#include "tricorn_V1.h" #include "color_table.h" #include "converge_helper.h" /** * @brief Generates a Tricorn fractal image using an optimized scalar implementation. * @param start The starting complex coordinate (bottom-left or top-left depending on height sign). * @param width The width of the target image in pixels. * @param height The height of the target image. A negative height reverses the Y-axis calculation. * @param res The step size (resolution) per pixel in the complex plane. * @param n The maximum number of mathematical iterations per pixel. * @param color If true, generates a 24-bit RGB image. If false, writes a grayscale image. * @param img Pointer to the pre-allocated memory buffer where the bitmap data will be stored. */ void tricorn_V1(float complex start, size_t width, ssize_t height, float res, unsigned n, _Bool color, unsigned char* img){ int bytesPerColor = color ? 3 : 1; // Absolute height for iteration purposes ssize_t actual_height = height > 0 ? height : (ssize_t)(-height); // Depending on the sign of height we generate the image top-down or bottom up // As we iterate from the top always, if it is negative we would have to start at the end of the imaginary part and go in the oposite direction when generating ssize_t imag_direction = height < 0 ? -1 : 1; float c_start_real = creal(start); float c_start_imag = height > 0 ? cimag(start) : cimag(start) + ((actual_height-1) * res); float vertical_step = imag_direction * res; size_t position = 0; // Start value for the position in the image buffer. Will be accumulated later float c_imag = c_start_imag; // Start value for the imaginary part, which will be accumulated for(ssize_t y = 0; y < actual_height; y++){ float c_real = c_start_real; for(size_t x = 0; x < width; x++){ unsigned value = converge(c_real,c_imag,n); if(!color){ // Grayscale colors as specified by the assignment r = g = b img[position] = value; } else{ // Temporary colors with random multipliers img[position] = color_lookup_table[value][0]; img[position + 1] = color_lookup_table[value][1]; img[position + 2] = color_lookup_table[value][2]; } position += bytesPerColor; // Caculate position for next pixel c_real += res; // Calculate real part for next pixel } c_imag += vertical_step; // For reach row calculate the next value for the imaginary part by accumulation } }