672 lines
25 KiB

  1. //
  2. // Lol Engine - Fractal tutorial
  3. //
  4. // Copyright: (c) 2011 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
  9. //
  10. #if defined HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #include <cstring>
  14. #include "core.h"
  15. #include "lolgl.h"
  16. #include "loldebug.h"
  17. using namespace std;
  18. using namespace lol;
  19. #if USE_SDL && defined __APPLE__
  20. # include <SDL_main.h>
  21. #endif
  22. #if defined _WIN32
  23. # undef main /* FIXME: still needed? */
  24. # include <direct.h>
  25. #endif
  26. #ifdef __CELLOS_LV2__
  27. static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
  28. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  29. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  30. #elif defined __native_client__
  31. static GLint const INTERNAL_FORMAT = GL_RGBA;
  32. static GLenum const TEXTURE_FORMAT = GL_RGBA;
  33. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE;
  34. #else
  35. /* Seems efficient for little endian textures */
  36. static GLint const INTERNAL_FORMAT = GL_RGBA;
  37. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  38. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  39. #endif
  40. class Fractal : public WorldEntity
  41. {
  42. public:
  43. Fractal(ivec2 const &size)
  44. {
  45. /* Ensure texture size is a multiple of 16 for better aligned
  46. * data access. Store the dimensions of a texel for our shader. */
  47. m_size = size;
  48. m_size.x = (m_size.x + 15) & ~15;
  49. m_size.y = (m_size.y + 15) & ~15;
  50. m_texel_settings = vec4(vec2(1.0, 1.0) / (vec2)m_size, m_size);
  51. /* Window size decides the world aspect ratio. For instance, 640×480
  52. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  53. #if !defined __native_client__
  54. m_window_size = Video::GetSize();
  55. #else
  56. /* FIXME: it's illegal to call this on the game thread! */
  57. m_window_size = ivec2(640, 480);
  58. #endif
  59. if (m_window_size.y < m_window_size.x)
  60. m_window2world = 0.5 / m_window_size.y;
  61. else
  62. m_window2world = 0.5 / m_window_size.x;
  63. m_texel2world = (vec2)m_window_size / (vec2)m_size * m_window2world;
  64. m_pixels = new u8vec4[m_size.x * m_size.y];
  65. m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
  66. m_frame = -1;
  67. for (int i = 0; i < 4; i++)
  68. {
  69. m_deltashift[i] = 0.0;
  70. m_deltascale[i] = 1.0;
  71. m_dirty[i] = 2;
  72. }
  73. m_center = -0.75;
  74. #if defined __CELLOS_LV2__ || defined __native_client__
  75. m_zoom_speed = -0.0025;
  76. #else
  77. m_zoom_speed = 0.0;
  78. #endif
  79. m_radius = 5.0;
  80. m_ready = false;
  81. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  82. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  83. {
  84. double f = (double)i / PALETTE_STEP;
  85. double r = 0.5 * sin(f * 0.27 - 2.5) + 0.5;
  86. double g = 0.5 * sin(f * 0.13 + 1.1) + 0.5;
  87. double b = 0.5 * sin(f * 0.21 + 0.4) + 0.5;
  88. if (f < 7.0)
  89. {
  90. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  91. r *= f;
  92. g *= f;
  93. b *= f;
  94. }
  95. uint8_t red = r * 255.99f;
  96. uint8_t green = g * 255.99f;
  97. uint8_t blue = b * 255.99f;
  98. #if defined __native_client__
  99. m_palette[i] = u8vec4(red, green, blue, 255);
  100. #else
  101. m_palette[i] = u8vec4(blue, green, red, 255);
  102. #endif
  103. }
  104. #if !defined __native_client__
  105. m_centertext = new Text(NULL, "gfx/font/ascii.png");
  106. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  107. Ticker::Ref(m_centertext);
  108. m_mousetext = new Text(NULL, "gfx/font/ascii.png");
  109. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  110. Ticker::Ref(m_mousetext);
  111. m_zoomtext = new Text(NULL, "gfx/font/ascii.png");
  112. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  113. Ticker::Ref(m_zoomtext);
  114. #endif
  115. position = ivec3(0, 0, 0);
  116. bbox[0] = position;
  117. bbox[1] = ivec3(m_window_size, 0);
  118. Input::TrackMouse(this);
  119. }
  120. ~Fractal()
  121. {
