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metaballs2.c
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#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include <math.h>
#include <SDL2/SDL.h>
#define SIZE 256
#define FPS 30
#define NB_CIRCLES 5
#define RADIUS_MIN 50
#define RADIUS_MAX 80
#define CIRCLE_SPEED 5
typedef struct rgbColor_t {
Uint8 r, g, b;
} rgbColor;
typedef struct hsvColor_t {
Uint8 h, s, v;
} hsvColor;
void hsv2rgb(hsvColor hsv, rgbColor* rgb) {
int region, remainder, p, q, t;
if (hsv.s == 0) {
rgb->r = hsv.v;
rgb->g = hsv.v;
rgb->b = hsv.v;
return;
}
region = hsv.h / 43;
remainder = (hsv.h - (region * 43)) * 6;
p = (hsv.v * (255 - hsv.s)) >> 8;
q = (hsv.v * (255 - ((hsv.s * remainder) >> 8))) >> 8;
t = (hsv.v * (255 - ((hsv.s * (255 - remainder)) >> 8))) >> 8;
switch (region) {
case 0:
rgb->r = hsv.v; rgb->g = t; rgb->b = p;
break;
case 1:
rgb->r = q; rgb->g = hsv.v; rgb->b = p;
break;
case 2:
rgb->r = p; rgb->g = hsv.v; rgb->b = t;
break;
case 3:
rgb->r = p; rgb->g = q; rgb->b = hsv.v;
break;
case 4:
rgb->r = t; rgb->g = p; rgb->b = hsv.v;
break;
default:
rgb->r = hsv.v; rgb->g = p; rgb->b = q;
break;
}
return;
}
// Fast Approximate Distance Function
// https://www.flipcode.com/archives/Fast_Approximate_Distance_Functions.shtml
int approxDistance(int x1, int y1, int x2, int y2) {
int dx=x1-x2, dy=y1-y2;
if ( dx < 0 ) dx = -dx;
if ( dy < 0 ) dy = -dy;
// coefficients equivalent to ( 123/128 * max ) and ( 51/128 * min )
if ( dx < dy )
return ((( dy << 8 ) + ( dy << 3 ) - ( dy << 4 ) - ( dy << 1 ) +
( dx << 7 ) - ( dx << 5 ) + ( dx << 3 ) - ( dx << 1 )) >> 8 );
else
return ((( dx << 8 ) + ( dx << 3 ) - ( dx << 4 ) - ( dx << 1 ) +
( dy << 7 ) - ( dy << 5 ) + ( dy << 3 ) - ( dy << 1 )) >> 8 );
}
// Integer square root
// https://en.wikipedia.org/wiki/Integer_square_root
int integerSqrt(int n) {
int shift = 2;
// Find greatest shift.
int nShifted = n >> shift;
// We check for nShifted being n, since some implementations
// perform shift operations modulo the word size.
while (nShifted != 0 && nShifted != n) {
shift = shift + 2;
nShifted = n >> shift;
}
shift = shift - 2;
// Find digits of result.
int result = 0;
while (shift >= 0) {
result = result << 1;
int candidateResult = result + 1;
if (candidateResult*candidateResult <= (n >> shift))
result = candidateResult;
shift = shift - 2;
}
return result;
}
int main(int argc, char **argv) {
const int frameDelay = 1000 / FPS;
Uint32 frameStart, frameTime;
srand(time(NULL));
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window = SDL_CreateWindow("Metaballs2", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, SIZE, SIZE, SDL_WINDOW_OPENGL);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_bool isRunning = SDL_TRUE;
SDL_Event event;
struct circle {
int x, y, r, dx, dy;
} circles[NB_CIRCLES];
for (int i=0; i<NB_CIRCLES; i++) {
circles[i].x = rand()%SIZE;
circles[i].y = rand()%SIZE;
circles[i].r = rand()%(RADIUS_MAX-RADIUS_MIN) + RADIUS_MIN;
circles[i].dx = rand()%(CIRCLE_SPEED) + 1;
circles[i].dy = rand()%(CIRCLE_SPEED) + 1;
}
hsvColor hsv = {0, 200, 255};
rgbColor rgb;
while (isRunning) {
frameStart = SDL_GetTicks();
while (SDL_PollEvent(&event))
if (event.type==SDL_QUIT || event.type==SDL_KEYDOWN) isRunning=SDL_FALSE;
for (int i=0; i<NB_CIRCLES; i++) {
circles[i].x += circles[i].dx;
if (circles[i].x < 0 || circles[i].x >= SIZE) circles[i].dx *= -1;
circles[i].y += circles[i].dy;
if (circles[i].y < 0 || circles[i].y >= SIZE) circles[i].dy *= -1;
}
for (int x=0; x<SIZE; x+=1) {
for (int y=0; y<SIZE; y+=1) {
int greyLevel = 0;
for (int i=0; i<NB_CIRCLES; i++) {
// int dist = sqrt((pow(x - circles[i].x, 2) + pow(y - circles[i].y, 2)));
// int dist = approxDistance(x, y, circles[i].x, circles[i].y);
int dist = integerSqrt((x - circles[i].x)*(x - circles[i].x) + (y - circles[i].y)*(y - circles[i].y));
if (dist) greyLevel += (circles[i].r * RADIUS_MAX) / dist;
else greyLevel = 255;
if (greyLevel >= 255){
greyLevel = 255;
break;
}
}
hsv.h = greyLevel/2 + 42;
hsv2rgb(hsv, &rgb);
SDL_SetRenderDrawColor(renderer, rgb.r, rgb.g, rgb.b, SDL_ALPHA_OPAQUE);
SDL_RenderDrawPoint(renderer, x , y );
}
}
frameTime = SDL_GetTicks() - frameStart;
if (frameDelay > frameTime) SDL_Delay(frameDelay - frameTime);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
exit(EXIT_SUCCESS);
}