diff --git a/test/tutorial/tut03.cpp b/test/tutorial/tut03.cpp index 11934acc..4d1aa58d 100644 --- a/test/tutorial/tut03.cpp +++ b/test/tutorial/tut03.cpp @@ -37,10 +37,14 @@ public: { m_size = size; m_pixels = new u8vec4[size.x * size.y]; - m_frame = 0; + m_frame = -1; m_center = 0; - m_target = f64cmplx(0.001643721971153, 0.822467633298876); + //m_target = f64cmplx(0.001643721971153, 0.822467633298876); + m_target = f64cmplx(-1.207205434596, 0.315432814901); + //m_target = f64cmplx(-0.79192956889854, -0.14632423080102); + //m_target = f64cmplx(0.3245046418497685, 0.04855101129280834); //m_target = f64cmplx(0.28693186889504513, 0.014286693904085048); + m_angle = 0.0; m_radius = 8.0; m_ready = false; } @@ -56,14 +60,17 @@ public: m_frame = (m_frame + 1) % 4; - double zoom = pow(2.0, -deltams * 0.00015); + double zoom = pow(2.0, -deltams * 0.0005); m_radius *= zoom; m_center = (m_center - m_target) * zoom * zoom + m_target; double step = m_radius / (m_size.x > m_size.y ? m_size.x : m_size.y); +// m_angle -= deltams * 0.00015; + f64cmplx transform = step * f64cmplx(cos(m_angle), sin(m_angle)); - for (int j = m_frame / 2; j < m_size.y; j += 2) - //for (int j = ((m_frame + 1) % 4) / 2; j < m_size.y; j += 2) + u8vec4 *m_pixelstart = m_pixels + m_size.x * m_size.y / 4 * m_frame; + + 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 maxlen = 32; @@ -71,7 +78,7 @@ public: f64cmplx delta(i - m_size.x / 2, j - m_size.y / 2); - f64cmplx z0 = m_center + step * delta; + f64cmplx z0 = m_center + transform * delta; f64cmplx r0 = z0; //f64cmplx r0(0.28693186889504513, 0.014286693904085048); //f64cmplx r0(0.001643721971153, 0.822467633298876); @@ -98,11 +105,11 @@ public: uint8_t red = r * 255.0f; uint8_t green = g * 255.0f; uint8_t blue = b * 255.0f; - m_pixels[j * m_size.x + i] = u8vec4(red, green, blue, 0); + *m_pixelstart++ = u8vec4(red, green, blue, 0); } else { - m_pixels[j * m_size.x + i] = u8vec4(0, 0, 0, 0); + *m_pixelstart++ = u8vec4(0, 0, 0, 0); } } } @@ -133,10 +140,12 @@ public: 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, GL_RGBA, m_size.x, m_size.y, 0, - GL_RGBA, GL_UNSIGNED_BYTE, m_pixels); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.x / 2, m_size.y * 2, + 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); @@ -154,7 +163,16 @@ public: "uniform sampler2D in_Texture;\n" "void main(void) {" " vec2 coord = gl_TexCoord[0].xy;" - " gl_FragColor = texture2D(in_Texture, coord);" + /* 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. */ + " float i = mod(gl_FragCoord.x - 0.5, 2.0);" + " float j = mod(gl_FragCoord.y + 0.5 + i, 2.0);" + " coord.y += i + j * 2;" + " coord.y *= 0.25;" + " vec4 p = texture2D(in_Texture, coord);" + " gl_FragColor = p;" "}" #else "void main(float4 in_Position : POSITION," @@ -198,14 +216,15 @@ public: glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_texid); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_size.x, m_size.y, + glTexSubImage2D(GL_TEXTURE_2D, 0, + 0, m_frame * m_size.y / 2, m_size.x / 2, m_size.y / 2, #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_pixels + m_size.x * m_size.y / 4 * m_frame); m_shader->Bind(); #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ @@ -257,7 +276,7 @@ private: bool m_ready; f64cmplx m_center, m_target; - double m_radius; + double m_radius, m_angle; }; int main() @@ -270,6 +289,7 @@ int main() new DebugFps(5, 5); new Fractal(ivec2(640, 480)); + //new DebugRecord("fractalol.ogm", 60.0f); app.Run();