| @@ -56,8 +56,8 @@ public: | |||
| m_size = size; | |||
| m_size.x = (m_size.x + 15) & ~15; | |||
| m_size.y = (m_size.y + 15) & ~15; | |||
| m_texel_settings = vec4(vec2(1.0, 1.0) / (vec2)m_size, | |||
| vec2(0.5, 0.5) * (vec2)m_size); | |||
| m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / (vec4)m_size.xyxy(); | |||
| m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * (vec4)m_size.xyxy(); | |||
| /* Window size decides the world aspect ratio. For instance, 640×480 | |||
| * will be mapped to (-0.66,-0.5) - (0.66,0.5). */ | |||
| @@ -78,6 +78,7 @@ public: | |||
| 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; | |||
| m_slices = 4; | |||
| for (int i = 0; i < 4; i++) | |||
| { | |||
| m_deltashift[i] = 0.0; | |||
| @@ -96,6 +97,7 @@ public: | |||
| m_translate = 0; | |||
| m_radius = 5.0; | |||
| m_ready = false; | |||
| m_drag = false; | |||
| m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP]; | |||
| for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++) | |||
| @@ -157,14 +159,14 @@ public: | |||
| delete m_palette; | |||
| } | |||
| inline f64cmplx TexelToWorldOffset(ivec2 texel) | |||
| inline f64cmplx TexelToWorldOffset(vec2 texel) | |||
| { | |||
| double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x; | |||
| double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y; | |||
| return m_radius * f64cmplx(dx, dy); | |||
| } | |||
| inline f64cmplx ScreenToWorldOffset(ivec2 pixel) | |||
| inline f64cmplx ScreenToWorldOffset(vec2 pixel) | |||
| { | |||
| /* No 0.5 offset here, because we want to be able to position the | |||
| * mouse at (0,0) exactly. */ | |||
| @@ -186,17 +188,30 @@ public: | |||
| #if !defined __CELLOS_LV2__ | |||
| if (buttons[1]) | |||
| { | |||
| if (clicked[1]) | |||
| if (!m_drag) | |||
| { | |||
| m_oldmouse = mousepos; | |||
| m_drag = true; | |||
| } | |||
| m_translate = ScreenToWorldOffset(m_oldmouse) | |||
| - ScreenToWorldOffset(mousepos); | |||
| /* XXX: the purpose of this hack is to avoid translating by | |||
| * an exact number of pixels. If this were to happen, the step() | |||
| * optimisation for i915 cards in our shader would behave | |||
| * incorrectly because a quarter of the pixels in the image | |||
| * would have tie rankings in the distance calculation. */ | |||
| m_translate *= 1023.0 / 1024.0; | |||
| m_oldmouse = mousepos; | |||
| } | |||
| else if (m_translate != 0.0) | |||
| else | |||
| { | |||
| m_translate *= pow(2.0, -deltams * 0.005); | |||
| if (m_translate.norm() / m_radius < 1e-4) | |||
| m_translate = 0.0; | |||
| m_drag = false; | |||
| if (m_translate != 0.0) | |||
| { | |||
| m_translate *= pow(2.0, -deltams * 0.005); | |||
| if (m_translate.norm() / m_radius < 1e-4) | |||
| m_translate = 0.0; | |||
| } | |||
| } | |||
| if ((buttons[0] || buttons[2]) && mousepos.x != -1) | |||
| @@ -209,7 +224,7 @@ public: | |||
| else if (m_zoom_speed) | |||
| { | |||
| m_zoom_speed *= pow(2.0, -deltams * 0.005); | |||
| if (abs(m_zoom_speed) < 1e-5) | |||
| if (abs(m_zoom_speed) < 1e-5 || m_drag) | |||
| m_zoom_speed = 0.0; | |||
| } | |||
| #endif | |||
| @@ -286,54 +301,88 @@ public: | |||
| m_zoomtext->SetText(buf); | |||
| #endif | |||
| u8vec4 *m_pixelstart = m_pixels + m_size.x * m_size.y / 4 * m_frame; | |||
| if (m_dirty[m_frame]) | |||
| { | |||
