Files
raylib/examples/textures/textures_cellular_automata.c
JordSant efeccfef61 [examples] Add textures_cellular_automata (#5395)
* [examples] Add `textures_cellular_automata`

* Comparison always true. Fixed

* Tabs to spaces
2025-12-09 19:14:16 +01:00

213 lines
8.8 KiB
C

/*******************************************************************************************
*
* raylib [textures] example - one-dimensional elementary cellular automata
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jordi Santonja (@JordSant) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jordi Santonja (@JordSant)
*
********************************************************************************************/
#include "raylib.h"
// Initialization constants
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int imageWidth = 800;
const int imageHeight = 800/2;
// Rule button sizes and positions
const int drawRuleStartX = 585;
const int drawRuleStartY = 10;
const int drawRuleSpacing = 15;
const int drawRuleGroupSpacing = 50;
const int drawRuleSize = 14;
const int drawRuleInnerSize = 10;
// Preset button sizes
const int presetsSizeX = 42;
const int presetsSizeY = 22;
const int linesUpdatedPerFrame = 4;
//----------------------------------------------------------------------------------
// Functions
//----------------------------------------------------------------------------------
void ComputeLine(Image *image, int line, int rule)
{
// Compute next line pixels. Boundaries are not computed, always 0
for (int i = 1; i < imageWidth - 1; i++)
{
// Get, from the previous line, the 3 pixels states as a binary value
const int prevValue = ((GetImageColor(*image, i - 1, line - 1).r < 5)? 4 : 0) + // Left pixel
((GetImageColor(*image, i, line - 1).r < 5)? 2 : 0) + // Center pixel
((GetImageColor(*image, i + 1, line - 1).r < 5)? 1 : 0); // Right pixel
// Get next value from rule bitmask
const bool currValue = (rule & (1 << prevValue));
// Update pixel color
ImageDrawPixel(image, i, line, (currValue)? BLACK : RAYWHITE);
}
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - elementary cellular automata");
// Image that contains the cellular automaton
Image image = GenImageColor(imageWidth, imageHeight, RAYWHITE);
// The top central pixel set as black
ImageDrawPixel(&image, imageWidth/2, 0, BLACK);
Texture2D texture = LoadTextureFromImage(image);
// Some interesting rules
const int presetValues[] = { 18, 30, 60, 86, 102, 124, 126, 150, 182, 225 };
const int presetsCount = sizeof(presetValues)/sizeof(presetValues[0]);
// Variables
int rule = 30; // Starting rule
int line = 1; // Line to compute, starting from line 1. One point in line 0 is already set
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Handle mouse
const Vector2 mouse = GetMousePosition();
int mouseInCell = -1; // -1: outside any button; 0-7: rule cells; 8+: preset cells
// Check mouse on rule cells
for (int i = 0; i < 8; i++)
{
const int cellX = drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing;
const int cellY = drawRuleStartY + drawRuleSpacing;
if ((mouse.x >= cellX) && (mouse.x <= cellX + drawRuleSize) &&
(mouse.y >= cellY) && (mouse.y <= cellY + drawRuleSize))
{
mouseInCell = i; // 0-7: rule cells
break;
}
}
// Check mouse on preset cells
if (mouseInCell < 0)
{
for (int i = 0; i < presetsCount; i++)
{
const int cellX = 4 + (presetsSizeX + 2)*(i/2);
const int cellY = 2 + (presetsSizeY + 2)*(i%2);
if ((mouse.x >= cellX) && (mouse.x <= cellX + presetsSizeX) &&
(mouse.y >= cellY) && (mouse.y <= cellY + presetsSizeY))
{
mouseInCell = i + 8; // 8+: preset cells
break;
}
}
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (mouseInCell >= 0))
{
// Rule changed both by selecting a preset or toggling a bit
if (mouseInCell < 8)
rule ^= (1 << mouseInCell);
else
rule = presetValues[mouseInCell - 8];
// Reset image
ImageClearBackground(&image, RAYWHITE);
ImageDrawPixel(&image, imageWidth/2, 0, BLACK);
line = 1;
}
// Compute next lines
//----------------------------------------------------------------------------------
if (line < imageHeight)
{
for (int i = 0; (i < linesUpdatedPerFrame) && (line + i < imageHeight); i++)
ComputeLine(&image, line + i, rule);
line += linesUpdatedPerFrame;
UpdateTexture(texture, image.data);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw cellular automaton texture
DrawTexture(texture, 0, screenHeight - imageHeight, WHITE);
// Draw preset values
for (int i = 0; i < presetsCount; i++)
{
DrawText(TextFormat("%i", presetValues[i]), 8 + (presetsSizeX + 2)*(i/2), 4 + (presetsSizeY + 2)*(i%2), 20, GRAY);
DrawRectangleLines(4 + (presetsSizeX + 2)*(i/2), 2 + (presetsSizeY + 2)*(i%2), presetsSizeX, presetsSizeY, BLUE);
// If the mouse is on this preset, highlight it
if (mouseInCell == i + 8)
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
(presetsSizeY + 2.0f)*(i%2),
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
}
// Draw rule bits
for (int i = 0; i < 8; i++)
{
// The three input bits
for (int j = 0; j < 3; j++)
{
DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing*j, drawRuleStartY, drawRuleSize, drawRuleSize, GRAY);
if (i & (4 >> j))
DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing*i + drawRuleSpacing*j, drawRuleStartY + 2, drawRuleInnerSize, drawRuleInnerSize, BLACK);
}
// The output bit
DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing, drawRuleStartY + drawRuleSpacing, drawRuleSize, drawRuleSize, BLUE);
if (rule & (1 << i))
DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing*i + drawRuleSpacing, drawRuleStartY + 2 + drawRuleSpacing, drawRuleInnerSize, drawRuleInnerSize, BLACK);
// If the mouse is on this rule bit, highlight it
if (mouseInCell == i)
DrawRectangleLinesEx((Rectangle){ drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing - 2.0f,
drawRuleStartY + drawRuleSpacing - 2.0f,
drawRuleSize + 4.0f, drawRuleSize + 4.0f }, 3, RED);
}
DrawText(TextFormat("RULE: %i", rule), drawRuleStartX + drawRuleSpacing*4, drawRuleStartY + 1, 30, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadImage(image);
UnloadTexture(texture);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}