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