- //
- // Lol Engine - Fractal tutorial
- //
- // Copyright: (c) 2011 Sam Hocevar <sam@hocevar.net>
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the Do What The Fuck You Want To
- // Public License, Version 2, as published by Sam Hocevar. See
- // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include <cstring>
-
- #include "core.h"
- #include "lolgl.h"
- #include "loldebug.h"
-
- using namespace std;
- using namespace lol;
-
- #if USE_SDL && defined __APPLE__
- # include <SDL_main.h>
- #endif
-
- #if defined _WIN32
- # undef main /* FIXME: still needed? */
- # include <direct.h>
- #endif
-
- #ifdef __CELLOS_LV2__
- static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
- static GLenum const TEXTURE_FORMAT = GL_BGRA;
- static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
- #elif defined __native_client__
- static GLint const INTERNAL_FORMAT = GL_RGBA;
- static GLenum const TEXTURE_FORMAT = GL_RGBA;
- static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE;
- #else
- /* Seems efficient for little endian textures */
- static GLint const INTERNAL_FORMAT = GL_RGBA;
- static GLenum const TEXTURE_FORMAT = GL_BGRA;
- static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
- #endif
-
- class Fractal : public WorldEntity
- {
- public:
- Fractal(ivec2 const &size)
- {
- /* Ensure texture size is a multiple of 16 for better aligned
- * data access. Store the dimensions of a texel for our shader,
- * as well as the half-size of the screen. */
- m_size = size;
- m_size.x = (m_size.x + 15) & ~15;
- m_size.y = (m_size.y + 15) & ~15;
- m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / (vec4)m_size.xyxy();
- m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * (vec4)m_size.xyxy();
-
- /* Window size decides the world aspect ratio. For instance, 640×480
- * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
- #if !defined __native_client__
- m_window_size = Video::GetSize();
- #else
- /* FIXME: it's illegal to call this on the game thread! */
- m_window_size = ivec2(640, 480);
- #endif
- if (m_window_size.y < m_window_size.x)
- m_window2world = 0.5 / m_window_size.y;
- else
- m_window2world = 0.5 / m_window_size.x;
- m_texel2world = (vec2)m_window_size / (vec2)m_size * m_window2world;
-
- m_oldmouse = ivec2(0, 0);
-
- m_pixels = new u8vec4[m_size.x * m_size.y];
- m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
- m_frame = -1;
- m_slices = 4;
- for (int i = 0; i < 4; i++)
- {
- m_deltashift[i] = 0.0;
- m_deltascale[i] = 1.0;
- m_dirty[i] = 2;
- }
- #if defined __CELLOS_LV2__
- //m_center = f64cmplx(-.22815528839841, -1.11514249704382);
- //m_center = f64cmplx(0.001643721971153, 0.822467633298876);
- m_center = f64cmplx(-0.65823419062254, 0.50221777363480);
- m_zoom_speed = -0.000025;
- #else
- m_center = -0.75;
- m_zoom_speed = 0.0;
- #endif
- m_translate = 0;
- m_radius = 5.0;
- m_ready = false;
- m_drag = false;
-
- m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
- for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
- {
- double f = (double)i / PALETTE_STEP;
-
- double r = 0.5 * sin(f * 0.27 + 2.0) + 0.5;
- double g = 0.5 * sin(f * 0.17 - 1.8) + 0.5;
- double b = 0.5 * sin(f * 0.21 - 2.6) + 0.5;
-
- if (f < 7.0)
- {
- f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
- r *= f;
- g *= f;
- b *= f;
- }
-
- uint8_t red = r * 255.99f;
