red
GLfloat green[] = { 0.3, 0.6, 0.3, 1.0 }; // green
GLfloat paleGrey[] = { 0.7, 0.7, 0.7, 1.0 }; // green
GLfloat darkGrey[] = { 0.2, 0.2, 0.2, 1.0 }; // green
}
// this function gets called every step,
// if there is an active particle then it gets moved,
// if not then add a particle
void DLASystem::Update() {
if (lastParticleIsActive == 1)
moveLastParticle();
else if (numParticles < endNum) {
addParticleOnAddCircle();
setParticleActive();
}
if (lastParticleIsActive == 0 || slowNotFast == 1)
glutPostRedisplay(); //Tell GLUT that the display has changed
void DLASystem::update() {
if (lastParticleIsActive == 1) {
moveLastParticle();
} else if (numParticles < endNum) {
addParticleOnAddCircle();
setParticleActive();
} else {
this->running = false;
}
}
void DLASystem::clearParticles() {
// delete particles and the particle list
for (int i = 0; i < numParticles; i++) {
delete particleList[i];
}
particleList.clear();
numParticles = 0;
// delete particles and the particle list
for (int i = 0; i < numParticles; i++) {
delete particleList[i];
}
particleList.clear();
numParticles = 0;
}
// remove any existing particles and setup initial condition
void DLASystem::Reset() {
// stop running
running = 0;
// stop running
this->running = false;
clearParticles();
clearParticles();
lastParticleIsActive = 0;
lastParticleIsActive = 0;
// set the grid to zero
for (int i = 0; i < gridSize; i++) {
for (int j = 0; j < gridSize; j++) {
grid[i][j] = 0;
}
}
// setup initial condition and parameters
addCircle = 10;
killCircle = 2.0*addCircle;
clusterRadius = 0.0;
// add a single particle at the origin
double pos[] = { 0.0, 0.0 };
addParticle(pos);
// set the view
int InitialViewSize = 40;
setViewSize(InitialViewSize);
// set the grid to zero
for (int i = 0; i < gridSize; i++) {
for (int j = 0; j < gridSize; j++) {
grid[i][j] = 0;
}
}
// setup initial condition and parameters
addCircle = 10;
killCircle = 2.0 * addCircle;
clusterRadius = 0.0;
// add a single particle at the origin
double pos[] = {0.0, 0.0};
addParticle(pos);
}
// set the value of a grid cell for a particular position
// note the position has the initial particle at (0,0)
// but this corresponds to the middle of the grid array ie grid[ halfGrid ][ halfGrid ]
void DLASystem::setGrid(double pos[], int val) {
int halfGrid = gridSize / 2;
grid[(int)(pos[0] + halfGrid)][(int)(pos[1] + halfGrid)] = val;
int halfGrid = gridSize / 2;
grid[(int) (pos[0] + halfGrid)][(int) (pos[1] + halfGrid)] = val;
}
// read the grid cell for a given position
int DLASystem::readGrid(double pos[]) {
int halfGrid = gridSize / 2;
return grid[(int)(pos[0] + halfGrid)][(int)(pos[1] + halfGrid)];
int halfGrid = gridSize / 2;
return grid[(int) (pos[0] + halfGrid)][(int) (pos[1] + halfGrid)];
}
// check if the cluster is big enough and we should stop:
// to be safe, we need the killCircle to be at least 2 less than the edge of the grid
int DLASystem::checkStop() {
if (killCircle + 2 >= gridSize / 2) {
pauseRunning();
cout << "STOP" << endl;
glutPostRedisplay(); // update display
return 1;
}
else return 0;
if (killCircle + 2 >= gridSize / 2) {
this->running = false;
cout << "STOP" << endl;
return 1;
} else return 0;
}
// add a particle to the system at a specific position
void DLASystem::addParticle(double pos[]) {
// create a new particle
Particle * p = new Particle(pos);
// push_back means "add this to the end of the list"
particleList.push_back(p);
numParticles++;
