Implement and test Chromosome
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836887d209
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8f47088a56
3 changed files with 246 additions and 115 deletions
101
src/main.cpp
101
src/main.cpp
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@ -1,5 +1,7 @@
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <random>
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#include <SFML/Graphics.hpp>
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#include "Chromosome.hpp"
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/*
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* UI Modes:
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@ -106,10 +108,25 @@
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int main() {
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const float winW = 480;
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const float winH = 480;
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std::mt19937_64 randomEngine;
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randomEngine.seed(1);
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sf::RenderWindow window(sf::VideoMode(winW, winH), "gross");
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window.setMouseCursorVisible(false); // hide the cursor
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Chromosome::size = sf::Vector2f(winW/2, winH/2);
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Chromosome::re = &randomEngine;
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Chromosome father, mother, child, monster;
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sf::View vfather(sf::FloatRect(0, 0, winW/2, winH/2));
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sf::View vmother(sf::FloatRect(0, 0, winW/2, winH/2));
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sf::View vchild(sf::FloatRect(0, 0, winW/2, winH/2));
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sf::View vmonster(sf::FloatRect(0, 0, winW/2, winH/2));
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vfather.setViewport(sf::FloatRect(0, 0, .5, .5));
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vmother.setViewport(sf::FloatRect(.5, 0, .5, .5));
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vchild.setViewport(sf::FloatRect(0, .5, .5, .5));
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vmonster.setViewport(sf::FloatRect(.5, .5, .5, .5));
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/*
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// load images
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sf::Texture base;
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sf::Texture comp;
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@ -137,8 +154,8 @@ int main() {
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std::cout << "The medshader is not available\n";
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return 1;
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}
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medcompshdr.setUniform("base", comp);
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medcompshdr.setUniform("curr", base);
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medcompshdr.setUniform("base", base);
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medcompshdr.setUniform("curr", comp);
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medcompshdr.setUniform("size", sf::Vector2f(240, 240));
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medcompshdr.setUniform("offs", sf::Vector2f(240, 0));
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@ -148,6 +165,9 @@ int main() {
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// Use a timer to obtain the time elapsed
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// sf::Clock clk;
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// clk.restart(); // start the timer
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*/
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while (window.isOpen()) {
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// Event handling
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@ -155,8 +175,17 @@ int main() {
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while (window.pollEvent(event)) {
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// Exit the app when a key is pressed
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if (event.type == sf::Event::KeyPressed)
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window.close();
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if (event.type == sf::Event::KeyPressed) {
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father = Chromosome();
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mother = Chromosome();
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for (int i=0; i<100; ++i) {
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father.mutate();
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mother.mutate();
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}
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child = Chromosome(father, mother);
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monster = child;
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monster.mutate();
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}
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}
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// Set the others parameters who need to be updated every frames
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@ -167,7 +196,13 @@ int main() {
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// Draw the sprites
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window.clear();
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window.setView(vfather); window.draw(father);
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window.setView(vmother); window.draw(mother);
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window.setView(vchild); window.draw(child);
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window.setView(vmonster); window.draw(monster);
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window.display();
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/*
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window.draw(sprbase);
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sprcomp.setPosition(240, 0);
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@ -178,63 +213,9 @@ int main() {
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sprcomp.setPosition(240, 240);
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window.draw(sprcomp, &medcompshdr);
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*/
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window.display();
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}
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return 0;
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}
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// old main - keep for testing purposes
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/*
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int main() {
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const float winW = 800;
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const float winH = 600;
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sf::RenderWindow window(sf::VideoMode(winW, winH), "gross");
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window.setMouseCursorVisible(false); // hide the cursor
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// Create a texture and a sprite for the shader
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sf::Texture tex;
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tex.create(winW, winH);
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sf::Sprite spr(tex);
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sf::Shader shader;
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shader.loadFromFile("fire.glsl", sf::Shader::Fragment); // load the shader
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if (!shader.isAvailable()) {
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std::cout << "The shader is not available\n";
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}
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// Set the resolution parameter (the resoltion is divided to make the fire smaller)
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shader.setParameter("resolution", sf::Vector2f(winW / 2, winH / 2));
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// Use a timer to obtain the time elapsed
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sf::Clock clk;
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clk.restart(); // start the timer
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while (window.isOpen()) {
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// Event handling
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sf::Event event;
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while (window.pollEvent(event)) {
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// Exit the app when a key is pressed
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if (event.type == sf::Event::KeyPressed)
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window.close();
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}
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// Set the others parameters who need to be updated every frames
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shader.setParameter("time", clk.getElapsedTime().asSeconds());
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sf::Vector2i mousePos = sf::Mouse::getPosition(window);
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shader.setParameter("mouse", sf::Vector2f(mousePos.x, mousePos.y - winH));
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// Draw the sprite with the shader on it
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window.clear();
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window.draw(spr, &shader);
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window.display();
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}
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return 0;
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}
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*/
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