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  1. //
  2. // Lol Engine - Fractal tutorial
  3. //
  4. // Copyright: (c) 2011-2012 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 lol;
  18. #if defined _WIN32
  19. # include <direct.h>
  20. # if defined USE_D3D9
  21. # define FAR
  22. # define NEAR
  23. # include <d3d9.h>
  24. # endif
  25. #endif
  26. extern char const *lolfx_11_fractal;
  27. #if defined USE_D3D9
  28. extern IDirect3DDevice9 *g_d3ddevice;
  29. #elif defined _XBOX
  30. extern D3DDevice *g_d3ddevice;
  31. #elif __CELLOS_LV2__
  32. static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
  33. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  34. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  35. #elif defined __native_client__ || defined HAVE_GLES_2X
  36. static GLint const INTERNAL_FORMAT = GL_RGBA;
  37. static GLenum const TEXTURE_FORMAT = GL_RGBA;
  38. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE;
  39. #else
  40. /* Seems efficient for little endian textures */
  41. static GLint const INTERNAL_FORMAT = GL_RGBA;
  42. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  43. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  44. #endif
  45. class Fractal : public WorldEntity
  46. {
  47. public:
  48. Fractal(ivec2 const &size)
  49. {
  50. /* Ensure texture size is a multiple of 16 for better aligned
  51. * data access. Store the dimensions of a texel for our shader,
  52. * as well as the half-size of the screen. */
  53. m_size = size;
  54. m_size.x = (m_size.x + 15) & ~15;
  55. m_size.y = (m_size.y + 15) & ~15;
  56. m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / m_size.xyxy;
  57. m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * m_size.xyxy;
  58. /* Window size decides the world aspect ratio. For instance, 640×480
  59. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  60. #if !defined __native_client__
  61. m_window_size = Video::GetSize();
  62. #else
  63. /* FIXME: it's illegal to call this on the game thread! */
  64. m_window_size = ivec2(640, 480);
  65. #endif
  66. if (m_window_size.y < m_window_size.x)
  67. m_window2world = 0.5 / m_window_size.y;
  68. else
  69. m_window2world = 0.5 / m_window_size.x;
  70. m_texel2world = (vec2)m_window_size / m_size * m_window2world;
  71. m_oldmouse = ivec2(0, 0);
  72. m_pixels = new u8vec4[m_size.x * m_size.y];
  73. m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
  74. m_frame = -1;
  75. m_slices = 4;
  76. for (int i = 0; i < 4; i++)
  77. {
  78. m_deltashift[i] = real("0");
  79. m_deltascale[i] = real("1");
  80. m_dirty[i] = 2;
  81. }
  82. #if defined __CELLOS_LV2__ || defined _XBOX
  83. //m_center = rcmplx(-.22815528839841, -1.11514249704382);
  84. //m_center = rcmplx(0.001643721971153, 0.822467633298876);
  85. m_center = rcmplx("-0.65823419062254", "0.50221777363480");
  86. m_zoom_speed = -0.025;
  87. #else
  88. m_center = rcmplx(-0.75, 0.0);
  89. m_zoom_speed = 0.0;
  90. #endif
  91. m_translate = rcmplx(0.0, 0.0);
  92. m_radius = 5.0;
  93. m_ready = false;
  94. m_drag = false;
  95. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  96. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  97. {
  98. double f = (double)i / PALETTE_STEP;
  99. double r = 0.5 * lol::sin(f * 0.27 + 2.0) + 0.5;
  100. double g = 0.5 * lol::sin(f * 0.17 - 1.8) + 0.5;
  101. double b = 0.5 * lol::sin(f * 0.21 - 2.6) + 0.5;
  102. if (f < 7.0)
  103. {
  104. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  105. r *= f;
  106. g *= f;
  107. b *= f;
  108. }
  109. uint8_t red = r * 255.99f;
  110. uint8_t green = g * 255.99f;
  111. uint8_t blue = b * 255.99f;
  112. #if defined __CELLOS_LV2__ || defined _XBOX
  113. m_palette[i] = u8vec4(255, red, green, blue);
  114. #elif defined __native_client__
  115. m_palette[i] = u8vec4(red, green, blue, 255);
  116. #else
  117. m_palette[i] = u8vec4(blue, green, red, 255);
  118. #endif
  119. }
