1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using System.Linq; |
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4 | using System.Threading; |
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5 | using Microsoft.Xna.Framework; |
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6 | using Microsoft.Xna.Framework.Audio; |
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7 | using Microsoft.Xna.Framework.Content; |
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8 | using Microsoft.Xna.Framework.GamerServices; |
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9 | using Microsoft.Xna.Framework.Graphics; |
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10 | using Microsoft.Xna.Framework.Input; |
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11 | using Microsoft.Xna.Framework.Media; |
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12 | |
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13 | namespace frakt |
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14 | { |
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15 | /// <summary> |
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16 | /// This is the main type for your game |
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17 | /// </summary> |
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18 | public class WooooFract : Microsoft.Xna.Framework.Game |
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19 | { |
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20 | GraphicsDeviceManager graphics; |
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21 | SpriteBatch spriteBatch; |
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22 | Vector2 viewportSize; |
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23 | KeyboardState keyboardState; |
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24 | KeyboardState oldKeyboardState; |
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25 | MouseState mouseState; |
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26 | MouseState oldMouseState; |
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27 | |
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28 | SpriteFont command; |
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29 | |
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30 | Texture2D pixel; |
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31 | Texture2D image; |
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32 | |
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33 | string commandStr = ""; |
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34 | bool infoHide = false; |
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35 | |
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36 | decimal[,][] pointData; |
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37 | |
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38 | decimal[] gridOffset = new decimal[2] { 0, 0 }; |
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39 | decimal[] gridScale = new decimal[2] { 4, 4 }; |
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40 | int[] calcResolution = new int[2] { 10, 10 }; |
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41 | int calcIterations = 1; |
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42 | |
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43 | GameTime gameTime; |
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44 | |
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45 | Color[] data; |
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46 | |
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47 | public WooooFract() |
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48 | { |
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49 | graphics = new GraphicsDeviceManager(this); |
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50 | graphics.PreferredBackBufferWidth = 500; |
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51 | graphics.PreferredBackBufferHeight = 500; |
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52 | Content.RootDirectory = "Content"; |
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53 | } |
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54 | |
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55 | /// <summary> |
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56 | /// Allows the game to perform any initialization it needs to before starting to run. |
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57 | /// This is where it can query for any required services and load any non-graphic |
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58 | /// related content. Calling base.Initialize will enumerate through any components |
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59 | /// and initialize them as well. |
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60 | /// </summary> |
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61 | protected override void Initialize() |
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62 | { |
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63 | // TODO: Add your initialization logic here |
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64 | pixel = new Texture2D(GraphicsDevice, 1, 1); |
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65 | pixel.SetData(new UInt32[] { UInt32.MaxValue }); |
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66 | |
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67 | image = new Texture2D(GraphicsDevice, 1, 1); |
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68 | |
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69 | base.Initialize(); |
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70 | |
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71 | renderImage(); |
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72 | } |
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73 | |
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74 | void renderImage() |
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75 | { |
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76 | GraphicsDevice.Textures[0] = null; |
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77 | |
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78 | image = new Texture2D(GraphicsDevice, (int)calcResolution[0], (int)calcResolution[1]); |
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79 | |
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80 | //alusta fraktaalin numeerinen data |
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81 | this.pointData = new decimal[image.Width, image.Height][]; |
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82 | |
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83 | int threads = 4; |
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84 | Thread[] apurit = new Thread[threads]; |
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85 | |
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86 | this.data = new Color[image.Width * image.Height]; |
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87 | image.GetData(data); |
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88 | |
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89 | for (int y = 0; y < threads; y++) |
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90 | { |
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91 | int yy = y; |
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92 | apurit[y] = new Thread(delegate(object o) |
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93 | { |
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94 | int alku = (image.Height / threads) * yy; |
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95 | int loppu = (image.Height / threads) * (yy + 1); |
