Reputation: 117741
Ok, this is what I have. I have a 1d bitmap (or bitarray, bitset, bitstring, but I'll call it a bitmap for now) containing the live or dead states from a conway game of life generation. The cell at (x, y)
is represented by the bit at y * map_width + x
.
Now I have my game of life "engine" working, it would be nice if I could render some graphical stuff now. I thought OpenGL would be a nice choice for this, but I have no idea how I should start and if there are any specific functions or shaders (I know nothing about shaders) that can efficiently render a bitmap into a 2d plane with black 'n white pixels.
If you now think "no you idiot opengl is bad go with ...", feel free to say it, I'm open for changes.
EDIT
I forgot to say that I use a compact bitarray storing 8 bits per byte and using masking to retrieve those bytes. This is my hand made library thingy:
#include <stdint.h> // uint32_t
#include <stdlib.h> // malloc()
#include <string.h> // memset()
#include <limits.h> // CHAR_BIT
typedef uint32_t word_t;
enum {
WORD_SIZE = sizeof(word_t), // size of one word in bytes
BITS_PER_WORD = sizeof(word_t) * CHAR_BIT, // size of one word in bits
MAX_WORD_VALUE = UINT32_MAX // max value of one word
};
typedef struct {
word_t *words;
int nwords;
int nbytes;
} bitmap_t;
inline int WORD_OFFSET(int b) { return b / BITS_PER_WORD; }
inline int BIT_OFFSET(int b) { return b % BITS_PER_WORD; }
inline void setbit(bitmap_t bitmap, int n) { bitmap.words[WORD_OFFSET(n)] |= (1 << BIT_OFFSET(n)); }
inline void flipbit(bitmap_t bitmap, int n) { bitmap.words[WORD_OFFSET(n)] ^= (1 << BIT_OFFSET(n)); }
inline void clearbit(bitmap_t bitmap, int n) { bitmap.words[WORD_OFFSET(n)] &= ~(1 << BIT_OFFSET(n)); }
inline int getbit(bitmap_t bitmap, int n) { return (bitmap.words[WORD_OFFSET(n)] & (1 << BIT_OFFSET(n))) != 0; }
inline void clearall(bitmap_t bitmap) {
int i;
for (i = bitmap.nwords - 1; i >= 0; i--) {
bitmap.words[i] = 0;
}
}
inline void setall(bitmap_t bitmap) {
int i;
for (i = bitmap.nwords - 1; i >= 0; i--) {
bitmap.words[i] = MAX_WORD_VALUE;
}
}
bitmap_t bitmap_create(int nbits) {
bitmap_t bitmap;
bitmap.nwords = nbits / BITS_PER_WORD + 1;
bitmap.nbytes = bitmap.nwords * WORD_SIZE;
bitmap.words = malloc(bitmap.nbytes);
if (bitmap.words == NULL) { // could not allocate memory
printf("ERROR: Could not allocate (enough) memory.");
exit(1);
}
clearall(bitmap);
return bitmap;
}
void bitmap_free(bitmap_t bitmap) {
free(bitmap.words);
}
Upvotes: 3
Views: 2043
Reputation: 5361
First of all consider doing the simulation itself on GPU by ping-ponging between 2 OpenGL textures. If not some complex optimizations - Conway's Life is a pretty straightforward task for GPU. It will require 2 framebuffer objects and some understanding of shaders.
Edit-1: Example fragment shader (brain-compiled)
#version 130
uniform sampler2D input;
out float life;
void main() {
ivec2 tc = ivec2(gl_FragCoord);
float orig = texelFetch(input,tc,0);
float sum = orig+
texelFetchOffset(input,tc,0,ivec2(-1,0))+
texelFetchOffset(input,tc,0,ivec2(+1,0))+
texelFetchOffset(input,tc,0,ivec2(0,-1))+
texelFetchOffset(input,tc,0,ivec2(0,+1))+
texelFetchOffset(input,tc,0,ivec2(-1,-1))+
texelFetchOffset(input,tc,0,ivec2(-1,+1))+
texelFetchOffset(input,tc,0,ivec2(+1,-1))+
texelFetchOffset(input,tc,0,ivec2(+1,+1));
if(sum<1.9f)
life = 0.0f;
else if(sum<2.1f)
life = orig;
else life = 1.0f;
}
The vertex shader is a simple pass-through:
#version 130
in vec2 vertex;
void main() {
gl_Position = vec4(vertex,0.0,1.0);
}
Upvotes: 1
Reputation: 162214
Old versions of OpenGL provide functionality to draw bitmaps directly without the need for a intermediary texture: glBitmap
Compared to other methods for drawing images glBitmap
is rather slow, but since one uses it only sparingly this is not that bad.
http://www.opengl.org/sdk/docs/man/xhtml/glBitmap.xml
Bitmaps are placed using glRasterPos
or glWindowPos
.
http://www.opengl.org/sdk/docs/man/xhtml/glRasterPos.xml http://www.opengl.org/sdk/docs/man/xhtml/glWindowPos.xml
Bitmaps have a small pitfall: If the raster position set using glRasterPos
or glWindowPos
is outside the viewport no part of the bitmap gets drawn, even if it reached into the viewport; see the reference page of glBitmap
for a workaround.
Upvotes: 0
Reputation: 17272
This is code from my OGL Game of Life implementation.
This uploads the texture (do this every time you want to update the data):
glTexImage2D( GL_TEXTURE_2D, 0, 1, game->width, game->height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, game->culture[game->phase] );
game->culture[phase]
is the data array of type char*
of size width * height
(phase toggles between two alternating arrays that are being written into resp. read from).
Because GL_LUMINANCE
is used, the colors will be only black and white.
Also, you need to set up the rectagle with this (every frame, but I guess you already know this)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS); // Draw A Quad
glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
glTexCoord2i( 1, 0 );
glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
glTexCoord2i( 1, 1 );
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glTexCoord2i( 0, 1 );
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
glTexCoord2i( 0, 0 );
glEnd();
Of course you could use buffers and keep the "model" in the GPU memory, but that is not really necessary with only one quad.
Upvotes: 2
Reputation: 181825
If you stick with OpenGL, the easiest way is to upload your bitmap as a texture, then render a quad mapped with that texture. The uploading bit would look something like this:
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
This assumes that every cell is a single byte, with value 0
for black and 0xFF
for white. Note that, on some OpenGL versions, width
and height
must be powers of two.
Upvotes: 0