// create a new particle
Particle *p = new Particle(pos);
// push_back means "add this to the end of the list"
particleList.push_back(p);
numParticles++;
// pos coordinates should be -gridSize/2 < x < gridSize/2
setGrid(pos, 1);
// pos coordinates should be -gridSize/2 < x < gridSize/2
setGrid(pos, 1);
}
// add a particle to the system at a random position on the addCircle
// if we hit an occupied site then we do nothing except print a message
// (this should never happen)
void DLASystem::addParticleOnAddCircle() {
double pos[2];
double theta = rgen.random01() * 2 * M_PI;
pos[0] = ceil(addCircle * cos(theta));
pos[1] = ceil(addCircle * sin(theta));
if (readGrid(pos) == 0)
addParticle(pos);
else
cout << "FAIL " << pos[0] << " " << pos[1] << endl;
double pos[2];
double theta = rgen.random01() * 2 * M_PI;
pos[0] = ceil(addCircle * cos(theta));
pos[1] = ceil(addCircle * sin(theta));
if (readGrid(pos) == 0)
addParticle(pos);
else
cout << "FAIL " << pos[0] << " " << pos[1] << endl;
}
// send back the position of a neighbour of a given grid cell
// NOTE: there is no check that the neighbour is inside the grid,
// this has to be done separately...
void DLASystem::setPosNeighbour(double setpos[], double pos[], int val) {
switch (val) {
case 0:
setpos[0] = pos[0] + 1.0;
setpos[1] = pos[1];
break;
case 1:
setpos[0] = pos[0] - 1.0;
setpos[1] = pos[1];
break;
case 2:
setpos[0] = pos[0];
setpos[1] = pos[1] + 1.0;
break;
case 3:
setpos[0] = pos[0];
setpos[1] = pos[1] - 1.0;
break;
}
}
// if the view is smaller than the kill circle then increase the view area (zoom out)
void DLASystem::updateViewSize() {
double mult = 1.2;
if (viewSize < 2.0*killCircle) {
setViewSize(viewSize * mult);
}
}
// set the view to be the size of the add circle (ie zoom in on the cluster)
void DLASystem::viewAddCircle() {
setViewSize(2.0*addCircle); // factor of 2 is to go from radius to diameter
switch (val) {
case 0:
setpos[0] = pos[0] + 1.0;
setpos[1] = pos[1];
break;
case 1:
setpos[0] = pos[0] - 1.0;
setpos[1] = pos[1];
break;
case 2:
setpos[0] = pos[0];
setpos[1] = pos[1] + 1.0;
break;
case 3:
setpos[0] = pos[0];
setpos[1] = pos[1] - 1.0;
break;
}
}
// when we add a particle to the cluster, we should update the cluster radius
// and the sizes of the addCircle and the killCircle
void DLASystem::updateClusterRadius(double pos[]) {
double rr = distanceFromOrigin(pos);
if (rr > clusterRadius) {
clusterRadius = rr;
// this is how big addCircle is supposed to be:
// either 20% more than cluster radius, or at least 5 bigger.
double check = clusterRadius * addRatio;
if (check < clusterRadius + 5)
check = clusterRadius + 5;
// if it is smaller then update everything...
if (addCircle < check) {
addCircle = check;
killCircle = killRatio * addCircle;
updateViewSize();
}
checkStop();
}
double rr = distanceFromOrigin(pos);
if (rr > clusterRadius) {
clusterRadius = rr;
// this is how big addCircle is supposed to be:
// either 20% more than cluster radius, or at least 5 bigger.
double check = clusterRadius * addRatio;
if (check < clusterRadius + 5)
check = clusterRadius + 5;
// if it is smaller then update everything...
if (addCircle < check) {
addCircle = check;
killCircle = killRatio * addCircle;
}
checkStop();
}
}
// make a random move of the last particle in the particleList
void DLASystem::moveLastParticle() {
int rr = rgen.randomInt(4); // pick a random number in the range 0-3, which direction do we hop?
