// ################################################################################################# // # << NEORV32 - Conway's Game of Life >> # // # ********************************************************************************************* # // # BSD 3-Clause License # // # # // # Copyright (c) 2022, Stephan Nolting. All rights reserved. # // # # // # Redistribution and use in source and binary forms, with or without modification, are # // # permitted provided that the following conditions are met: # // # # // # 1. Redistributions of source code must retain the above copyright notice, this list of # // # conditions and the following disclaimer. # // # # // # 2. Redistributions in binary form must reproduce the above copyright notice, this list of # // # conditions and the following disclaimer in the documentation and/or other materials # // # provided with the distribution. # // # # // # 3. Neither the name of the copyright holder nor the names of its contributors may be used to # // # endorse or promote products derived from this software without specific prior written # // # permission. # // # # // # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS # // # OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF # // # MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # // # COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, # // # EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE # // # GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED # // # AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING # // # NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED # // # OF THE POSSIBILITY OF SUCH DAMAGE. # // # ********************************************************************************************* # // # The NEORV32 Processor - https://github.com/stnolting/neorv32 (c) Stephan Nolting # // ################################################################################################# /**********************************************************************//** * @file game_of_life/main.c * @author Stephan Nolting * @brief Conway's game of life in a UART terminal. **************************************************************************/ #include /**********************************************************************//** * @name User configuration **************************************************************************/ /**@{*/ /** UART BAUD rate */ #define BAUD_RATE 19200 /** Universe x size (has to be a multiple of 8) */ #define NUM_CELLS_X 160 /** Universe y size */ #define NUM_CELLS_Y 40 /** Delay between generations in ms */ #define GEN_DELAY 500 /** Symbol for dead cell */ #define CELL_DEAD (' ') /** Symbol for alive cell */ #define CELL_ALIVE ('#') /**@}*/ /**********************************************************************//** * The universe **************************************************************************/ uint8_t universe[2][NUM_CELLS_X/8][NUM_CELLS_Y]; // Prototypes void clear_universe(int u); void set_cell(int u, int x, int y); int get_cell(int u, int x, int y); int get_neighborhood(int u, int x, int y); void print_universe(int u); int pop_count(int u); uint32_t xorshift32(void); /**********************************************************************//** * Conway's Game of Life. * * @note This program requires the UART to be synthesized (the TRNG is optional). * * @return 0 if execution was successful **************************************************************************/ int main(void) { // check if UART unit is implemented at all if (neorv32_uart0_available() == 0) { return 1; } // capture all exceptions and give debug info via UART // this is not required, but keeps us safe neorv32_rte_setup(); // init UART at default baud rate, no parity bits, ho hw flow control neorv32_uart0_setup(BAUD_RATE, PARITY_NONE, FLOW_CONTROL_NONE); // check available hardware extensions and compare with compiler flags neorv32_rte_check_isa(0); // silent = 0 -> show message if isa mismatch while (1) { int u = 0, cell = 0, n = 0; int x, y; int trng_available = 0; uint8_t trng_data; // initialize universe uint32_t generation = 0; clear_universe(0); clear_universe(1); // intro neorv32_uart0_printf("\n\n<<< Conways's Game of Life >>>\n\n"); neorv32_uart0_printf("This program requires a terminal resolution of at least %ux%u characters.\n", NUM_CELLS_X+2, NUM_CELLS_Y+3); neorv32_uart0_printf("Press any key to start a random-initialized torus-style universe of %ux%u cells.\n", NUM_CELLS_X, NUM_CELLS_Y); neorv32_uart0_printf("You can pause/restart the simulation by pressing any key.\n"); // check if TRNG was synthesized if (neorv32_trng_available()) { neorv32_uart0_printf("\nTRNG detected. Using TRNG for universe initialization.\n"); neorv32_trng_enable(); trng_available = 1; } // randomize until key pressed while (neorv32_uart0_char_received() == 0) { xorshift32(); } neorv32_uart0_char_received_get(); // discard received char // initialize universe using random data for (x=0; x cell comes to life when there are exactly 3 living cells around // if center cell is alive -> stay alive if there are 2 or three living cells around // else -> cell is/becomes dead if (((cell == 0) && (n == 3)) || ((cell != 0) && ((n == 2) || (n == 3)))) { set_cell((u + 1) & 1, x, y); } } // y } // x u = (u + 1) & 1; // switch universe generation++; // wait GEN_DELAY ms neorv32_cpu_delay_ms(GEN_DELAY); } } return 0; } /**********************************************************************//** * Print universe via UARt. * * @param[in] u Universe select (0 or 1). **************************************************************************/ void print_universe(int u){ int16_t x, y; neorv32_uart0_putc('+'); for (x=0; x= NUM_CELLS_X) || (y >= NUM_CELLS_Y)) return; // out of range universe[u][x>>3][y] |= (uint8_t)(1 << (7 - (x & 7))); } /**********************************************************************//** * Get state of cell. * * @param[in] u Universe select (0 or 1). * @param[in] x X coordinate of cell. * @param[in] y Y coordinate of cell. * @return Cell is dead when 0, cell is alive when 1. **************************************************************************/ int get_cell(int u, int x, int y){ // range check: wrap around -> torus-style universe if (x < 0) x = NUM_CELLS_X-1; if (x > NUM_CELLS_X-1) x = 0; if (y < 0) y = NUM_CELLS_Y-1; if (y > NUM_CELLS_Y-1) y = 0; // check bit according to cell uint8_t tmp = universe[u][x>>3][y]; tmp &= 1 << (7 - (x & 7)); if (tmp == 0) return 0; // DEAD else return 1; // ALIVE } /**********************************************************************//** * Get number of living cells in neighborhood. * * @param[in] u Universe select (0 or 1). * @param[in] x X coordinate of the neighborhood's center cell. * @param[in] y Y coordinate of the neighborhood's center cell. * @return Number of living cells in neighborhood (0..9). **************************************************************************/ int get_neighborhood(int u, int x, int y){ // Cell index layout: // 012 // 3#4 // 567 int num = 0; num += get_cell(u, x-1, y-1); // 0 num += get_cell(u, x, y-1); // 1 num += get_cell(u, x+1, y-1); // 2 num += get_cell(u, x-1, y); // 3 num += get_cell(u, x+1, y); // 4 num += get_cell(u, x-1, y+1); // 5 num += get_cell(u, x, y+1); // 6 num += get_cell(u, x+1, y+1); // 7 return num; } /**********************************************************************//** * Count living cells in universe. * * @param[in] u Universe select (0 or 1). * @return Number of living cells. **************************************************************************/ int pop_count(int u) { int x, y, cnt; cnt = 0; for (x=0; x> 17; x32 ^= x32 << 5; return x32; }