Reorganize Fitness
- background color - functions to load shader and target - split up rendering and evaluating chromosomes
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parent
bd45691996
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764b26c611
3 changed files with 124 additions and 40 deletions
142
src/Fitness.cpp
142
src/Fitness.cpp
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@ -4,36 +4,21 @@
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Fitness::Fitness(sf::Texture target) :
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sf::Color Fitness::backgroundColor = sf::Color::White;
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Fitness::Fitness() :
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dummy(sf::TriangleFan, 4)
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{
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this->target = target;
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sf::Vector2u targetSize = this->target.getSize();
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this->tex.create(targetSize.x, targetSize.y);
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this->horizontal = targetSize.x >= targetSize.y;
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if (this->horizontal) {
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targetSize.x = 1;
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} else {
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targetSize.y = 1;
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}
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this->comp.create(targetSize.x, targetSize.y);
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// this->comp.setSmooth(true);
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this->dummy[0] = sf::Vertex(sf::Vector2f(0, 0), sf::Color::Red );
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this->dummy[1] = sf::Vertex(sf::Vector2f(targetSize.x, 0), sf::Color::Yellow);
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this->dummy[2] = sf::Vertex(sf::Vector2f(targetSize), sf::Color::Green );
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this->dummy[3] = sf::Vertex(sf::Vector2f(0, targetSize.y), sf::Color::Blue );
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}
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bool Fitness::loadShader(std::string filename)
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{
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this->compshdr.loadFromFile(filename, sf::Shader::Fragment);
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if (this->compshdr.isAvailable()) {
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this->compshdr.setUniform("base", this->target);
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this->compshdr.setUniform("curr", this->tex.getTexture());
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this->shaderLoaded = this->compshdr.loadFromFile(filename, sf::Shader::Fragment);
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if (this->shaderLoaded) {
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this->compshdr.setUniform("base", this->target.getTexture());
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this->compshdr.setUniform("curr", this->chromosome.getTexture());
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this->compshdr.setUniform("size", sf::Vector2f(this->target.getSize()));
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this->compshdr.setUniform("horizontal", this->horizontal);
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return true;
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@ -43,13 +28,94 @@ bool Fitness::loadShader(std::string filename)
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}
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unsigned long long Fitness::of(const Chromosome& chr)
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bool Fitness::loadTarget(std::string filename)
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{
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// first, render chr to a texture, so we can just compare two textures
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this->tex.clear();
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this->tex.draw(chr);
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this->tex.display();
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// so create() isn't called twice on the same RenderTextures
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// if (this->targetLoaded) {
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// TODO: Test if this is necessary
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// DANGER ZONE :P
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// First call destructor of object, then create new instance of object
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// because the RenderTexture doesn't support this->target = RenderTexture();
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// Do not separate these lines!
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// this->target.~RenderTexture();
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// new (&this->target) sf::RenderTexture();
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// Do not separate these lines!
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// this->comp.~RenderTexture();
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// new (&this->comp) sf::RenderTexture();
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// Do not separate these lines!
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// this->chromosome.~RenderTexture();
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// new (&this->chromosome) sf::RenderTexture();
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// }
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this->targetLoaded = false;
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// load the image
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sf::Texture tex;
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if (!tex.loadFromFile("tom-face.png")) {
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return false;
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}
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// create render textures in the needed size
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sf::Vector2u targetSize = tex.getSize();
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if (!this->target.create(targetSize.x, targetSize.y)) {
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return false;
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}
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if (!this->chromosome.create(targetSize.x, targetSize.y)) {
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return false;
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}
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// render target image to render texture
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sf::Sprite spr(tex);
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this->target.clear(Fitness::backgroundColor);
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this->target.draw(spr);
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this->target.display();
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// do "horizontal" stuff
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this->horizontal = targetSize.x >= targetSize.y;
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if (this->horizontal) {
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targetSize.x = 1;
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} else {
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targetSize.y = 1;
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}
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// create render texture needed for computing fitness
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if (!this->comp.create(targetSize.x, targetSize.y)) {
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return false;
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}
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// set dummy vertices to comp dimensions
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// the colors don't matter, so why not rainbow 'em?
