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  1. //
  2. // Lol Engine - Fractal tutorial
  3. //
  4. // Copyright: (c) 2011-2012 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://www.wtfpl.net/ for more details.
  9. //
  10. #if defined HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #include <cstring>
  14. #include <cstdio>
  15. #include "core.h"
  16. #include "loldebug.h"
  17. #if defined _WIN32
  18. # include <direct.h>
  19. #endif
  20. using namespace lol;
  21. extern char const *lolfx_11_fractal;
  22. class Fractal : public WorldEntity
  23. {
  24. public:
  25. Fractal(ivec2 const &size)
  26. {
  27. /* Ensure texture size is a multiple of 16 for better aligned
  28. * data access. Store the dimensions of a texel for our shader,
  29. * as well as the half-size of the screen. */
  30. m_size = size;
  31. m_size.x = (m_size.x + 15) & ~15;
  32. m_size.y = (m_size.y + 15) & ~15;
  33. m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / m_size.xyxy;
  34. m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * m_size.xyxy;
  35. /* Window size decides the world aspect ratio. For instance, 640×480
  36. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  37. #if !defined __native_client__
  38. m_window_size = Video::GetSize();
  39. #else
  40. /* FIXME: it's illegal to call this on the game thread! */
  41. m_window_size = ivec2(640, 480);
  42. #endif
  43. if (m_window_size.y < m_window_size.x)
  44. m_window2world = 0.5 / m_window_size.y;
  45. else
  46. m_window2world = 0.5 / m_window_size.x;
  47. m_texel2world = (vec2)m_window_size / m_size * m_window2world;
  48. m_oldmouse = ivec2(0, 0);
  49. m_pixels.Resize(m_size.x * m_size.y);
  50. m_frame = -1;
  51. m_slices = 4;
  52. for (int i = 0; i < 4; i++)
  53. {
  54. m_deltashift[i] = real("0");
  55. m_deltascale[i] = real("1");
  56. m_dirty[i] = 2;
  57. }
  58. #if defined __CELLOS_LV2__ || defined _XBOX
  59. //m_center = rcmplx(-.22815528839841, -1.11514249704382);
  60. //m_center = rcmplx(0.001643721971153, 0.822467633298876);
  61. m_center = rcmplx("-0.65823419062254", "0.50221777363480");
  62. m_zoom_speed = -0.025;
  63. #else
  64. m_center = rcmplx(-0.75, 0.0);
  65. m_zoom_speed = 0.0;
  66. #endif
  67. m_translate = rcmplx(0.0, 0.0);
  68. m_radius = 5.0;
  69. m_ready = false;
  70. m_drag = false;
  71. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  72. {
  73. double f = (double)i / PALETTE_STEP;
  74. double r = 0.5 * lol::sin(f * 0.27 + 2.0) + 0.5;
  75. double g = 0.5 * lol::sin(f * 0.17 - 1.8) + 0.5;
  76. double b = 0.5 * lol::sin(f * 0.21 - 2.6) + 0.5;
  77. if (f < 7.0)
  78. {
  79. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  80. r *= f;
  81. g *= f;
  82. b *= f;
  83. }
  84. uint8_t red = r * 255.99f;
  85. uint8_t green = g * 255.99f;
  86. uint8_t blue = b * 255.99f;
  87. #if defined __CELLOS_LV2__ || defined _XBOX
  88. m_palette.Push(u8vec4(255, red, green, blue));
  89. #elif defined __native_client__
  90. m_palette.Push(u8vec4(red, green, blue, 255));
  91. #else
  92. m_palette.Push(u8vec4(blue, green, red, 255));
  93. #endif
  94. }
  95. #if !defined __native_client__
  96. m_centertext = new Text(NULL, "src/data/font/ascii.png");
  97. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  98. Ticker::Ref(m_centertext);
  99. m_mousetext = new Text(NULL, "src/data/font/ascii.png");
  100. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  101. Ticker::Ref(m_mousetext);