  120. #if !defined __native_client__
  121. m_centertext = new Text(NULL, "src/data/font/ascii.png");
  122. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  123. Ticker::Ref(m_centertext);
  124. m_mousetext = new Text(NULL, "src/data/font/ascii.png");
  125. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  126. Ticker::Ref(m_mousetext);
  127. m_zoomtext = new Text(NULL, "src/data/font/ascii.png");
  128. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  129. Ticker::Ref(m_zoomtext);
  130. #endif
  131. m_position = ivec3(0, 0, 0);
  132. m_bbox[0] = m_position;
  133. m_bbox[1] = ivec3(m_window_size, 0);
  134. Input::TrackMouse(this);
  135. /* Spawn worker threads and wait for their readiness. */
  136. for (int i = 0; i < MAX_THREADS; i++)
  137. m_threads[i] = new Thread(DoWorkHelper, this);
  138. for (int i = 0; i < MAX_THREADS; i++)
  139. m_spawnqueue.Pop();
  140. }
  141. ~Fractal()
  142. {
  143. /* Signal worker threads for completion and wait for
  144. * them to quit. */
  145. for (int i = 0; i < MAX_THREADS; i++)
  146. m_jobqueue.Push(-1);
  147. for (int i = 0; i < MAX_THREADS; i++)
  148. m_donequeue.Pop();
  149. Input::UntrackMouse(this);
  150. #if !defined __native_client__
  151. Ticker::Unref(m_centertext);
  152. Ticker::Unref(m_mousetext);
  153. Ticker::Unref(m_zoomtext);
  154. #endif
  155. delete m_pixels;
  156. delete m_tmppixels;
  157. delete m_palette;
  158. }
  159. inline dcmplx TexelToWorldOffset(vec2 texel)
  160. {
  161. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  162. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  163. return m_radius * dcmplx(dx, dy);
  164. }
  165. inline dcmplx ScreenToWorldOffset(vec2 pixel)
  166. {
  167. /* No 0.5 offset here, because we want to be able to position the
  168. * mouse at (0,0) exactly. */
  169. double dx = pixel.x - m_window_size.x / 2;
  170. double dy = m_window_size.y / 2 - pixel.y;
  171. return m_radius * m_window2world * dcmplx(dx, dy);
  172. }
  173. virtual void TickGame(float seconds)
  174. {
  175. WorldEntity::TickGame(seconds);
  176. int prev_frame = (m_frame + 4) % 4;
  177. m_frame = (m_frame + 1) % 4;
  178. rcmplx worldmouse = m_center + rcmplx(ScreenToWorldOffset(m_mousepos));
  179. ivec3 buttons = Input::GetMouseButtons();
  180. #if !defined __CELLOS_LV2__ && !defined _XBOX
  181. if (buttons[1])
  182. {
  183. if (!m_drag)
  184. {
  185. m_oldmouse = m_mousepos;
  186. m_drag = true;
  187. }
  188. m_translate = ScreenToWorldOffset(m_oldmouse)
  189. - ScreenToWorldOffset(m_mousepos);
  190. /* XXX: the purpose of this hack is to avoid translating by
  191. * an exact number of pixels. If this were to happen, the step()
  192. * optimisation for i915 cards in our shader would behave
  193. * incorrectly because a quarter of the pixels in the image
  194. * would have tie rankings in the distance calculation. */
  195. m_translate *= real(1023.0 / 1024.0);
  196. m_oldmouse = m_mousepos;
  197. }
  198. else
  199. {
  200. m_drag = false;
  201. if (m_translate != rcmplx(0.0, 0.0))
  202. {
  203. m_translate *= real(std::pow(2.0, -seconds * 5.0));
  204. if ((double)m_translate.norm() < m_radius * 1e-4)
  205. m_translate = rcmplx(0.0, 0.0);
  206. }
  207. }
  208. if ((buttons[0] || buttons[2]) && m_mousepos.x != -1)
  209. {
  210. double zoom = buttons[0] ? -0.5 : 0.5;
  211. m_zoom_speed += zoom * seconds;
  212. if (m_zoom_speed / zoom > 5e-3f)
  213. m_zoom_speed = zoom * 5e-3f;
  214. }
  215. else if (m_zoom_speed)
  216. {
  217. m_zoom_speed *= std::pow(2.0, -seconds * 5.0);
  218. if (abs(m_zoom_speed) < 1e-5 || m_drag)
  219. m_zoom_speed = 0.0;
  220. }
  221. #endif
  222. if (m_zoom_speed || m_translate != rcmplx(0.0, 0.0))
  223. {
  224. rcmplx oldcenter = m_center;
  225. double oldradius = m_radius;
  226. double zoom = std::pow(2.0, seconds * 1e3f * m_zoom_speed);
  227. if (m_radius * zoom > 8.0)
  228. {
  229. m_zoom_speed *= -1.0;
  230. zoom = 8.0 / m_radius;