- uint8_t green = g * 255.99f;
- uint8_t blue = b * 255.99f;
- #if defined __CELLOS_LV2__
- m_palette[i] = u8vec4(255, red, green, blue);
- #elif defined __native_client__
- m_palette[i] = u8vec4(red, green, blue, 255);
- #else
- m_palette[i] = u8vec4(blue, green, red, 255);
- #endif
- }
-
- #if !defined __native_client__
- m_centertext = new Text(NULL, "gfx/font/ascii.png");
- m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
- Ticker::Ref(m_centertext);
-
- m_mousetext = new Text(NULL, "gfx/font/ascii.png");
- m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
- Ticker::Ref(m_mousetext);
-
- m_zoomtext = new Text(NULL, "gfx/font/ascii.png");
- m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
- Ticker::Ref(m_zoomtext);
- #endif
-
- position = ivec3(0, 0, 0);
- bbox[0] = position;
- bbox[1] = ivec3(m_window_size, 0);
- Input::TrackMouse(this);
-
- /* Spawn worker threads and wait for their readiness. */
- for (int i = 0; i < MAX_THREADS; i++)
- m_threads[i] = new Thread(DoWorkHelper, this);
- for (int i = 0; i < MAX_THREADS; i++)
- m_spawnqueue.Pop();
- }
-
- ~Fractal()
- {
- /* Signal worker threads for completion. */
- for (int i = 0; i < MAX_THREADS; i++)
- m_jobqueue.Push(-1);
-
- Input::UntrackMouse(this);
- #if !defined __native_client__
- Ticker::Unref(m_centertext);
- Ticker::Unref(m_mousetext);
- Ticker::Unref(m_zoomtext);
- #endif
- delete m_pixels;
- delete m_tmppixels;
- delete m_palette;
- }
-
- inline f64cmplx TexelToWorldOffset(vec2 texel)
- {
- double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
- double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
- return m_radius * f64cmplx(dx, dy);
- }
-
- inline f64cmplx ScreenToWorldOffset(vec2 pixel)
- {
- /* No 0.5 offset here, because we want to be able to position the
- * mouse at (0,0) exactly. */
- double dx = pixel.x - m_window_size.x / 2;
- double dy = m_window_size.y / 2 - pixel.y;
- return m_radius * m_window2world * f64cmplx(dx, dy);
- }
-
- virtual void TickGame(float deltams)
- {
- WorldEntity::TickGame(deltams);
-
- int prev_frame = m_frame;
- m_frame = (m_frame + 1) % 4;
-
- f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
-
- ivec3 buttons = Input::GetMouseButtons();
- #if !defined __CELLOS_LV2__
- if (buttons[1])
- {
- if (!m_drag)
- {
- m_oldmouse = mousepos;
- m_drag = true;
- }
- m_translate = ScreenToWorldOffset(m_oldmouse)
- - ScreenToWorldOffset(mousepos);
- /* XXX: the purpose of this hack is to avoid translating by
- * an exact number of pixels. If this were to happen, the step()
- * optimisation for i915 cards in our shader would behave
- * incorrectly because a quarter of the pixels in the image
- * would have tie rankings in the distance calculation. */
- m_translate *= 1023.0 / 1024.0;
- m_oldmouse = mousepos;
- }
- else
- {
- m_drag = false;
- if (m_translate != 0.0)
- {
- m_translate *= pow(2.0, -deltams * 0.005);
- if (m_translate.norm() / m_radius < 1e-4)
- m_translate = 0.0;
- }
- }
-
- if ((buttons[0] || buttons[2]) && mousepos.x != -1)
- {
- double zoom = buttons[0] ? -0.0005 : 0.0005;
- m_zoom_speed += deltams * zoom;
- if (m_zoom_speed / zoom > 5)
- m_zoom_speed = 5 * zoom;
- }
- else if (m_zoom_speed)
- {
- m_zoom_speed *= pow(2.0, -deltams * 0.005);
- if (abs(m_zoom_speed) < 1e-5 || m_drag)
- m_zoom_speed = 0.0;
- }
- #endif
-
- if (m_zoom_speed || m_translate != 0.0)
