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@@ -37,10 +37,14 @@ public: |
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{ |
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m_size = size; |
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m_pixels = new u8vec4[size.x * size.y]; |
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m_frame = 0; |
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m_frame = -1; |
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m_center = 0; |
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m_target = f64cmplx(0.001643721971153, 0.822467633298876); |
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//m_target = f64cmplx(0.001643721971153, 0.822467633298876); |
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m_target = f64cmplx(-1.207205434596, 0.315432814901); |
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//m_target = f64cmplx(-0.79192956889854, -0.14632423080102); |
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//m_target = f64cmplx(0.3245046418497685, 0.04855101129280834); |
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//m_target = f64cmplx(0.28693186889504513, 0.014286693904085048); |
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m_angle = 0.0; |
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m_radius = 8.0; |
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m_ready = false; |
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} |
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@@ -56,14 +60,17 @@ public: |
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m_frame = (m_frame + 1) % 4; |
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double zoom = pow(2.0, -deltams * 0.00015); |
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double zoom = pow(2.0, -deltams * 0.0005); |
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m_radius *= zoom; |
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m_center = (m_center - m_target) * zoom * zoom + m_target; |
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double step = m_radius / (m_size.x > m_size.y ? m_size.x : m_size.y); |
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// m_angle -= deltams * 0.00015; |
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f64cmplx transform = step * f64cmplx(cos(m_angle), sin(m_angle)); |
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for (int j = m_frame / 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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u8vec4 *m_pixelstart = m_pixels + m_size.x * m_size.y / 4 * m_frame; |
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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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{ |
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double const maxlen = 32; |
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@@ -71,7 +78,7 @@ public: |
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f64cmplx delta(i - m_size.x / 2, j - m_size.y / 2); |
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f64cmplx z0 = m_center + step * delta; |
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f64cmplx z0 = m_center + transform * delta; |
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f64cmplx r0 = z0; |
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//f64cmplx r0(0.28693186889504513, 0.014286693904085048); |
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//f64cmplx r0(0.001643721971153, 0.822467633298876); |
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@@ -98,11 +105,11 @@ public: |
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uint8_t red = r * 255.0f; |
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uint8_t green = g * 255.0f; |
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uint8_t blue = b * 255.0f; |
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m_pixels[j * m_size.x + i] = u8vec4(red, green, blue, 0); |
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*m_pixelstart++ = u8vec4(red, green, blue, 0); |
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} |
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else |
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{ |
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m_pixels[j * m_size.x + i] = u8vec4(0, 0, 0, 0); |
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*m_pixelstart++ = u8vec4(0, 0, 0, 0); |
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} |
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} |
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} |
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@@ -133,10 +140,12 @@ public: |
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if (!m_ready) |
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{ |
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/* Create a texture of half the width and twice the height |
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* so that we can upload four different subimages each frame. */ |
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glGenTextures(1, &m_texid); |
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glBindTexture(GL_TEXTURE_2D, m_texid); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.x, m_size.y, 0, |
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GL_RGBA, GL_UNSIGNED_BYTE, m_pixels); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.x / 2, m_size.y * 2, |
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0, GL_RGBA, GL_UNSIGNED_BYTE, m_pixels); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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@@ -154,7 +163,16 @@ public: |
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"uniform sampler2D in_Texture;\n" |
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"void main(void) {" |
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" vec2 coord = gl_TexCoord[0].xy;" |
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" gl_FragColor = texture2D(in_Texture, coord);" |
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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. */ |
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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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" coord.y += i + j * 2;" |
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" coord.y *= 0.25;" |
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" vec4 p = texture2D(in_Texture, coord);" |
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" gl_FragColor = p;" |
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"}" |
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#else |
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"void main(float4 in_Position : POSITION," |
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@@ -198,14 +216,15 @@ public: |
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glEnable(GL_TEXTURE_2D); |
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glBindTexture(GL_TEXTURE_2D, m_texid); |
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_size.x, m_size.y, |
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glTexSubImage2D(GL_TEXTURE_2D, 0, |
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0, m_frame * m_size.y / 2, m_size.x / 2, m_size.y / 2, |
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#if !defined __CELLOS_LV2__ |
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GL_RGBA, GL_UNSIGNED_BYTE, |
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#else |
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/* The PS3 is big-endian */ |
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GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, |
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#endif |
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m_pixels); |
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m_pixels + m_size.x * m_size.y / 4 * m_frame); |
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m_shader->Bind(); |
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#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ |
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@@ -257,7 +276,7 @@ private: |
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bool m_ready; |
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f64cmplx m_center, m_target; |
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double m_radius; |
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double m_radius, m_angle; |
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}; |
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int main() |
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@@ -270,6 +289,7 @@ int main() |
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new DebugFps(5, 5); |
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new Fractal(ivec2(640, 480)); |
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//new DebugRecord("fractalol.ogm", 60.0f); |
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app.Run(); |
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