#include #include #include #include #include "Node.h" #include #include const int WINDOW_X = 1000; const int WINDOW_Y = 1000; float elap_time() { static __int64 start = 0; static __int64 frequency = 0; if (start == 0) { QueryPerformanceCounter((LARGE_INTEGER*)&start); QueryPerformanceFrequency((LARGE_INTEGER*)&frequency); return 0.0f; } __int64 counter = 0; QueryPerformanceCounter((LARGE_INTEGER*)&counter); return (float)((counter - start) / double(frequency)); } void updateRange(std::vector *node_vec, int start_range_, int end_range_) { for (int i = start_range_; i < end_range_; i++) { node_vec->operator[](i).Update(node_vec); } } int main() { std::mt19937 rng(time(NULL)); std::uniform_int_distribution rgen(0, 4); std::vector node_vec; // Init nodes, random value, push to front_stack for (int x = 0; x < Node::x_bound; x++) { for (int y = 0; y < Node::y_bound; y++) { node_vec.push_back(Node(sf::Vector2i(x, y))); if (rgen(rng) == 1) { node_vec.at(node_vec.size() - 1).Revive(); } } } // Spites for drawing, probably where the biggest slowdown is sf::RectangleShape live_node; live_node.setFillColor(sf::Color(145, 181, 207)); live_node.setSize(sf::Vector2f(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound)); // Init window, and loop data sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Classic Games"); float step_size = 0.0005f; double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0; int frame_count = 0; std::stack thread_stack; while (window.isOpen()) { sf::Event event; while (window.pollEvent(event)) { if (event.type == sf::Event::Closed) window.close(); } // Time keeping elapsed_time = elap_time(); delta_time = elapsed_time - current_time; current_time = elapsed_time; if (delta_time > 0.02f) delta_time = 0.02f; accumulator_time += delta_time; while ((accumulator_time - step_size) >= step_size) { accumulator_time -= step_size; // Do nothing, FPS tied update() } // Implicit dead node color window.clear(sf::Color(49, 68, 72)); for (int i = 0; i < 12; i++) { thread_stack.emplace(updateRange, &node_vec, (node_vec.size() / 12)* i, (node_vec.size() / 12)* (i + 1)); } while (!thread_stack.empty()) { thread_stack.top().join(); thread_stack.pop(); } //for (int i = 0; i < node_vec.size(); i++) { // node_vec.at(i).Update(&node_vec); //} for (int i = 0; i < node_vec.size(); i++) { node_vec[i].ShiftState(); } for (int i = 0; i < node_vec.size(); i++) { if (node_vec.at(i).CurrentState() == true) { live_node.setPosition((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height); window.draw(live_node); } else { //dead_node.setPosition(i % Node::x_bound * dead_node.getGlobalBounds().width, i / Node::x_bound * dead_node.getGlobalBounds().height); //window.draw(live_node); } } frame_count++; window.display(); } return 0; }