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author | Aryadev Chavali <aryadev@aryadevchavali.com> | 2023-09-03 19:54:40 +0100 |
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committer | Aryadev Chavali <aryadev@aryadevchavali.com> | 2023-09-03 20:00:02 +0100 |
commit | ab7db03aaa0490e0fac7a00add0b85b304553c78 (patch) | |
tree | f9e07a944a75d1026ff8b4644f0f5281941dfb5c /main.c | |
parent | 913e540b9266dc0d4ba3dbd57c4fe0abdf138c4e (diff) | |
download | oreobrot-ab7db03aaa0490e0fac7a00add0b85b304553c78.tar.gz oreobrot-ab7db03aaa0490e0fac7a00add0b85b304553c78.tar.bz2 oreobrot-ab7db03aaa0490e0fac7a00add0b85b304553c78.zip |
Figured out how to use textures, changed colouring algorithm
Less intense on the main thread now, no memory leaks so far.
To ensure we're not wasting cycles on updating an already completed
texture, I use both threads_done and rendered which allows for
checking if a new render batch has been started or not. This allows
us to only update the texture if rendering has not completed.
Diffstat (limited to 'main.c')
-rw-r--r-- | main.c | 53 |
1 files changed, 27 insertions, 26 deletions
@@ -23,7 +23,6 @@ uint64_t MAX_ITER = 1 << 2; Color cells[WIDTH * HEIGHT]; pthread_t threads[MAX_THREADS]; -pthread_mutex_t mutex; #define SQUARE(a) (a * a) @@ -36,7 +35,8 @@ Color iter_to_colour(size_t iterations) float ratio = Remap(iterations * (MAX_ITER - iterations), 0, SQUARE(MAX_ITER) / 4, 0, 1); - return (Color){255 * SQUARE(ratio), 10, 255 * SQUARE(1 - ratio), 255}; + return (Color){255 * SQUARE(ratio), 255 * SQUARE(SQUARE(ratio)), 255 * ratio, + 255}; } struct ThreadArg @@ -64,8 +64,7 @@ void *generate_colours(void *state) update.y = (2 * update.x * update.y) + init.y; update.x = new_x; } - Color c = iter_to_colour(iterations); - cells[(i * WIDTH) + j] = c; + cells[(i * WIDTH) + j] = iter_to_colour(iterations); } ptr->done = true; return NULL; @@ -99,21 +98,23 @@ int main(void) Camera2D camera = {0}; camera.zoom = 1.0f; - Image img = GenImageColor(WIDTH, HEIGHT, BLACK); - ImageFormat(&img, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); - /* Texture2D texture = LoadTextureFromImage(img); */ - UnloadImage(img); + Image img = {.data = cells, + .width = WIDTH, + .height = HEIGHT, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, + .mipmaps = 1}; + Texture2D texture = LoadTextureFromImage(img); SetTargetFPS(60); - pthread_mutex_init(&mutex, NULL); struct ThreadArg args[] = {{0, WIDTH / 2, 0, HEIGHT, false}, {WIDTH / 2, WIDTH, 0, HEIGHT / 4, false}, {WIDTH / 2, WIDTH, HEIGHT / 4, HEIGHT / 2, false}, {WIDTH / 2, WIDTH, HEIGHT / 2, HEIGHT, false}}; threads_start_render(args); - const size_t delta = 1; + const size_t delta = 10; + bool rendered = false; for (size_t prev = 0, ticks = 0; !WindowShouldClose(); ++ticks) { @@ -139,39 +140,39 @@ int main(void) } else if (IsKeyPressed(KEY_SPACE)) { - while (!threads_done(args)) - continue; + threads_cancel_render(); memset(cells, 0, WIDTH * HEIGHT); MAX_ITER *= 2; - threads_cancel_render(); + rendered = false; threads_start_render(args); } if (ticks - prev > delta) { - prev = ticks; - /* UpdateTexture(texture, cells); */ + prev = ticks; + bool done = threads_done(args); + if (!done || !rendered) + UpdateTexture(texture, cells); + else if (done) + rendered = true; } + char iters[128]; + sprintf(iters, "iterations=%lu", MAX_ITER); + BeginDrawing(); BeginMode2D(camera); ClearBackground(BLACK); - char iters[128]; - sprintf(iters, "iterations=%lu", MAX_ITER); - /* DrawTexture(texture, 1024, 1024, BLUE); */ - for (size_t i = 0; i < WIDTH; ++i) - { - for (size_t j = 0; j < HEIGHT; ++j) - { - DrawPixel(i, j, cells[(i * WIDTH) + j]); - } - } + DrawTexturePro(texture, (Rectangle){0, 0, WIDTH, HEIGHT}, + (Rectangle){WIDTH / 2, HEIGHT / 2, WIDTH, HEIGHT}, + (Vector2){WIDTH / 2, HEIGHT / 2}, -90, WHITE); DrawText(iters, 200, 200, 50, RAYWHITE); EndMode2D(); EndDrawing(); } + write_to_png("test.png"); threads_cancel_render(); - /* UnloadTexture(texture); */ + UnloadTexture(texture); CloseWindow(); return 0; } |