| @@ -35,9 +35,14 @@ class Fractal : public WorldEntity | |||
| public: | |||
| Fractal(ivec2 const &size) | |||
| { | |||
| /* Ensure size has even X and Y values */ | |||
| m_size = size; | |||
| m_pixels = new u8vec4[size.x * size.y]; | |||
| m_tmppixels = new u8vec4[size.x / 2 * size.y / 2]; | |||
| m_size.x = (m_size.x + 1) & ~1; | |||
| m_size.y = (m_size.y + 1) & ~1; | |||
| m_window_size = Video::GetSize(); | |||
| 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; | |||
| for (int i = 0; i < 4; i++) | |||
| { | |||
| @@ -47,11 +52,13 @@ public: | |||
| } | |||
| m_center = -0.75; | |||
| m_radius = 1.5; | |||
| m_screenradius = 0.5 * (m_size.x < m_size.y ? m_size.x : m_size.y); | |||
| m_texture_radius = 0.5 * (m_size.x < m_size.y ? m_size.x : m_size.y); | |||
| m_window_radius = 0.5 * (m_window_size.x < m_window_size.y ? m_window_size.x : m_window_size.y); | |||
| m_pixel_delta = vec4(vec2(1.0, 1.0) / (vec2)m_size, m_size); | |||
| m_ready = false; | |||
| m_palette = new u8vec4[MAX_ITERATIONS * PALETTE_STEP]; | |||
| for (int i = 0; i < MAX_ITERATIONS * PALETTE_STEP; i++) | |||
| m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP]; | |||
| for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++) | |||
| { | |||
| float f = i / (double)PALETTE_STEP; | |||
| @@ -66,20 +73,20 @@ public: | |||
| } | |||
| m_centertext = new Text(NULL, "gfx/font/ascii.png"); | |||
| m_centertext->SetPos(ivec3(5, m_size.y - 15, 1)); | |||
| 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_size.y - 29, 1)); | |||
| 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_size.y - 43, 1)); | |||
| m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1)); | |||
| Ticker::Ref(m_zoomtext); | |||
| position = ivec3(0, 0, 0); | |||
| bbox[0] = position; | |||
| bbox[1] = ivec3(size, 0); | |||
| bbox[1] = ivec3(m_window_size, 0); | |||
| Input::TrackMouse(this); | |||
| } | |||
| @@ -94,11 +101,20 @@ public: | |||
| delete m_palette; | |||
| } | |||
| inline f64cmplx TexelToWorldOffset(ivec2 texel) | |||
| { | |||
| f64cmplx tmp = f64cmplx(0.5 + texel.x - m_size.x / 2, | |||
| 0.5 + m_size.y / 2 - texel.y); | |||
| return tmp * (m_radius / m_texture_radius); | |||
| } | |||
| inline f64cmplx ScreenToWorldOffset(ivec2 pixel) | |||
| { | |||
| f64cmplx tmp = f64cmplx(0.5 + pixel.x - m_size.x / 2, | |||
| 0.5 + m_size.y / 2 - pixel.y); | |||
| return tmp * (m_radius / m_screenradius); | |||
| /* No 0.5 offset here, because we want to be able to position the | |||
| * mouse at (0,0) exactly. */ | |||
| f64cmplx tmp = f64cmplx(pixel.x - m_window_size.x / 2, | |||
| m_window_size.y / 2 - pixel.y); | |||
| return tmp * (m_radius / m_window_radius); | |||
| } | |||
| virtual void TickGame(float deltams) | |||
| @@ -150,9 +166,9 @@ public: | |||
| m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2; | |||
| char buf[128]; | |||
| sprintf(buf, "center: %+13.11f%+13.11fi", m_center.x, m_center.y); | |||
| sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y); | |||
| m_centertext->SetText(buf); | |||
| sprintf(buf, " mouse: %+13.11f%+13.11fi", worldmouse.x, worldmouse.y); | |||
| 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); | |||
| @@ -166,9 +182,9 @@ public: | |||
| for (int j = ((m_frame + 1) % 4) / 2; j < m_size.y; j += 2) | |||
| for (int i = m_frame % 2; i < m_size.x; i += 2) | |||
| { | |||
| double const maxsqlen = 32; | |||
| double const maxsqlen = 1024; | |||
| f64cmplx z0 = m_center + ScreenToWorldOffset(ivec2(i, j)); | |||
| f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j)); | |||