  102. m_zoomtext = new Text(NULL, "src/data/font/ascii.png");
  103. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  104. Ticker::Ref(m_zoomtext);
  105. #endif
  106. m_position = ivec3(0, 0, 0);
  107. m_bbox[0] = m_position;
  108. m_bbox[1] = ivec3(m_window_size, 0);
  109. Input::TrackMouse(this);
  110. /* Spawn worker threads and wait for their readiness. */
  111. for (int i = 0; i < MAX_THREADS; i++)
  112. m_threads[i] = new Thread(DoWorkHelper, this);
  113. for (int i = 0; i < MAX_THREADS; i++)
  114. m_spawnqueue.Pop();
  115. }
  116. ~Fractal()
  117. {
  118. /* Signal worker threads for completion and wait for
  119. * them to quit. */
  120. for (int i = 0; i < MAX_THREADS; i++)
  121. m_jobqueue.Push(-1);
  122. for (int i = 0; i < MAX_THREADS; i++)
  123. m_donequeue.Pop();
  124. Input::UntrackMouse(this);
  125. #if !defined __native_client__
  126. Ticker::Unref(m_centertext);
  127. Ticker::Unref(m_mousetext);
  128. Ticker::Unref(m_zoomtext);
  129. #endif
  130. }
  131. inline dcmplx TexelToWorldOffset(vec2 texel)
  132. {
  133. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  134. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  135. return m_radius * dcmplx(dx, dy);
  136. }
  137. inline dcmplx ScreenToWorldOffset(vec2 pixel)
  138. {
  139. /* No 0.5 offset here, because we want to be able to position the
  140. * mouse at (0,0) exactly. */
  141. double dx = pixel.x - m_window_size.x / 2;
  142. double dy = m_window_size.y / 2 - pixel.y;
  143. return m_radius * m_window2world * dcmplx(dx, dy);
  144. }
  145. virtual void TickGame(float seconds)
  146. {
  147. WorldEntity::TickGame(seconds);
  148. int prev_frame = (m_frame + 4) % 4;
  149. m_frame = (m_frame + 1) % 4;
  150. rcmplx worldmouse = m_center + rcmplx(ScreenToWorldOffset(m_mousepos));
  151. ivec3 buttons = Input::GetMouseButtons();
  152. #if !defined __CELLOS_LV2__ && !defined _XBOX
  153. if (buttons[1])
  154. {
  155. if (!m_drag)
  156. {
  157. m_oldmouse = m_mousepos;
  158. m_drag = true;
  159. }
  160. m_translate = ScreenToWorldOffset(m_oldmouse)
  161. - ScreenToWorldOffset(m_mousepos);
  162. /* XXX: the purpose of this hack is to avoid translating by
  163. * an exact number of pixels. If this were to happen, the step()
  164. * optimisation for i915 cards in our shader would behave
  165. * incorrectly because a quarter of the pixels in the image
  166. * would have tie rankings in the distance calculation. */
  167. m_translate *= real(1023.0 / 1024.0);
  168. m_oldmouse = m_mousepos;
  169. }
  170. else
  171. {
  172. m_drag = false;
  173. if (m_translate != rcmplx(0.0, 0.0))
  174. {
  175. m_translate *= real(std::pow(2.0, -seconds * 5.0));
  176. if ((double)m_translate.norm() < m_radius * 1e-4)
  177. m_translate = rcmplx(0.0, 0.0);
  178. }
  179. }
  180. if ((buttons[0] || buttons[2]) && m_mousepos.x != -1)
  181. {
  182. double zoom = buttons[0] ? -0.5 : 0.5;
  183. m_zoom_speed += zoom * seconds;
  184. if (m_zoom_speed / zoom > 5e-3f)
  185. m_zoom_speed = zoom * 5e-3f;
  186. }
  187. else if (m_zoom_speed)
  188. {
  189. m_zoom_speed *= std::pow(2.0, -seconds * 5.0);
  190. if (lol::abs(m_zoom_speed) < 1e-5 || m_drag)
  191. m_zoom_speed = 0.0;
  192. }
  193. #endif
  194. if (m_zoom_speed || m_translate != rcmplx(0.0, 0.0))
  195. {
  196. rcmplx oldcenter = m_center;
  197. double oldradius = m_radius;
  198. double zoom = std::pow(2.0, seconds * 1e3f * m_zoom_speed);
