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HillClimbAlgorithm.cpp
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HillClimbAlgorithm.cpp
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#include "HillClimbAlgorithm.h"
HillClimbAlgorithm::HillClimbAlgorithm(int limit, int mutationLimit) {
currentFitness = 0;
prevFitness = 0;
this->triangleLimit = limit;
this->mutationLimit = mutationLimit;
}
void HillClimbAlgorithm::loadBuffers(const sf::Texture& model) {
loadModelBuffers(model);
loadAlgorithmBuffers(model);
}
void HillClimbAlgorithm::loadModelBuffers(const sf::Texture& model) {
sizeX = model.getSize().x;
sizeY = model.getSize().y;
sf::Context context;
sf::Texture::bind(&model);
mRed = new GLubyte[static_cast<long long>(sizeX) * sizeY]();
mGreen = new GLubyte[static_cast<long long>(sizeX) * sizeY]();
mBlue = new GLubyte[static_cast<long long>(sizeX) * sizeY]();
glGetTexImage(GL_TEXTURE_2D, 0, GL_RED, GL_UNSIGNED_BYTE, mRed);
glGetTexImage(GL_TEXTURE_2D, 0, GL_GREEN, GL_UNSIGNED_BYTE, mGreen);
glGetTexImage(GL_TEXTURE_2D, 0, GL_BLUE, GL_UNSIGNED_BYTE, mBlue);
}
void HillClimbAlgorithm::loadAlgorithmBuffers(const sf::Texture& model) {
buffer = new Triangles(sizeX, sizeY);
texture = new sf::RenderTexture();
texture->create(sizeX, sizeY);
red = new GLubyte[sizeX * sizeY]();
green = new GLubyte[sizeX * sizeY]();
blue = new GLubyte[sizeX * sizeY]();
}
void HillClimbAlgorithm::update() {
addTriangle();
std::pair<sf::VertexArray, float> bestSolution = mutateTriangle();
addOrDiscardToCanvas(bestSolution);
}
void HillClimbAlgorithm::render(sf::RenderTarget* target) const {
target->draw(currentTriangles);
}
void HillClimbAlgorithm::addTriangle() {
buffer->addTriangle();
}
std::pair<sf::VertexArray, float> HillClimbAlgorithm::mutateTriangle() {
float modifiedFitnessBest = 0;
int mutationCount = 0;
sf::VertexArray bestTriangles = buffer->getVertexArray();
while (mutationCount < mutationLimit) {
mutate();
keepOrDiscardMutation(modifiedFitnessBest, bestTriangles);
mutationCount++;
}
return std::make_pair(bestTriangles, modifiedFitnessBest);
}
void HillClimbAlgorithm::addOrDiscardToCanvas(const std::pair<sf::VertexArray, float>& bestSolution) {
if (bestSolution.second > currentFitness) {
currentTriangles = bestSolution.first;
currentFitness = bestSolution.second;
std::cout << currentFitness << '\n';
}
else {
buffer->removeTriangle();
}
buffer->getVertexArray() = currentTriangles;
}
void HillClimbAlgorithm::mutate() {
buffer->mutate();
texture->clear();
buffer->render(texture);
texture->display();
}
void HillClimbAlgorithm::keepOrDiscardMutation(float& modifiedFitnessBest, sf::VertexArray& bestTriangles) {
float modifiedFitness = calculateFitness();
if (modifiedFitness > modifiedFitnessBest) {
bestTriangles = buffer->getVertexArray();
modifiedFitnessBest = modifiedFitness;
}
else {
buffer->updateTriangles(bestTriangles);
}
}
float HillClimbAlgorithm::calculateFitness() const {
sf::Texture::bind(&(texture->getTexture()));
glGetTexImage(GL_TEXTURE_2D, 0, GL_RED, GL_UNSIGNED_BYTE, red);
glGetTexImage(GL_TEXTURE_2D, 0, GL_GREEN, GL_UNSIGNED_BYTE, green);
glGetTexImage(GL_TEXTURE_2D, 0, GL_BLUE, GL_UNSIGNED_BYTE, blue);
float calculatedFitness = 0;
int index = 0;
for (int i = 0; i < sizeY; i++) {
for (int j = 0; j < sizeX; j++) {
calculatedFitness += abs(*(mRed + index) - *(red + index)) +
abs(*(mGreen + index) - *(green + index)) + abs(*(mBlue + index) - *(blue + index));
index++;
}
}
calculatedFitness /= sizeX * sizeY * 3 * (float)2.55;
return 100 - calculatedFitness;
}
bool HillClimbAlgorithm::imageIsDifferentEnough() const {
bool diff = false;
if (abs(currentFitness - prevFitness) > 0.1) {
diff = true;
}
return diff;
}
bool HillClimbAlgorithm::isComplete() const{
bool isReady = false;
if ((currentTriangles.getVertexCount() / 3) >= triangleLimit) {
isReady = true;
}
return isReady;
}
HillClimbAlgorithm::~HillClimbAlgorithm() {
delete texture;
delete[] blue;
delete[] red;
delete[] green;
delete[] mRed;
delete[] mGreen;
delete[] mBlue;
}