  122. Input::UntrackMouse(this);
  123. #if !defined __native_client__
  124. Ticker::Unref(m_centertext);
  125. Ticker::Unref(m_mousetext);
  126. Ticker::Unref(m_zoomtext);
  127. #endif
  128. delete m_pixels;
  129. delete m_tmppixels;
  130. delete m_palette;
  131. }
  132. inline f64cmplx TexelToWorldOffset(ivec2 texel)
  133. {
  134. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  135. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  136. return m_radius * f64cmplx(dx, dy);
  137. }
  138. inline f64cmplx ScreenToWorldOffset(ivec2 pixel)
  139. {
  140. /* No 0.5 offset here, because we want to be able to position the
  141. * mouse at (0,0) exactly. */
  142. double dx = pixel.x - m_window_size.x / 2;
  143. double dy = m_window_size.y / 2 - pixel.y;
  144. return m_radius * m_window2world * f64cmplx(dx, dy);
  145. }
  146. virtual void TickGame(float deltams)
  147. {
  148. WorldEntity::TickGame(deltams);
  149. int prev_frame = m_frame;
  150. m_frame = (m_frame + 1) % 4;
  151. f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
  152. ivec3 buttons = Input::GetMouseButtons();
  153. #if !defined __CELLOS_LV2__ && !defined __native_client__
  154. if ((buttons[0] || buttons[2]) && mousepos.x != -1)
  155. {
  156. double zoom = buttons[0] ? -0.0005 : 0.0005;
  157. m_zoom_speed += deltams * zoom;
  158. if (m_zoom_speed / zoom > 5)
  159. m_zoom_speed = 5 * zoom;
  160. }
  161. else if (m_zoom_speed)
  162. {
  163. m_zoom_speed *= pow(2.0, -deltams * 0.005);
  164. if (abs(m_zoom_speed) < 1e-5)
  165. m_zoom_speed = 0.0;
  166. }
  167. #endif
  168. if (m_zoom_speed)
  169. {
  170. f64cmplx oldcenter = m_center;
  171. double oldradius = m_radius;
  172. double zoom = pow(2.0, deltams * m_zoom_speed);
  173. if (m_radius * zoom > 8.0)
  174. {
  175. m_zoom_speed *= -1.0;
  176. zoom = 8.0 / m_radius;
  177. }
  178. else if (m_radius * zoom < 1e-14)
  179. {
  180. m_zoom_speed *= -1.0;
  181. zoom = 1e-14 / m_radius;
  182. }
  183. m_radius *= zoom;
  184. #if defined __CELLOS_LV2__ || defined __native_client__
  185. //m_center = f64cmplx(-.22815528839841, -1.11514249704382);
  186. //m_center = f64cmplx(0.001643721971153, 0.822467633298876);
  187. m_center = f64cmplx(-0.65823419062254, .50221777363480);
  188. #else
  189. m_center = (m_center - worldmouse) * zoom + worldmouse;
  190. worldmouse = m_center + ScreenToWorldOffset(mousepos);
  191. #endif
  192. /* Store the transformation properties to go from m_frame - 1
  193. * to m_frame. */
  194. m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius;
  195. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  196. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  197. m_deltascale[prev_frame] = m_radius / oldradius;
  198. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  199. }
  200. else
  201. {
  202. /* If settings didn't change, set transformation from previous
  203. * frame to identity. */
  204. m_deltashift[prev_frame] = 0.0;
  205. m_deltascale[prev_frame] = 1.0;
  206. }
  207. if (buttons[1])
  208. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  209. /* Transformation from current frame to current frame is always
  210. * identity. */
  211. m_zoom_settings[m_frame][0] = 0.0f;
  212. m_zoom_settings[m_frame][1] = 0.0f;
  213. m_zoom_settings[m_frame][2] = 1.0f;
  214. /* Compute transformation from other frames to current frame */
  215. for (int i = 0; i < 3; i++)
  216. {
  217. int prev_index = (m_frame + 4 - i) % 4;
  218. int cur_index = (m_frame + 3 - i) % 4;
  219. m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  220. m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  221. m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  222. }
  223. #if !defined __native_client__
  224. char buf[128];
  225. sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
  226. m_centertext->SetText(buf);
  227. sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
  228. m_mousetext->SetText(buf);
  229. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  230. m_zoomtext->SetText(buf);
