RosettaCodeData/Task/Mandelbrot-set/Inform-7/mandelbrot-set.inf
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2013-04-10 21:29:02 -07:00

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INI

"Mandelbrot"
The story headline is "A Non-Interactive Set".
Include Glimmr Drawing Commands by Erik Temple.
[Q20 fixed-point or floating-point: see definitions below]
Use floating-point math.
Finished is a room.
The graphics-window is a graphics g-window spawned by the main-window.
The position is g-placeabove.
When play begins:
let f10 be 10 as float;
now min re is ( -20 as float ) fdiv f10;
now max re is ( 6 as float ) fdiv f10;
now min im is ( -12 as float ) fdiv f10;
now max im is ( 12 as float ) fdiv f10;
now max iterations is 100;
add color g-Black to the palette;
add color g-Red to the palette;
add hex "#FFA500" to the palette;
add color g-Yellow to the palette;
add color g-Green to the palette;
add color g-Blue to the palette;
add hex "#4B0082" to the palette;
add hex "#EE82EE" to the palette;
open up the graphics-window.
Min Re is a number that varies.
Max Re is a number that varies.
Min Im is a number that varies.
Max Im is a number that varies.
Max Iterations is a number that varies.
Min X is a number that varies.
Max X is a number that varies.
Min Y is a number that varies.
Max Y is a number that varies.
The palette is a list of numbers that varies.
[vertically mirrored version]
Window-drawing rule for the graphics-window when max im is fneg min im:
clear the graphics-window;
let point be { 0, 0 };
now min X is 0 as float;
now min Y is 0 as float;
let mX be the width of the graphics-window minus 1;
let mY be the height of the graphics-window minus 1;
now max X is mX as float;
now max Y is mY as float;
let L be the column order with max mX;
repeat with X running through L:
now entry 1 in point is X;
repeat with Y running from 0 to mY / 2:
now entry 2 in point is Y;
let the scaled point be the complex number corresponding to the point;
let V be the Mandelbrot result for the scaled point;
let C be the color corresponding to V;
if C is 0, next;
draw a rectangle (C) in the graphics-window at the point with size 1 by 1;
now entry 2 in point is mY - Y;
draw a rectangle (C) in the graphics-window at the point with size 1 by 1;
yield to VM;
rule succeeds.
[slower non-mirrored version]
Window-drawing rule for the graphics-window:
clear the graphics-window;
let point be { 0, 0 };
now min X is 0 as float;
now min Y is 0 as float;
let mX be the width of the graphics-window minus 1;
let mY be the height of the graphics-window minus 1;
now max X is mX as float;
now max Y is mY as float;
let L be the column order with max mX;
repeat with X running through L:
now entry 1 in point is X;
repeat with Y running from 0 to mY:
now entry 2 in point is Y;
let the scaled point be the complex number corresponding to the point;
let V be the Mandelbrot result for the scaled point;
let C be the color corresponding to V;
if C is 0, next;
draw a rectangle (C) in the graphics-window at the point with size 1 by 1;
yield to VM;
rule succeeds.
To decide which list of numbers is column order with max (N - number):
let L be a list of numbers;
let L2 be a list of numbers;
let D be 64;
let rev be false;
while D > 0:
let X be 0;
truncate L2 to 0 entries;
while X <= N:
if D is 64 or X / D is odd, add X to L2;
increase X by D;
if rev is true:
reverse L2;
let rev be false;
otherwise:
let rev be true;
add L2 to L;
let D be D / 2;
decide on L.
To decide which list of numbers is complex number corresponding to (P - list of numbers):
let R be a list of numbers;
extend R to 2 entries;
let X be entry 1 in P as float;
let X be (max re fsub min re) fmul (X fdiv max X);
let X be X fadd min re;
let Y be entry 2 in P as float;
let Y be (max im fsub min im) fmul (Y fdiv max Y);
let Y be Y fadd min im;
now entry 1 in R is X;
now entry 2 in R is Y;
decide on R.
To decide which number is Mandelbrot result for (P - list of numbers):
let c_re be entry 1 in P;
let c_im be entry 2 in P;
let z_re be 0 as float;
let z_im be z_re;
let threshold be 4 as float;
let runs be 0;
while 1 is 1:
[ z = z * z ]
let r2 be z_re fmul z_re;
let i2 be z_im fmul z_im;
let ri be z_re fmul z_im;
let z_re be r2 fsub i2;
let z_im be ri fadd ri;
[ z = z + c ]
let z_re be z_re fadd c_re;
let z_im be z_im fadd c_im;
let norm be (z_re fmul z_re) fadd (z_im fmul z_im);
increase runs by 1;
if norm is greater than threshold, decide on runs;
if runs is max iterations, decide on 0.
To decide which number is color corresponding to (V - number):
let L be the number of entries in the palette;
let N be the remainder after dividing V by L;
decide on entry (N + 1) in the palette.
Section - Fractional numbers (for Glulx only)
To decide which number is (N - number) as float: (- (numtof({N})) -).
To decide which number is (N - number) fadd (M - number): (- (fadd({N}, {M})) -).
To decide which number is (N - number) fsub (M - number): (- (fsub({N}, {M})) -).
To decide which number is (N - number) fmul (M - number): (- (fmul({N}, {M})) -).
To decide which number is (N - number) fdiv (M - number): (- (fdiv({N}, {M})) -).
To decide which number is fneg (N - number): (- (fneg({N})) -).
To yield to VM: (- glk_select_poll(gg_event); -).
Use Q20 fixed-point math translates as (- Constant Q20_MATH; -).
Use floating-point math translates as (- Constant FLOAT_MATH; -).
Include (-
#ifdef Q20_MATH;
! Q11.20 format: 1 sign bit, 11 integer bits, 20 fraction bits
[ numtof n r; @shiftl n 20 r; return r; ];
[ fadd n m; return n+m; ];
[ fsub n m; return n-m; ];
[ fmul n m; n = n + $$1000000000; @sshiftr n 10 n; m = m + $$1000000000; @sshiftr m 10 m; return n * m; ];
[ fdiv n m; @sshiftr m 20 m; return n / m; ];
[ fneg n; return -n; ];
#endif;
#ifdef FLOAT_MATH;
[ numtof f; @"S2:400" f f; return f; ];
[ fadd n m; @"S3:416" n m n; return n; ];
[ fsub n m; @"S3:417" n m n; return n; ];
[ fmul n m; @"S3:418" n m n; return n; ];
[ fdiv n m; @"S3:419" n m n; return n; ];
[ fneg n; @bitxor n $80000000 n; return n; ];
#endif;
-).