// // 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_tmppixels = new u8vec4[size.x / 2 * size.y / 2]; m_frame = -1; for (int i = 0; i < 4; i++) { m_deltashift[i] = 0.0; m_deltascale[i] = 1.0; m_dirty[i] = 2; } m_center = -0.75; m_radius = 1.5; m_screenradius = 0.5 * (m_size.x < m_size.y ? m_size.x : m_size.y); m_ready = false; m_palette = new u8vec4[MAX_ITERATIONS * PALETTE_STEP]; for (int i = 0; i < MAX_ITERATIONS * PALETTE_STEP; i++) { float f = i / (double)PALETTE_STEP; double r = 0.5 * sin(f * 0.27 - 2.5) + 0.5; double g = 0.5 * sin(f * 0.13 + 1.1) + 0.5; double b = 0.5 * sin(f * 0.21 + 0.4) + 0.5; uint8_t red = r * 255.0f; uint8_t green = g * 255.0f; uint8_t blue = b * 255.0f; m_palette[i] = u8vec4(blue, green, red, 0); } m_centertext = new Text(NULL, "gfx/font/ascii.png"); m_centertext->SetPos(ivec3(5, m_size.y - 15, 1)); Ticker::Ref(m_centertext); m_mousetext = new Text(NULL, "gfx/font/ascii.png"); m_mousetext->SetPos(ivec3(5, m_size.y - 29, 1)); Ticker::Ref(m_mousetext); m_zoomtext = new Text(NULL, "gfx/font/ascii.png"); m_zoomtext->SetPos(ivec3(5, m_size.y - 43, 1)); Ticker::Ref(m_zoomtext); position = ivec3(0, 0, 0); bbox[0] = position; bbox[1] = ivec3(size, 0); Input::TrackMouse(this); } ~Fractal() { Input::UntrackMouse(this); Ticker::Unref(m_centertext); Ticker::Unref(m_mousetext); Ticker::Unref(m_zoomtext); delete m_pixels; delete m_tmppixels; delete m_palette; } inline f64cmplx ScreenToWorldOffset(ivec2 pixel) { f64cmplx tmp = f64cmplx(0.5 + pixel.x - m_size.x / 2, 0.5 + m_size.y / 2 - pixel.y); return tmp * (m_radius / m_screenradius); } virtual void TickGame(float deltams) { WorldEntity::TickGame(deltams); m_frame = (m_frame + 1) % 4; f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos); ivec3 buttons = Input::GetMouseButtons(); if ((buttons[0] || buttons[2]) && mousepos.x != -1) { f64cmplx oldcenter = m_center; double oldradius = m_radius; double zoom = pow(2.0, (buttons[0] ? -deltams : deltams) * 0.0025); if (m_radius * zoom > 8.0) zoom = 8.0 / m_radius; else if (m_radius * zoom < 1e-14) zoom = 1e-14 / m_radius; m_radius *= zoom; m_center = (m_center - worldmouse) * zoom + worldmouse; worldmouse = m_center + ScreenToWorldOffset(mousepos); /* Store the transformation properties to go from m_frame-1 * to m_frame. */ m_deltashift[m_frame] = (oldcenter - m_center) / m_radius; m_deltascale[m_frame] = oldradius / m_radius; m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2; } else { /* If settings didn't change, set transformation from previous * frame to identity. */ m_deltashift[m_frame] = 0.0; m_deltascale[m_frame] = 1.0; } if (buttons[1]) m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2; char buf[128]; sprintf(buf, "center: %+13.11f%+13.11fi", m_center.x, m_center.y); m_centertext->SetText(buf); sprintf(buf, " mouse: %+13.11f%+13.11fi", worldmouse.x, worldmouse.y); m_mousetext->SetText(buf); sprintf(buf, " zoom: %g", 1.0 / m_radius); m_zoomtext->SetText(buf); u8vec4 *m_pixelstart = m_pixels + m_size.x * m_size.y / 4 * m_frame; if (m_dirty[m_frame]) { 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) { double const maxlen = 32; f64cmplx z0 = m_center + ScreenToWorldOffset(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() < maxlen * maxlen; z = z * z + r0) --iter; if (iter) { double f = iter; double n = z.sqlen(); double k = log(n) * 0.5f / log(maxlen); /* Approximate log2(k) in [1,2]. */ f += (- 0.344847817623168308695977510213252644185 * k + 2.024664188044341212602376988171727038739) * k - 1.674876738008591047163498125918330313237; *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP + 0.25 * m_frame)]; } else { *m_pixelstart++ = u8vec4(0, 0, 0, 0); } } } } 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[] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, }; if (!m_ready) { /* Create a texture of half the width and twice the height * so that we can upload four different subimages each frame. */ glGenTextures(1, &m_texid); glBindTexture(GL_TEXTURE_2D, m_texid); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.x / 2, m_size.y * 2, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 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( #if !defined __CELLOS_LV2__ "#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) {" " vec2 coord = gl_TexCoord[0].xy;" /* gl_FragCoord is centered inside the pixel, so we remove * 0.5 from gl_FragCoord.x. Also, (0,0) is at the bottom * left whereas our images have (0,0) at the top left, so we * _add_ 0.5 to gl_FragCoord.y. (XXX: this is no longer true * but will be again when mouse coordinates are back to * being top-left again). */ " float i = mod(gl_FragCoord.x - 0.5, 2.0);" " float j = mod(gl_FragCoord.y - 0.5 + i, 2.0);" " coord.y += i + j * 2;" " coord.y *= 0.25;" " vec4 p = texture2D(in_Texture, coord);" " gl_FragColor = p;" "}" #else "void main(float4 in_Position : POSITION," " float2 in_TexCoord : TEXCOORD0," " out float4 out_Position : POSITION," " out float2 out_TexCoord : TEXCOORD0)" "{" " out_TexCoord = in_TexCoord;" " out_Position = in_Position;" "}", "void main(float2 in_TexCoord : TEXCOORD0," " uniform sampler2D tex," " out float4 out_FragColor : COLOR)" "{" " out_FragColor = tex2D(tex, in_TexCoord);" "}" #endif ); 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 */ } glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_texid); if (m_dirty[m_frame]) { m_dirty[m_frame]--; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2, m_size.x / 2, m_size.y / 2, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, m_pixels + m_size.x * m_size.y / 4 * m_frame); } /* If other frames are dirty, upload fake data for now */ if (0) for (int i = 0; i < 4; i++) { if (m_dirty[i]) { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i * m_size.y / 2, m_size.x / 2, m_size.y / 2, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, m_pixels + m_size.x * m_size.y / 4 * m_frame); } } 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_TEXTURE_COORD_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: static int const MAX_ITERATIONS = 170; static int const PALETTE_STEP = 32; ivec2 m_size; u8vec4 *m_pixels, *m_tmppixels, *m_palette; 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; int m_frame, m_dirty[4]; bool m_ready; f64cmplx m_center; double m_radius, m_screenradius; f64cmplx m_deltashift[4]; double m_deltascale[4]; /* Debug information */ Text *m_centertext, *m_mousetext, *m_zoomtext; }; 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)); //new DebugRecord("fractalol.ogm", 60.0f); app.Run(); return EXIT_SUCCESS; }