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96 | if (yy == threads - 1) { loppu = image.Height; } |
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97 | Test(alku, loppu); |
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98 | }); |
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99 | |
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100 | apurit[y].Start(null); |
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101 | } |
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102 | |
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103 | for (int y = 0; y < threads; y++) |
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104 | { |
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105 | apurit[y].Join(); |
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106 | } |
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107 | |
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108 | image.SetData(data); |
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109 | } |
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110 | |
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111 | void Test(int alku, int loppu) |
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112 | { |
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113 | Random random = new Random(); |
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114 | for (int y = alku; y < loppu; y++) |
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115 | { |
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116 | for (int x = 0; x < image.Width; x++) |
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117 | { |
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118 | decimal VectorX = (gridScale[0] / image.Width) * x - (gridScale[0] / 2M) + gridOffset[0]; |
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119 | decimal VectorY = (gridScale[1] / image.Height) * y - (gridScale[1] / 2M) + gridOffset[1]; |
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120 | pointData[x, y] = new decimal[4] { VectorX, VectorY, VectorX, VectorY }; |
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121 | for (int iterations = 0; iterations < calcIterations; iterations++) |
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122 | { |
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123 | if (doesPointEscape(this.pointData[x, y])) |
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124 | { |
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125 | this.data[x + y * image.Width] = getColor(iterations, calcIterations + 1); |
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126 | break; |
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127 | } |
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128 | else |
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129 | { |
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130 | pointData[x, y] = iteration2d(pointData[x, y]); |
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131 | } |
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132 | } |
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133 | } |
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134 | } |
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135 | } |
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136 | |
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137 | bool doesPointEscape(decimal[] vec) |
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138 | { |
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139 | if (vec[0] * vec[0] + vec[1] * vec[1] > 4) return true; |
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140 | return false; |
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141 | } |
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142 | |
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143 | decimal[] iteration2d(decimal[] vec) |
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144 | { |
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145 | decimal[] nvec = new decimal[4]; |
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146 | nvec[0] = |
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147 | //1M * vec[0] - vec[1] * vec[1] - 1M * vec[1] * vec[0] * vec[0]; // branch |
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148 | vec[0] * vec[0] - vec[1] * vec[1] + vec[2]; // mandelbrot |
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149 | nvec[1] = |
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150 | //1M * vec[1] - vec[0] * vec[0] - 1M * vec[0] * vec[1] * vec[1]; // branch |
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151 | 2M * vec[0] * vec[1] + vec[3]; // mandelbrot |
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152 | nvec[2] = vec[2]; |
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153 | nvec[3] = vec[3]; |
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154 | return nvec; |
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155 | } |
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156 | |
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157 | /// <summary> |
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158 | /// LoadContent will be called once per game and is the place to load |
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159 | /// all of your content. |
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160 | /// </summary> |
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161 | protected override void LoadContent() |
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162 | { |
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163 | // Create a new SpriteBatch, which can be used to draw textures. |
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164 | spriteBatch = new SpriteBatch(GraphicsDevice); |
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165 | command = Content.Load<SpriteFont>("fonts/c"); |
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166 | |
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167 | // TODO: use this.Content to load your game content here |
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168 | } |
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169 | |
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170 | /// <summary> |
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171 | /// UnloadContent will be called once per game and is the place to unload |
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172 | /// all content. |
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173 | /// </summary> |
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174 | protected override void UnloadContent() |
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175 | { |
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176 | |
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177 | } |
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178 | |
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179 | /// <summary> |
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180 | /// Allows the game to run logic such as updating the world, |
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181 | /// checking for collisions, gathering input, and playing audio. |
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182 | /// </summary> |
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183 | /// <param name="gameTime">Provides a snapshot of timing values.</param> |
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184 | |
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185 | bool isKeyPressed(Keys key) |
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186 | { |
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187 | return keyboardState.IsKeyDown(key) && oldKeyboardState.IsKeyUp(key); |