- {
- f64cmplx oldcenter = m_center;
- double oldradius = m_radius;
- double zoom = pow(2.0, deltams * m_zoom_speed);
- if (m_radius * zoom > 8.0)
- {
- m_zoom_speed *= -1.0;
- zoom = 8.0 / m_radius;
- }
- else if (m_radius * zoom < 1e-14)
- {
- m_zoom_speed *= -1.0;
- zoom = 1e-14 / m_radius;
- }
- m_radius *= zoom;
- #if !defined __CELLOS_LV2__
- m_center += m_translate;
- m_center = (m_center - worldmouse) * zoom + worldmouse;
- worldmouse = m_center + ScreenToWorldOffset(mousepos);
- #endif
-
- /* Store the transformation properties to go from m_frame - 1
- * to m_frame. */
- m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius;
- m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
- m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
- m_deltascale[prev_frame] = m_radius / oldradius;
- m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
- }
- else
- {
- /* If settings didn't change, set transformation from previous
- * frame to identity. */
- m_deltashift[prev_frame] = 0.0;
- m_deltascale[prev_frame] = 1.0;
- }
-
- /* Transformation from current frame to current frame is always
- * identity. */
- m_zoom_settings[m_frame][0] = 0.0f;
- m_zoom_settings[m_frame][1] = 0.0f;
- m_zoom_settings[m_frame][2] = 1.0f;
-
- /* Compute transformation from other frames to current frame */
- for (int i = 0; i < 3; i++)
- {
- int prev_index = (m_frame + 4 - i) % 4;
- int cur_index = (m_frame + 3 - i) % 4;
-
- m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
- m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
- m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
- }
-
- /* Precompute texture offset change instead of doing it in GLSL */
- for (int i = 0; i < 4; i++)
- {
- m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
- m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
- }
-
- #if !defined __native_client__
- char buf[128];
- sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
- m_centertext->SetText(buf);
- sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
- m_mousetext->SetText(buf);
- sprintf(buf, " zoom: %g", 1.0 / m_radius);
- m_zoomtext->SetText(buf);
- #endif
-
- if (m_dirty[m_frame])
- {
- m_dirty[m_frame]--;
-
- for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
- m_jobqueue.Push(i);
- }
- }
-
- static void *DoWorkHelper(void *data)
- {
- Fractal *that = (Fractal *)data;
- that->m_spawnqueue.Push(0);
- for ( ; ; )
- {
- int line = that->m_jobqueue.Pop();
- if (line == -1)
- break;
- that->DoWork(line);
- that->m_donequeue.Push(0);
- }
- return NULL;
- };
-
- void DoWork(int line)
- {
- double const maxsqlen = 1024;
- double const k1 = 1.0 / (1 << 10) / log2(maxsqlen);
-
- int jmin = ((m_frame + 1) % 4) / 2 + line;
- int jmax = jmin + MAX_LINES * 2;
- if (jmax > m_size.y)
- jmax = m_size.y;
- u8vec4 *m_pixelstart = m_pixels
- + m_size.x * (m_size.y / 4 * m_frame + line / 4);
-
- for (int j = jmin; j < jmax; j += 2)
- for (int i = m_frame % 2; i < m_size.x; i += 2)
- {
- f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
- f64cmplx z1, z2, z3, r0 = z0;
- //f64cmplx r0(0.28693186889504513, 0.014286693904085048);
- //f64cmplx r0(0.001643721971153, 0.822467633298876);
- //f64cmplx r0(-1.207205434596, 0.315432814901);
- //f64cmplx r0(-0.79192956889854, -0.14632423080102);
- //f64cmplx r0(0.3245046418497685, 0.04855101129280834);