  231. }
  232. else if (m_radius * zoom < 1e-14)
  233. {
  234. m_zoom_speed *= -1.0;
  235. zoom = 1e-14 / m_radius;
  236. }
  237. m_radius *= zoom;
  238. #if !defined __CELLOS_LV2__ && !defined _XBOX
  239. m_center += m_translate;
  240. m_center = (m_center - worldmouse) * real(zoom) + worldmouse;
  241. worldmouse = m_center + rcmplx(ScreenToWorldOffset(m_mousepos));
  242. #endif
  243. /* Store the transformation properties to go from m_frame - 1
  244. * to m_frame. */
  245. m_deltashift[prev_frame] = (m_center - oldcenter) / real(oldradius);
  246. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  247. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  248. m_deltascale[prev_frame] = m_radius / oldradius;
  249. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  250. }
  251. else
  252. {
  253. /* If settings didn't change, set transformation from previous
  254. * frame to identity. */
  255. m_deltashift[prev_frame] = real::R_0;
  256. m_deltascale[prev_frame] = real::R_1;
  257. }
  258. /* Transformation from current frame to current frame is always
  259. * identity. */
  260. m_zoom_settings[m_frame][0] = 0.0f;
  261. m_zoom_settings[m_frame][1] = 0.0f;
  262. m_zoom_settings[m_frame][2] = 1.0f;
  263. /* Compute transformation from other frames to current frame */
  264. for (int i = 0; i < 3; i++)
  265. {
  266. int prev_index = (m_frame + 4 - i) % 4;
  267. int cur_index = (m_frame + 3 - i) % 4;
  268. m_zoom_settings[cur_index][0] = (real)m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  269. m_zoom_settings[cur_index][1] = (real)m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  270. m_zoom_settings[cur_index][2] = (real)m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  271. }
  272. /* Precompute texture offset change instead of doing it in GLSL */
  273. for (int i = 0; i < 4; i++)
  274. {
  275. m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
  276. m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
  277. }
  278. #if !defined __native_client__
  279. char buf[256];
  280. sprintf(buf, "center: ");
  281. m_center.x.sprintf(buf + strlen(buf), 30);
  282. sprintf(buf + strlen(buf), " ");
  283. m_center.y.sprintf(buf + strlen(buf), 30);
  284. m_centertext->SetText(buf);
  285. sprintf(buf, " mouse: ");
  286. worldmouse.x.sprintf(buf + strlen(buf), 30);
  287. sprintf(buf + strlen(buf), " ");
  288. worldmouse.y.sprintf(buf + strlen(buf), 30);
  289. m_mousetext->SetText(buf);
  290. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  291. m_zoomtext->SetText(buf);
  292. #endif
  293. if (m_dirty[m_frame])
  294. {
  295. m_dirty[m_frame]--;
  296. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  297. m_jobqueue.Push(i);
  298. }
  299. }
  300. static void *DoWorkHelper(void *data)
  301. {
  302. Fractal *that = (Fractal *)data;
  303. that->m_spawnqueue.Push(0);
  304. for ( ; ; )
  305. {
  306. int line = that->m_jobqueue.Pop();
  307. if (line == -1)
  308. break;
  309. that->DoWork(line);
  310. that->m_donequeue.Push(0);
  311. }
  312. that->m_donequeue.Push(0);
  313. return NULL;
  314. };
  315. void DoWork(int line)
  316. {
  317. double const maxsqlen = 1024;
  318. double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0));
  319. int jmin = ((m_frame + 1) % 4) / 2 + line;
  320. int jmax = jmin + MAX_LINES * 2;
  321. if (jmax > m_size.y)
  322. jmax = m_size.y;
  323. u8vec4 *m_pixelstart = m_pixels
  324. + m_size.x * (m_size.y / 4 * m_frame + line / 4);
  325. dcmplx c = (dcmplx)m_center;
  326. for (int j = jmin; j < jmax; j += 2)
  327. for (int i = m_frame % 2; i < m_size.x; i += 2)
  328. {
  329. dcmplx z0 = c + TexelToWorldOffset(ivec2(i, j));
  330. dcmplx z1, z2, z3, r0 = z0;
  331. //dcmplx r0(0.28693186889504513, 0.014286693904085048);
  332. //dcmplx r0(0.001643721971153, 0.822467633298876);
  333. //dcmplx r0(-1.207205434596, 0.315432814901);
  334. //dcmplx r0(-0.79192956889854, -0.14632423080102);
