Files
graphe/render.c
Tiago Batista Cardoso 3928bee6c6 splash
2026-02-24 17:50:39 +01:00

179 lines
4.3 KiB
C

#include "structs.h"
#include <SDL2/SDL.h>
#include <math.h>
#include <stdlib.h>
#include <time.h>
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define NODE_RADIUS 15
#define ITERATIONS 500 // layout simulation steps
#define COOLING 0.97 // temperature cooling rate
typedef struct {
double x, y; // position
double vx, vy; // velocity / displacement
} layout_node_t;
static void draw_circle(SDL_Renderer *renderer, int cx, int cy, int r)
{
for (int dy = -r; dy <= r; dy++) {
int dx = (int)sqrt((double)(r * r - dy * dy));
SDL_RenderDrawLine(renderer, cx - dx, cy + dy, cx + dx,
cy + dy);
}
}
// Fruchterman-Reingold force-directed layout
static layout_node_t *compute_layout(const graph_t *graph)
{
int n = graph->n;
layout_node_t *nodes = malloc(n * sizeof(layout_node_t));
if (!nodes)
return NULL;
// Seed random positions
srand((unsigned)time(NULL));
for (int i = 0; i < n; i++) {
nodes[i].x = (double)(rand() % (WINDOW_WIDTH - 100)) + 50;
nodes[i].y = (double)(rand() % (WINDOW_HEIGHT - 100)) + 50;
nodes[i].vx = 0;
nodes[i].vy = 0;
}
double area = (WINDOW_WIDTH - 200) * (WINDOW_HEIGHT - 200);
double k = sqrt(area / n); // optimal distance between nodes
double temp = WINDOW_WIDTH * 0.1; // initial temperature
for (int iter = 0; iter < ITERATIONS; iter++) {
// Reset displacements
for (int i = 0; i < n; i++)
nodes[i].vx = nodes[i].vy = 0.0;
// Repulsive forces (all pairs)
for (int i = 0; i < n; i++) {
for (int j = i + 1; j < n; j++) {
double dx = nodes[i].x - nodes[j].x;
double dy = nodes[i].y - nodes[j].y;
double dist = sqrt(dx * dx + dy * dy);
if (dist < 1.0)
dist = 1.0;
double force = (k * k) / dist;
double fx = (dx / dist) * force;
double fy = (dy / dist) * force;
nodes[i].vx += fx;
nodes[i].vy += fy;
nodes[j].vx -= fx;
nodes[j].vy -= fy;
}
}
// Attractive forces (edges only)
for (int i = 0; i < n; i++) {
node_t *neighbor = graph->adj_lists[i];
while (neighbor) {
int j = neighbor->id;
if (i < j) {
double dx = nodes[i].x - nodes[j].x;
double dy = nodes[i].y - nodes[j].y;
double dist = sqrt(dx * dx + dy * dy);
if (dist < 1.0)
dist = 1.0;
double force = (dist * dist) / k;
double fx = (dx / dist) * force;
double fy = (dy / dist) * force;
nodes[i].vx -= fx;
nodes[i].vy -= fy;
nodes[j].vx += fx;
nodes[j].vy += fy;
}
neighbor = neighbor->next;
}
}
// Apply displacements, clamped to temperature
for (int i = 0; i < n; i++) {
double disp = sqrt(nodes[i].vx * nodes[i].vx +
nodes[i].vy * nodes[i].vy);
if (disp < 1.0)
disp = 1.0;
double scale = fmin(disp, temp) / disp;
nodes[i].x += nodes[i].vx * scale;
nodes[i].y += nodes[i].vy * scale;
// Keep nodes within window bounds with padding
nodes[i].x = fmax(NODE_RADIUS + 10,
fmin(WINDOW_WIDTH - NODE_RADIUS - 10,
nodes[i].x));
nodes[i].y = fmax(NODE_RADIUS + 10,
fmin(WINDOW_HEIGHT - NODE_RADIUS - 10,
nodes[i].y));
}
// Cool the temperature
temp *= COOLING;
}
return nodes;
}
void render_graph(SDL_Renderer *renderer, const graph_t *graph)
{
if (!renderer || !graph || !graph->adj_lists)
return;
int n = graph->n;
layout_node_t *layout = compute_layout(graph);
if (!layout)
return;
// Clear background
SDL_SetRenderDrawColor(renderer, 200, 200, 200, 255);
SDL_RenderClear(renderer);
// Draw edges
SDL_SetRenderDrawColor(renderer, 30, 30, 30, 255);
for (int i = 0; i < n; i++) {
node_t *neighbor = graph->adj_lists[i];
while (neighbor) {
int j = neighbor->id;
if (i < j) {
SDL_RenderDrawLine(renderer, (int)layout[i].x,
(int)layout[i].y,
(int)layout[j].x,
(int)layout[j].y);
}
neighbor = neighbor->next;
}
}
// Draw nodes
for (int i = 0; i < n; i++) {
int x = (int)layout[i].x;
int y = (int)layout[i].y;
// Node fill
SDL_SetRenderDrawColor(renderer, 100, 149, 237, 255);
draw_circle(renderer, x, y, NODE_RADIUS);
// Node border
SDL_SetRenderDrawColor(renderer, 200, 220, 255, 255);
for (int deg = 0; deg < 360; deg++) {
double a = deg * M_PI / 180.0;
SDL_RenderDrawPoint(renderer,
x + (int)(NODE_RADIUS * cos(a)),
y + (int)(NODE_RADIUS * sin(a)));
}
}
free(layout);
SDL_RenderPresent(renderer);
}