- int iter = MAX_ITERATIONS - 4;
- for (;;)
- {
- /* Unroll the loop: tests are more expensive to do at each
- * iteration than the few extra multiplications. */
- z1 = z0 * z0 + r0;
- z2 = z1 * z1 + r0;
- z3 = z2 * z2 + r0;
- z0 = z3 * z3 + r0;
- if (z0.sqlen() >= maxsqlen)
- break;
- iter -= 4;
- if (iter < 4)
- break;
- }
-
- if (iter)
- {
- double n = z0.sqlen();
-
- if (z1.sqlen() >= maxsqlen) { iter += 3; n = z1.sqlen(); }
- else if (z2.sqlen() >= maxsqlen) { iter += 2; n = z2.sqlen(); }
- else if (z3.sqlen() >= maxsqlen) { iter += 1; n = z3.sqlen(); }
-
- if (n > maxsqlen * maxsqlen)
- n = maxsqlen * maxsqlen;
-
- /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
- double f = iter;
- union { double n; uint64_t x; } u = { n };
- double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
- k *= k1;
-
- /* Approximate log2(k) in [1,2]. */
- f += (- 0.344847817623168308695977510213252644185 * k
- + 2.024664188044341212602376988171727038739) * k
- - 1.674876738008591047163498125918330313237;
-
- *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
- }
- else
- {
- #if defined __CELLOS_LV2__
- *m_pixelstart++ = u8vec4(255, 0, 0, 0);
- #else
- *m_pixelstart++ = u8vec4(0, 0, 0, 255);
- #endif
- }
- }
- }
-
- virtual void TickDraw(float deltams)
- {
- WorldEntity::TickDraw(deltams);
-
- static float const vertices[] =
- {
- 1.0f, 1.0f,
- -1.0f, 1.0f,
- -1.0f, -1.0f,
- -1.0f, -1.0f,
- 1.0f, -1.0f,
- 1.0f, 1.0f,
- };
-
- static float const texcoords[] =
- {
- 1.0f, 1.0f,
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 0.0f, 0.0f,
- 1.0f, 0.0f,
- 1.0f, 1.0f,
- };
-
- if (!m_ready)
- {
- /* Create a texture of half the width and twice the height
- * so that we can upload four different subimages each frame. */
- glGenTextures(1, &m_texid);
- glBindTexture(GL_TEXTURE_2D, m_texid);
- glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
- m_size.x / 2, m_size.y * 2, 0,
- TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
- #if defined __CELLOS_LV2__
- /* We need this hint because by default the storage type is
- * GL_TEXTURE_SWIZZLED_GPU_SCE. */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
- GL_TEXTURE_TILED_GPU_SCE);
- #endif
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
- m_shader = Shader::Create(
- #if !defined __CELLOS_LV2__
- #if !defined HAVE_GLES_2X
- "#version 120\n"
- #else
- "precision highp float;"
- #endif
- ""
- "uniform mat4 u_ZoomSettings;"
- "uniform vec4 u_TexelSize;"
- "uniform vec4 u_ScreenSize;"
- ""
- "attribute vec2 a_TexCoord;"
- "attribute vec2 a_Vertex;"
- ""
- "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
- ""
- "void main(void)"
- "{"
- " gl_Position = vec4(a_Vertex, 0.0, 1.0);"
- /* Center point in [-.5,.5], apply zoom and translation
- * transformation, and go back to texture coordinates
- * in [0,1]. That's the ideal point we would like to
- * compute the value for. Then add or remove half the
- * size of a texel: the distance from this new point to
- * the final point will be our error. */
- " vec4 offsets = vec4(0.5, -0.5, 0.015625, -0.015625);"
- " vec4 zoomscale = vec4(u_ZoomSettings[0][2],"
- " u_ZoomSettings[1][2],"
- " u_ZoomSettings[2][2],"
- " u_ZoomSettings[3][2]);"
- " vec4 zoomtx = vec4(u_ZoomSettings[0][0],"
- " u_ZoomSettings[1][0],"
- " u_ZoomSettings[2][0],"
- " u_ZoomSettings[3][0]);"