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this->dummy[0] = sf::Vertex(sf::Vector2f(0, 0), sf::Color::Red );
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this->dummy[1] = sf::Vertex(sf::Vector2f(targetSize.x, 0), sf::Color::Yellow);
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this->dummy[2] = sf::Vertex(sf::Vector2f(targetSize), sf::Color::Green );
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this->dummy[3] = sf::Vertex(sf::Vector2f(0, targetSize.y), sf::Color::Blue );
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// update shader uniforms
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if (this->shaderLoaded) {
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this->compshdr.setUniform("size", sf::Vector2f(this->target.getSize()));
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this->compshdr.setUniform("horizontal", this->horizontal);
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}
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// Yay, loading sucessful!
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this->targetLoaded = true;
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return true;
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}
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void Fitness::render(const Chromosome& chr)
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{
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this->chromosome.clear(Fitness::backgroundColor);
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this->chromosome.draw(chr);
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this->chromosome.display();
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}
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unsigned long long Fitness::compute()
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{
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// compare the two textures using the SUPER ADVANCED shader
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this->comp.clear(sf::Color::Blue);
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this->comp.draw(this->dummy, &this->compshdr);
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@ -59,22 +125,30 @@ unsigned long long Fitness::of(const Chromosome& chr)
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sf::Image image = this->comp.getTexture().copyToImage();
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sf::Vector2u size = image.getSize();
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// TODO: Deal with horizontal-ness properly (not this ↓ ugly)
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unsigned long long fitness = 0;
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if (this->horizontal) {
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for (unsigned int y=0; y<size.y; ++y) {
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sf::Color col = image.getPixel(0, y);
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fitness += (unsigned long long)col.r; // 2^(8*0) - first byte
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fitness += (unsigned long long)col.g*256; // 2^(8*1) - second byte
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fitness += (unsigned long long)col.b*65536; // 2^(8*2) - third byte
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fitness += (unsigned long long)col.r; // 2^(8*0) - first byte
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fitness += (unsigned long long)col.g*256; // 2^(8*1) - second byte
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fitness += (unsigned long long)col.b*65536; // 2^(8*2) - third byte
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}
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} else {
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for (unsigned int x=0; x<size.x; ++x) {
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sf::Color col = image.getPixel(x, 0);
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fitness += (unsigned long long)col.r; // 2^(8*0) - first byte
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fitness += (unsigned long long)col.g*256; // 2^(8*1) - second byte
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fitness += (unsigned long long)col.b*65536; // 2^(8*2) - third byte
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fitness += (unsigned long long)col.r; // 2^(8*0) - first byte
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fitness += (unsigned long long)col.g*256; // 2^(8*1) - second byte
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fitness += (unsigned long long)col.b*65536; // 2^(8*2) - third byte
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}
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}
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return fitness;
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}
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unsigned long long Fitness::of(const Chromosome& chr)
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{
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this->render(chr);
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return this->compute();
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}
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@ -8,18 +8,28 @@
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class Fitness
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{
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public:
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Fitness(sf::Texture target);
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static sf::Color backgroundColor;
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Fitness();
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bool loadShader(std::string filename);
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bool loadTarget(std::string filename);
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unsigned long long of(const Chromosome& chr);
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void render(const Chromosome& chr);
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unsigned long long compute();
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unsigned long long of(const Chromosome& chr); // uses render and compute
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sf::RenderTexture target; // contains image to compare against
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sf::RenderTexture chromosome; // contains the Chromosome to be evaluated
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sf::Texture target; // base image to compare against
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sf::RenderTexture tex; // big RenderWindow containg the Chromosome to be evaluated
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sf::RenderTexture comp; // smaller RenderWindow which is downloaded as Image
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sf::VertexArray dummy;
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bool horizontal;
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private:
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bool shaderLoaded = false;
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bool targetLoaded = false;
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sf::Shader compshdr; // shader to perform pixel-wise image diff with
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sf::VertexArray dummy; // something to render so that the shader is run on every pixel
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};
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