mirror of
https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
243 lines
6.3 KiB
V
243 lines
6.3 KiB
V
import gg
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import gx
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import runtime
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import time
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const pwidth = 800
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const pheight = 600
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const chunk_height = 2 // the image is recalculated in chunks, each chunk processed in a separate thread
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const zoom_factor = 1.1
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const max_iterations = 255
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struct ViewRect {
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mut:
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x_min f64
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x_max f64
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y_min f64
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y_max f64
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}
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fn (v &ViewRect) width() f64 {
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return v.x_max - v.x_min
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}
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fn (v &ViewRect) height() f64 {
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return v.y_max - v.y_min
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}
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struct AppState {
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mut:
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gg &gg.Context = unsafe { nil }
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iidx int
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pixels &u32 = unsafe { vcalloc(pwidth * pheight * sizeof(u32)) }
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npixels &u32 = unsafe { vcalloc(pwidth * pheight * sizeof(u32)) } // all drawing happens here, results are swapped at the end
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view ViewRect = ViewRect{-3.0773593290970673, 1.4952456603855397, -2.019938598189011, 2.3106642054225945}
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scale int = 1
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ntasks int = runtime.nr_jobs()
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}
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const colors = [gx.black, gx.blue, gx.red, gx.green, gx.yellow, gx.orange, gx.purple, gx.white,
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gx.indigo, gx.violet, gx.black, gx.blue, gx.orange, gx.yellow, gx.green].map(u32(it.abgr8()))
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struct MandelChunk {
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cview ViewRect
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ymin f64
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ymax f64
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}
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fn (mut state AppState) update() {
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mut chunk_channel := chan MandelChunk{cap: state.ntasks}
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mut chunk_ready_channel := chan bool{cap: 1000}
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mut threads := []thread{cap: state.ntasks}
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defer {
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chunk_channel.close()
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threads.wait()
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}
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for t in 0 .. state.ntasks {
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threads << spawn state.worker(t, chunk_channel, chunk_ready_channel)
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}
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//
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mut oview := ViewRect{}
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mut sw := time.new_stopwatch()
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for {
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sw.restart()
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cview := state.view
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if oview == cview {
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time.sleep(5 * time.millisecond)
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continue
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}
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// schedule chunks, describing the work:
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mut nchunks := 0
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for start := 0; start < pheight; start += chunk_height {
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chunk_channel <- MandelChunk{
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cview: cview
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ymin: start
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ymax: start + chunk_height
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}
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nchunks++
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}
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// wait for all chunks to be processed:
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for _ in 0 .. nchunks {
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_ := <-chunk_ready_channel
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}
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// everything is done, swap the buffer pointers
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state.pixels, state.npixels = state.npixels, state.pixels
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println('${state.ntasks:2} threads; ${sw.elapsed().milliseconds():3} ms / frame; scale: ${state.scale:4}')
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oview = cview
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}
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}
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[direct_array_access]
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fn (mut state AppState) worker(id int, input chan MandelChunk, ready chan bool) {
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for {
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chunk := <-input or { break }
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yscale := chunk.cview.height() / pheight
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xscale := chunk.cview.width() / pwidth
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mut x, mut y, mut iter := 0.0, 0.0, 0
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mut y0 := chunk.ymin * yscale + chunk.cview.y_min
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mut x0 := chunk.cview.x_min
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for y_pixel := chunk.ymin; y_pixel < chunk.ymax && y_pixel < pheight; y_pixel++ {
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yrow := unsafe { &state.npixels[int(y_pixel * pwidth)] }
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y0 += yscale
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x0 = chunk.cview.x_min
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for x_pixel := 0; x_pixel < pwidth; x_pixel++ {
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x0 += xscale
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x, y = x0, y0
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for iter = 0; iter < max_iterations; iter++ {
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x, y = x * x - y * y + x0, 2 * x * y + y0
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if x * x + y * y > 4 {
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break
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}
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}
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unsafe {
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yrow[x_pixel] = colors[iter & 15]
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}
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}
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}
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ready <- true
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}
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}
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fn (mut state AppState) draw() {
