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package main
import (
"fmt"
"math"
"runtime"
"sync"
"unsafe"
"github.com/veandco/go-sdl2/sdl"
)
type PointArgs struct {
resX int
resY int
imageX int
imageY int
zoom float64
maxIteration int
threadNumber int
}
type Piece struct {
pixels []int
initX int
initY int
width int
height int
}
func getX(linearPoint int, width int) int {
return linearPoint % width
}
func getY(linearPoint int, height int) int {
return int(math.Floor(float64(linearPoint / height)))
}
func mapXMandelbrot(x int, width int, zoom float64) float64 {
return ((float64(x) / float64(width)) * (3.5 * zoom)) - (2.5 - (1.0 - zoom))
}
func mapYMandelbrot(y int, height int, zoom float64) float64 {
return ((float64(y) / float64(height)) * (2.0 * zoom)) - (1.00001 - (1.0 - zoom))
}
func mandebrotPoint(resX int, resY int, imageX int, imageY int, zoom float64, maxIteration int) int {
posX := mapXMandelbrot(imageX, resX, zoom)
posY := mapYMandelbrot(imageY, resY, zoom)
var x float64 = 0.0
var y float64 = 0.0
iteration := 0
// Period-2 bulb check
xTerm := posX + 1.0
posY2 := posY * posY
if xTerm*xTerm+posY2 < 0.0625 {
return 0
}
// Cardioid check
xTerm = posX - 0.25
q := xTerm*xTerm + posY2
q = q * (q + xTerm)
if q < (0.25 * posY2) {
return 0
}
var xtemp, xx, yy, xplusy float64
for iteration < maxIteration {
xx = x * x
yy = y * y
xplusy = x + y
if (xx)+(yy) > (4.0) {
break
}
y = xplusy*xplusy - xx - yy
y = y + posY
xtemp = xx - yy + posX
x = xtemp
iteration++
}
if iteration > maxIteration {
return 0
} else {
return iteration
}
}
func mandelbrotPiece(threads int, numProcess int, width int, height int, maxIteration int, zoom float64, res chan Piece, work *sync.WaitGroup) {
defer work.Done()
var split int
if threads > 2 {
split = int(math.Floor(math.Sqrt(float64(threads))))
} else if threads == 2 {
split = 2
} else {
split = 1
}
pieceX := 0
pieceY := 0
if numProcess > 0 {
pieceX = numProcess % split
pieceY = int(math.Floor(float64(numProcess) / float64(split)))
}
threadWidth := int(math.Floor(float64(width) / float64(split)))
threadHeight := int(math.Floor(float64(height) / float64(split)))
initX := threadWidth * pieceX
initY := threadHeight * pieceY
iterations := make([]int, threadWidth*threadHeight)
for y := 0; y < threadHeight; y++ {
for x := 0; x < threadWidth; x++ {
iterations[x+y*threadWidth] = mandebrotPoint(width, height, x+initX, y+initY, zoom, maxIteration)
}
}
// Return the portion we have calculated
res <- Piece{
pixels: iterations,
initX: initX,
initY: initY,
width: threadWidth,
height: threadHeight,
}
}
func stitchPiece(iterationPixels *[]uint32, piece Piece, resX int, maxIteration int, format sdl.PixelFormat, rank int) {
itPixels := *iterationPixels
patchWidth := piece.width + piece.initX
patchHeight := piece.height + piece.initY
for y := piece.initY; y < patchHeight; y++ {
for x := piece.initX; x < patchWidth; x++ {
pieceX := x - piece.initX
pieceY := y - piece.initY
var pixel uint32
iteration := piece.pixels[pieceX+pieceY*piece.width]
if (iteration < 128) && (iteration > 0) {
value := uint8(20 + iteration)
pixel = sdl.MapRGBA(&format, value, 0, value, 255)
} else if (iteration >= 128) && (iteration < maxIteration) {
pixel = sdl.MapRGBA(&format, uint8(iteration), 148, uint8(iteration), 255)
} else {
pixel = sdl.MapRGBA(&format, 0, 0, 0, 255)
}
itPixels[x+y*rank] = pixel
}
}
}
func main() {
fmt.Println("Starting fractal")
if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil {
panic(err)
}
defer sdl.Quit()
resX := 1024
resY := 768
window, err := sdl.CreateWindow("fractal", sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED,
int32(resX), int32(resY), sdl.WINDOW_SHOWN)
if err != nil {
panic(err)
}
defer window.Destroy()
renderer, err := sdl.CreateRenderer(window, -1, 0)
if err != nil {
panic(err)
}
// Blank the Window
renderer.SetDrawColor(0, 0, 0, 255)
renderer.Clear()
renderer.Present()
textureScreen, err := renderer.CreateTexture(sdl.PIXELFORMAT_ARGB8888, sdl.TEXTUREACCESS_STREAMING, int32(resX), int32(resY))
if err != nil {
panic(err)
}
screen, err := sdl.CreateRGBSurface(0, int32(resX), int32(resY), 32, 0, 0, 0, 0)
if err != nil {
panic(err)
}
numCPUs := runtime.NumCPU() // Get how many CPUs the system reports
fmt.Println("Using ", numCPUs, " threads")
fmt.Println("Rendering and zooming")
zoom := 1.0
stopPoint := 0.00001
sizeOfInt32 := int32(unsafe.Sizeof(int32(0)))
// Here we write the pixels to be sent to the screen
iterationPixels := make([]uint32, resX*resY)
pieces := make(chan Piece, numCPUs)
running := true
for (running) && (zoom > stopPoint) {
// Let the user quit any time
if event := sdl.PollEvent(); event != nil {
switch event.(type) {
case *sdl.QuitEvent:
fmt.Println("Quit by user")
running = false
break
}
}
// Draw the fractal
// Set the iteration to a nice number to not overdo it
maxIteration := 170
if (zoom < -0.02) && (zoom > -1.0) {
maxIteration = 100
}
var wg sync.WaitGroup
wg.Add(numCPUs)
// Launch the processes and wait for the results
for threadCount := 0; threadCount < numCPUs; threadCount++ {
go mandelbrotPiece(numCPUs, threadCount, resX, resY, maxIteration, zoom, pieces, &wg)
}
wg.Wait()
pieceCount := 0
for piece := range pieces {
stitchPiece(&iterationPixels, piece, resX, maxIteration, *screen.Format, int(screen.Pitch/sizeOfInt32))
pieceCount++
if pieceCount >= numCPUs {
break
}
}
zoom = zoom * 0.99
screenPixels, _, err := textureScreen.Lock(nil)
if err != nil {
panic(err)
}
count := 0
for _, pixel := range iterationPixels {
for i := uint32(0); i < 4; i++ {
screenPixels[count] = byte((pixel >> (8 * i)) & 0xff)
count++
}
}
textureScreen.Unlock()
if err != nil {
panic(err)
}
// textureScreen.Update(nil, unsafe.Pointer(&iterationPixels[0]), int(resX*sizeOfInt32))
renderer.Clear()
renderer.Copy(textureScreen, nil, nil)
renderer.Present()
}
}