I'm able to point zoom on the Mandelbrot set, as long as the mouse doesn't move after zooming has begun. I've tried calculating a normalized delta (new coordinate - old coordinate)*(oldzoom), but what happens is the image appears to jump around to a new location. I've seen this issue before. I'm struggling more here because I have to somehow convert this mouse position delta back to the -2,2 coordinate space of the Mandelbrot set.
Here's my code. What's important is the GetZoomPoint method, and then the lines of code that define x0 and y0. Also, I use the Range class to scale values from one range to another. I WAS using deltaTrans (thats the thing I was talking about earlier where I normalize the mouse delta with the old scale).
using OpenTK.Graphics.OpenGL;
using SpriteSheetMaker;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Fractal.Fractal
{
public class Mandelbrot : BaseTexture
{
private static Transform GlobalTransform = SpriteSheetMaker.Global.Transform;
private static Vector3 GlobalScale = GlobalTransform.Scale;
private static Vector3 GlobalTrans = GlobalTransform.Translation;
private static Vector3 LastWindowPoint = null;
private static Vector3 ZoomFactor = Vector3.ONE * 1.2f;
private static Vector3 Displacement = Vector3.ZERO;
private static int WindowSize = 100;
public static Vector3 GetZoomPoint()
{
var zP = OpenGLHelpers.LastZoomPoint.Clone();
if (LastWindowPoint == null)
{
LastWindowPoint = zP.Clone();
}
var delta = zP - LastWindowPoint;
var oldZoom = GlobalScale / ZoomFactor;
var deltaTrans = delta.XY * oldZoom.XY;
var factor = ZoomFactor.Clone();
Range xR = new Range(0, WindowSize);
Range yR = new Range(0, WindowSize);
Range complexRange = new Range(-2, 2);
// Calculate displacement of zooming position.
var dx = (zP.X - Displacement.X) * (factor.X - 1f);
var dy = (zP.Y - Displacement.Y) * (factor.Y - 1f);
// Compensate for displacement.
Displacement.X -= dx;
Displacement.Y -= dy;
zP -= Displacement;
var x = complexRange.ScaleValue(zP.X, xR);
var y = complexRange.ScaleValue(zP.Y, yR);
var rtn = new Vector3(x, y);
LastWindowPoint = zP.Clone();
return rtn;
}
public static Mandelbrot Generate()
{
var size = new Size(WindowSize, WindowSize);
var radius = new Size(size.Width / 2, size.Height / 2);
Bitmap bmp = new Bitmap(size.Width, size.Height);
LockBitmap.LockBitmapUnsafe lbm = new LockBitmap.LockBitmapUnsafe(bmp);
lbm.LockBits();
var pt = Mandelbrot.GetZoomPoint();
Parallel.For(0, size.Width, i =>
{
// float x0 = complexRangeX.ScaleValue(i, xRange);
float x0 = ((i - radius.Width) / GlobalScale.X) + pt.X;
Parallel.For(0, size.Height, j =>
{
// float y0 = complexRangeY.ScaleValue(j, yRange);
float y0 = ((j - radius.Height) / GlobalScale.Y) + pt.Y;
float value = 0f;
float x = 0.0f;
float y = 0.0f;
int iteration = 0;
int max_iteration = 100;
while (x * x + y * y <= 4.0 && iteration < max_iteration)
{
float xtemp = x * x - y * y + x0;
y = 2.0f * x * y + y0;
x = xtemp;
iteration += 1;
if (iteration == max_iteration)
{
value = 255;
break;
}
else
{
value = iteration * 50f % 255f;
}
}
int v = (int)value;
lbm.SetPixel(i, j, new ColorLibrary.HSL(v / 255f, 1.0, 0.5).ToDotNetColor());
});
});
lbm.UnlockBits();
var tex = new BaseTextureImage(bmp);
var rtn = new Mandelbrot(tex);
return rtn;
}
public override void Draw()
{
base._draw();
}
private Mandelbrot(BaseTextureImage graphic)
{
var topLeft = new Vector3(0, 1);
var bottomLeft = new Vector3(0, 0);
var bottomRight = new Vector3(1, 0);
var topRight = new Vector3(1, 1);
this.Vertices = new List<Vector3>()
{
topLeft,bottomLeft,bottomRight,topRight
};
this.Size.X = WindowSize;
this.Size.Y = WindowSize;
this.Texture2D = graphic;
}
}
}
GetZoomPoint
? Googling shows this question at the top. – Weather Vane