| double const maxsqlen = 1024; | |||
| double const k1 = 1.0 / (1 << 10) / log2(maxsqlen); | |||
| m_dirty[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) | |||
| /* FIXME: this is the ugliest, most pathetic excuse for a | |||
| * threading system that I have seen in a while. */ | |||
| DoWorkHelper helpers[m_slices]; | |||
| for (int slice = 0; slice < m_slices; slice++) | |||
| { | |||
| helpers[slice].fractal = this; | |||
| helpers[slice].slice = slice; | |||
| helpers[slice].thread = new Thread(DoWorkHelper::Help, | |||
| &helpers[slice]); | |||
| } | |||
| for (int slice = 0; slice < m_slices; slice++) | |||
| { | |||
| delete helpers[slice].thread; | |||
| } | |||
| } | |||
| } | |||
| struct DoWorkHelper | |||
| { | |||
| Fractal *fractal; | |||
| Thread *thread; | |||
| int slice; | |||
| static void *Help(void *data) | |||
| { | |||
| DoWorkHelper *helper = (DoWorkHelper *)data; | |||
| helper->fractal->DoWork(helper->slice); | |||
| return NULL; | |||
| } | |||
| }; | |||
| void DoWork(int slice) | |||
| { | |||
| double const maxsqlen = 1024; | |||
| double const k1 = 1.0 / (1 << 10) / log2(maxsqlen); | |||
| int jmin = m_size.y * slice / m_slices; | |||
| int jmax = m_size.y * (slice + 1) / m_slices; | |||
| u8vec4 *m_pixelstart = m_pixels | |||
| + m_size.x * (m_size.y / 4 * m_frame + jmin / 4); | |||
| f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j)); | |||
| f64cmplx r0 = z0; | |||
| //f64cmplx r0(0.28693186889504513, 0.014286693904085048); | |||
| //f64cmplx r0(0.001643721971153, 0.822467633298876); | |||
| //f64cmplx r0(-1.207205434596, 0.315432814901); | |||
| //f64cmplx r0(-0.79192956889854, -0.14632423080102); | |||
| //f64cmplx r0(0.3245046418497685, 0.04855101129280834); | |||
| f64cmplx z; | |||
| int iter = MAX_ITERATIONS; | |||
| for (z = z0; iter && z.sqlen() < maxsqlen; z = z * z + r0) | |||
| --iter; | |||
| if (iter) | |||
| { | |||
| 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 }; | |||
| double k = (u.x >> 42) - (((1 << 10) - 1) << 10); | |||
| k *= k1; | |||
| /* Approximate log2(k) in [1,2]. */ | |||
| f += (- 0.344847817623168308695977510213252644185 * k | |||
| + 2.024664188044341212602376988171727038739) * k | |||
| - 1.674876738008591047163498125918330313237; | |||
| *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)]; | |||
| } | |||
| else | |||
| { | |||
| *m_pixelstart++ = u8vec4(0, 0, 0, 255); | |||
| } | |||
| for (int j = ((m_frame + 1) % 4) / 2 + jmin; j < jmax; j += 2) | |||
| for (int i = m_frame % 2; i < m_size.x; i += 2) | |||
| { | |||
| f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j)); | |||
| f64cmplx r0 = z0; | |||
| //f64cmplx r0(0.28693186889504513, 0.014286693904085048); | |||
| //f64cmplx r0(0.001643721971153, 0.822467633298876); | |||
| //f64cmplx r0(-1.207205434596, 0.315432814901); | |||
| //f64cmplx r0(-0.79192956889854, -0.14632423080102); | |||
| //f64cmplx r0(0.3245046418497685, 0.04855101129280834); | |||
| f64cmplx z; | |||
| int iter = MAX_ITERATIONS; | |||
| for (z = z0; iter && z.sqlen() < maxsqlen; z = z * z + r0) | |||
| --iter; | |||
| if (iter) | |||
| { | |||
| 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 }; | |||
| double k = (u.x >> 42) - (((1 << 10) - 1) << 10); | |||
| k *= k1; | |||
| /* Approximate log2(k) in [1,2]. */ | |||