  199. if (m_radius * zoom > 8.0)
  200. {
  201. m_zoom_speed *= -1.0;
  202. zoom = 8.0 / m_radius;
  203. }
  204. else if (m_radius * zoom < 1e-14)
  205. {
  206. m_zoom_speed *= -1.0;
  207. zoom = 1e-14 / m_radius;
  208. }
  209. m_radius *= zoom;
  210. #if !defined __CELLOS_LV2__ && !defined _XBOX
  211. m_center += m_translate;
  212. m_center = (m_center - worldmouse) * real(zoom) + worldmouse;
  213. worldmouse = m_center + rcmplx(ScreenToWorldOffset(m_mousepos));
  214. #endif
  215. /* Store the transformation properties to go from m_frame - 1
  216. * to m_frame. */
  217. m_deltashift[prev_frame] = (m_center - oldcenter) / real(oldradius);
  218. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  219. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  220. m_deltascale[prev_frame] = m_radius / oldradius;
  221. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  222. }
  223. else
  224. {
  225. /* If settings didn't change, set transformation from previous
  226. * frame to identity. */
  227. m_deltashift[prev_frame] = real::R_0();
  228. m_deltascale[prev_frame] = real::R_1();
  229. }
  230. /* Transformation from current frame to current frame is always
  231. * identity. */
  232. m_zoom_settings[m_frame][0] = 0.0f;
  233. m_zoom_settings[m_frame][1] = 0.0f;
  234. m_zoom_settings[m_frame][2] = 1.0f;
  235. /* Compute transformation from other frames to current frame */
  236. for (int i = 0; i < 3; i++)
  237. {
  238. int prev_index = (m_frame + 4 - i) % 4;
  239. int cur_index = (m_frame + 3 - i) % 4;
  240. m_zoom_settings[cur_index][0] = (real)m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  241. m_zoom_settings[cur_index][1] = (real)m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  242. m_zoom_settings[cur_index][2] = (real)m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  243. }
  244. /* Precompute texture offset change instead of doing it in GLSL */
  245. for (int i = 0; i < 4; i++)
  246. {
  247. m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
  248. m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
  249. }
  250. #if !defined __native_client__
  251. char buf[256];
  252. std::sprintf(buf, "center: ");
  253. m_center.x.sprintf(buf + strlen(buf), 30);
  254. std::sprintf(buf + strlen(buf), " ");
  255. m_center.y.sprintf(buf + strlen(buf), 30);
  256. m_centertext->SetText(buf);
  257. std::sprintf(buf, " mouse: ");
  258. worldmouse.x.sprintf(buf + strlen(buf), 30);
  259. std::sprintf(buf + strlen(buf), " ");
  260. worldmouse.y.sprintf(buf + strlen(buf), 30);
  261. m_mousetext->SetText(buf);
  262. std::sprintf(buf, " zoom: %g", 1.0 / m_radius);
  263. m_zoomtext->SetText(buf);
  264. #endif
  265. if (m_dirty[m_frame])
  266. {
  267. m_dirty[m_frame]--;
  268. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  269. m_jobqueue.Push(i);
  270. }
  271. }
  272. static void *DoWorkHelper(void *data)
  273. {
  274. Fractal *that = (Fractal *)data;
  275. that->m_spawnqueue.Push(0);
  276. for ( ; ; )
  277. {
  278. int line = that->m_jobqueue.Pop();
  279. if (line == -1)
  280. break;
  281. that->DoWork(line);
  282. that->m_donequeue.Push(0);
  283. }
  284. that->m_donequeue.Push(0);
  285. return NULL;
  286. };
  287. void DoWork(int line)
  288. {
  289. double const maxsqlen = 1024;
  290. double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0));
  291. int jmin = ((m_frame + 1) % 4) / 2 + line;
