| @@ -37,7 +37,11 @@ public: | |||
| { | |||
| m_size = size; | |||
| m_pixels = new u8vec4[size.x * size.y]; | |||
| m_time = 0.0f; | |||
| m_frame = 0; | |||
| m_center = 0; | |||
| m_target = f64cmplx(0.001643721971153, 0.822467633298876); | |||
| //m_target = f64cmplx(0.28693186889504513, 0.014286693904085048); | |||
| m_radius = 8.0; | |||
| m_ready = false; | |||
| } | |||
| @@ -50,26 +54,26 @@ public: | |||
| { | |||
| WorldEntity::TickGame(deltams); | |||
| m_time += deltams * 0.0005f; | |||
| m_frame = (m_frame + 1) % 4; | |||
| f64cmplx center(0.001643721971153, 0.822467633298876); | |||
| //f64cmplx center(0.28693186889504513, 0.014286693904085048); | |||
| double radius = 8.0 * pow(2.0, -m_time); | |||
| double step = radius / (m_size.x > m_size.y ? m_size.x : m_size.y); | |||
| double zoom = pow(2.0, -deltams * 0.00015); | |||
| m_radius *= zoom; | |||
| m_center = (m_center - m_target) * zoom * zoom + m_target; | |||
| for (int j = 0; j < m_size.y; j++) | |||
| for (int i = 0; i < m_size.x; i++) | |||
| double step = m_radius / (m_size.x > m_size.y ? m_size.x : m_size.y); | |||
| 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) | |||
| for (int i = m_frame % 2; i < m_size.x; i += 2) | |||
| { | |||
| double const maxlen = 32; | |||
| int const colors = 16; | |||
| int const maxiter = 200; | |||
| int const maxiter = 170; | |||
| f64cmplx delta(i - m_size.x / 2, j - m_size.y / 2); | |||
| f64cmplx z0 = center + step * delta; | |||
| f64cmplx z0 = m_center + step * delta; | |||
| f64cmplx r0 = z0; | |||
| //f64cmplx r0(0.28693186889504513, 0.014286693904085048); | |||
| //f64cmplx r0(-0.824,0.1711); | |||
| //f64cmplx r0(0.001643721971153, 0.822467633298876); | |||
| f64cmplx z; | |||
| int iter = maxiter; | |||
| @@ -79,21 +83,21 @@ public: | |||
| double f = iter; | |||
| double n = z.sqlen(); | |||
| /* Approximate log2(x) with x-1 because x is in [1,2]. */ | |||
| f += (log(n) * 0.5f / log(maxlen)) - 1.0f; | |||
| double k = log(n) * 0.5f / log(maxlen); | |||
| /* Approximate log2(k) in [1,2]. */ | |||
| f += (- 0.344847817623168308695977510213252644185 * k | |||
| + 2.024664188044341212602376988171727038739) * k | |||
| - 1.674876738008591047163498125918330313237; | |||
| if (iter) | |||
| { | |||
| double r = fmod(f, (double)colors); | |||
| if (r > (double)colors / 2) r = (double)colors - r; | |||
| double g = fmod(f * 1.3 + 4.0f, (double)colors); | |||
| if (g > (double)colors / 2) g = (double)colors - g; | |||
| double b = fmod(f * 1.7 - 8.0f, (double)colors); | |||
| if (b > (double)colors / 2) b = (double)colors - b; | |||
| uint8_t red = 255 - r * (255.0f / (colors + 1)); | |||
| uint8_t green = 255 - g * (255.0f / (colors + 1)); | |||
| uint8_t blue = 255 - b * (255.0f / (colors + 1)); | |||
| double r = 0.5 * sin(f * 0.27 - 2.0) + 0.5; | |||
| double g = 0.5 * sin(f * 0.13 + 1.0) + 0.5; | |||
| double b = 0.5 * sin(f * 0.21) + 0.5; | |||
| 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); | |||
| } | |||
| else | |||
| @@ -119,12 +123,12 @@ public: | |||
| static float const texcoords[] = | |||
| { | |||
| 0.0f, 0.0f, | |||
| 1.0f, 0.0f, | |||
| 1.0f, 1.0f, | |||
| 1.0f, 1.0f, | |||
| 0.0f, 1.0f, | |||
| 0.0f, 0.0f, | |||
| 0.0f, 1.0f, | |||
| 0.0f, 1.0f, | |||
| 1.0f, 1.0f, | |||
| 1.0f, 0.0f, | |||
| }; | |||
| if (!m_ready) | |||
| @@ -133,8 +137,8 @@ public: | |||
| 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); | |||
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |||
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |||
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |||
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |||
| m_shader = Shader::Create( | |||
| #if !defined __CELLOS_LV2__ | |||
| @@ -149,7 +153,8 @@ public: | |||
| "#version 120\n" | |||
| "uniform sampler2D in_Texture;\n" | |||
| "void main(void) {" | |||
| " gl_FragColor = texture2D(in_Texture, gl_TexCoord[0].xy);" | |||
| " vec2 coord = gl_TexCoord[0].xy;" | |||
| " gl_FragColor = texture2D(in_Texture, coord);" | |||
| "}" | |||
| #else | |||
| "void main(float4 in_Position : POSITION," | |||
| @@ -248,8 +253,11 @@ private: | |||
| GLuint m_tco; | |||
| #endif | |||
| int m_vertexattrib, m_texattrib; | |||
| float m_time; | |||
| int m_frame; | |||
| bool m_ready; | |||
| f64cmplx m_center, m_target; | |||
| double m_radius; | |||
| }; | |||
| int main() | |||
| @@ -261,7 +269,7 @@ int main() | |||
| Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f); | |||
| new DebugFps(5, 5); | |||
| new Fractal(ivec2(1280, 960)); | |||
| new Fractal(ivec2(640, 480)); | |||
| app.Run(); | |||