I wonder if this will work. Unfortunately when asking for code, it cuts off the end of the first result iteration although possible to fill in the blank I’m sure! The Texture part can be optimised though. Also doesn’t use double here.
Prompt: Write a fast, parallel, Unity Burst job, to calculate a Mandelbrot
using System.Collections.Generic;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
// the BurstCompile attribute indicates that this job should be compiled by the Burst compiler
[BurstCompile]
public struct MandelbrotJob : IJobParallelFor
{
// the [ReadOnly] attribute indicates that this field will only be read by the job, not written to
[ReadOnly] public int maxIterations;
// the [ReadOnly] attribute indicates that this field will only be read by the job, not written to
[ReadOnly] public float xMin;
// the [ReadOnly] attribute indicates that this field will only be read by the job, not written to
[ReadOnly] public float xMax;
// the [ReadOnly] attribute indicates that this field will only be read by the job, not written to
[ReadOnly] public float yMin;
// the [ReadOnly] attribute indicates that this field will only be read by the job, not written to
[ReadOnly] public float yMax;
// the [ReadOnly] attribute indicates that this field will only be read by the job, not written to
[ReadOnly] public int imageWidth;
// the [ReadOnly] attribute indicates that this field will only be read by the job, not written to
[ReadOnly] public int imageHeight;
// the [WriteOnly] attribute indicates that this field will only be written to by the job, not read
[WriteOnly] public NativeArray<Color> colors;
// the Execute method is called once per iteration of the job
public void Execute(int index)
{
// calculate the x and y coordinates for the current pixel
float x = xMin + ((xMax - xMin) / imageWidth) * (index % imageWidth);
float y = yMin + ((yMax - yMin) / imageHeight) * (index / imageWidth);
// calculate the initial real and imaginary components of the complex number
float zReal = x;
float zImag = y;
// initialize the number of iterations to 0
int iteration = 0;
// keep iterating until the maximum number of iterations is reached or the magnitude of the complex number exceeds 2
while (iteration < maxIterations && (zReal * zReal + zImag * zImag) <= 4)
{
// calculate the real and imaginary components of the next iteration of the complex number
float nextReal = zReal * zReal - zImag * zImag + x;
float nextImag = 2 * zReal * zImag + y;
// update the real and imaginary components of the complex number
zReal = nextReal;
zImag = nextImag;
// increment the number of iterations
iteration++;
}
// if the maximum number of iterations was reached, color the pixel black
if (iteration == maxIterations)
{
colors[index] = Color.black;
}
// if the magnitude of the complex number exceeded 2, color the pixel based on the number of iterations
else
{
float hue = (
// CUT OFF
// normalize the number of iterations to a value between 0 and 1
float normIteration = (float)iteration / (float)maxIterations;
// convert the normalized iteration value to a hue value between 0 and 1
hue = normIteration * 0.9f;
// set the color of the pixel based on the hue value
colors[index] = Color.HSVToRGB(hue, 1, 1);
}
}
To use this job, you would first create a new instance of the MandelbrotJob struct and set its fields with the appropriate values for the desired Mandelbrot set. Then, you would create a new NativeArray of Color values to store the resulting colors, and pass both the job and the NativeArray to a JobHandle using the Schedule method. Finally, you would call the Complete method on the JobHandle to ensure that the job has finished executing before accessing the NativeArray of colors.
Here is an example of how to use the MandelbrotJob to calculate a Mandelbrot set:
// create a new instance of the MandelbrotJob struct
MandelbrotJob mandelbrotJob = new MandelbrotJob();
// set the fields of the MandelbrotJob
mandelbrotJob.maxIterations = 1000;
mandelbrotJob.xMin = -2;
mandelbrotJob.xMax = 1;
mandelbrotJob.yMin = -1;
mandelbrotJob.yMax = 1;
mandelbrotJob.imageWidth = 512;
mandelbrotJob.imageHeight = 512;
// create a NativeArray of colors to store the resulting colors
NativeArray<Color> colors = new NativeArray<Color>(mandelbrotJob.imageWidth * mandelbrotJob.imageHeight, Allocator.TempJob);
// set the colors field of the MandelbrotJob to the NativeArray of colors
mandelbrotJob.colors = colors;
// create a JobHandle for the MandelbrotJob and schedule it to run
JobHandle jobHandle = mandelbrotJob.Schedule(mandelbrotJob.imageWidth * mandelbrotJob.imageHeight, 64);
// wait for the MandelbrotJob to finish executing
jobHandle.Complete();
// access the colors in the NativeArray and use them to update a Texture2D
Texture2D texture = new Texture2D(mandelbrotJob.imageWidth, mandelbrotJob.imageHeight);
texture.SetPixels(colors.ToArray());
texture.Apply();
// use the Texture2D to update the appearance of a GameObject in the scene
GameObject.Find("Mandelbrot").GetComponent<Renderer>().material.mainTexture = texture;
// dispose of the NativeArray of colors when it is no longer needed
colors.Dispose();
This code creates a new instance of the MandelbrotJob struct and sets its fields with the desired values for the Mandelbrot set. It then creates a NativeArray of Color