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v/examples/gg/mandelbrot.v

243 lines
6.3 KiB
V

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