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- //
- // 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
-
- #ifdef __CELLOS_LV2__
- static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
- static GLenum const TEXTURE_FORMAT = GL_BGRA;
- static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
- #else
- /* Seems efficient for little endian textures */
- static GLint const INTERNAL_FORMAT = GL_RGBA;
- static GLenum const TEXTURE_FORMAT = GL_BGRA;
- static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
- #endif
-
- class Fractal : public WorldEntity
- {
- public:
- Fractal(ivec2 const &size)
- {
- /* Ensure size has even X and Y values */
- m_size = size;
- m_size.x = (m_size.x + 1) & ~1;
- m_size.y = (m_size.y + 1) & ~1;
-
- m_window_size = Video::GetSize();
- m_pixels = new u8vec4[m_size.x * m_size.y];
- m_tmppixels = new u8vec4[m_size.x / 2 * m_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_texture_radius = 0.5 * (m_size.x < m_size.y ? m_size.x : m_size.y);
- m_window_radius = 0.5 * (m_window_size.x < m_window_size.y ? m_window_size.x : m_window_size.y);
- m_pixel_delta = vec4(vec2(1.0, 1.0) / (vec2)m_size, m_size);
- m_ready = false;
-
- m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
- for (int i = 0; i < (MAX_ITERATIONS + 1) * 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_window_size.y - 15, 1));
- Ticker::Ref(m_centertext);
-
- m_mousetext = new Text(NULL, "gfx/font/ascii.png");
- m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
- Ticker::Ref(m_mousetext);
-
- m_zoomtext = new Text(NULL, "gfx/font/ascii.png");
- m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
- Ticker::Ref(m_zoomtext);
-
- position = ivec3(0, 0, 0);
- bbox[0] = position;
- bbox[1] = ivec3(m_window_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 TexelToWorldOffset(ivec2 texel)
- {
- f64cmplx tmp = f64cmplx(0.5 + texel.x - m_size.x / 2,
- 0.5 + m_size.y / 2 - texel.y);
- return tmp * (m_radius / m_texture_radius);
- }
-
- inline f64cmplx ScreenToWorldOffset(ivec2 pixel)
- {
- /* No 0.5 offset here, because we want to be able to position the
- * mouse at (0,0) exactly. */
- f64cmplx tmp = f64cmplx(pixel.x - m_window_size.x / 2,
- m_window_size.y / 2 - pixel.y);
- return tmp * (m_radius / m_window_radius);
- }
-
- virtual void TickGame(float deltams)
- {
- WorldEntity::TickGame(deltams);
-
- m_frame = (m_frame + 1) % 4;
-
- f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
-
- ivec3 buttons = Input::GetMouseButtons();
- #ifdef __CELLOS_LV2__
- if (true)
- #else
- if ((buttons[0] || buttons[2]) && mousepos.x != -1)
- #endif
- {
- f64cmplx oldcenter = m_center;
- double oldradius = m_radius;
- #ifdef __CELLOS_LV2__
- m_radius *= pow(2.0, -deltams * 0.00005);
- m_center = f64cmplx(0.001643721971153, 0.822467633298876);
- #else
- 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);
- #endif
-
- /* 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: %+16.14f%+16.14fi", m_center.x, m_center.y);
- m_centertext->SetText(buf);
- sprintf(buf, " mouse: %+16.14f%+16.14fi", 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])
- {
- double const maxsqlen = 1024;
- double const k1 = 1.0 / (1 << 10) / log2(maxsqlen);
-
- 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)
- {
-
- f64cmplx z0 = m_center + TexelToWorldOffset(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() < maxsqlen; z = z * z + r0)
- --iter;
-
- if (iter)
- {
- double f = iter;
- double n = z.sqlen();
- if (n > maxsqlen * maxsqlen)
- n = maxsqlen * maxsqlen;
-
- /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
- union { double n; uint64_t x; } u = { n };
- double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
- k *= k1;
-
- /* Approximate log2(k) in [1,2]. */
- f += (- 0.344847817623168308695977510213252644185 * k
- + 2.024664188044341212602376988171727038739) * k
- - 1.674876738008591047163498125918330313237;
-
- *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
- }
- 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, INTERNAL_FORMAT,
- m_size.x / 2, m_size.y * 2, 0,
- TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
- #if !defined __CELLOS_LV2__
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
- GL_TEXTURE_TILED_GPU_SCE);
- #endif
- 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 vec4 in_PixelDelta;"
- "uniform sampler2D in_Texture;"
- ""
- /* Get the coordinate of the nearest point in slice 0 in xy,
- * and the squared distance to that point in z.
- * p is in normalised [0,1] texture coordinates.
