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tutorial: port Mandelbrot tutorial to the PS3.

legacy
Sam Hocevar gary 13 anos atrás
pai
commit
ac80379324
1 arquivos alterados com 46 adições e 19 exclusões
  1. +46
    -19
      test/tutorial/tut03.cpp

+ 46
- 19
test/tutorial/tut03.cpp Ver arquivo

@@ -52,29 +52,31 @@ public:

m_angle += deltams * 0.0005f;

cmplx r0(cosf(m_angle), sinf(m_angle));
cmplx r0(cosf(m_angle), 0.8f * 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;
float const maxlen = 32.0f;
int const colors = 16;
int const maxiter = 30;

cmplx x0(4.0f / m_size.x * i - 2.5f, 3.0f / m_size.y * j - 1.5f);
cmplx r = x0;
cmplx x0(4.0f / m_size.x * i - 2.0f, 3.0f / m_size.y * j - 1.5f);
cmplx r = x0 * r0;
cmplx z;
int iter = maxiter;
for (z = r; iter && z.sqlen() < maxlen * maxlen; z = z * z + r)
--iter;

float f = iter;
float f = iter % colors;
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;
uint8_t red = 255 - f * (255.0f / (colors + 1));
uint8_t green = 255 - f * (255.0f / (colors + 1));
uint8_t blue = (f * 512.0f / (colors + 1) > 255)
? 511 - (f * 512.0f / (colors + 1)) : 255;
m_pixels[j * m_size.x + i] = u8vec4(red, green, blue, 0);
}
else
@@ -114,10 +116,11 @@ public:
glBindTexture(GL_TEXTURE_2D, m_texid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.x, m_size.y, 0,
GL_RGBA, GL_UNSIGNED_BYTE, m_pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

m_shader = Shader::Create(
#if !defined __CELLOS_LV2__
"#version 120\n"
"attribute vec2 in_TexCoord;\n"
"attribute vec2 in_Vertex;"
@@ -130,7 +133,25 @@ public:
"uniform sampler2D in_Texture;\n"
"void main(void) {"
" gl_FragColor = texture2D(in_Texture, gl_TexCoord[0].xy);"
"}");
"}"
#else
"void main(float4 in_Position : POSITION,"
" float2 in_TexCoord : TEXCOORD0,"
" out float4 out_Position : POSITION,"
" out float2 out_TexCoord : TEXCOORD0)"
"{"
" out_TexCoord = in_TexCoord;"
" out_Position = in_Position;"
"}",

"void main(float2 in_TexCoord : TEXCOORD0,"
" uniform sampler2D tex,"
" out float4 out_FragColor : COLOR)"
"{"
" out_FragColor = tex2D(tex, in_TexCoord);"
"}"
#endif
);
m_vertexattrib = m_shader->GetAttribLocation("in_Vertex");
m_texattrib = m_shader->GetAttribLocation("in_TexCoord");
m_ready = true;
@@ -156,7 +177,13 @@ public:
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_texid);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_size.x, m_size.y,
GL_RGBA, GL_UNSIGNED_BYTE, m_pixels);
#if !defined __CELLOS_LV2__
GL_RGBA, GL_UNSIGNED_BYTE,
#else
/* The PS3 is big-endian */
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8,
#endif
m_pixels);

m_shader->Bind();
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
@@ -172,10 +199,10 @@ public:
//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_VERTEX_ARRAY);
//glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
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);
@@ -189,8 +216,8 @@ public:
//glDisableVertexAttribArray(m_vertexattrib);
//glDisableVertexAttribArray(m_texattrib);
#else
//glDisableClientState(GL_VERTEX_ARRAY);
//glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
}



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