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188 | } |
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189 | |
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190 | void runCommand(String commandStr) |
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191 | { |
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192 | char splitChar; |
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193 | Char.TryParse(" ", out splitChar); |
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194 | string[] commandSplit = commandStr.Split(splitChar); |
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195 | try |
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196 | { |
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197 | switch (commandSplit[0]) |
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198 | { |
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199 | case "I": |
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200 | calcIterations = Convert.ToInt32(commandSplit[1]); |
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201 | break; |
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202 | case "R": |
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203 | switch (commandSplit[1]) |
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204 | { |
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205 | case "X": |
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206 | calcResolution[0] = Convert.ToInt32(commandSplit[2]); |
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207 | break; |
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208 | case "Y": |
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209 | calcResolution[1] = Convert.ToInt32(commandSplit[2]); |
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210 | break; |
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211 | case "F": |
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212 | calcResolution[0] = Window.ClientBounds.Width; |
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213 | calcResolution[1] = Window.ClientBounds.Height; |
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214 | break; |
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215 | default: |
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216 | calcResolution[0] = Convert.ToInt32(commandSplit[1]); |
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217 | calcResolution[1] = Convert.ToInt32(commandSplit[1]); |
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218 | break; |
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219 | } |
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220 | break; |
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221 | case "P": |
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222 | switch (commandSplit[1]) |
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223 | { |
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224 | case "X": |
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225 | gridOffset[0] = decimal.Parse(commandSplit[2]); |
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226 | break; |
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227 | case "Y": |
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228 | gridOffset[1] = decimal.Parse(commandSplit[2]); |
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229 | break; |
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230 | case "O": |
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231 | gridOffset[0] = 0; |
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232 | gridOffset[1] = 0; |
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233 | break; |
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234 | default: |
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235 | gridOffset[0] = decimal.Parse(commandSplit[1]); |
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236 | gridOffset[1] = decimal.Parse(commandSplit[1]); |
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237 | break; |
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238 | } |
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239 | break; |
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240 | case "H": |
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241 | infoHide = !infoHide; |
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242 | break; |
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243 | case "RUN": |
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244 | renderImage(); |
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245 | break; |
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246 | } |
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247 | } |
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248 | catch (System.Exception) {} |
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249 | } |
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250 | |
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251 | void commandTypeCheck() |
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252 | { |
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253 | if (isKeyPressed(Keys.Enter)) |
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254 | { |
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255 | runCommand(commandStr); |
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256 | commandStr = ""; |
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257 | } |
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258 | if (isKeyPressed(Keys.Back)) |
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259 | { |
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260 | if (commandStr != "") |
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261 | commandStr = commandStr.Substring(0, commandStr.Length - 1); |
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262 | } |
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263 | if (isKeyPressed(Keys.D1)) { commandStr += "1"; } |
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264 | if (isKeyPressed(Keys.D2)) { commandStr += "2"; } |
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265 | if (isKeyPressed(Keys.D3)) { commandStr += "3"; } |
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266 | if (isKeyPressed(Keys.D4)) { commandStr += "4"; } |
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267 | if (isKeyPressed(Keys.D5)) { commandStr += "5"; } |
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268 | if (isKeyPressed(Keys.D6)) { commandStr += "6"; } |
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269 | if (isKeyPressed(Keys.D7)) { commandStr += "7"; } |
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270 | if (isKeyPressed(Keys.D8)) { commandStr += "8"; } |
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271 | if (isKeyPressed(Keys.D9)) { commandStr += "9"; } |
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272 | if (isKeyPressed(Keys.D0)) { commandStr += "0"; } |
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273 | if (isKeyPressed(Keys.OemComma)) { commandStr += ","; } |
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274 | |
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275 | if (isKeyPressed(Keys.Q)) { commandStr += "Q"; } |
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276 | if (isKeyPressed(Keys.W)) { commandStr += "W"; } |
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277 | if (isKeyPressed(Keys.E)) { commandStr += "E"; } |
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278 | if (isKeyPressed(Keys.R)) { commandStr += "R"; } |
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279 | if (isKeyPressed(Keys.T)) { commandStr += "T"; } |
