improve simulator speed and code cleanup

This commit is contained in:
Fisch 2018-01-13 18:20:23 +01:00
parent fee8f342eb
commit a953156059

View file

@ -17,6 +17,8 @@ DEBUG=True
BITSPERPIXEL=2
class FlipdotSim():
def __init__(self,
imageSize = (160,48), #80,16
@ -33,79 +35,26 @@ class FlipdotSim():
self.timesincelastpacket=time.time()
self.timelastcalculation=0
self.bitsneeded=self.imageSize[0]*self.imageSize[1]*self.bitsperpixel
def run(self):
self.RunServer()
def bitlistToInt(self,bitlist): #lsb last, [1,0]=2, [0,1]=1
number=0
for bitindex,bitvalue in enumerate(reversed(bitlist)):
number+=bitvalue*pow(2,bitindex)
return number
def RunServer(self):
try:
while True:
#rawData = self.udpHostSocket.recv(4096)
rawData = self.udpHostSocket.recv(4096*2)
blafoo=time.time()
imageArray = ImageArrayAdapter().convertPacketToImageArray(rawData)
if DEBUG:
print("Received Data. Time since last message: "+str( round( time.time()-self.timesincelastpacket,2))+"s ("+str( round( (1/ (time.time()-self.timesincelastpacket) ) ,2) ) +" FPS), last calctime="+str(round( (self.timelastcalculation) ,2)))
self.timesincelastpacket=time.time()
_bitsneeded=self.imageSize[0]*self.imageSize[1]*self.bitsperpixel
if len(imageArray) < _bitsneeded:
if DEBUG:
print("WARNING: Not enough data received. Got "+str(len(imageArray))+" bits, needs "+str(_bitsneeded)+" bits")
emptyArray=np.zeros(_bitsneeded,dtype=int)
emptyArray[0:len(imageArray)]=imageArray
imageArray=emptyArray
elif len(imageArray) > _bitsneeded:
if DEBUG:
print("WARNING: Too much data received. Got "+str(len(imageArray))+" bits, needs "+str(_bitsneeded)+" bits")
imageArray=imageArray[0:_bitsneeded]
imageArray=[self.bitlistToInt(x) for x in np.array(imageArray).reshape((int(len(imageArray)/self.bitsperpixel),self.bitsperpixel))]
self.flipdotMatrixSimulatorWidget.show(imageArray) #send to simulator display
self.timelastcalculation=time.time()-self.timesincelastpacket #calculate time it took for calculation and drawing
self.flipdotMatrixSimulatorWidget.showFromRawData(rawData) #send to simulator display
calctime=time.time()-blafoo
print(str(round(calctime,4))+"s, FPS="+str(round(1/calctime,2))) #calculate time it took for calculation and drawing
finally:
self.udpHostSocket.close()
class ImageArrayAdapter():
def __init__(self):
self.arrayOfBinaryInts = []
def convertPacketToImageArray(self, udpPacketStr):
self.arrayOfBinaryInts = []
byteArray = bytearray(udpPacketStr)
#Fix for other format. Not Used
#byteArray = udpPacketStr.translate(None, b'\r\n').decode().replace('[','').replace(']','').replace(' ','').split(',')
#byteArray = [int(x) for x in byteArray]
#print("rawtype="+str(type(byteArray)))
#print(byteArray)
for byte in byteArray:
#print("byte:"+str(byte))
self.__appendByteToArrayOfBinaryInts(byte)
return self.arrayOfBinaryInts
def __appendByteToArrayOfBinaryInts(self, byte):
byteValue = int(byte)
for i in range(8):
if math.floor(byteValue/(2**(7-i))) > 0:
self.arrayOfBinaryInts.append(1)
#print("append 1")
else:
self.arrayOfBinaryInts.append(0)
#print("append 0")
byteValue = byteValue%(2**(7-i))
class FlipdotMatrixSimulatorWidget():
BLACKCOLOR = 0
WHITECOLOR = 1
@ -119,11 +68,19 @@ class FlipdotMatrixSimulatorWidget():
pygame.init()
self.screen = pygame.display.set_mode((imageSize[0]*pixelSize, imageSize[1]*pixelSize))
self.screen.fill((255,255,255))
self.screen.fill((0,0,0))
self.pixelsurface=None
_thread.start_new_thread(self.watchCloseThread, ())
self.bitsperpixel=bitsperpixel
minimumbrightness=32
self.colorTable=[]
for i in range(pow(2,self.bitsperpixel)):
brightness=i/pow(2,self.bitsperpixel)
self.colorTable.append( ( int( (255-minimumbrightness)*brightness+minimumbrightness) , int(127*brightness+ minimumbrightness/2), int(minimumbrightness/4) ) )
def watchCloseThread(self):
@ -134,29 +91,23 @@ class FlipdotMatrixSimulatorWidget():
os.kill(os.getpid(), 9)
pygame.time.delay(500)
def show(self, imageArray):
for yValue in range(self.imageSize[1]):
for xValue in range(self.imageSize[0]):
i = self.imageSize[0]*yValue + xValue
color = imageArray[i] / (pow(2,self.bitsperpixel)-1) #gives a number between 0 and 1 inclusive. Example for bitsperpixel=2: [1,0]-> 2/ (2^2-1)=2/3
self.updatePixel(xValue, yValue, color)
def showFromRawData(self, rawData):
x=0 #pixel x position
y=0 #pixel y position
bitshifts=[x*self.bitsperpixel for x in reversed(range(int(8/self.bitsperpixel)))]
bitmask=int('00000011', 2)
for cbyte in rawData:
for numbershifts in bitshifts:
pixelbyte = ( cbyte & (bitmask<<numbershifts) ) >> numbershifts
pygame.draw.circle(self.screen, self.colorTable[pixelbyte], (int(x*self.pixelSize+self.pixelSize/2), int(y*self.pixelSize+self.pixelSize/2)), int(self.pixelSize/2)) #Draw LED as filled circles
x+=1 #next pixel
y+=int(x/self.imageSize[0]) #next column if end of row
x%=self.imageSize[0] #start at first column if end of row
pygame.display.update()
def clearPixels(self):
for xValue in range(self.imageSize[0]):
for yValue in range(self.imageSize[1]):
self.updatePixel(xValue, yValue, self.BLACKCOLOR)
def updatePixel(self, xValue, yValue, brightness):
surface = pygame.Surface((self.pixelSize, self.pixelSize))
minimumbrightness=32
rectcolor = ( (255-minimumbrightness)*brightness+minimumbrightness,127*brightness+ minimumbrightness/2, minimumbrightness/4)
#surface.fill(rectcolor)
pygame.draw.circle(surface, rectcolor, (int(self.pixelSize/2), int(self.pixelSize/2)), int(self.pixelSize/2)) #Draw LED as filled circles
self.screen.blit(surface, (xValue*self.pixelSize, yValue*self.pixelSize))
if __name__ == '__main__':
FlipdotSim(imageSize=(WIDTH,HEIGHT), pixelSize = PIXELSIZE, udpPort=UDPPORT, bitsperpixel=BITSPERPIXEL).run()