  231. #endif
  232. u8vec4 *m_pixelstart = m_pixels + m_size.x * m_size.y / 4 * m_frame;
  233. if (m_dirty[m_frame])
  234. {
  235. double const maxsqlen = 1024;
  236. double const k1 = 1.0 / (1 << 10) / log2(maxsqlen);
  237. m_dirty[m_frame]--;
  238. for (int j = ((m_frame + 1) % 4) / 2; j < m_size.y; j += 2)
  239. for (int i = m_frame % 2; i < m_size.x; i += 2)
  240. {
  241. f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
  242. f64cmplx r0 = z0;
  243. //f64cmplx r0(0.28693186889504513, 0.014286693904085048);
  244. //f64cmplx r0(0.001643721971153, 0.822467633298876);
  245. //f64cmplx r0(-1.207205434596, 0.315432814901);
  246. //f64cmplx r0(-0.79192956889854, -0.14632423080102);
  247. //f64cmplx r0(0.3245046418497685, 0.04855101129280834);
  248. f64cmplx z;
  249. int iter = MAX_ITERATIONS;
  250. for (z = z0; iter && z.sqlen() < maxsqlen; z = z * z + r0)
  251. --iter;
  252. if (iter)
  253. {
  254. double f = iter;
  255. double n = z.sqlen();
  256. if (n > maxsqlen * maxsqlen)
  257. n = maxsqlen * maxsqlen;
  258. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  259. union { double n; uint64_t x; } u = { n };
  260. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  261. k *= k1;
  262. /* Approximate log2(k) in [1,2]. */
  263. f += (- 0.344847817623168308695977510213252644185 * k
  264. + 2.024664188044341212602376988171727038739) * k
  265. - 1.674876738008591047163498125918330313237;
  266. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  267. }
  268. else
  269. {
  270. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  271. }
  272. }
  273. }
  274. }
  275. virtual void TickDraw(float deltams)
  276. {
  277. WorldEntity::TickDraw(deltams);
  278. static float const vertices[] =
  279. {
  280. 1.0f, 1.0f,
  281. -1.0f, 1.0f,
  282. -1.0f, -1.0f,
  283. -1.0f, -1.0f,
  284. 1.0f, -1.0f,
  285. 1.0f, 1.0f,
  286. };
  287. static float const texcoords[] =
  288. {
  289. 1.0f, 1.0f,
  290. 0.0f, 1.0f,
  291. 0.0f, 0.0f,
  292. 0.0f, 0.0f,
  293. 1.0f, 0.0f,
  294. 1.0f, 1.0f,
  295. };
  296. if (!m_ready)
  297. {
  298. /* Create a texture of half the width and twice the height
  299. * so that we can upload four different subimages each frame. */
  300. glGenTextures(1, &m_texid);
  301. glBindTexture(GL_TEXTURE_2D, m_texid);
  302. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  303. m_size.x / 2, m_size.y * 2, 0,
  304. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  305. #if defined __CELLOS_LV2__
  306. /* We need this hint because by default the storage type is
  307. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  308. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  309. GL_TEXTURE_TILED_GPU_SCE);
  310. #endif
  311. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  312. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  313. m_shader = Shader::Create(
  314. #if !defined __CELLOS_LV2__
  315. #if !defined HAVE_GLES_2X
  316. "#version 120\n"
  317. #else
  318. "precision highp float;"
  319. #endif
  320. ""
  321. #if defined HAVE_GLES_2X
  322. "varying vec2 pass_TexCoord;"
  323. #endif
  324. "attribute vec2 in_TexCoord;"
  325. "attribute vec2 in_Vertex;"
  326. "void main(void) {"
  327. " gl_Position = vec4(in_Vertex, 0.0, 1.0);"
  328. #if defined HAVE_GLES_2X
  329. " pass_TexCoord = in_TexCoord;"
  330. #else
  331. " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);"
  332. #endif
  333. "}",
  334. #if !defined HAVE_GLES_2X
  335. "#version 120\n"
  336. #else
  337. "precision highp float;"
  338. #endif
  339. ""
  340. #if defined HAVE_GLES_2X
  341. "varying vec2 pass_TexCoord;"
  342. #endif
  343. "uniform vec4 in_TexelSize;"
  344. "uniform mat4 in_ZoomSettings;"
  345. "uniform sampler2D in_Texture;"
  346. ""
  347. "float mylen(vec2 p) {"
  348. //" return abs(p.x) + abs(p.y);"
  349. " return 0.001 + p.x * p.x + p.y * p.y;"
  350. //" return 0.001 + length(p);"
  351. "}"
  352. ""
  353. /* Get the coordinate of the nearest point in slice 0 in xy,
  354. * and the squared distance to that point in z.
