geneross/src/Fitness.cpp
Joscha fc0840d79d Fix fitness function bug (hopefully)
The shader rounds to the nearest color when rendering, sometimes
it rounds up. I made it only round down,
2017-04-30 09:23:00 +00:00

111 lines
3.9 KiB
C++

#include "Fitness.hpp"
#include <SFML/System.hpp>
#include <iostream>
Fitness::Fitness(sf::Texture target, float scale) :
dummy(sf::TriangleFan, 4)
{
this->target = target;
sf::Vector2u targetSize = this->target.getSize();
this->tex.create(targetSize.x, targetSize.y);
// 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;
// this->horizontal = true;
std::cout << "Horizontal mode: " << horizontal << " " << targetSize.x << "." << targetSize.y << std::endl;
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->dummy[0] = sf::Vertex(sf::Vector2f(0, 0), sf::Color::Red );
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 );
}
bool Fitness::loadShader(std::string filename)
{
this->compshdr.loadFromFile(filename, sf::Shader::Fragment);
if (this->compshdr.isAvailable()) {
this->compshdr.setUniform("base", this->target);
this->compshdr.setUniform("curr", this->tex.getTexture());
this->compshdr.setUniform("size", sf::Vector2f(this->target.getSize()));
this->compshdr.setUniform("horizontal", this->horizontal);
return true;
} else {
return false;
}
}
unsigned long long Fitness::of(Chromosome chr)
{
// first, render a reduced, shaderized version to RenderTextures
this->tex.clear();
this->tex.draw(chr);
this->tex.display();
this->comp.clear(sf::Color::Blue);
// this->comp.setView(this->view);
this->comp.draw(this->dummy, &this->compshdr);
// this->comp.draw(this->sprite, &this->compshdr);
// this->comp.draw(this->sprite);
this->comp.display();
// then, download the result as an image and add the pixels
sf::Image image = this->comp.getTexture().copyToImage();
sf::Vector2u size = image.getSize();
// std::cout << "Image size: " << size.x << " " << size.y << std::endl;
unsigned long long fitness = 0;
// 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) {
sf::Color col = image.getPixel(0, y);
// std::cout<<(int)col.r<<"|"<<(int)col.g<<"|"<<(int)col.b<<"|"<<(int)col.a<<std::endl;
fitness += ((unsigned long long)col.r); // 2^(8*0)
fitness += ((unsigned long long)col.g)*256; // 2^(8*1)
fitness += ((unsigned long long)col.b)*65536; // 2^(8*2)
// fitness += (unsigned long long)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);
// std::cout<<(int)col.r<<"|"<<(int)col.g<<"|"<<(int)col.b<<"|"<<(int)col.a<<std::endl;
fitness += (unsigned long long)col.r; // 2^(8*0)
fitness += ((unsigned long long)col.g)*256; // 2^(8*1)
fitness += ((unsigned long long)col.b)*65536; // 2^(8*2)
// fitness += ((unsigned long int)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;
}