| f += (- 0.344847817623168308695977510213252644185 * k | |||
| + 2.024664188044341212602376988171727038739) * k | |||
| - 1.674876738008591047163498125918330313237; | |||
| *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)]; | |||
| } | |||
| else | |||
| { | |||
| *m_pixelstart++ = u8vec4(0, 0, 0, 255); | |||
| } | |||
| } | |||
| } | |||
| @@ -390,6 +439,7 @@ public: | |||
| "" | |||
| "uniform mat4 u_ZoomSettings;" | |||
| "uniform vec4 u_TexelSize;" | |||
| "uniform vec4 u_ScreenSize;" | |||
| "" | |||
| "attribute vec2 a_TexCoord;" | |||
| "attribute vec2 a_Vertex;" | |||
| @@ -418,7 +468,6 @@ public: | |||
| " u_ZoomSettings[1][1]," | |||
| " u_ZoomSettings[2][1]," | |||
| " u_ZoomSettings[3][1]);" | |||
| /* Pass all this to the fragment shader */ | |||
| " v_CenterX = zoomscale * a_TexCoord.x + zoomtx" | |||
| " + offsets.xyxy * u_TexelSize.x;" | |||
| " v_CenterY = zoomscale * a_TexCoord.y - zoomty" | |||
| @@ -427,8 +476,8 @@ public: | |||
| * point lies. The fragment shader will call floor() on | |||
| * this value. We add or remove a slight offset to avoid | |||
| * rounding issues at the image's edges. */ | |||
| " v_IndexX = v_CenterX * u_TexelSize.z - offsets.zwzw;" | |||
| " v_IndexY = v_CenterY * u_TexelSize.w - offsets.zwwz;" | |||
| " v_IndexX = v_CenterX * u_ScreenSize.z - (offsets.zwzw + vec4(0.001, 0.002, 0.003, 0.004));" | |||
| " v_IndexY = v_CenterY * u_ScreenSize.w - (offsets.zwwz + vec4(0.0015, 0.0025, 0.0035, 0.0045));" | |||
| "}", | |||
| #if !defined HAVE_GLES_2X | |||
| @@ -444,33 +493,59 @@ public: | |||
| "" | |||
| "void main(void)" | |||
| "{" | |||
| /* Get a pixel coordinate from each slice into rx & ry */ | |||
| " vec4 rx = u_TexelSize.x * (1.0 + 2.0 * floor(v_IndexX));" | |||
| " vec4 ry = u_TexelSize.y * (1.0 + 2.0 * floor(v_IndexY));" | |||
| /* Compute distance to expected pixel in dd */ | |||
| " vec4 v05 = vec4(0.5, 0.5, 0.5, 0.5);" | |||
| " vec4 t0 = step(abs(rx - v05), v05)" | |||
| " * step(abs(ry - v05), v05);" | |||
| " vec4 dx = rx - v_CenterX;" | |||
| " vec4 dy = ry - v_CenterY;" | |||
| " vec4 rx, ry, t0, dx, dy, dd;" | |||
| /* Get a pixel coordinate from each slice into rx & ry */ | |||
| " rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX);" | |||
| " ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY);" | |||
| /* Compute inverse distance to expected pixel in dd, | |||
| * and put zero if we fall outside the texture. */ | |||
| " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);" | |||
| " dx = rx - v_CenterX;" | |||
| " dy = ry - v_CenterY;" | |||
| //" vec4 dd = t0 * (abs(dx) + abs(dy));" | |||
| //" vec4 dd = t0 / (0.001 + sqrt((dx * dx) + (dy * dy)));" | |||
| " vec4 dd = t0 / (0.000001 + (dx * dx) + (dy * dy));" | |||
| " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));" | |||
| /* Modify Y coordinate to select proper quarter. */ | |||
| " ry = ry * 0.25 + vec4(0.0, 0.25, 0.5, 0.75);" | |||
| "" | |||
| #if 1 | |||
| /* Put min(.x,.y) in .x and min(.z,.w) in .z */ | |||
| " vec4 t1 = step(dd, dd.yyww);" | |||
| " rx = mix(rx, rx.yyww, t1);" | |||
| " ry = mix(ry, ry.yyww, t1);" | |||
| " dd = mix(dd, dd.yyww, t1);" | |||
| /* Put min(x,z) in x */ | |||
| " vec4 t2 = step(dd, dd.zzzz);" | |||
| " rx = mix(rx, rx.zzzz, t2);" | |||