double newpos[2];
int rr = rgen.randomInt(4); // pick a random number in the range 0-3, which direction do we hop?
double newpos[2];
Particle *lastP = particleList[numParticles - 1];
Particle *lastP = particleList[numParticles - 1];
setPosNeighbour(newpos, lastP->pos, rr);
setPosNeighbour(newpos, lastP->pos, rr);
if (distanceFromOrigin(newpos) > killCircle) {
//cout << "#deleting particle" << endl;
setGrid(lastP->pos, 0);
particleList.pop_back(); // remove particle from particleList
numParticles--;
setParticleInactive();
}
// check if destination is empty
else if (readGrid(newpos) == 0) {
setGrid(lastP->pos, 0); // set the old grid site to empty
// update the position
particleList[numParticles - 1]->pos[0] = newpos[0];
particleList[numParticles - 1]->pos[1] = newpos[1];
setGrid(lastP->pos, 1); // set the new grid site to be occupied
if (distanceFromOrigin(newpos) > killCircle) {
//cout << "#deleting particle" << endl;
setGrid(lastP->pos, 0);
particleList.pop_back(); // remove particle from particleList
numParticles--;
setParticleInactive();
}
// check if destination is empty
else if (readGrid(newpos) == 0) {
setGrid(lastP->pos, 0); // set the old grid site to empty
// update the position
particleList[numParticles - 1]->pos[0] = newpos[0];
particleList[numParticles - 1]->pos[1] = newpos[1];
setGrid(lastP->pos, 1); // set the new grid site to be occupied
// check if we stick
if (checkStick()) {
//cout << "stick" << endl;
setParticleInactive(); // make the particle inactive (stuck)
updateClusterRadius(lastP->pos); // update the cluster radius, addCircle, etc.
if (numParticles % 100 == 0 && logfile.is_open()) {
logfile << numParticles << " " << clusterRadius << endl;
}
}
}
else {
// if we get to here then we are trying to move to an occupied site
// (this should never happen as long as the sticking probability is 1.0)
cout << "reject " << rr << endl;
cout << lastP->pos[0] << " " << lastP->pos[1] << endl;
//cout << newpos[0] << " " << newpos[1] << " " << (int)newpos[0] << endl;
//printOccupied();
}
// check if we stick
if (checkStick()) {
//cout << "stick" << endl;
setParticleInactive(); // make the particle inactive (stuck)
updateClusterRadius(lastP->pos); // update the cluster radius, addCircle, etc.
}
} else {
// if we get to here then we are trying to move to an occupied site
// (this should never happen as long as the sticking probability is 1.0)
cout << "reject " << rr << endl;
cout << lastP->pos[0] << " " << lastP->pos[1] << endl;
//cout << newpos[0] << " " << newpos[1] << " " << (int)newpos[0] << endl;
//printOccupied();
}
}
// check if the last particle should stick (to a neighbour)
int DLASystem::checkStick() {
Particle *lastP = particleList[numParticles - 1];
int result = 0;
// loop over neighbours
for (int i = 0; i < 4; i++) {
double checkpos[2];
setPosNeighbour(checkpos, lastP->pos, i);
// if the neighbour is occupied...
if (readGrid(checkpos) == 1)
result = 1;
}
return result;
Particle *lastP = particleList[numParticles - 1];
int result = 0;
// loop over neighbours
for (int i = 0; i < 4; i++) {
double checkpos[2];
setPosNeighbour(checkpos, lastP->pos, i);
// if the neighbour is occupied...
if (readGrid(checkpos) == 1)
result = 1;
}
return result;
}
// constructor
DLASystem::DLASystem(Window *set_win) {
cout << "creating system, gridSize " << gridSize << endl;
win = set_win;
numParticles = 0;
endNum = 1000;
DLASystem::DLASystem() {
cout << "creating system, gridSize " << gridSize << endl;
numParticles = 0;
endNum = 1000;
// allocate memory for the grid, remember to free the memory in destructor
grid = new int*[gridSize];
for (int i = 0; i < gridSize; i++) {
grid[i] = new int[gridSize];
}
slowNotFast = 1;
// reset initial parameters
Reset();
// allocate memory for the grid, remember to free the memory in destructor
grid = new int *[gridSize];
for (int i = 0; i < gridSize; i++) {
grid[i] = new int[gridSize];
}
addRatio = 1.2; // how much bigger the addCircle should be, compared to cluster radius
killRatio = 1.7; // how much bigger is the killCircle, compared to the addCircle
// reset initial parameters
Reset();
// this opens a logfile, if we want to...