- * return value has the 0.25 Y scaling. */
- "vec3 nearest0(vec2 p) {"
- " vec2 q = p + 0.5 * in_PixelDelta.xy;"
- " q -= mod(q, 2.0 * in_PixelDelta.xy);"
- " q += 0.5 * in_PixelDelta.xy;"
- " return vec3(q * vec2(1.0, 0.25),"
- " length(q - p));"
- "}"
- ""
- "vec3 nearest1(vec2 p) {"
- " vec2 q = p - 0.5 * in_PixelDelta.xy;"
- " q -= mod(q, 2.0 * in_PixelDelta.xy);"
- " q += 1.5 * in_PixelDelta.xy;"
- " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.25),"
- " length(q - p));"
- "}"
- ""
- "vec3 nearest2(vec2 p) {"
- " vec2 q = p + vec2(0.5, -0.5) * in_PixelDelta.xy;"
- " q -= mod(q, 2.0 * in_PixelDelta.xy);"
- " q += vec2(0.5, 1.5) * in_PixelDelta.xy;"
- " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.50),"
- " length(q - p));"
- "}"
- ""
- "vec3 nearest3(vec2 p) {"
- " vec2 q = p + vec2(-0.5, 0.5) * in_PixelDelta.xy;"
- " q -= mod(q, 2.0 * in_PixelDelta.xy);"
- " q += vec2(1.5, 0.5) * in_PixelDelta.xy;"
- " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.75),"
- " length(q - p));"
- "}"
- ""
- "void main(void) {"
- " vec2 coord = gl_TexCoord[0].xy;"
- /* Slightly shift our pixel so that it does not lie at
- * an exact texel boundary. This would lead to visual
- * artifacts. */
- " coord -= 0.1 * in_PixelDelta.xy;"
- /* Get a pixel from each slice */
- " vec4 p0 = texture2D(in_Texture, nearest0(coord).xy);"
- " vec4 p1 = texture2D(in_Texture, nearest1(coord).xy);"
- " vec4 p2 = texture2D(in_Texture, nearest2(coord).xy);"
- " vec4 p3 = texture2D(in_Texture, nearest3(coord).xy);"
- " gl_FragColor = 0.25 * (p0 + p1 + p2 + p3);"
- "}"
- #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;"
- "}",
-
- "float3 nearest0(float2 p, float4 in_PixelDelta) {"
- " float2 q = p + 0.5 * in_PixelDelta.xy;"
- " q -= fmod(q, 2.0 * in_PixelDelta.xy);"
- " q += 0.5 * in_PixelDelta.xy;"
- " return float3(q * float2(1.0, 0.25),"
- " length(q - p));"
- "}"
- ""
- "float3 nearest1(float2 p, float4 in_PixelDelta) {"
- " float2 q = p - 0.5 * in_PixelDelta.xy;"
- " q -= fmod(q, 2.0 * in_PixelDelta.xy);"
- " q += 1.5 * in_PixelDelta.xy;"
- " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.25),"
- " length(q - p));"
- "}"
- ""
- "float3 nearest2(float2 p, float4 in_PixelDelta) {"
- " float2 q = p + float2(0.5, -0.5) * in_PixelDelta.xy;"
- " q -= fmod(q, 2.0 * in_PixelDelta.xy);"
- " q += float2(0.5, 1.5) * in_PixelDelta.xy;"
- " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.50),"
- " length(q - p));"
- "}"
- ""
- "float3 nearest3(float2 p, float4 in_PixelDelta) {"
- " float2 q = p + float2(-0.5, 0.5) * in_PixelDelta.xy;"
- " q -= fmod(q, 2.0 * in_PixelDelta.xy);"
- " q += float2(1.5, 0.5) * in_PixelDelta.xy;"
- " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.75),"
- " length(q - p));"
- "}"
- ""
- "void main(float2 in_TexCoord : TEXCOORD0,"
- " uniform float4 in_PixelDelta,"
- " uniform sampler2D in_Texture,"
- " out float4 out_FragColor : COLOR)"
- "{"
- " float2 coord = in_TexCoord.xy;"
- " coord -= 0.1 * in_PixelDelta.xy;"
- " float4 p0 = tex2D(in_Texture, nearest0(coord, in_PixelDelta).xy);"
- " float4 p1 = tex2D(in_Texture, nearest1(coord, in_PixelDelta).xy);"
- " float4 p2 = tex2D(in_Texture, nearest2(coord, in_PixelDelta).xy);"
- " float4 p3 = tex2D(in_Texture, nearest3(coord, in_PixelDelta).xy);"
- " out_FragColor = 0.25 * (p0 + p1 + p2 + p3);"
- "}"
- #endif
- );
- m_vertexattrib = m_shader->GetAttribLocation("in_Vertex");
- m_texattrib = m_shader->GetAttribLocation("in_TexCoord");
- m_pixeluni = m_shader->GetUniformLocation("in_PixelDelta");
- 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,
- TEXTURE_FORMAT, TEXTURE_TYPE,
- 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,
- TEXTURE_FORMAT, TEXTURE_TYPE,
- m_pixels + m_size.x * m_size.y / 4 * m_frame);
- }
- }
-
- m_shader->Bind();
- m_shader->SetUniform(m_pixeluni, m_pixel_delta);
- #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, m_window_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, m_pixeluni;
- int m_frame, m_dirty[4];
- bool m_ready;
-
- f64cmplx m_center;
- double m_radius, m_texture_radius, m_window_radius;
- vec4 m_pixel_delta;
- 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;
- }
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