I have a Mandelbrot set rendering code in c++and I'm using SDL2 to display the image. When I wanted to make my program interactive I reached a problem. By pressing W my code should clear the previous image and display a new one with new parameters, but no matter what I did the previous render does not clear out.Btw I noticed that everytime I press W my memory usage goes higher. How should I fix this?
#include <complex>
#include <iostream>
#include <SDL.h>
#include <chrono>
#include <omp.h>
using namespace std;
int main(int argc, char** argv) {
const int resolution= 2000;
const int rows = resolution;
const int cols = resolution;
complex<long double> position;
int dots[rows][cols];
for (int i = 0; i < rows; ++i) {
for (int j = 0; j < cols; ++j) {
dots[i][j] = 0;
}
}
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "SDL initialization failed: " << SDL_GetError() << std::endl;
return 1;
}
const int screenWidth = cols * 1; // Adjust the window size as needed
const int screenHeight = rows * 1;
SDL_Window* window = SDL_CreateWindow("Mandelbrot set Visualization", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screenWidth, screenHeight, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_Rect rect;
long double startx = -2;
long double endx = 2;
long double starty = 2;
long double endy = -2;
long double stepx = (endx - startx) / (cols - 1);
long double stepy = (endy - starty) / (rows - 1);
rect.w = screenWidth / cols;
rect.h = screenHeight / rows;
int numThreads = 16;
omp_set_num_threads(numThreads);
#pragma omp parallel
{
int threadID = omp_get_thread_num(); // Get the thread ID
#pragma omp for
for (int i = 0; i < rows; i++) {
for (int j = 0; j < cols; j++) {
long double real = startx + j * stepx;
long double imag = starty + i * stepy;
position = complex<long double>(real, imag);
complex<long double> iterate(0, 0);
int color = 0;
for (int n = 0; n < 256; n++) {
iterate = iterate * iterate + position;
color++;
if (abs(iterate) > 2) {
dots[i][j] = color;
break;
}
}
}
}
}
for (int i = 0; i < rows; i++) {
for (int j = 0; j < cols; j++) {
SDL_SetRenderDrawColor(renderer, 0, dots[i][j], dots[i][j], 255);
rect.x = j * (screenWidth / cols);
rect.y = i * (screenHeight / rows);
SDL_RenderFillRect(renderer, &rect);
}
}
SDL_RenderPresent(renderer);
// Main game loop
bool quit = false;
SDL_Event event;
while (!quit) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
quit = true;
}
else if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_w) {
// Zoom or change parameters, as needed
cout << "loop start";
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
long double decreaseAmountx = (abs(endx) + abs(startx)) / 20;
long double decreaseAmounty = (abs(endy) + abs(starty)) / 20;
endx -= decreaseAmountx;
startx += decreaseAmountx;
endy += decreaseAmounty;
starty -= decreaseAmounty;
stepx = (endx - startx) / (cols - 1);
stepy = (endy - starty) / (rows - 1);
// Render the Mandelbrot set with new parameters
#pragma omp parallel
{
int threadID = omp_get_thread_num(); // Get the thread ID
#pragma omp for
for (int i = 0; i < rows; i++) {
for (int j = 0; j < cols; j++) {
long double real = startx + j * stepx;
long double imag = starty + i * stepy;
position = complex<long double>(real, imag);
complex<long double> iterate(0, 0);
int color = 0;
for (int n = 0; n < 256; n++) {
iterate = iterate * iterate + position;
color++;
if (abs(iterate) > 2) {
dots[i][j] = color;
break;
}
}
}
}
}
for (int i = 0; i < rows; i++) {
for (int j = 0; j < cols; j++) {
SDL_SetRenderDrawColor(renderer, 0, dots[i][j], dots[i][j], 255);
rect.x = j * (screenWidth / cols);
rect.y = i * (screenHeight / rows);
SDL_RenderFillRect(renderer, &rect);
}
}
cout << "Present";
SDL_RenderPresent(renderer);
}
else if (event.key.keysym.sym == SDLK_r) {
// Trigger an SDL_QUIT event to exit the application
SDL_Event quitEvent;
quitEvent.type = SDL_QUIT;
SDL_PushEvent(&quitEvent);
}
}
}
}
// Cleanup and quit
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
The problem is in the loop where you assign new values in the existing dots
array.
for (int i = 0; i < rows; i++) {
for (int j = 0; j < cols; j++) {
long double real = startx + j * stepx;
long double imag = starty + i * stepy;
position = complex<long double>(real, imag);
complex<long double> iterate(0, 0);
int color = 0;
for (int n = 0; n < 256; n++) {
iterate = iterate * iterate + position;
color++;
if (abs(iterate) > 2) {
dots[i][j] = color; // <- here
break;
}
}
}
}
The old values are still in the array so you'll get an overlay effect.
First, I would recommend not allocating the huge array on the stack, but on the heap. Not all environments lets you allocate that much on the stack. Just
#include <algorithm>
#include <vector>
and replace int dots[rows][cols];
with
std::vector<int[cols]> dots(rows);
Then, in order to test my theory, I cleared dots
just before the above rescaling loop:
std::for_each(dots.begin(), dots.end(),
[](auto& inner) {
std::fill(std::begin(inner), std::end(inner), 0);
});
or with execution policies to maybe clear it a bit faster:
#include <execution>
//...
std::for_each(std::execution::par, dots.begin(), dots.end(),
[](auto& inner) {
std::fill(std::begin(inner), std::end(inner), 0);
});
With those changes, it repaints properly. You could also combine clearing with drawing using a parallel execution policy (or omp). With a standard execution policy, it could look like this:
std::for_each(std::execution::par_unseq, dots.begin(), dots.end(),
[&](auto& inner) {
// clear this row first:
std::fill(std::begin(inner), std::end(inner), 0);
auto i = std::distance(dots.data(), &inner);
long double imag = starty + i * stepy;
for(int j = 0; j < cols; j++) {
long double real = startx + j * stepx;
position = complex<long double>(real, imag);
complex<long double> iterate(0, 0);
int color = 0;
for(int n = 0; n < 256; n++) {
iterate = iterate * iterate + position;
color++;
if(abs(iterate) > 2) {
inner[j] = color;
break;
}
}
}
});