Attempt to implement faster comparison algorithm

This commit is contained in:
Joscha 2017-04-28 20:37:44 +00:00
parent 6cfb8d93a2
commit a04e58c7ca
3 changed files with 98 additions and 13 deletions

View file

@ -1,13 +1,48 @@
// Compute the pixelwise diff between two textures. // Compute the pixelwise diff between two textures, one row at a time.
// Computes the diff for each color chanel separately (r, g, b).
// Assumes both images are not transparent. // Assumes both images are not transparent.
// Warning: Only works on rows <= ((2**8)**4)/255 = 16843009
// try isampler2D, ivec4 etc.? Probably not // try isampler2D, ivec4 etc.? Probably not
uniform vec2 size; uniform vec2 size;
uniform bool horizontal;
// uniform vec2 offs; // uniform vec2 offs;
uniform sampler2D base; uniform sampler2D base;
uniform sampler2D curr; uniform sampler2D curr;
void main(void)
{
// calculate total diff of row in either direction
float total = 0.0;
if (horizontal) {
float posy = gl_FragCoord.y/size.y;
for (float x=0.0; x<size.x; x+=1.0) {
vec4 color = texture2D(curr, vec2(x, posy));
vec4 basecolor = texture2D(base, vec2(x, 1.0-posy));
color.rgb = abs(color.rgb - basecolor.rgb);
total = total + color.r + color.g + color.b;
}
} else {
float posx = gl_FragCoord.x/size.x;
for (float y=0.0; y<size.y; y+=1.0) {
vec4 color = texture2D(curr, vec2(posx, y));
vec4 basecolor = texture2D(base, vec2(posx, 1.0-y));
color.rgb = abs(color.rgb - basecolor.rgb);
total = total + color.r + color.g + color.b;
}
}
// encode to rgba channels in current pixel
vec4 color;
color.r = mod(total, 256.0/255.0); total = (total - color.r) / (256.0/255.0);
color.g = mod(total, 256.0/255.0); total = (total - color.g) / (256.0/255.0);
color.b = mod(total, 256.0/255.0); total = (total - color.b) / (256.0/255.0);
color.a = mod(total, 256.0/255.0);
gl_FragColor = color;
}
/*
void main(void) void main(void)
{ {
vec2 pos = gl_FragCoord.xy/size; vec2 pos = gl_FragCoord.xy/size;
@ -17,3 +52,4 @@ void main(void)
color.rgb = abs(color.rgb - basecolor.rgb); color.rgb = abs(color.rgb - basecolor.rgb);
gl_FragColor = color; gl_FragColor = color;
} }
*/

