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@@ -37,7 +37,11 @@ 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_time = 0.0f; |
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m_frame = 0; |
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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(0.28693186889504513, 0.014286693904085048); |
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m_radius = 8.0; |
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m_ready = false; |
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} |
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@@ -50,26 +54,26 @@ public: |
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{ |
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WorldEntity::TickGame(deltams); |
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m_time += deltams * 0.0005f; |
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m_frame = (m_frame + 1) % 4; |
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f64cmplx center(0.001643721971153, 0.822467633298876); |
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//f64cmplx center(0.28693186889504513, 0.014286693904085048); |
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double radius = 8.0 * pow(2.0, -m_time); |
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double step = radius / (m_size.x > m_size.y ? m_size.x : m_size.y); |
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double zoom = pow(2.0, -deltams * 0.00015); |
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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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for (int j = 0; j < m_size.y; j++) |
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for (int i = 0; i < m_size.x; i++) |
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double step = m_radius / (m_size.x > m_size.y ? m_size.x : m_size.y); |
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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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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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int const colors = 16; |
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int const maxiter = 200; |
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int const maxiter = 170; |
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f64cmplx delta(i - m_size.x / 2, j - m_size.y / 2); |
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f64cmplx z0 = center + step * delta; |
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f64cmplx z0 = m_center + step * delta; |
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f64cmplx r0 = z0; |
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//f64cmplx r0(0.28693186889504513, 0.014286693904085048); |
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//f64cmplx r0(-0.824,0.1711); |
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//f64cmplx r0(0.001643721971153, 0.822467633298876); |
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f64cmplx z; |
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int iter = maxiter; |
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@@ -79,21 +83,21 @@ public: |
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double f = iter; |
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double n = z.sqlen(); |
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/* Approximate log2(x) with x-1 because x is in [1,2]. */ |
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f += (log(n) * 0.5f / log(maxlen)) - 1.0f; |
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double k = log(n) * 0.5f / log(maxlen); |
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/* Approximate log2(k) in [1,2]. */ |
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f += (- 0.344847817623168308695977510213252644185 * k |
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+ 2.024664188044341212602376988171727038739) * k |
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- 1.674876738008591047163498125918330313237; |
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if (iter) |
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{ |
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double r = fmod(f, (double)colors); |
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if (r > (double)colors / 2) r = (double)colors - r; |
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double g = fmod(f * 1.3 + 4.0f, (double)colors); |
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if (g > (double)colors / 2) g = (double)colors - g; |
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double b = fmod(f * 1.7 - 8.0f, (double)colors); |
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if (b > (double)colors / 2) b = (double)colors - b; |
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uint8_t red = 255 - r * (255.0f / (colors + 1)); |
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uint8_t green = 255 - g * (255.0f / (colors + 1)); |
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uint8_t blue = 255 - b * (255.0f / (colors + 1)); |
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double r = 0.5 * sin(f * 0.27 - 2.0) + 0.5; |
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double g = 0.5 * sin(f * 0.13 + 1.0) + 0.5; |
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double b = 0.5 * sin(f * 0.21) + 0.5; |
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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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} |
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else |
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@@ -119,12 +123,12 @@ public: |
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static float const texcoords[] = |
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{ |
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0.0f, 0.0f, |
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1.0f, 0.0f, |
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1.0f, 1.0f, |
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1.0f, 1.0f, |
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0.0f, 1.0f, |
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0.0f, 0.0f, |
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0.0f, 1.0f, |
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0.0f, 1.0f, |
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1.0f, 1.0f, |
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1.0f, 0.0f, |
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}; |
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if (!m_ready) |
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@@ -133,8 +137,8 @@ public: |
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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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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m_shader = Shader::Create( |
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#if !defined __CELLOS_LV2__ |
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@@ -149,7 +153,8 @@ public: |
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"#version 120\n" |
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"uniform sampler2D in_Texture;\n" |
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"void main(void) {" |
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" gl_FragColor = texture2D(in_Texture, gl_TexCoord[0].xy);" |
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" vec2 coord = gl_TexCoord[0].xy;" |
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" gl_FragColor = texture2D(in_Texture, coord);" |
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"}" |
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#else |
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"void main(float4 in_Position : POSITION," |
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@@ -248,8 +253,11 @@ private: |
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GLuint m_tco; |
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#endif |
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int m_vertexattrib, m_texattrib; |
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float m_time; |
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int m_frame; |
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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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}; |
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int main() |
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@@ -261,7 +269,7 @@ int main() |
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Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f); |
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new DebugFps(5, 5); |
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new Fractal(ivec2(1280, 960)); |
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new Fractal(ivec2(640, 480)); |
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app.Run(); |
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