| f64cmplx r0 = z0; | |||
| //f64cmplx r0(0.28693186889504513, 0.014286693904085048); | |||
| //f64cmplx r0(0.001643721971153, 0.822467633298876); | |||
| @@ -184,6 +200,8 @@ public: | |||
| { | |||
| double f = iter; | |||
| double n = z.sqlen(); | |||
| if (n > maxsqlen * maxsqlen) | |||
| n = maxsqlen * maxsqlen; | |||
| /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */ | |||
| union { double n; uint64_t x; } u = { n }; | |||
| @@ -251,19 +269,20 @@ public: | |||
| "}", | |||
| "#version 120\n" | |||
| "uniform vec4 in_PixelDelta;\n" | |||
| "uniform sampler2D in_Texture;\n" | |||
| "void main(void) {" | |||
| " vec2 coord = gl_TexCoord[0].xy;" | |||
| /* gl_FragCoord is centered inside the pixel, so we remove | |||
| * 0.5 from gl_FragCoord.x. Also, (0,0) is at the bottom | |||
| * left whereas our images have (0,0) at the top left, so we | |||
| * _add_ 0.5 to gl_FragCoord.y. (XXX: this is no longer true | |||
| * but will be again when mouse coordinates are back to | |||
| * being top-left again). */ | |||
| " float i = mod(gl_FragCoord.x - 0.5, 2.0);" | |||
| " float j = mod(gl_FragCoord.y - 0.5 + i, 2.0);" | |||
| /* i is 0 or 1, depending on the current X coordinate within | |||
| * the current 2×2 texel. j is 0 or 1, depending on the Y | |||
| * coordinate _and_ the value of i, in order to stay on the | |||
| * Bayer dithering pattern. */ | |||
| " int i = int(mod(coord.x, 2.0 * in_PixelDelta.x) * in_PixelDelta.z);" | |||
| " int j = int(mod(coord.y + i * in_PixelDelta.y, 2.0 * in_PixelDelta.y) * in_PixelDelta.w);" | |||
| /* Choose the best slice depending on the value of i and j. */ | |||
| " coord.y += i + j * 2;" | |||
| " coord.y *= 0.25;" | |||
| /* Get a pixel from the best slice */ | |||
| " vec4 p = texture2D(in_Texture, coord);" | |||
| " gl_FragColor = p;" | |||
| "}" | |||
| @@ -279,6 +298,7 @@ public: | |||
| "void main(float4 in_FragCoord : WPOS," | |||
| " float2 in_TexCoord : TEXCOORD0," | |||
| " uniform float4 in_PixelDelta," | |||
| " uniform sampler2D in_Texture," | |||
| " out float4 out_FragColor : COLOR)" | |||
| "{" | |||
| @@ -294,6 +314,7 @@ public: | |||
| ); | |||
| m_vertexattrib = m_shader->GetAttribLocation("in_Vertex"); | |||
| m_texattrib = m_shader->GetAttribLocation("in_TexCoord"); | |||
| m_pixeluni = m_shader->GetUniformLocation("in_PixelDelta"); | |||
| m_ready = true; | |||
| #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ | |||
| @@ -340,6 +361,7 @@ if (0) for (int i = 0; i < 4; i++) | |||
| } | |||
| m_shader->Bind(); | |||
| m_shader->SetUniform(m_pixeluni, m_pixel_delta); | |||
| #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ | |||
| glBindBuffer(GL_ARRAY_BUFFER, m_vbo); | |||
| glEnableVertexAttribArray(m_vertexattrib); | |||
| @@ -379,7 +401,7 @@ private: | |||
| static int const MAX_ITERATIONS = 170; | |||
| static int const PALETTE_STEP = 32; | |||
| ivec2 m_size; | |||
| ivec2 m_size, m_window_size; | |||
| u8vec4 *m_pixels, *m_tmppixels, *m_palette; | |||
| Shader *m_shader; | |||
| GLuint m_texid; | |||
| @@ -387,12 +409,13 @@ private: | |||
| GLuint m_vbo, m_tbo; | |||
| GLuint m_tco; | |||
| #endif | |||
| int m_vertexattrib, m_texattrib; | |||
| int m_vertexattrib, m_texattrib, m_pixeluni; | |||
| int m_frame, m_dirty[4]; | |||
| bool m_ready; | |||
| f64cmplx m_center; | |||
| double m_radius, m_screenradius; | |||
| double m_radius, m_texture_radius, m_window_radius; | |||
| vec4 m_pixel_delta; | |||
| f64cmplx m_deltashift[4]; | |||
| double m_deltascale[4]; | |||