  355. * p is in normalised [0,1] texture coordinates.
  356. * return value has the 0.25 Y scaling. */
  357. "vec3 nearest0(vec2 p) {"
  358. " p -= vec2(0.5, 0.5);"
  359. " p *= in_ZoomSettings[0][2];"
  360. " p += vec2(in_ZoomSettings[0][0], -in_ZoomSettings[0][1]);"
  361. " p += vec2(0.5, 0.5);"
  362. " vec2 q = p + 0.5 * in_TexelSize.xy;"
  363. " q = in_TexelSize.xy"
  364. " * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));"
  365. " vec2 r = q - 0.5 * in_TexelSize.xy;"
  366. " float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)"
  367. " ? 1.0 / mylen(r - p) : 0.0;"
  368. " return vec3(q * vec2(1.0, 0.25), l);"
  369. "}"
  370. ""
  371. "vec3 nearest1(vec2 p) {"
  372. " p -= vec2(0.5, 0.5);"
  373. " p *= in_ZoomSettings[1][2];"
  374. " p += vec2(in_ZoomSettings[1][0], -in_ZoomSettings[1][1]);"
  375. " p += vec2(0.5, 0.5);"
  376. " vec2 q = p + -0.5 * in_TexelSize.xy;"
  377. " q = in_TexelSize.xy"
  378. " * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));"
  379. " vec2 r = q - -0.5 * in_TexelSize.xy;"
  380. " float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)"
  381. " ? 1.0 / mylen(r - p) : 0.0;"
  382. " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.25), l);"
  383. "}"
  384. ""
  385. "vec3 nearest2(vec2 p) {"
  386. " p -= vec2(0.5, 0.5);"
  387. " p *= in_ZoomSettings[2][2];"
  388. " p += vec2(in_ZoomSettings[2][0], -in_ZoomSettings[2][1]);"
  389. " p += vec2(0.5, 0.5);"
  390. " vec2 q = p + vec2(0.5, -0.5) * in_TexelSize.xy;"
  391. " q = in_TexelSize.xy"
  392. " * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));"
  393. " vec2 r = q - vec2(0.5, -0.5) * in_TexelSize.xy;"
  394. " float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)"
  395. " ? 1.0 / mylen(r - p) : 0.0;"
  396. " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.50), l);"
  397. "}"
  398. ""
  399. "vec3 nearest3(vec2 p) {"
  400. " p -= vec2(0.5, 0.5);"
  401. " p *= in_ZoomSettings[3][2];"
  402. " p += vec2(in_ZoomSettings[3][0], -in_ZoomSettings[3][1]);"
  403. " p += vec2(0.5, 0.5);"
  404. " vec2 q = p + vec2(-0.5, 0.5) * in_TexelSize.xy;"
  405. " q = in_TexelSize.xy"
  406. " * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));"
  407. " vec2 r = q - vec2(-0.5, 0.5) * in_TexelSize.xy;"
  408. " float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)"
  409. " ? 1.0 / mylen(r - p) : 0.0;"
  410. " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.75), l);"
  411. "}"
  412. ""
  413. "void main(void) {"
  414. #if defined HAVE_GLES_2X
  415. " vec2 coord = pass_TexCoord;"
  416. #else
  417. " vec2 coord = gl_TexCoord[0].xy;"
  418. #endif
  419. /* Get a pixel from each slice */
  420. " vec3 k0 = nearest0(coord);"
  421. " vec3 k1 = nearest1(coord);"
  422. " vec3 k2 = nearest2(coord);"
  423. " vec3 k3 = nearest3(coord);"
  424. " vec4 p0 = texture2D(in_Texture, k0.xy);"
  425. " vec4 p1 = texture2D(in_Texture, k1.xy);"
  426. " vec4 p2 = texture2D(in_Texture, k2.xy);"
  427. " vec4 p3 = texture2D(in_Texture, k3.xy);"
  428. //"if (k0.z >= k1.z && k0.z >= k2.z && k0.z >= k3.z) gl_FragColor = p0;"
  429. //"if (k1.z >= k0.z && k1.z >= k2.z && k1.z >= k3.z) gl_FragColor = p1;"
  430. //"if (k2.z >= k0.z && k2.z >= k1.z && k2.z >= k3.z) gl_FragColor = p2;"
  431. //"if (k3.z >= k0.z && k3.z >= k1.z && k3.z >= k2.z) gl_FragColor = p3;"