  292. int jmax = jmin + MAX_LINES * 2;
  293. if (jmax > m_size.y)
  294. jmax = m_size.y;
  295. u8vec4 *m_pixelstart = &m_pixels[0]
  296. + m_size.x * (m_size.y / 4 * m_frame + line / 4);
  297. dcmplx c = (dcmplx)m_center;
  298. for (int j = jmin; j < jmax; j += 2)
  299. for (int i = m_frame % 2; i < m_size.x; i += 2)
  300. {
  301. double xr, yr, x0, y0, x1, y1, x2, y2, x3, y3;
  302. dcmplx z0 = c + TexelToWorldOffset(ivec2(i, j));
  303. //dcmplx r0(0.28693186889504513, 0.014286693904085048);
  304. //dcmplx r0(0.001643721971153, 0.822467633298876);
  305. //dcmplx r0(-1.207205434596, 0.315432814901);
  306. //dcmplx r0(-0.79192956889854, -0.14632423080102);
  307. //dcmplx r0(0.3245046418497685, 0.04855101129280834);
  308. dcmplx r0 = z0;
  309. x0 = z0.x; y0 = z0.y;
  310. xr = r0.x; yr = r0.y;
  311. int iter = MAX_ITERATIONS - 4;
  312. for (;;)
  313. {
  314. /* Unroll the loop: tests are more expensive to do at each
  315. * iteration than the few extra multiplications. */
  316. x1 = x0 * x0 - y0 * y0 + xr;
  317. y1 = x0 * y0 + x0 * y0 + yr;
  318. x2 = x1 * x1 - y1 * y1 + xr;
  319. y2 = x1 * y1 + x1 * y1 + yr;
  320. x3 = x2 * x2 - y2 * y2 + xr;
  321. y3 = x2 * y2 + x2 * y2 + yr;
  322. x0 = x3 * x3 - y3 * y3 + xr;
  323. y0 = x3 * y3 + x3 * y3 + yr;
  324. if (x0 * x0 + y0 * y0 >= maxsqlen)
  325. break;
  326. iter -= 4;
  327. if (iter < 4)
  328. break;
  329. }
  330. if (iter)
  331. {
  332. double n = x0 * x0 + y0 * y0;
  333. if (x1 * x1 + y1 * y1 >= maxsqlen)
  334. {
  335. iter += 3; n = x1 * x1 + y1 * y1;
  336. }
  337. else if (x2 * x2 + y2 * y2 >= maxsqlen)
  338. {
  339. iter += 2; n = x2 * x2 + y2 * y2;
  340. }
  341. else if (x3 * x3 + y3 * y3 >= maxsqlen)
  342. {
  343. iter += 1; n = x3 * x3 + y3 * y3;
  344. }
  345. if (n > maxsqlen * maxsqlen)
  346. n = maxsqlen * maxsqlen;
  347. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  348. double f = iter;
  349. union { double n; uint64_t x; } u = { n };
  350. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  351. k *= k1;
  352. /* Approximate log2(k) in [1,2]. */
  353. f += (- 0.344847817623168308695977510213252644185 * k
  354. + 2.024664188044341212602376988171727038739) * k
  355. - 1.674876738008591047163498125918330313237;
  356. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  357. }
  358. else
  359. {
  360. #if defined __CELLOS_LV2__ || defined _XBOX
  361. *m_pixelstart++ = u8vec4(255, 0, 0, 0);
  362. #else
  363. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  364. #endif
  365. }
  366. }
  367. }
  368. virtual void TickDraw(float seconds)
  369. {
  370. WorldEntity::TickDraw(seconds);
  371. static float const vertices[] =
  372. {
  373. 1.0f, 1.0f,
  374. -1.0f, 1.0f,
  375. -1.0f, -1.0f,
  376. -1.0f, -1.0f,
  377. 1.0f, -1.0f,
  378. 1.0f, 1.0f,
  379. };
  380. static float const texcoords[] =
  381. {
  382. 1.0f, 1.0f,
  383. 0.0f, 1.0f,
  384. 0.0f, 0.0f,
  385. 0.0f, 0.0f,
  386. 1.0f, 0.0f,
  387. 1.0f, 1.0f,
  388. };
  389. if (!m_ready)
  390. {
  391. /* Create a texture of half the width and twice the height
  392. * so that we can upload four different subimages each frame. */
  393. m_texture = new Texture(ivec2(m_size.x / 2, m_size.y * 2),
  394. PixelFormat::A8B8G8R8);
  395. /* Ensure the texture data is complete at least once, otherwise
  396. * uploading subimages will not work. */
  397. m_texture->SetData(&m_pixels[0]);
  398. m_shader = Shader::Create(lolfx_11_fractal);