//logfile.open("opfile.txt");
addRatio = 1.2; // how much bigger the addCircle should be, compared to cluster radius
killRatio = 1.7; // how much bigger is the killCircle, compared to the addCircle
// this opens a logfile, if we want to...
//logfile.open("opfile.txt");
}
// destructor
DLASystem::~DLASystem() {
// strictly we should not print inside the destructor but never mind...
cout << "deleting system" << endl;
// delete the particles
clearParticles();
// delete the grid
for (int i = 0; i < gridSize; i++)
delete[] grid[i];
delete[] grid;
if (logfile.is_open())
logfile.close();
}
// this draws the system
void DLASystem::DrawSquares() {
// draw the particles
double halfSize = 0.5;
for (int p = 0; p < numParticles; p++) {
double *vec = particleList[p]->pos;
glPushMatrix();
if (p == numParticles - 1 && lastParticleIsActive == 1)
glColor4fv(colours::red);
else if (p == 0)
glColor4fv(colours::green);
else
glColor4fv(colours::blue);
glRectd(drawScale*(vec[0] - halfSize),
drawScale*(vec[1] - halfSize),
drawScale*(vec[0] + halfSize),
drawScale*(vec[1] + halfSize));
glPopMatrix();
}
// print some information (at top left)
// this ostringstream is a way to create a string with numbers and words (similar to cout << ... )
ostringstream str;
str << "num " << numParticles << " size " << clusterRadius;
// print the string
win->displayString(str, -0.9, 0.9, colours::red);
// if we are paused then print this (at bottom left)
if (running == 0) {
ostringstream pauseStr;
pauseStr << "paused";
win->displayString(pauseStr, -0.9, -0.9, colours::red);
}
// strictly we should not print inside the destructor but never mind...
cout << "deleting system" << endl;
// delete the particles
clearParticles();
// delete the grid
for (int i = 0; i < gridSize; i++)
delete[] grid[i];
delete[] grid;
}

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@ -1,6 +1,5 @@
#pragma once
#include <GLUT/glut.h>
#include <iostream>
#include <fstream>
#include <stdio.h>
@ -11,7 +10,6 @@
#include <string>
#include <sstream>
#include "Window.h"
#include "Particle.h"
#include "rnd.h"
@ -21,9 +19,7 @@ using namespace std;
class DLASystem {
private:
// these are private variables and functions that the user will not see
Window *win; // window in which the system is running
// list of particles
vector<Particle*> particleList;
int numParticles;
@ -41,15 +37,11 @@ class DLASystem {
static const int gridSize = 1600;
int **grid; // this will be a 2d array that stores whether each site is occupied
// the window draws only part of the grid, viewSize controls how much...
double viewSize;
double drawScale;
// random number generator, class name is rnd, instance is rgen
rnd rgen;
// output file (not used at the moment)
ofstream logfile;
// CSV ouput
ofstream csv;
// number of particles at which the simulation will stop
// (the value is set in constructor)
@ -65,22 +57,16 @@ class DLASystem {
// update the system: if there is an active particle then move it,
// else create a new particle (on the adding circle)
void Update();
void update();
// draw particles as squares
void DrawSquares();
// is the simulation running
bool running;
// is the simulation running (1) or paused (0) ?