  432. " gl_FragColor = 1.0 / (k0.z + k1.z + k2.z + k3.z)"
  433. " * (k0.z * p0 + k1.z * p1 + k2.z * p2 + k3.z * p3);"
  434. "}"
  435. #else
  436. "void main(float4 in_Position : POSITION,"
  437. " float2 in_TexCoord : TEXCOORD0,"
  438. " out float4 out_Position : POSITION,"
  439. " out float2 out_TexCoord : TEXCOORD0)"
  440. "{"
  441. " out_TexCoord = in_TexCoord;"
  442. " out_Position = in_Position;"
  443. "}",
  444. "float3 nearest0(float2 p, float4 in_TexelSize) {"
  445. " float2 q = p + 0.5 * in_TexelSize.xy;"
  446. " q -= fmod(q, 2.0 * in_TexelSize.xy);"
  447. " q += 0.5 * in_TexelSize.xy;"
  448. " return float3(q * float2(1.0, 0.25),"
  449. " length(q - p));"
  450. "}"
  451. ""
  452. "float3 nearest1(float2 p, float4 in_TexelSize) {"
  453. " float2 q = p - 0.5 * in_TexelSize.xy;"
  454. " q -= fmod(q, 2.0 * in_TexelSize.xy);"
  455. " q += 1.5 * in_TexelSize.xy;"
  456. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.25),"
  457. " length(q - p));"
  458. "}"
  459. ""
  460. "float3 nearest2(float2 p, float4 in_TexelSize) {"
  461. " float2 q = p + float2(0.5, -0.5) * in_TexelSize.xy;"
  462. " q -= fmod(q, 2.0 * in_TexelSize.xy);"
  463. " q += float2(0.5, 1.5) * in_TexelSize.xy;"
  464. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.50),"
  465. " length(q - p));"
  466. "}"
  467. ""
  468. "float3 nearest3(float2 p, float4 in_TexelSize) {"
  469. " float2 q = p + float2(-0.5, 0.5) * in_TexelSize.xy;"
  470. " q -= fmod(q, 2.0 * in_TexelSize.xy);"
  471. " q += float2(1.5, 0.5) * in_TexelSize.xy;"
  472. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.75),"
  473. " length(q - p));"
  474. "}"
  475. ""
  476. "void main(float2 in_TexCoord : TEXCOORD0,"
  477. " uniform float4 in_TexelSize,"
  478. " uniform sampler2D in_Texture,"
  479. " out float4 out_FragColor : COLOR)"
  480. "{"
  481. " float2 coord = in_TexCoord.xy;"
  482. " coord -= 0.1 * in_TexelSize.xy;"
  483. " float4 p0 = tex2D(in_Texture, nearest0(coord, in_TexelSize).xy);"
  484. " float4 p1 = tex2D(in_Texture, nearest1(coord, in_TexelSize).xy);"
  485. " float4 p2 = tex2D(in_Texture, nearest2(coord, in_TexelSize).xy);"
  486. " float4 p3 = tex2D(in_Texture, nearest3(coord, in_TexelSize).xy);"
  487. " out_FragColor = 0.25 * (p0 + p1 + p2 + p3);"
  488. "}"
  489. #endif
  490. );
  491. m_vertexattrib = m_shader->GetAttribLocation("in_Vertex");
  492. m_texattrib = m_shader->GetAttribLocation("in_TexCoord");
  493. m_texeluni = m_shader->GetUniformLocation("in_TexelSize");
  494. m_zoomuni = m_shader->GetUniformLocation("in_ZoomSettings");
  495. m_ready = true;
  496. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  497. /* Method 1: store vertex buffer on the GPU memory */
  498. glGenBuffers(1, &m_vbo);
  499. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  500. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
  501. GL_STATIC_DRAW);
  502. glGenBuffers(1, &m_tbo);
  503. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  504. glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
  505. GL_STATIC_DRAW);
  506. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  507. /* Method 2: upload vertex information at each frame */
  508. #else
  509. #endif
  510. /* FIXME: this object never cleans up */
  511. }
  512. #if !defined HAVE_GLES_2X
  513. glEnable(GL_TEXTURE_2D);
  514. #endif
  515. glBindTexture(GL_TEXTURE_2D, m_texid);