  335. //dcmplx r0(0.3245046418497685, 0.04855101129280834);
  336. int iter = MAX_ITERATIONS - 4;
  337. for (;;)
  338. {
  339. /* Unroll the loop: tests are more expensive to do at each
  340. * iteration than the few extra multiplications. */
  341. z1 = z0 * z0 + r0;
  342. z2 = z1 * z1 + r0;
  343. z3 = z2 * z2 + r0;
  344. z0 = z3 * z3 + r0;
  345. if (sqlength(z0) >= maxsqlen)
  346. break;
  347. iter -= 4;
  348. if (iter < 4)
  349. break;
  350. }
  351. if (iter)
  352. {
  353. double n = sqlength(z0);
  354. if (sqlength(z1) >= maxsqlen) { iter += 3; n = sqlength(z1); }
  355. else if (sqlength(z2) >= maxsqlen) { iter += 2; n = sqlength(z2); }
  356. else if (sqlength(z3) >= maxsqlen) { iter += 1; n = sqlength(z3); }
  357. if (n > maxsqlen * maxsqlen)
  358. n = maxsqlen * maxsqlen;
  359. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  360. double f = iter;
  361. union { double n; uint64_t x; } u = { n };
  362. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  363. k *= k1;
  364. /* Approximate log2(k) in [1,2]. */
  365. f += (- 0.344847817623168308695977510213252644185 * k
  366. + 2.024664188044341212602376988171727038739) * k
  367. - 1.674876738008591047163498125918330313237;
  368. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  369. }
  370. else
  371. {
  372. #if defined __CELLOS_LV2__ || defined _XBOX
  373. *m_pixelstart++ = u8vec4(255, 0, 0, 0);
  374. #else
  375. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  376. #endif
  377. }
  378. }
  379. }
  380. virtual void TickDraw(float seconds)
  381. {
  382. WorldEntity::TickDraw(seconds);
  383. static float const vertices[] =
  384. {
  385. 1.0f, 1.0f,
  386. -1.0f, 1.0f,
  387. -1.0f, -1.0f,
  388. -1.0f, -1.0f,
  389. 1.0f, -1.0f,
  390. 1.0f, 1.0f,
  391. };
  392. static float const texcoords[] =
  393. {
  394. 1.0f, 1.0f,
  395. 0.0f, 1.0f,
  396. 0.0f, 0.0f,
  397. 0.0f, 0.0f,
  398. 1.0f, 0.0f,
  399. 1.0f, 1.0f,
  400. };
  401. if (!m_ready)
  402. {
  403. #if !defined _XBOX && !defined USE_D3D9
  404. /* Create a texture of half the width and twice the height
  405. * so that we can upload four different subimages each frame. */
  406. glGenTextures(1, &m_texid);
  407. glBindTexture(GL_TEXTURE_2D, m_texid);
  408. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  409. m_size.x / 2, m_size.y * 2, 0,
  410. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  411. # if defined __CELLOS_LV2__
  412. /* We need this hint because by default the storage type is
  413. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  414. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  415. GL_TEXTURE_TILED_GPU_SCE);
  416. # endif
  417. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  418. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  419. #elif defined _XBOX
  420. /* By default the X360 will swizzle the texture. Ask for linear. */
  421. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  422. D3DUSAGE_WRITEONLY, D3DFMT_LIN_A8R8G8B8,
  423. D3DPOOL_DEFAULT, &m_tex, NULL);
  424. #else
  425. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  426. D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8,
  427. D3DPOOL_SYSTEMMEM, &m_tex, NULL);
  428. #endif
  429. m_shader = Shader::Create(lolfx_11_fractal);
  430. m_vertexattrib = m_shader->GetAttribLocation("a_Vertex", VertexUsage::Position, 0);
  431. m_texattrib = m_shader->GetAttribLocation("a_TexCoord", VertexUsage::TexCoord, 0);
  432. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  433. m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
  434. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  435. m_vdecl =
  436. new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position),
  437. VertexStream<vec2>(VertexUsage::TexCoord));
  438. m_vbo = new VertexBuffer(sizeof(vertices));
  439. m_tbo = new VertexBuffer(sizeof(texcoords));
  440. void *tmp = m_vbo->Lock(0, 0);
  441. memcpy(tmp, vertices, sizeof(vertices));