View file

@ -4,18 +4,33 @@
Fitness::Fitness(sf::Texture target, float scale) Fitness::Fitness(sf::Texture target, float scale) :
dummy(sf::TriangleFan, 4)
{ {
this->target = target; this->target = target;
sf::Vector2u targetSize = this->target.getSize(); sf::Vector2u targetSize = this->target.getSize();
this->tex.create(targetSize.x, targetSize.y); this->tex.create(targetSize.x, targetSize.y);
this->sprite.setTexture(this->tex.getTexture());
this->comp.create(targetSize.x*scale, targetSize.y*scale); // this->view.reset(sf::FloatRect(0, 0, targetSize.x, targetSize.y));
// this->view.setViewport(sf::FloatRect(0, 0, 1, 1));
this->horizontal = targetSize.x > targetSize.y;
if (this->horizontal) {
targetSize.x = 1;
} else {
targetSize.y = 1;
// this->comp.create(targetSize.x*scale, 2);
}
this->comp.create(targetSize.x, targetSize.y);
// this->comp.setSmooth(true); // this->comp.setSmooth(true);
this->view.reset(sf::FloatRect(0, 0, targetSize.x, targetSize.y)); this->dummy[0] = sf::Vertex(sf::Vector2f(0, 0), sf::Color::Red );
this->view.setViewport(sf::FloatRect(0, 0, 1, 1)); this->dummy[1] = sf::Vertex(sf::Vector2f(targetSize.x, 0), sf::Color::Yellow);
this->dummy[2] = sf::Vertex(sf::Vector2f(targetSize), sf::Color::Green );
this->dummy[3] = sf::Vertex(sf::Vector2f(0, targetSize.y), sf::Color::Blue );
} }
@ -26,6 +41,7 @@ bool Fitness::loadShader(std::string filename)
this->compshdr.setUniform("base", this->target); this->compshdr.setUniform("base", this->target);
this->compshdr.setUniform("curr", this->tex.getTexture()); this->compshdr.setUniform("curr", this->tex.getTexture());
this->compshdr.setUniform("size", sf::Vector2f(this->comp.getSize())); this->compshdr.setUniform("size", sf::Vector2f(this->comp.getSize()));
this->compshdr.setUniform("horizontal", this->horizontal);
return true; return true;
} else { } else {
return false; return false;
@ -41,8 +57,9 @@ unsigned long long Fitness::of(Chromosome chr)
this->tex.display(); this->tex.display();
this->comp.clear(sf::Color::Blue); this->comp.clear(sf::Color::Blue);
this->comp.setView(this->view); // this->comp.setView(this->view);
this->comp.draw(this->sprite, &this->compshdr); this->comp.draw(this->dummy, &this->compshdr);
// this->comp.draw(this->sprite, &this->compshdr);
// this->comp.draw(this->sprite); // this->comp.draw(this->sprite);
this->comp.display(); this->comp.display();
@ -50,11 +67,40 @@ unsigned long long Fitness::of(Chromosome chr)
sf::Image image = this->comp.getTexture().copyToImage(); sf::Image image = this->comp.getTexture().copyToImage();
sf::Vector2u size = image.getSize(); sf::Vector2u size = image.getSize();
unsigned long long fitness = 0; unsigned long long fitness = 0;
for (unsigned int x=0; x<size.x; ++x) { // for (unsigned int x=0; x<size.x; ++x) {
// for (unsigned int y=0; y<size.y; ++y) {
// sf::Color color = image.getPixel(x, y);
// fitness += color.r + color.g + color.b;
// }
// }
if (this->horizontal) {
for (unsigned int y=0; y<size.y; ++y) { for (unsigned int y=0; y<size.y; ++y) {
sf::Color color = image.getPixel(x, y); sf::Color col = image.getPixel(0, y);
fitness += color.r + color.g + color.b; fitness += col.r; // 2^(8*0)
fitness += col.g*256; // 2^(8*1)
fitness += col.b*65536; // 2^(8*2)
fitness += col.a*16777216; // 2^(8*3)
// col = image.getPixel(1, y);
// fitness += col.r*4294967296; // 2^(8*4)
// fitness += col.g*1099511627776; // 2^(8*5)
// fitness += col.b*281474976710656; // 2^(8*6)
// fitness += col.a*72057594037927936; // 2^(8*7)
}
} else {
for (unsigned int x=0; x<size.x; ++x) {
sf::Color col = image.getPixel(x, 0);
fitness += col.r; // 2^(8*0)
fitness += col.g*256; // 2^(8*1)
fitness += col.b*65536; // 2^(8*2)
fitness += col.a*16777216; // 2^(8*3)
// col = image.getPixel(x, 1);
// fitness += col.r*4294967296; // 2^(8*4)
// fitness += col.g*1099511627776; // 2^(8*5)
// fitness += col.b*281474976710656; // 2^(8*6)
// fitness += col.a*72057594037927936; // 2^(8*7)
} }
} }
return fitness; return fitness;
} }

View file

@ -17,8 +17,11 @@ public:
sf::RenderTexture tex; // big RenderWindow containg the Chromosome to be evaluated sf::RenderTexture tex; // big RenderWindow containg the Chromosome to be evaluated
sf::RenderTexture comp; // smaller RenderWindow which is downloaded as Image sf::RenderTexture comp; // smaller RenderWindow which is downloaded as Image
sf::VertexArray dummy;
bool horizontal;
private: private:
sf::Sprite sprite; // sprite to render tex to comp // sf::Sprite sprite; // sprite to render tex to comp
sf::Shader compshdr; // shader to perform pixel-wise image diff with sf::Shader compshdr; // shader to perform pixel-wise image diff with
sf::View view; // reduces tex to comp size while drawing sf::View view; // reduces tex to comp size while drawing
}; };