  516. if (m_dirty[m_frame])
  517. {
  518. m_dirty[m_frame]--;
  519. #ifdef __CELLOS_LV2__
  520. /* glTexSubImage2D is extremely slow on the PS3, to the point
  521. * that uploading the whole texture is 40 times faster. */
  522. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  523. m_size.x / 2, m_size.y * 2, 0,
  524. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  525. #else
  526. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  527. m_size.x / 2, m_size.y / 2,
  528. TEXTURE_FORMAT, TEXTURE_TYPE,
  529. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  530. #endif
  531. }
  532. m_shader->Bind();
  533. m_shader->SetUniform(m_texeluni, m_texel_settings);
  534. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  535. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  536. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  537. glEnableVertexAttribArray(m_vertexattrib);
  538. glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  539. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  540. glEnableVertexAttribArray(m_texattrib);
  541. glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  542. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  543. /* Never used for now */
  544. //glEnableVertexAttribArray(m_vertexattrib);
  545. //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
  546. #else
  547. glEnableClientState(GL_VERTEX_ARRAY);
  548. glVertexPointer(2, GL_FLOAT, 0, vertices);
  549. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  550. glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
  551. #endif
  552. glDrawArrays(GL_TRIANGLES, 0, 6);
  553. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  554. glDisableVertexAttribArray(m_vertexattrib);
  555. glDisableVertexAttribArray(m_texattrib);
  556. glBindBuffer(GL_ARRAY_BUFFER, 0);
  557. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  558. /* Never used for now */
  559. //glDisableVertexAttribArray(m_vertexattrib);
  560. //glDisableVertexAttribArray(m_texattrib);
  561. #else
  562. glDisableClientState(GL_VERTEX_ARRAY);
  563. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  564. #endif
  565. }
  566. private:
  567. static int const MAX_ITERATIONS = 170;
  568. static int const PALETTE_STEP = 32;
  569. ivec2 m_size, m_window_size;
  570. double m_window2world;
  571. f64vec2 m_texel2world;
  572. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  573. Shader *m_shader;
  574. GLuint m_texid;
  575. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  576. GLuint m_vbo, m_tbo;
  577. GLuint m_tco;
  578. #endif
  579. int m_vertexattrib, m_texattrib, m_texeluni, m_zoomuni;
  580. int m_frame, m_dirty[4];
  581. bool m_ready;
  582. f64cmplx m_center;
  583. double m_zoom_speed, m_radius;
  584. vec4 m_texel_settings;
  585. mat4 m_zoom_settings;
  586. f64cmplx m_deltashift[4];
  587. double m_deltascale[4];
  588. /* Debug information */
  589. #if !defined __native_client__
  590. Text *m_centertext, *m_mousetext, *m_zoomtext;
  591. #endif
  592. };
  593. int main(int argc, char **argv)
  594. {
  595. #if defined _WIN32
  596. _chdir("../..");
  597. #endif
  598. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  599. new DebugFps(5, 5);
  600. new Fractal(ivec2(640, 480));
  601. //new DebugRecord("fractalol.ogm", 60.0f);
  602. app.Run();
  603. return EXIT_SUCCESS;
  604. }