- " vec4 zoomty = vec4(u_ZoomSettings[0][1],"
- " u_ZoomSettings[1][1],"
- " u_ZoomSettings[2][1],"
- " u_ZoomSettings[3][1]);"
- " v_CenterX = zoomscale * a_TexCoord.x + zoomtx"
- " + offsets.xyxy * u_TexelSize.x;"
- " v_CenterY = zoomscale * a_TexCoord.y - zoomty"
- " + offsets.xyyx * u_TexelSize.y;"
- /* Precompute the multiple of one texel where our ideal
- * point lies. The fragment shader will call floor() on
- * this value. We add or remove a slight offset to avoid
- * rounding issues at the image's edges. */
- " v_IndexX = v_CenterX * u_ScreenSize.z - offsets.zwzw;"
- " v_IndexY = v_CenterY * u_ScreenSize.w - offsets.zwwz;"
- "}",
-
- #if !defined HAVE_GLES_2X
- "#version 120\n"
- #else
- "precision highp float;"
- #endif
- ""
- "uniform vec4 u_TexelSize;"
- "uniform sampler2D u_Texture;"
- ""
- "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
- ""
- "void main(void)"
- "{"
- " vec4 v05 = vec4(0.5, 0.5, 0.5, 0.5);"
- " vec4 rx, ry, t0, dx, dy, dd;"
- /* Get a pixel coordinate from each slice into rx & ry */
- " rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX);"
- " ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY);"
- /* Compute inverse distance to expected pixel in dd,
- * and put zero if we fall outside the texture. */
- " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);"
- " dx = rx - v_CenterX;"
- " dy = ry - v_CenterY;"
- //" vec4 dd = t0 * (abs(dx) + abs(dy));"
- //" vec4 dd = t0 / (0.001 + sqrt((dx * dx) + (dy * dy)));"
- " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));"
- /* Modify Y coordinate to select proper quarter. */
- " ry = ry * 0.25 + vec4(0.0, 0.25, 0.5, 0.75);"
- ""
- #if 1
- "\n#if 0\n" /* XXX: disabled until we can autodetect i915 */
- /* t1.x <-- dd.x > dd.y */
- /* t1.y <-- dd.z > dd.w */
- " vec2 t1 = step(dd.xz, dd.yw);"
- /* ret.x <-- max(rx.x, rx.y) wrt. t1.x */
- /* ret.y <-- max(rx.z, rx.w) wrt. t1.y */
- /* ret.z <-- max(ry.x, ry.y) wrt. t1.x */
- /* ret.w <-- max(ry.z, ry.w) wrt. t1.y */
- " vec4 ret = mix(vec4(rx.xz, ry.xz),"
- " vec4(rx.yw, ry.yw), t1.xyxy);"
- /* dd.x <-- max(dd.x, dd.y) */
- /* dd.z <-- max(dd.z, dd.w) */
- " dd.xy = mix(dd.xz, dd.yw, t1);"
- /* t2 <-- dd.x > dd.z */
- " float t2 = step(dd.x, dd.y);"
- /* ret.x <-- max(ret.x, ret.y); */
- /* ret.y <-- max(ret.z, ret.yw; */
- " ret.xy = mix(ret.xz, ret.yw, t2);"
- "\n#else\n"
- /* Fallback for i915 cards -- the trick to reduce the
- * number of operations is to compute both step(a,b)
- * and step(b,a) and hope that their sum is 1. This is
- * almost always the case, and when it isn't we can
- * afford to have a few wrong pixels. However, a real
- * problem is when panning the image, because half the
- * screen is likely to flicker. To avoid this problem,
- * we cheat a little (see m_translate comment above). */
- " vec4 t1 = step(dd.xzyw, dd.ywxz);"
- " vec4 ret = vec4(rx.xz, ry.xz) * t1.zwzw"
- " + vec4(rx.yw, ry.yw) * t1.xyxy;"
- " dd.xy = dd.xz * t1.zw + dd.yw * t1.xy;"
- " vec2 t2 = step(dd.xy, dd.yx);"
- " ret.xy = ret.xz * t2.yy + ret.yw * t2.xx;"
- "\n#endif\n"
- /* Nearest neighbour */
- " gl_FragColor = texture2D(u_Texture, ret.xy);"
- #else
- /* Alternate version: some kind of linear interpolation */
- " vec4 p0 = texture2D(u_Texture, vec2(rx.x, ry.x));"
- " vec4 p1 = texture2D(u_Texture, vec2(rx.y, ry.y));"
