colorz
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1
.gitignore
vendored
Normal file
1
.gitignore
vendored
Normal file
@@ -0,0 +1 @@
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build/
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44
render.c
44
render.c
@@ -6,17 +6,20 @@
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 600
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#define NODE_RADIUS 15
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#define ITERATIONS 500 // layout simulation steps
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#define COOLING 0.97 // temperature cooling rate
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#define NODE_RADIUS 5
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#define ITERATIONS 1000 // layout simulation steps
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#define COOLING 1 // temperature cooling rate
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typedef struct {
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struct layout_node_t {
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double x, y; // position
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double vx, vy; // velocity / displacement
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} layout_node_t;
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};
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typedef struct layout_node_t layout_node_t;
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static void draw_circle(SDL_Renderer *renderer, int cx, int cy, int r)
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// display a simple node of radius r
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static void draw_node(SDL_Renderer *renderer, int cx, int cy, int r)
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{
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SDL_SetRenderDrawColor(renderer, 215, 153, 33, 255);
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for (int dy = -r; dy <= r; dy++) {
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int dx = (int)sqrt((double)(r * r - dy * dy));
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SDL_RenderDrawLine(renderer, cx - dx, cy + dy, cx + dx,
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@@ -24,7 +27,7 @@ static void draw_circle(SDL_Renderer *renderer, int cx, int cy, int r)
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}
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}
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// Fruchterman-Reingold force-directed layout
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// compute a layout based on the fruchtermann-reingold algorithm.
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static layout_node_t *compute_layout(const graph_t *graph)
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{
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int n = graph->n;
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@@ -32,8 +35,6 @@ static layout_node_t *compute_layout(const graph_t *graph)
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if (!nodes)
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return NULL;
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// Seed random positions
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srand((unsigned)time(NULL));
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for (int i = 0; i < n; i++) {
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nodes[i].x = (double)(rand() % (WINDOW_WIDTH - 100)) + 50;
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nodes[i].y = (double)(rand() % (WINDOW_HEIGHT - 100)) + 50;
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@@ -42,15 +43,13 @@ static layout_node_t *compute_layout(const graph_t *graph)
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}
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double area = (WINDOW_WIDTH - 200) * (WINDOW_HEIGHT - 200);
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double k = sqrt(area / n); // optimal distance between nodes
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double temp = WINDOW_WIDTH * 0.1; // initial temperature
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double k = sqrt(area / n);
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double temp = WINDOW_WIDTH * 0.1;
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for (int iter = 0; iter < ITERATIONS; iter++) {
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// Reset displacements
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for (int i = 0; i < n; i++)
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nodes[i].vx = nodes[i].vy = 0.0;
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// Repulsive forces (all pairs)
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for (int i = 0; i < n; i++) {
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for (int j = i + 1; j < n; j++) {
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double dx = nodes[i].x - nodes[j].x;
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@@ -70,7 +69,6 @@ static layout_node_t *compute_layout(const graph_t *graph)
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}
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}
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// Attractive forces (edges only)
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for (int i = 0; i < n; i++) {
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node_t *neighbor = graph->adj_lists[i];
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while (neighbor) {
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@@ -95,7 +93,6 @@ static layout_node_t *compute_layout(const graph_t *graph)
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}
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}
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// Apply displacements, clamped to temperature
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for (int i = 0; i < n; i++) {
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double disp = sqrt(nodes[i].vx * nodes[i].vx +
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nodes[i].vy * nodes[i].vy);
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@@ -115,7 +112,6 @@ static layout_node_t *compute_layout(const graph_t *graph)
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nodes[i].y));
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}
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// Cool the temperature
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temp *= COOLING;
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}
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@@ -134,11 +130,11 @@ void render_graph(SDL_Renderer *renderer, const graph_t *graph)
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return;
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// Clear background
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SDL_SetRenderDrawColor(renderer, 200, 200, 200, 255);
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SDL_SetRenderDrawColor(renderer, 48, 48, 48, 255);
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SDL_RenderClear(renderer);
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// Draw edges
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SDL_SetRenderDrawColor(renderer, 30, 30, 30, 255);
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SDL_SetRenderDrawColor(renderer, 189, 189, 189, 255);
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for (int i = 0; i < n; i++) {
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node_t *neighbor = graph->adj_lists[i];
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@@ -160,17 +156,7 @@ void render_graph(SDL_Renderer *renderer, const graph_t *graph)
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int y = (int)layout[i].y;
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// Node fill
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SDL_SetRenderDrawColor(renderer, 100, 149, 237, 255);
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draw_circle(renderer, x, y, NODE_RADIUS);
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// Node border
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SDL_SetRenderDrawColor(renderer, 200, 220, 255, 255);
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for (int deg = 0; deg < 360; deg++) {
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double a = deg * M_PI / 180.0;
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SDL_RenderDrawPoint(renderer,
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x + (int)(NODE_RADIUS * cos(a)),
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y + (int)(NODE_RADIUS * sin(a)));
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}
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draw_node(renderer, x, y, NODE_RADIUS);
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}
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free(layout);
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