  442. m_vbo->Unlock();
  443. tmp = m_tbo->Lock(0, 0);
  444. memcpy(tmp, texcoords, sizeof(texcoords));
  445. m_tbo->Unlock();
  446. /* FIXME: this object never cleans up */
  447. m_ready = true;
  448. }
  449. #if defined _XBOX || defined USE_D3D9
  450. #else
  451. # if !defined HAVE_GLES_2X
  452. glEnable(GL_TEXTURE_2D);
  453. # endif
  454. glBindTexture(GL_TEXTURE_2D, m_texid);
  455. #endif
  456. if (m_dirty[m_frame])
  457. {
  458. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  459. m_donequeue.Pop();
  460. m_dirty[m_frame]--;
  461. #if defined _XBOX || defined USE_D3D9
  462. D3DLOCKED_RECT rect;
  463. # if defined _XBOX
  464. m_tex->LockRect(0, &rect, NULL, D3DLOCK_NOOVERWRITE);
  465. # else
  466. m_tex->LockRect(0, &rect, NULL,
  467. D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE);
  468. # endif
  469. for (int j = 0; j < m_size.y * 2; j++)
  470. {
  471. u8vec4 *line = (u8vec4 *)rect.pBits + j * rect.Pitch / 4;
  472. for (int i = 0; i < m_size.x / 2; i++)
  473. line[i] = m_pixels[m_size.x / 2 * j + i];
  474. }
  475. m_tex->UnlockRect(0);
  476. #elif defined __CELLOS_LV2__
  477. /* glTexSubImage2D is extremely slow on the PS3, to the point
  478. * that uploading the whole texture is 40 times faster. */
  479. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  480. m_size.x / 2, m_size.y * 2, 0,
  481. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  482. #else
  483. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  484. m_size.x / 2, m_size.y / 2,
  485. TEXTURE_FORMAT, TEXTURE_TYPE,
  486. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  487. #endif
  488. }
  489. m_shader->Bind();
  490. m_shader->SetUniform(m_texeluni, m_texel_settings);
  491. m_shader->SetUniform(m_screenuni, m_screen_settings);
  492. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  493. m_vdecl->Bind();
  494. m_vdecl->SetStream(m_vbo, m_vertexattrib);
  495. m_vdecl->SetStream(m_tbo, m_texattrib);
  496. #if defined _XBOX || defined USE_D3D9
  497. g_d3ddevice->SetTexture(0, m_tex);
  498. g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
  499. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  500. #else
  501. #endif
  502. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 2);
  503. m_vdecl->Unbind();
  504. }
  505. private:
  506. static int const MAX_ITERATIONS = 340;
  507. static int const PALETTE_STEP = 32;
  508. static int const MAX_THREADS = 8;
  509. static int const MAX_LINES = 8;
  510. ivec2 m_size, m_window_size, m_oldmouse;
  511. double m_window2world;
  512. dvec2 m_texel2world;
  513. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  514. Shader *m_shader;
  515. ShaderAttrib m_vertexattrib, m_texattrib;
  516. ShaderUniform m_texeluni, m_screenuni, m_zoomuni;
  517. VertexDeclaration *m_vdecl;
  518. VertexBuffer *m_vbo, *m_tbo;
  519. #if defined USE_D3D9
  520. IDirect3DTexture9 *m_tex;
  521. #elif defined _XBOX
  522. D3DTexture *m_tex;
  523. #else
  524. GLuint m_texid;
  525. #endif
  526. int m_frame, m_slices, m_dirty[4];
  527. bool m_ready, m_drag;
  528. rcmplx m_deltashift[4], m_center, m_translate;
  529. real m_deltascale[4];
  530. double m_zoom_speed, m_radius;
  531. vec4 m_texel_settings, m_screen_settings;
  532. mat4 m_zoom_settings;
  533. /* Worker threads */
  534. Thread *m_threads[MAX_THREADS];
  535. Queue<int> m_spawnqueue, m_jobqueue, m_donequeue;
  536. /* Debug information */
  537. #if !defined __native_client__
  538. Text *m_centertext, *m_mousetext, *m_zoomtext;
  539. #endif
  540. };
  541. int main(int argc, char **argv)
  542. {
  543. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  544. #if defined _MSC_VER && !defined _XBOX
  545. _chdir("..");
  546. #elif defined _WIN32 && !defined _XBOX
  547. _chdir("../..");
  548. #endif
  549. new DebugFps(5, 5);
  550. new Fractal(ivec2(640, 480));
  551. //new DebugRecord("fractalol.ogm", 60.0f);
  552. app.Run();
  553. return EXIT_SUCCESS;
  554. }