- " vec4 p2 = texture2D(u_Texture, vec2(rx.z, ry.z));"
- " vec4 p3 = texture2D(u_Texture, vec2(rx.w, ry.w));"
- " gl_FragColor = 1.0 / (dd.x + dd.y + dd.z + dd.w)"
- " * (dd.x * p0 + dd.y * p1 + dd.z * p2 + dd.w * p3);"
- #endif
- "}"
- #else
- "void main(float4 a_Vertex : POSITION,"
- " float2 a_TexCoord : TEXCOORD0,"
- " uniform float4x4 u_ZoomSettings,"
- " uniform float4 u_TexelSize,"
- " uniform float4 u_ScreenSize,"
- " out float4 out_Position : POSITION,"
- " out float4 v_CenterX,"
- " out float4 v_CenterY,"
- " out float4 v_IndexX,"
- " out float4 v_IndexY)"
- "{"
- " out_Position = a_Vertex;"
- " float4 offsets = float4(0.5, -0.5, 0.015625, -0.015625);"
- " float4 zoomscale = float4(u_ZoomSettings[2][0],"
- " u_ZoomSettings[2][1],"
- " u_ZoomSettings[2][2],"
- " u_ZoomSettings[2][3]);"
- " float4 zoomtx = float4(u_ZoomSettings[0][0],"
- " u_ZoomSettings[0][1],"
- " u_ZoomSettings[0][2],"
- " u_ZoomSettings[0][3]);"
- " float4 zoomty = float4(u_ZoomSettings[1][0],"
- " u_ZoomSettings[1][1],"
- " u_ZoomSettings[1][2],"
- " u_ZoomSettings[1][3]);"
- " v_CenterX = zoomscale * a_TexCoord.x + zoomtx"
- " + offsets.xyxy * u_TexelSize.x;"
- " v_CenterY = zoomscale * a_TexCoord.y - zoomty"
- " + offsets.xyyx * u_TexelSize.y;"
- " v_IndexX = v_CenterX * u_ScreenSize.z - offsets.zwzw;"
- " v_IndexY = v_CenterY * u_ScreenSize.w - offsets.zwwz;"
- "}",
-
- "void main(in float4 v_CenterX,"
- " in float4 v_CenterY,"
- " in float4 v_IndexX,"
- " in float4 v_IndexY,"
- " uniform float4 u_TexelSize2,"
- " uniform sampler2D u_Texture,"
- " out float4 out_FragColor : COLOR)"
- "{"
- " float4 v05 = float4(0.5, 0.5, 0.5, 0.5);"
- " float4 rx, ry, t0, dx, dy, dd;"
- " rx = u_TexelSize2.x + u_TexelSize2.z * floor(v_IndexX);"
- " ry = u_TexelSize2.y + u_TexelSize2.w * floor(v_IndexY);"
- " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);"
- " dx = rx - v_CenterX;"
- " dy = ry - v_CenterY;"
- " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));"
- " ry = ry * 0.25 + float4(0.0, 0.25, 0.5, 0.75);"
- " float2 t1 = step(dd.xz, dd.yw);"
- " float4 ret = lerp(float4(rx.xz, ry.xz),"
- " float4(rx.yw, ry.yw), t1.xyxy);"
- " dd.xy = lerp(dd.xz, dd.yw, t1);"
- " float t2 = step(dd.x, dd.y);"
- " ret.xy = lerp(ret.xz, ret.yw, t2);"
- " out_FragColor = tex2D(u_Texture, ret.xy);"
- "}"
- #endif
- );
- m_vertexattrib = m_shader->GetAttribLocation("a_Vertex");
- m_texattrib = m_shader->GetAttribLocation("a_TexCoord");
- m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
- #if defined __CELLOS_LV2__
- m_texeluni2 = m_shader->GetUniformLocation("u_TexelSize2");
- #endif
- m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
- m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
- m_ready = true;
-
- #if !defined __CELLOS_LV2__ && !defined __ANDROID__
- /* Method 1: store vertex buffer on the GPU memory */
- glGenBuffers(1, &m_vbo);
- glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
- GL_STATIC_DRAW);
- glGenBuffers(1, &m_tbo);
- glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
- GL_STATIC_DRAW);
- #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
- /* Method 2: upload vertex information at each frame */
- #else
- #endif
-
- /* FIXME: this object never cleans up */
- }
-
- #if !defined HAVE_GLES_2X
- glEnable(GL_TEXTURE_2D);
- #endif
- glBindTexture(GL_TEXTURE_2D, m_texid);
-
- if (m_dirty[m_frame])