int running;
// slowNotFast is +1 for slow running, 0 for fast
int slowNotFast;
// lastParticleIsActive is +1 if there is an active particle in the system, otherwise 0
int lastParticleIsActive;
// constructor
DLASystem(Window *set_win);
explicit DLASystem();
// destructor
~DLASystem();
@ -92,25 +78,6 @@ class DLASystem {
// check whether we should stop (eg the cluster has reached the edge of the grid)
int checkStop();
// stop/start the algorithm
void setRunning() { if ( checkStop()==0 ) running = 1; }
void pauseRunning() { running = 0; }
// set whether it runs fast or slow
void setSlow() { slowNotFast = 1; }
void setFast() { slowNotFast = 0; }
void setSuperFast() { slowNotFast = -1; }
// set which part of the grid is visible on the screen
// basically the screen shows co-ordinates -vv < x < vv
// where vv is the input value
void setViewSize(double vv) { viewSize = vv; drawScale = 2.0/viewSize; }
// if the killcircle is almost as big as the view then increase the view
void updateViewSize();
// set the view to be the approx size of the addCircle
void viewAddCircle();
// if pos is outside the cluster radius then set clusterRadius to be the distance to pos.
void updateClusterRadius( double pos[] );
@ -145,10 +112,4 @@ class DLASystem {
// check whether the last particle should stick
// currently it sticks whenever it touches another particle
int checkStick();
// set the background colour for the window
// it would be better for an OOP philosophy to make these member functions for the Window class
// but we are being a bit lazy here
void setWinBackgroundWhite() { glClearColor(1.0, 1.0, 1.0, 1.0); }
void setWinBackgroundBlack() { glClearColor(0.0, 0.0, 0.0, 0.0); }
};

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@ -14,7 +14,7 @@ CXXFLAGS = -Wall -Wextra -g -O0
IFLAGS = -I/usr/local/include -I/usr/include
LFLAGS = -L/usr/local/lib -lm -framework OpenGL -framework GLUT
LFLAGS = -L/usr/local/lib -lm
# ------------------------------------------
# FOR GENERIC MAKEFILE:

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@ -1,26 +0,0 @@
#include "Window.h"
// constructor
Window::Window(int set_size[], string &set_title) {
size[0]=set_size[0]; size[1]=set_size[1];
title=set_title;
locateOnScreen();
glutInitWindowSize(size[0],size[1]);
glutInitWindowPosition(pos[0],pos[1]);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow(title.c_str());
// sets the background to black
glClearColor(0.0, 0.0, 0.0, 0.0);
}
// print a string at a given position, don't worry about how this works...
void Window::displayString( ostringstream &str, double x, double y, GLfloat col[]) {
string localString = str.str();
glColor4fv(col);
glRasterPos2d(x,y);
for (int i = 0; i < localString.length(); i++) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, localString[i]);
}
}

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@ -1,34 +0,0 @@
#pragma once
#include <GLUT/glut.h>
#include <iostream>
#include <string>
#include <sstream>
using namespace std;
class Window {
public:
string title;
int size[2];
int pos[2];
void locateOnScreen() {
// the fx sets where on the screen the window will appear
// (values should be between 0 and 1)
double fx[] = { 0.7,0.5 };
pos[0] = (glutGet(GLUT_SCREEN_WIDTH) - size[0]) * fx[0];
pos[1] = (glutGet(GLUT_SCREEN_HEIGHT) - size[1]) * fx[1];
}
// constructor, size is in pixels
Window(int set_size[], string &set_title);
// function which prints a string to the screen, at a given position, with a given color
// note position is "absolute", not easy to get two strings spaced one above each other like this
void displayString( ostringstream &str, double x, double y, GLfloat col[]);
};

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@ -1,169 +1,21 @@
#include <GLUT/glut.h>
#include <iostream>
#include <stdio.h>
#include <vector>
#include <math.h>
#include <string>
#include "DLASystem.h"
#include "Window.h"
using namespace std;
// functions which are needed for openGL go into a namespace so that we can identify them