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mut istream_image := state.gg.get_cached_image_by_idx(state.iidx)
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istream_image.update_pixel_data(state.pixels)
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size := gg.window_size()
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state.gg.draw_image(0, 0, size.width, size.height, istream_image)
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}
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fn (mut state AppState) zoom(zoom_factor f64) {
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c_x, c_y := (state.view.x_max + state.view.x_min) / 2, (state.view.y_max + state.view.y_min) / 2
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d_x, d_y := c_x - state.view.x_min, c_y - state.view.y_min
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state.view.x_min = c_x - zoom_factor * d_x
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state.view.x_max = c_x + zoom_factor * d_x
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state.view.y_min = c_y - zoom_factor * d_y
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state.view.y_max = c_y + zoom_factor * d_y
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state.scale += if zoom_factor < 1 { 1 } else { -1 }
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}
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fn (mut state AppState) center(s_x f64, s_y f64) {
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c_x, c_y := (state.view.x_max + state.view.x_min) / 2, (state.view.y_max + state.view.y_min) / 2
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d_x, d_y := c_x - state.view.x_min, c_y - state.view.y_min
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state.view.x_min = s_x - d_x
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state.view.x_max = s_x + d_x
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state.view.y_min = s_y - d_y
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state.view.y_max = s_y + d_y
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}
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// gg callbacks:
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fn graphics_init(mut state AppState) {
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state.iidx = state.gg.new_streaming_image(pwidth, pheight, 4, pixel_format: .rgba8)
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}
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fn graphics_frame(mut state AppState) {
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state.gg.begin()
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state.draw()
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state.gg.end()
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}
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fn graphics_click(x f32, y f32, btn gg.MouseButton, mut state AppState) {
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if btn == .right {
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size := gg.window_size()
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m_x := (x / size.width) * state.view.width() + state.view.x_min
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m_y := (y / size.height) * state.view.height() + state.view.y_min
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state.center(m_x, m_y)
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}
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}
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fn graphics_move(x f32, y f32, mut state AppState) {
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if state.gg.mouse_buttons.has(.left) {
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size := gg.window_size()
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d_x := (f64(state.gg.mouse_dx) / size.width) * state.view.width()
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d_y := (f64(state.gg.mouse_dy) / size.height) * state.view.height()
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state.view.x_min -= d_x
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state.view.x_max -= d_x
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state.view.y_min -= d_y
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state.view.y_max -= d_y
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}
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}
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fn graphics_scroll(e &gg.Event, mut state AppState) {
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state.zoom(if e.scroll_y < 0 { zoom_factor } else { 1 / zoom_factor })
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}
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fn graphics_keydown(code gg.KeyCode, mod gg.Modifier, mut state AppState) {
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s_x := state.view.width() / 5
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s_y := state.view.height() / 5
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// movement
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mut d_x, mut d_y := 0.0, 0.0
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if code == .enter {
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println('> ViewRect{$state.view.x_min, $state.view.x_max, $state.view.y_min, $state.view.y_max}')
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}
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if state.gg.pressed_keys[int(gg.KeyCode.left)] {
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d_x -= s_x
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}
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if state.gg.pressed_keys[int(gg.KeyCode.right)] {
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d_x += s_x
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}
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if state.gg.pressed_keys[int(gg.KeyCode.up)] {
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d_y -= s_y
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}
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if state.gg.pressed_keys[int(gg.KeyCode.down)] {
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d_y += s_y
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}
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state.view.x_min += d_x
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state.view.x_max += d_x
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state.view.y_min += d_y
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state.view.y_max += d_y
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// zoom in/out
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if state.gg.pressed_keys[int(gg.KeyCode.left_bracket)]
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|| state.gg.pressed_keys[int(gg.KeyCode.z)] {
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state.zoom(1 / zoom_factor)
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return
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}
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if state.gg.pressed_keys[int(gg.KeyCode.right_bracket)]
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|| state.gg.pressed_keys[int(gg.KeyCode.x)] {
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state.zoom(zoom_factor)
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return
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}
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}
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fn main() {
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mut state := &AppState{}
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state.gg = gg.new_context(
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width: 800
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height: 600
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create_window: true
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window_title: 'The Mandelbrot Set'
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init_fn: graphics_init
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frame_fn: graphics_frame
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click_fn: graphics_click
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move_fn: graphics_move
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keydown_fn: graphics_keydown
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scroll_fn: graphics_scroll
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user_data: state
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)
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spawn state.update()
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state.gg.run()
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}
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