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280 | if (isKeyPressed(Keys.Y)) { commandStr += "Y"; } |
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281 | if (isKeyPressed(Keys.U)) { commandStr += "U"; } |
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282 | if (isKeyPressed(Keys.I)) { commandStr += "I"; } |
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283 | if (isKeyPressed(Keys.O)) { commandStr += "O"; } |
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284 | if (isKeyPressed(Keys.P)) { commandStr += "P"; } |
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285 | if (isKeyPressed(Keys.A)) { commandStr += "A"; } |
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286 | if (isKeyPressed(Keys.S)) { commandStr += "S"; } |
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287 | if (isKeyPressed(Keys.D)) { commandStr += "D"; } |
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288 | if (isKeyPressed(Keys.F)) { commandStr += "F"; } |
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289 | if (isKeyPressed(Keys.G)) { commandStr += "G"; } |
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290 | if (isKeyPressed(Keys.H)) { commandStr += "H"; } |
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291 | if (isKeyPressed(Keys.J)) { commandStr += "J"; } |
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292 | if (isKeyPressed(Keys.K)) { commandStr += "K"; } |
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293 | if (isKeyPressed(Keys.L)) { commandStr += "L"; } |
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294 | if (isKeyPressed(Keys.Z)) { commandStr += "Z"; } |
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295 | if (isKeyPressed(Keys.X)) { commandStr += "X"; } |
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296 | if (isKeyPressed(Keys.C)) { commandStr += "C"; } |
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297 | if (isKeyPressed(Keys.V)) { commandStr += "V"; } |
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298 | if (isKeyPressed(Keys.B)) { commandStr += "B"; } |
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299 | if (isKeyPressed(Keys.N)) { commandStr += "N"; } |
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300 | if (isKeyPressed(Keys.M)) { commandStr += "M"; } |
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301 | if (isKeyPressed(Keys.Space)) { commandStr += " "; } |
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302 | } |
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303 | |
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304 | protected override void Update(GameTime gameTime) |
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305 | { |
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306 | // Allows the game to exit |
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307 | |
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308 | this.gameTime = gameTime; |
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309 | |
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310 | this.keyboardState = Keyboard.GetState(); |
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311 | |
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312 | if (isKeyPressed(Keys.Left)) |
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313 | { |
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314 | gridOffset[0] -= gridScale[0] / 10M;//kymmenes imagen koosta |
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315 | renderImage(); |
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316 | } |
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317 | else if (isKeyPressed(Keys.Right)) |
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318 | { |
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319 | gridOffset[0] += gridScale[0] / 10M; |
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320 | renderImage(); |
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321 | } |
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322 | if (isKeyPressed(Keys.Up)) |
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323 | { |
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324 | gridOffset[1] -= gridScale[1] / 10M; |
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325 | renderImage(); |
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326 | } |
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327 | else if (isKeyPressed(Keys.Down)) |
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328 | { |
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329 | gridOffset[1] += gridScale[1] / 10M; |
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330 | renderImage(); |
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331 | } |
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332 | |
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333 | if (isKeyPressed(Keys.Add)) |
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334 | { |
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335 | if (keyboardState.IsKeyDown(Keys.LeftShift)) |
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336 | { |
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337 | calcResolution[0] *= 2; |
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338 | calcResolution[1] *= 2; |
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339 | } |
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340 | else |
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341 | { |
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342 | calcResolution[0] += 1; |
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343 | calcResolution[1] += 1; |
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344 | } |
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345 | renderImage(); |
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346 | } |
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347 | else if (isKeyPressed(Keys.Subtract)) |
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348 | { |
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349 | if (keyboardState.IsKeyDown(Keys.LeftShift)) |
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350 | { |
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351 | calcResolution[0] /= 2; |
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352 | calcResolution[1] /= 2; |
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353 | } |
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354 | else |
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355 | { |
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356 | calcResolution[0] -= 1; |
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357 | calcResolution[1] -= 1; |
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358 | } |
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359 | if (calcResolution[0] < 1 || calcResolution[1] < 1) { calcResolution = new int[2] { 1, 1 }; }; |
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360 | renderImage(); |
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361 | } |
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362 | |
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363 | if (isKeyPressed(Keys.OemPlus)) |
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364 | { |
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365 | if (keyboardState.IsKeyDown(Keys.LeftShift)) |
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366 | { |
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367 | calcIterations *= 2; |
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368 | } |
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369 | else |
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370 | { |
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371 | calcIterations += 1; |
