我需要帮助实施更精确的浮子.(Mandelbrot渲染器)

I need help implementing bigger more precise floats. (Mandelbrot Renderer)

本文关键字:Mandelbrot 帮助 施更精      更新时间:2023-10-16

__ float128太慢

我在GMP或MPFR中没有经验。

我有什么可以做的吗?

这是我的代码的非常缩小的版本。

剪切代码缺少许多元素:

代码

我是新手堆栈溢出

#include <SFML/Graphics.hpp>
typedef long double num;
void drawFract(const unsigned int threadNum)
{
    for(unsigned int iy = 0; iy < threadHeight; iy++)
    {
        num px = xStart;
        for(unsigned int ix = 0; ix < w; ix++)
        {
            pixels[counter + 0] = 0; pixels[counter + 1] = 0;
            pixels[counter + 2] = 0; pixels[counter + 3] = 255;
            num zr = px, zi = py;
            for(unsigned int i = 0; i < iter; i++)
            {
                const num   sqzr = zr * zr,
                            sqzi = zi * zi,
                            add = zr + zi;
                zi = py + add*add - sqzr - sqzi;
                zr = sqzr - sqzi + px;
                if(sqzr + sqzi > bail)
                {
                    i %= colors;
                    pixels[counter + 0] = r[i];
                    pixels[counter + 1] = g[i];
                    pixels[counter + 2] = b[i];
                    break;
                }
            }
            px += xIter;
            counter += 4;
        }
        py += yIter;
    }
    return;
}
int main()
{
    app.setFramerateLimit(64);
    sf::Thread  bot0(drawFract,0), bot1(drawFract,1),
                bot2(drawFract,2), bot3(drawFract,3),
                bot4(drawFract,4), bot5(drawFract,5),
                bot6(drawFract,6), bot7(drawFract,7);
    /* My position manager system */
}

对不起,我真的需要帮助,而不是为了娱乐。

mpfr是任意精确浮点的标准标准。但是,如果您认真对待性能,则应真正考虑渲染优化。