| @@ -46,6 +46,44 @@ public: | |||
| delete m_pixels; | |||
| } | |||
| virtual void TickGame(float deltams) | |||
| { | |||
| WorldEntity::TickGame(deltams); | |||
| m_angle += deltams * 0.0005f; | |||
| cmplx r0(cosf(m_angle), sinf(m_angle)); | |||
| for (int j = 0; j < m_size.y; j++) | |||
| for (int i = 0; i < m_size.x; i++) | |||
| { | |||
| float const maxlen = 128.0f; | |||
| int const maxiter = 20; | |||
| cmplx x0(4.0f / m_size.x * i - 2.5f, 3.0f / m_size.y * j - 1.5f); | |||
| cmplx r = x0; | |||
| cmplx z; | |||
| int iter = maxiter; | |||
| for (z = r; iter && z.sqlen() < maxlen * maxlen; z = z * z + r) | |||
| --iter; | |||
| float f = iter; | |||
| float n = z.len(); | |||
| f += logf(logf(n) / logf(maxlen)) / logf(2.0f); | |||
| if (iter) | |||
| { | |||
| uint8_t red = 255 - f * 11; | |||
| uint8_t green = 255 - f * 11; | |||
| uint8_t blue = (f * 23 > 255) ? 511 - f * 23 : 255; | |||
| m_pixels[j * m_size.x + i] = u8vec4(red, green, blue, 0); | |||
| } | |||
| else | |||
| { | |||
| m_pixels[j * m_size.x + i] = u8vec4(0, 0, 0, 0); | |||
| } | |||
| } | |||
| } | |||
| virtual void TickDraw(float deltams) | |||
| { | |||
| WorldEntity::TickDraw(deltams); | |||
| @@ -115,42 +153,6 @@ public: | |||
| /* FIXME: this object never cleans up */ | |||
| } | |||
| m_angle += deltams * 0.0001f; | |||
| cmplx r0(cosf(m_angle), 0.5f * sinf(m_angle)); | |||
| for (int j = 0; j < m_size.y; j++) | |||
| for (int i = 0; i < m_size.x; i++) | |||
| { | |||
| cmplx x0(4.0f / m_size.x * i - 2.5f, 3.0f / m_size.y * j - 1.5f); | |||
| cmplx r = x0 * r0; | |||
| cmplx z; | |||
| int iter = 20; | |||
| for (z = r; iter && z.sqlen() < 4.0f; z = z * z + r) | |||
| --iter; | |||
| float f = iter; | |||
| float n = z.sqlen(); | |||
| if (n > 36.0f) | |||
| f += 2.0f; | |||
| if (n > 16.0f) | |||
| f += 1.0f + (n - 16.0f) / 20.0f; | |||
| else if (n > 4.0f) | |||
| f += (n - 4.0f) / 12.0f; | |||
| if (iter) | |||
| { | |||
| uint8_t red = 255 - f * 11; | |||
| uint8_t green = 255 - f * 11; | |||
| uint8_t blue = (f * 23 > 255) ? 511 - f * 23 : 255; | |||
| //uint8_t blue = f * 36 < 255 ? f * 36 : 255; | |||
| m_pixels[j * m_size.x + i] = u8vec4(red, green, blue, 0); | |||
| } | |||
| else | |||
| { | |||
| m_pixels[j * m_size.x + i] = u8vec4(0, 0, 0, 0); | |||
| } | |||
| } | |||
| glEnable(GL_TEXTURE_2D); | |||
| glBindTexture(GL_TEXTURE_2D, m_texid); | |||
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_size.x, m_size.y, | |||