namespace drawFuncs {
void handleKeypress(unsigned char key, int x, int y);
void display(void);
void update(int val);
void introMessage();
}
// this is a global pointer, which is how we access the system itself
DLASystem *sys;
int main(int argc, char **argv) {
// turn on glut
glutInit(&argc, argv);
// create the system
DLASystem* sys = new DLASystem();
int window_size[] = { 480,480 };
string window_title("simple DLA simulation");
// this is the seed for the random numbers
int seed = 6;
// create a window
Window *win = new Window(window_size,window_title);
std::cout << "Setting seed " << seed << endl;
sys->setSeed(seed);
sys->running = true;
// create the system
sys = new DLASystem(win);
// this is the seed for the random numbers
int seed = 6;
cout << "setting seed " << seed << endl;
sys->setSeed(seed);
// print the "help" message to the console
drawFuncs::introMessage();
// tell openGL how to redraw the screen and respond to the keyboard
glutDisplayFunc( drawFuncs::display );
glutKeyboardFunc( drawFuncs::handleKeypress );
// tell openGL to do its first update after waiting 10ms
int wait = 10;
int val = 0;
glutTimerFunc(wait, drawFuncs::update, val);
while (sys->running) {
sys->update();
}
// start the openGL stuff
glutMainLoop();
return 0;
return 0;
}
// this is just a help message
void drawFuncs::introMessage() {
cout << "Keys (while in graphics window):" << endl << " q or e to quit (or exit)" << endl;
cout << " h to print this message (help)" << endl;
cout << " u for a single update" << endl;
cout << " g to start running (go)" << endl;
cout << " p to pause running" << endl;
cout << " s to run in slow-mode" << endl;
cout << " f to run in fast-mode" << endl;
cout << " r to clear everything (reset)" << endl;
cout << " z to pause and zoom in" << endl;
cout << " w or b to change background colour to white or black" << endl;
}
// openGL function deals with the keyboard
void drawFuncs::handleKeypress(unsigned char key, int x, int y) {
switch (key) {
case 'h':
drawFuncs::introMessage();
break;
case 'q':
case 'e':
cout << "Exiting..." << endl;
// delete the system
delete sys;
exit(0);
break;
case 'p':
cout << "pause" << endl;
sys->pauseRunning();
break;
case 'g':
cout << "go" << endl;
sys->setRunning();
glutTimerFunc(0, drawFuncs::update, 0);
break;
case 's':
cout << "slow" << endl;
sys->setSlow();
break;
case 'w':
cout << "white" << endl;
sys->setWinBackgroundWhite();
break;
case 'b':
cout << "black" << endl;
sys->setWinBackgroundBlack();
break;
case 'f':
cout << "fast" << endl;
sys->setFast();
break;
case 'r':
cout << "reset" << endl;
sys->Reset();
break;
case 'z':
cout << "zoom" << endl;
sys->pauseRunning();
sys->viewAddCircle();
break;
case 'u':
cout << "upd" << endl;
sys->Update();
break;
}
// tell openGL to redraw the window
glutPostRedisplay();
}
// this function gets called whenever the algorithm should do its update
void drawFuncs::update(int val) {
int wait; // time to wait between updates (milliseconds)
if ( sys->running ) {
if ( sys->slowNotFast == 1)
wait = 10;
else
wait = 0;
sys->Update();
// tell openGL to call this funtion again after "wait" milliseconds
glutTimerFunc(wait, drawFuncs::update, 0);
}
}
// this function redraws the window when necessary
void drawFuncs::display() {
// Clear the window or more specifically the frame buffer...
// This happens by replacing all the contents of the frame
// buffer by the clear color (black in our case)
glClear(GL_COLOR_BUFFER_BIT);
// this puts the camera at the origin (not sure why) with (I think) z axis out of page and y axis up
// there is also the question of the GL perspective which is not set up in any clear way at the moment
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, 1.0, /* camera position */
0.0, 0.0, -1.0, /* point to look at */
0.0, 1.0, 0.0); /* up direction */
//sys->DrawSpheres();
sys->DrawSquares();
// Swap contents of backward and forward frame buffers
glutSwapBuffers();
}