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372 | } |
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373 | renderImage(); |
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374 | } |
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375 | else if (isKeyPressed(Keys.OemMinus)) |
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376 | { |
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377 | if (keyboardState.IsKeyDown(Keys.LeftShift)) |
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378 | { |
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379 | calcIterations /= 2; |
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380 | } |
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381 | else |
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382 | { |
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383 | calcIterations -= 1; |
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384 | } |
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385 | if (calcIterations < 1) { calcIterations = 1; }; |
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386 | renderImage(); |
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387 | } |
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388 | |
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389 | if (keyboardState.IsKeyDown(Keys.Escape)) |
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390 | this.Exit(); |
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391 | |
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392 | commandTypeCheck(); |
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393 | |
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394 | this.mouseState = Mouse.GetState(); |
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395 | |
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396 | if (this.mouseState.ScrollWheelValue != this.oldMouseState.ScrollWheelValue) |
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397 | { |
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398 | if (this.mouseState.ScrollWheelValue > this.oldMouseState.ScrollWheelValue) |
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399 | { |
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400 | gridScale[0] /= 1.1M; |
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401 | gridScale[1] /= 1.1M; |
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402 | } |
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403 | else if (this.mouseState.ScrollWheelValue < this.oldMouseState.ScrollWheelValue) |
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404 | { |
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405 | gridScale[0] *= 1.1M; |
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406 | gridScale[1] *= 1.1M; |
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407 | } |
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408 | renderImage(); |
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409 | } |
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410 | |
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411 | // TODO: Add your update logic here |
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412 | |
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413 | this.oldMouseState = mouseState; |
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414 | this.oldKeyboardState = keyboardState; |
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415 | |
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416 | base.Update(gameTime); |
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417 | } |
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418 | |
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419 | void startRender() |
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420 | { |
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421 | viewportSize.X = Window.ClientBounds.Width; |
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422 | viewportSize.Y = Window.ClientBounds.Height; |
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423 | } |
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424 | |
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425 | /// <summary> |
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426 | /// This is called when the game should draw itself. |
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427 | /// </summary> |
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428 | /// <param name="gameTime">Provides a snapshot of timing values.</param> |
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429 | Color getColor(float index, float size) |
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430 | { |
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431 | Color[] palette = { new Color(0, 0, 0), new Color(255, 0, 0), new Color(255, 255, 0), new Color(0, 255, 0), new Color(0, 255, 255), new Color(0, 0, 255), new Color(0, 0, 0) }; |
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432 | index = Math.Abs(index); |
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433 | index = index % size; |
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434 | size--; |
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435 | float realIndex = ((float)Math.Floor(index) / size) * (palette.Length - 1); |
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436 | Color col1 = palette[(int)Math.Floor(realIndex)]; |
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437 | Color col2 = palette[(int)Math.Ceiling(realIndex)]; |
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438 | float rel = realIndex - (float)Math.Floor(realIndex); |
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439 | return Color.Lerp(col1, col2, rel); |
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440 | } |
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441 | protected override void Draw(GameTime gameTime) |
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442 | { |
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443 | GraphicsDevice.Clear(Color.White); |
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444 | // TODO: Add your drawing code here |
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445 | |
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446 | spriteBatch.Begin(); |
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447 | spriteBatch.Draw(image, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); |
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448 | spriteBatch.DrawString(command, commandStr, new Vector2(0, 0), Color.Gray); |
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449 | if (!infoHide) |
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450 | spriteBatch.DrawString(command, |
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451 | "i:" + calcIterations + " r:(" + calcResolution[0] + "," + calcResolution[1] + |
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452 | ")\nP:(" + gridOffset[0] + |
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453 | ",\n" + gridOffset[1] + |
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454 | ")\ns:" + gridScale[0] |
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455 | , new Vector2(0, Window.ClientBounds.Height - command.LineSpacing * 4), Color.Red); |
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456 | spriteBatch.End(); |
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457 | |
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458 | base.Draw(gameTime); |
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459 | } |
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460 | } |
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461 | } |
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