- {
- for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
- m_donequeue.Pop();
-
- m_dirty[m_frame]--;
-
- #ifdef __CELLOS_LV2__
- /* glTexSubImage2D is extremely slow on the PS3, to the point
- * that uploading the whole texture is 40 times faster. */
- glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
- m_size.x / 2, m_size.y * 2, 0,
- TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
- #else
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
- m_size.x / 2, m_size.y / 2,
- TEXTURE_FORMAT, TEXTURE_TYPE,
- m_pixels + m_size.x * m_size.y / 4 * m_frame);
- #endif
- }
-
- m_shader->Bind();
- m_shader->SetUniform(m_texeluni, m_texel_settings);
- #if defined __CELLOS_LV2__
- m_shader->SetUniform(m_texeluni2, m_texel_settings);
- #endif
- m_shader->SetUniform(m_screenuni, m_screen_settings);
- m_shader->SetUniform(m_zoomuni, m_zoom_settings);
- #if !defined __CELLOS_LV2__ && !defined __ANDROID__
- glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
- glEnableVertexAttribArray(m_vertexattrib);
- glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
- glEnableVertexAttribArray(m_texattrib);
- glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
- #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
- /* Never used for now */
- //glEnableVertexAttribArray(m_vertexattrib);
- //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
- #else
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, vertices);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
- #endif
-
- glDrawArrays(GL_TRIANGLES, 0, 6);
-
- #if !defined __CELLOS_LV2__ && !defined __ANDROID__
- glDisableVertexAttribArray(m_vertexattrib);
- glDisableVertexAttribArray(m_texattrib);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
- /* Never used for now */
- //glDisableVertexAttribArray(m_vertexattrib);
- //glDisableVertexAttribArray(m_texattrib);
- #else
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- #endif
- }
-
- private:
- static int const MAX_ITERATIONS = 340;
- static int const PALETTE_STEP = 32;
- static int const MAX_THREADS = 8;
- static int const MAX_LINES = 8;
-
- ivec2 m_size, m_window_size, m_oldmouse;
- double m_window2world;
- f64vec2 m_texel2world;
- u8vec4 *m_pixels, *m_tmppixels, *m_palette;
- Shader *m_shader;
- GLuint m_texid;
- #if !defined __CELLOS_LV2__ && !defined __ANDROID__
- GLuint m_vbo, m_tbo;
- GLuint m_tco;
- #endif
- int m_vertexattrib, m_texattrib, m_texeluni, m_screenuni, m_zoomuni;
- #if defined __CELLOS_LV2__
- int m_texeluni2;
- #endif
- int m_frame, m_slices, m_dirty[4];
- bool m_ready, m_drag;
-
- f64cmplx m_center, m_translate;
- double m_zoom_speed, m_radius;
- vec4 m_texel_settings, m_screen_settings;
- mat4 m_zoom_settings;
- f64cmplx m_deltashift[4];
- double m_deltascale[4];
-
- /* Worker threads */
- Thread *m_threads[MAX_THREADS];
- Queue m_spawnqueue, m_jobqueue, m_donequeue;
-
- /* Debug information */
- #if !defined __native_client__
- Text *m_centertext, *m_mousetext, *m_zoomtext;
- #endif
- };
-
- int main(int argc, char **argv)
- {
- #if defined _WIN32
- _chdir("../..");
- #endif
-
- Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
-
- new DebugFps(5, 5);
- new Fractal(ivec2(640, 480));
- //new DebugRecord("fractalol.ogm", 60.0f);
-
- app.Run();
-
- return EXIT_SUCCESS;
- }
-
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