implemented working multithreading

This commit is contained in:
2022-07-05 23:22:01 +02:00
parent 22892c3d70
commit c79412bdab
3 changed files with 93 additions and 16 deletions

View File

@ -110,8 +110,8 @@ void Graphics::plot(Mandelbrotc const &m)
// }
// }
for (uint32_t i = 0; i < m.screen.size(); i+=2) {
for (uint32_t j = 0; j < m.screen[0].size(); j+=2) {
for (uint32_t i = 0; i < m.s.x; i++) {
for (uint32_t j = 0; j < m.s.y; j++) {
uint8_t color = 255 - (m.screen[i][j]*255/m.max_iter);
SDL_SetRenderDrawColor(this->renderer, color, color, color, 255);
SDL_RenderDrawPoint(renderer, (int)i, (int)j);
@ -128,10 +128,13 @@ void Graphics::mainLoop()
this->from = Vec2mp(fx, fy);
this->to = Vec2mp(tx, ty);
bool mouseDown = false;
Vec2i m_start = Vec2i(0, 0);
Vec2i m_end = Vec2i(0, 0);
Mandelbrotc m = Mandelbrotc(from, to, Vec2i(this->w, this->h), 100);
m.thread_count = 5;
m.start_threads();
m.thread_count = 16;
m.start_threads(true);
while (this->running)
{
@ -160,21 +163,67 @@ void Graphics::mainLoop()
this->to.y += 0.2;
}
break;
case SDL_MOUSEBUTTONDOWN:
if (mouseDown)
break;
mouseDown = true;
m_start.x = event.button.x;
m_start.y = event.button.y;
break;
case SDL_MOUSEBUTTONUP:
mouseDown = false;
break;
case SDL_MOUSEMOTION:
m_end.x = event.motion.x;
m_end.y = event.motion.y;
break;
}
}
std::cout << "mainloop range " << this->from.x << std::endl;
std::cout << "mainloop range " << this->from.y << std::endl;
std::cout << "mainloop range " << this->to.x << std::endl;
std::cout << "mainloop range " << this->to.y << std::endl;
//this->plot(this->from, this->to);
if (mouseDown) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
if (m_start.x < m_end.x) {
for (int i = m_start.x; i < m_end.x; i++) {
SDL_RenderDrawPoint(renderer, i, m_start.y);
SDL_RenderDrawPoint(renderer, i, m_end.y);
}
} else {
for (int i = m_end.x; i < m_start.x; i++) {
SDL_RenderDrawPoint(renderer, i, m_start.y);
SDL_RenderDrawPoint(renderer, i, m_end.y);
}
}
if (m_start.y < m_end.y) {
for (int i = m_start.y; i < m_end.y; i++) {
SDL_RenderDrawPoint(renderer, m_start.x, i);
SDL_RenderDrawPoint(renderer, m_end.x, i);
}
} else {
for (int i = m_end.y; i < m_start.y; i++) {
SDL_RenderDrawPoint(renderer, m_start.x, i);
SDL_RenderDrawPoint(renderer, m_end.x, i);
}
}
}
std::cout << "done" << std::endl;
// std::cout << "mainloop range " << this->from.x << std::endl;
// std::cout << "mainloop range " << this->from.y << std::endl;
// std::cout << "mainloop range " << this->to.x << std::endl;
// std::cout << "mainloop range " << this->to.y << std::endl;
m.start_threads(false);
this->plot(m);
m.stop_threads();
// std::cout << "done" << std::endl;
SDL_RenderPresent(renderer);
SDL_SetRenderDrawColor(this->renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
SDL_Delay(100);
if (m.done)
exit(1);
}
m.stop_threads();
}