#include #include #include #include "header.h" #define WINDOW_TITLE "Mandelbrot" #define WINDOW_X 20 #define WINDOW_Y 20 #define WINDOW_W 300 #define WINDOW_H 300 #define REFRESH_RATE 1 #define MOVE_RATIO 10 #define ZOOM_RATIO 1.1 #define REAL_LO(state) (state->center.x - state->real_range / 2) #define REAL_HI(state) (state->center.x + state->real_range / 2) #define IMAG_LO(state) (state->center.y - state->imag_range / 2) #define IMAG_HI(state) (state->center.y + state->imag_range / 2) #define IN_SET_COLOR 0x000000 #define PALETTE_START 0x000022 #define PALETTE_END 0xd62f2f #define SET_DRAW_COLOR(renderer, c) ( \ SDL_SetRenderDrawColor(renderer, c.rgb.r, c.rgb.g, c.rgb.b, SDL_ALPHA_OPAQUE)); static void update(GState *state); static void event_handler(GState *state); static Color *create_palette(Color start, Color end); static void destroy_state(GState *state); static void error_exit_state(GState *state, const char *msg); static void error_exit(const char *msg); GState *graphics_init(void) { Color start, end; if (SDL_Init(SDL_INIT_VIDEO) < 0) error_exit("unable to init SDL"); GState *state = (GState*)malloc(sizeof(GState)); if (state == NULL) error_exit("state allocation failed"); state->window = SDL_CreateWindow(WINDOW_TITLE, WINDOW_X, WINDOW_Y, WINDOW_W, WINDOW_H, 0); if (state->window == NULL) error_exit_state(state, "unable to create window"); state->renderer = SDL_CreateRenderer(state->window, -1, 0); if (state->renderer == NULL) error_exit_state(state, "unable to create renderer"); start.hexcode = PALETTE_START; end.hexcode = PALETTE_END; state->palette = create_palette(start, end); if (state->palette == NULL) error_exit_state(state, "unable to create color palette"); state->in_set_color.hexcode = IN_SET_COLOR; state->running = true; state->window_w = WINDOW_W; state->window_h = WINDOW_H; state->real_range = REAL_RANGE; state->imag_range = IMAG_RANGE; state->center.x = CENTER_X; state->center.y = CENTER_Y; return state; } void graphics_quit(GState *state) { destroy_state(state); SDL_Quit(); } void graphics_run(GState *state) { while (state->running) { event_handler(state); update(state); SDL_Delay(REFRESH_RATE); } } static void update(GState *state) { double a, b; Color color; SET_DRAW_COLOR(state->renderer, state->in_set_color); SDL_RenderClear(state->renderer); for (int x = 0; x < state->window_w; x++) { for (int y = 0; y < state->window_h; y++) { a = map_range((double)x, 0, state->window_w, REAL_LO(state), REAL_HI(state)); b = map_range((double)y, 0, state->window_h, IMAG_LO(state), IMAG_HI(state)); int steps = mandelbrot_in_set(a + b * I); if (steps == -1) continue; color = state->palette[steps]; SET_DRAW_COLOR(state->renderer, color); SDL_RenderDrawPoint(state->renderer, x, y); } } SDL_RenderPresent(state->renderer); } static void event_handler(GState *state) { SDL_Event e; while (SDL_PollEvent(&e)) { switch (e.type) { case SDL_QUIT: state->running = false; break; case SDL_KEYDOWN: switch (e.key.keysym.sym) { case SDLK_UP: case SDLK_k: state->center.y -= state->imag_range / MOVE_RATIO; break; case SDLK_DOWN: case SDLK_j: state->center.y += state->imag_range / MOVE_RATIO; break; case SDLK_LEFT: case SDLK_h: state->center.x -= state->real_range / MOVE_RATIO; break; case SDLK_RIGHT: case SDLK_l: state->center.x += state->real_range / MOVE_RATIO; break; case SDLK_PLUS: case SDLK_p: state->real_range /= ZOOM_RATIO; state->imag_range /= ZOOM_RATIO; break; case SDLK_MINUS: case SDLK_m: state->real_range *= ZOOM_RATIO; state->imag_range *= ZOOM_RATIO; break; case SDLK_q: state->running = false; } } } } static Color *create_palette(Color start, Color end) { int red_step = abs(end.rgb.r - start.rgb.r) / MAX_ITERATION; int green_step = abs(end.rgb.g - start.rgb.g) / MAX_ITERATION; int blue_step = abs(end.rgb.b - start.rgb.b) / MAX_ITERATION; Color *palette = (Color*)malloc(sizeof(Color) * MAX_ITERATION); if (palette == NULL) return NULL; for (int i = 0; i < MAX_ITERATION; i++) { palette[i].rgb.r = i * red_step + start.rgb.r; palette[i].rgb.g = i * green_step + start.rgb.g; palette[i].rgb.b = i * blue_step + start.rgb.b; } return palette; } static void destroy_state(GState *state) { if (state == NULL) return; free(state->palette); SDL_DestroyRenderer(state->renderer); SDL_DestroyWindow(state->window); free(state); } static void error_exit_state(GState *state, const char *msg) { destroy_state(state); error_exit(msg); } static void error_exit(const char *msg) { SDL_Log("ERROR: %s: %s", SDL_GetError(), msg); SDL_Quit(); exit(EXIT_FAILURE); }