| " ry = mix(ry, ry.zzzz, t2);" | |||
| "\n#if 0\n" /* XXX: disabled until we can autodetect i915 */ | |||
| /* t1.x <-- dd.x > dd.y */ | |||
| /* t1.y <-- dd.z > dd.w */ | |||
| " vec2 t1 = step(dd.xz, dd.yw);" | |||
| /* ret.x <-- max(rx.x, rx.y) wrt. t1.x */ | |||
| /* ret.y <-- max(rx.z, rx.w) wrt. t1.y */ | |||
| /* ret.z <-- max(ry.x, ry.y) wrt. t1.x */ | |||
| /* ret.w <-- max(ry.z, ry.w) wrt. t1.y */ | |||
| " vec4 ret = mix(vec4(rx.xz, ry.xz)," | |||
| " vec4(rx.yw, ry.yw), t1.xyxy);" | |||
| /* dd.x <-- max(dd.x, dd.y) */ | |||
| /* dd.z <-- max(dd.z, dd.w) */ | |||
| " dd.xy = mix(dd.xz, dd.yw, t1);" | |||
| /* t2 <-- dd.x > dd.z */ | |||
| " float t2 = step(dd.x, dd.y);" | |||
| /* ret.x <-- max(ret.x, ret.y); */ | |||
| /* ret.y <-- max(ret.z, ret.yw; */ | |||
| " ret.xy = mix(ret.xz, ret.yw, t2);" | |||
| "\n#else\n" | |||
| /* Fallback for i915 cards -- the trick to reduce the | |||
| * number of operations is to compute both step(a,b) | |||
| * and step(b,a) and hope that their sum is 1. This is | |||
| * almost always the case, and when it isn't we can | |||
| * afford to have a few wrong pixels. However, a real | |||
| * problem is when panning the image, because half the | |||
| * screen is likely to flicker. To avoid this problem, | |||
| * we cheat a little (see m_translate comment above). */ | |||
| " vec4 t1 = step(dd.xzyw, dd.ywxz);" | |||
| " vec4 ret = vec4(rx.xz, ry.xz) * t1.zwzw" | |||
| " + vec4(rx.yw, ry.yw) * t1.xyxy;" | |||
| " dd.xy = dd.xz * t1.zw + dd.yw * t1.xy;" | |||
| " vec2 t2 = step(dd.xy, dd.yx);" | |||
| " ret.xy = ret.xz * t2.yy + ret.yw * t2.xx;" | |||
| "\n#endif\n" | |||
| /* Nearest neighbour */ | |||
| " gl_FragColor = texture2D(in_Texture, vec2(rx.x, ry.x));" | |||
| " gl_FragColor = texture2D(in_Texture, ret.xy);" | |||
| #else | |||
| /* Alternate version: some kind of linear interpolation */ | |||
| " vec4 p0 = texture2D(in_Texture, vec2(rx.x, ry.x));" | |||
| @@ -545,6 +620,7 @@ public: | |||
| m_vertexattrib = m_shader->GetAttribLocation("a_Vertex"); | |||
| m_texattrib = m_shader->GetAttribLocation("a_TexCoord"); | |||
| m_texeluni = m_shader->GetUniformLocation("u_TexelSize"); | |||
| m_screenuni = m_shader->GetUniformLocation("u_ScreenSize"); | |||
| m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings"); | |||
| m_ready = true; | |||
| @@ -591,6 +667,7 @@ public: | |||
| m_shader->Bind(); | |||
| m_shader->SetUniform(m_texeluni, m_texel_settings); | |||
| m_shader->SetUniform(m_screenuni, m_screen_settings); | |||
| m_shader->SetUniform(m_zoomuni, m_zoom_settings); | |||
| #if !defined __CELLOS_LV2__ && !defined __ANDROID__ | |||
| glBindBuffer(GL_ARRAY_BUFFER, m_vbo); | |||
| @@ -641,13 +718,13 @@ private: | |||
| GLuint m_vbo, m_tbo; | |||
| GLuint m_tco; | |||
| #endif | |||
| int m_vertexattrib, m_texattrib, m_texeluni, m_zoomuni; | |||
| int m_frame, m_dirty[4]; | |||
| bool m_ready; | |||
| int m_vertexattrib, m_texattrib, m_texeluni, m_screenuni, m_zoomuni; | |||
| int m_frame, m_slices, m_dirty[4]; | |||
| bool m_ready, m_drag; | |||
| f64cmplx m_center, m_translate; | |||
| double m_zoom_speed, m_radius; | |||
| vec4 m_texel_settings; | |||
| vec4 m_texel_settings, m_screen_settings; | |||
| mat4 m_zoom_settings; | |||
| f64cmplx m_deltashift[4]; | |||
| double m_deltascale[4]; | |||