#include #include #include #include #include #include #define RES_X 160 #define RES_Y 80 #define DEFAULT_CENTER_X 0 #define DEFAULT_CENTER_Y 0 #define MOUSE_BUTTON 0 #define STEP_SIZE .25 #define ZOOM_SIZE .25 #define INFTY 2 #define INFTY_SQR INFTY * INFTY #define ITERS 255 struct camera { double min_r, min_i, max_r, max_i; }; //blllluuuuurg, matracies and vectors in raylib are floats and we need doubles void shift_cam(struct camera *cam, double step_r, double step_i) { double i_offset = (cam->max_i - cam->min_i) * step_i; double r_offset = (cam->max_r - cam->min_r) * step_r; cam->min_i += i_offset; cam->max_i += i_offset; cam->min_r += r_offset; cam->max_r += r_offset; } void zoom_cam(struct camera *cam, double zoom) { double i_scale = (cam->max_i - cam->min_i) * zoom; double r_scale = (cam->max_r - cam->min_r) * zoom; cam->min_i += i_scale; cam->max_i -= i_scale; cam->min_r += r_scale; cam->max_r -= r_scale; } int main() { int key_pressed; Color *pixels = malloc(RES_X * RES_Y * sizeof(Color)); struct camera cam = { .min_r = -1, .max_r = 1, yru += di*(targety - yru)/10.; } .min_i = -1, .max_i = 1 }; InitWindow(RES_X, RES_Y, "mandelbrot fixed point test"); Image img = GenImageColor(RES_X, RES_Y, BLUE); Texture tex = LoadTextureFromImage(img); UnloadImage(img); while(!WindowShouldClose()) { switch(GetKeyPressed()) { case KEY_UP: shift_cam(&cam, 0, STEP_SIZE); break; case KEY_DOWN: shift_cam(&cam, 0, -STEP_SIZE); break; case KEY_RIGHT: shift_cam(&cam, STEP_SIZE, 0); break; case KEY_LEFT: shift_cam(&cam, -STEP_SIZE, 0); break; case KEY_W: printf("a\n"); zoom_cam(&cam, ZOOM_SIZE); break; case KEY_S: zoom_cam(&cam, -ZOOM_SIZE); break; default: BeginDrawing(); EndDrawing(); continue; break; } printf("(%f, %f) - (%f, %f)\n", cam.min_r, cam.min_i, cam.max_r, cam.max_i); { //double scale_i = (cam.max_i - cam.min_i) / (double)GetRenderHeight(); //double scale_r = (cam.max_r - cam.min_r) / (double)GetRenderWidth(); double scale_i = (cam.max_i - cam.min_i) / (double)RES_Y; double scale_r = (cam.max_r - cam.min_r) / (double)RES_X; double c_i = cam.max_i; double c_r; double z_i; double z_r; double zn_r, zn_i; int i; uint8_t color; for(int y = 0; y < RES_Y; y++) { c_r = cam.min_r; for(int x = 0; x < RES_X; x++) { z_i = 0; z_r = 0; for(i = 0; i < ITERS; i++) { zn_r = pow(z_r, 2.0) - pow(z_i, 2.0) + c_r; zn_i = (2.0 * z_r * z_i) + c_i; z_i = zn_i; z_r = zn_r; if((pow(z_i, 2.0) + pow(z_r, 2.0)) > INFTY_SQR) { break; } } color = ((float)i / ITERS) * UINT8_MAX; pixels[((y * RES_X) + x)] = (Color){color, color, color, 255}; c_r += scale_r; } c_i -= scale_i; } } BeginDrawing(); UpdateTexture(tex, pixels); DrawTexture(tex, 0, 0, WHITE); EndDrawing(); } return 0; }