  399. m_vertexattrib = m_shader->GetAttribLocation("a_Vertex", VertexUsage::Position, 0);
  400. m_texattrib = m_shader->GetAttribLocation("a_TexCoord", VertexUsage::TexCoord, 0);
  401. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  402. m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
  403. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  404. m_vdecl =
  405. new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position),
  406. VertexStream<vec2>(VertexUsage::TexCoord));
  407. m_vbo = new VertexBuffer(sizeof(vertices));
  408. m_tbo = new VertexBuffer(sizeof(texcoords));
  409. void *tmp = m_vbo->Lock(0, 0);
  410. memcpy(tmp, vertices, sizeof(vertices));
  411. m_vbo->Unlock();
  412. tmp = m_tbo->Lock(0, 0);
  413. memcpy(tmp, texcoords, sizeof(texcoords));
  414. m_tbo->Unlock();
  415. /* FIXME: this object never cleans up */
  416. m_ready = true;
  417. }
  418. m_texture->Bind();
  419. if (m_dirty[m_frame])
  420. {
  421. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  422. m_donequeue.Pop();
  423. m_dirty[m_frame]--;
  424. #if defined __CELLOS_LV2__
  425. /* glTexSubImage2D is extremely slow on the PS3, to the point
  426. * that uploading the whole texture is 40 times faster. */
  427. m_texture->SetData(&m_pixels[0]);
  428. #else
  429. m_texture->SetSubData(ivec2(0, m_frame * m_size.y / 2),
  430. m_size / 2,
  431. &m_pixels[m_size.x * m_size.y / 4 * m_frame]);
  432. #endif
  433. }
  434. m_shader->Bind();
  435. m_shader->SetUniform(m_texeluni, m_texel_settings);
  436. m_shader->SetUniform(m_screenuni, m_screen_settings);
  437. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  438. m_vdecl->Bind();
  439. m_vdecl->SetStream(m_vbo, m_vertexattrib);
  440. m_vdecl->SetStream(m_tbo, m_texattrib);
  441. m_texture->Bind();
  442. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  443. m_vdecl->Unbind();
  444. }
  445. private:
  446. static int const MAX_ITERATIONS = 340;
  447. static int const PALETTE_STEP = 32;
  448. static int const MAX_THREADS = 8;
  449. static int const MAX_LINES = 8;
  450. ivec2 m_size, m_window_size, m_oldmouse;
  451. double m_window2world;
  452. dvec2 m_texel2world;
  453. Array<u8vec4> m_pixels, m_palette;
  454. Shader *m_shader;
  455. ShaderAttrib m_vertexattrib, m_texattrib;
  456. ShaderUniform m_texeluni, m_screenuni, m_zoomuni;
  457. VertexDeclaration *m_vdecl;
  458. VertexBuffer *m_vbo, *m_tbo;
  459. Texture *m_texture;
  460. int m_frame, m_slices, m_dirty[4];
  461. bool m_ready, m_drag;
  462. rcmplx m_deltashift[4], m_center, m_translate;
  463. real m_deltascale[4];
  464. double m_zoom_speed, m_radius;
  465. vec4 m_texel_settings, m_screen_settings;
  466. mat4 m_zoom_settings;
  467. /* Worker threads */
  468. Thread *m_threads[MAX_THREADS];
  469. Queue<int> m_spawnqueue, m_jobqueue, m_donequeue;
  470. /* Debug information */
  471. #if !defined __native_client__
  472. Text *m_centertext, *m_mousetext, *m_zoomtext;
  473. #endif
  474. };
  475. int main(int argc, char **argv)
  476. {
  477. ivec2 window_size(640, 480);
  478. Application app("Tutorial 3: Fractal", window_size, 60.0f);
  479. #if defined _MSC_VER && !defined _XBOX
  480. _chdir("..");
  481. #elif defined _WIN32 && !defined _XBOX
  482. _chdir("../..");
  483. #endif
  484. new DebugFps(5, 5);
  485. new Fractal(window_size);
  486. //new DebugRecord("fractalol.ogm", 60.0f);
  487. app.Run();
  488. return EXIT_SUCCESS;
  489. }