// // Lol Engine - Fractal tutorial // // Copyright: (c) 2011 Sam Hocevar <sam@hocevar.net> // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://sam.zoy.org/projects/COPYING.WTFPL for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include <cstring> #include "core.h" #include "lolgl.h" #include "loldebug.h" using namespace std; using namespace lol; #if USE_SDL && defined __APPLE__ # include <SDL_main.h> #endif #if defined _WIN32 # undef main /* FIXME: still needed? */ # include <direct.h> #endif class Fractal : public WorldEntity { public: Fractal(ivec2 const &size) { m_size = size; m_pixels = new u8vec4[size.x * size.y]; m_angle = 0.0f; m_ready = false; } ~Fractal() { delete m_pixels; } virtual void TickDraw(float deltams) { WorldEntity::TickDraw(deltams); static float const vertices[] = { -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, }; 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, }; if (!m_ready) { 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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); m_shader = Shader::Create( "#version 120\n" "attribute vec2 in_TexCoord;\n" "attribute vec2 in_Vertex;" "void main(void) {" " gl_Position = vec4(in_Vertex, 0.0, 1.0);" " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" "}", "#version 120\n" "uniform sampler2D in_Texture;\n" "void main(void) {" " gl_FragColor = texture2D(in_Texture, gl_TexCoord[0].xy);" "}"); m_vertexattrib = m_shader->GetAttribLocation("in_Vertex"); m_texattrib = m_shader->GetAttribLocation("in_TexCoord"); m_ready = true; #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ /* Method 1: store vertex buffer on the GPU memory */ glGenBuffers(1, &m_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenBuffers(1, &m_tbo); glBindBuffer(GL_ARRAY_BUFFER, m_tbo); glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW); #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ /* Method 2: upload vertex information at each frame */ #else #endif /* FIXME: this object never cleans up */ } m_angle += deltams * 0.0001f; cmplx r0(cosf(m_angle), 0.5f * sinf(m_angle)); for (int j = 0; j < m_size.y; j++) for (int i = 0; i < m_size.x; i++) { cmplx x0(4.0f / m_size.x * i - 2.5f, 3.0f / m_size.y * j - 1.5f); cmplx r = x0 * r0; cmplx z; int iter = 20; for (z = r; iter && z.sqlen() < 4.0f; z = z * z + r) --iter; float f = iter; float n = z.sqlen(); if (n > 36.0f) f += 2.0f; if (n > 16.0f) f += 1.0f + (n - 16.0f) / 20.0f; else if (n > 4.0f) f += (n - 4.0f) / 12.0f; if (iter) { uint8_t red = 255 - f * 11; uint8_t green = 255 - f * 11; uint8_t blue = (f * 23 > 255) ? 511 - f * 23 : 255; //uint8_t blue = f * 36 < 255 ? f * 36 : 255; m_pixels[j * m_size.x + i] = u8vec4(red, green, blue, 0); } else { m_pixels[j * m_size.x + i] = u8vec4(0, 0, 0, 0); } } glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_texid); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, m_pixels); m_shader->Bind(); #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glEnableVertexAttribArray(m_vertexattrib); glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, m_tbo); glEnableVertexAttribArray(m_texattrib); glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0); #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ /* Never used for now */ //glEnableVertexAttribArray(m_vertexattrib); //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices); #else //glEnableClientState(GL_VERTEX_ARRAY); //glVertexPointer(2, GL_FLOAT, 0, vertices); //glEnableClientState(GL_VERTEX_ARRAY); //glTexCoordPointer(2, GL_FLOAT, 0, texcoords); #endif glDrawArrays(GL_TRIANGLES, 0, 6); #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ glDisableVertexAttribArray(m_vertexattrib); glDisableVertexAttribArray(m_texattrib); glBindBuffer(GL_ARRAY_BUFFER, 0); #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ /* Never used for now */ //glDisableVertexAttribArray(m_vertexattrib); //glDisableVertexAttribArray(m_texattrib); #else //glDisableClientState(GL_VERTEX_ARRAY); //glDisableClientState(GL_TEXTURE_COORD_ARRAY); #endif } private: ivec2 m_size; u8vec4 *m_pixels; Shader *m_shader; GLuint m_texid; #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ GLuint m_vbo, m_tbo; GLuint m_tco; #endif int m_vertexattrib, m_texattrib; float m_angle; bool m_ready; }; int main() { #if defined _WIN32 _chdir("../.."); #endif Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f); new DebugFps(5, 5); new Fractal(ivec2(640, 480)); app.Run(); return EXIT_SUCCESS; }