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  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 <cmath>
  15. #include "core.h"
  16. #include "lolgl.h"
  17. #include "loldebug.h"
  18. using namespace std;
  19. using namespace lol;
  20. #if defined _WIN32 && defined USE_D3D9
  21. # define FAR
  22. # define NEAR
  23. # include <d3d9.h>
  24. #endif
  25. #if USE_SDL && defined __APPLE__
  26. # include <SDL_main.h>
  27. #endif
  28. #if defined _WIN32
  29. # undef main /* FIXME: still needed? */
  30. # include <direct.h>
  31. #endif
  32. #if defined USE_D3D9
  33. extern IDirect3DDevice9 *g_d3ddevice;
  34. #elif defined _XBOX
  35. extern D3DDevice *g_d3ddevice;
  36. #elif __CELLOS_LV2__
  37. static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
  38. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  39. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  40. #elif defined __native_client__
  41. static GLint const INTERNAL_FORMAT = GL_RGBA;
  42. static GLenum const TEXTURE_FORMAT = GL_RGBA;
  43. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE;
  44. #else
  45. /* Seems efficient for little endian textures */
  46. static GLint const INTERNAL_FORMAT = GL_RGBA;
  47. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  48. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  49. #endif
  50. class Fractal : public WorldEntity
  51. {
  52. public:
  53. Fractal(ivec2 const &size)
  54. {
  55. /* Ensure texture size is a multiple of 16 for better aligned
  56. * data access. Store the dimensions of a texel for our shader,
  57. * as well as the half-size of the screen. */
  58. m_size = size;
  59. m_size.x = (m_size.x + 15) & ~15;
  60. m_size.y = (m_size.y + 15) & ~15;
  61. /* FIXME: casts are necessary because of missing operators */
  62. m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / (vec4)m_size.xyxy;
  63. m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * (vec4)m_size.xyxy;
  64. /* Window size decides the world aspect ratio. For instance, 640×480
  65. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  66. #if !defined __native_client__
  67. m_window_size = Video::GetSize();
  68. #else
  69. /* FIXME: it's illegal to call this on the game thread! */
  70. m_window_size = ivec2(640, 480);
  71. #endif
  72. if (m_window_size.y < m_window_size.x)
  73. m_window2world = 0.5 / m_window_size.y;
  74. else
  75. m_window2world = 0.5 / m_window_size.x;
  76. m_texel2world = (vec2)m_window_size / (vec2)m_size
  77. * (vec2)m_window2world;
  78. m_oldmouse = ivec2(0, 0);
  79. m_pixels = new u8vec4[m_size.x * m_size.y];
  80. m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
  81. m_frame = -1;
  82. m_slices = 4;
  83. for (int i = 0; i < 4; i++)
  84. {
  85. m_deltashift[i] = 0.0;
  86. m_deltascale[i] = 1.0;
  87. m_dirty[i] = 2;
  88. }
  89. #if defined __CELLOS_LV2__
  90. //m_center = f64cmplx(-.22815528839841, -1.11514249704382);
  91. //m_center = f64cmplx(0.001643721971153, 0.822467633298876);
  92. m_center = f64cmplx(-0.65823419062254, 0.50221777363480);
  93. m_zoom_speed = -0.000025;
  94. #else
  95. m_center = -0.75;
  96. m_zoom_speed = 0.0;
  97. #endif
  98. m_translate = 0;
  99. m_radius = 5.0;
  100. m_ready = false;
  101. m_drag = false;
  102. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  103. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  104. {
  105. double f = (double)i / PALETTE_STEP;
  106. double r = 0.5 * sin(f * 0.27 + 2.0) + 0.5;
  107. double g = 0.5 * sin(f * 0.17 - 1.8) + 0.5;
  108. double b = 0.5 * sin(f * 0.21 - 2.6) + 0.5;
  109. if (f < 7.0)
  110. {
  111. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  112. r *= f;
  113. g *= f;
  114. b *= f;
  115. }
  116. uint8_t red = r * 255.99f;
  117. uint8_t green = g * 255.99f;
  118. uint8_t blue = b * 255.99f;
  119. #if defined __CELLOS_LV2__
  120. m_palette[i] = u8vec4(255, red, green, blue);
  121. #elif defined __native_client__
  122. m_palette[i] = u8vec4(red, green, blue, 255);
  123. #else
  124. m_palette[i] = u8vec4(blue, green, red, 255);
  125. #endif
  126. }
  127. #if !defined __native_client__
  128. m_centertext = new Text(NULL, "gfx/font/ascii.png");
  129. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  130. Ticker::Ref(m_centertext);
  131. m_mousetext = new Text(NULL, "gfx/font/ascii.png");
  132. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  133. Ticker::Ref(m_mousetext);
  134. m_zoomtext = new Text(NULL, "gfx/font/ascii.png");
  135. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  136. Ticker::Ref(m_zoomtext);
  137. #endif
  138. position = ivec3(0, 0, 0);
  139. bbox[0] = position;
  140. bbox[1] = ivec3(m_window_size, 0);
  141. Input::TrackMouse(this);
  142. /* Spawn worker threads and wait for their readiness. */
  143. for (int i = 0; i < MAX_THREADS; i++)
  144. m_threads[i] = new Thread(DoWorkHelper, this);
  145. for (int i = 0; i < MAX_THREADS; i++)
  146. m_spawnqueue.Pop();
  147. }
  148. ~Fractal()
  149. {
  150. /* Signal worker threads for completion and wait for
  151. * them to quit. */
  152. for (int i = 0; i < MAX_THREADS; i++)
  153. m_jobqueue.Push(-1);
  154. for (int i = 0; i < MAX_THREADS; i++)
  155. m_donequeue.Pop();
  156. Input::UntrackMouse(this);
  157. #if !defined __native_client__
  158. Ticker::Unref(m_centertext);
  159. Ticker::Unref(m_mousetext);
  160. Ticker::Unref(m_zoomtext);
  161. #endif
  162. delete m_pixels;
  163. delete m_tmppixels;
  164. delete m_palette;
  165. }
  166. inline f64cmplx TexelToWorldOffset(vec2 texel)
  167. {
  168. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  169. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  170. return m_radius * f64cmplx(dx, dy);
  171. }
  172. inline f64cmplx ScreenToWorldOffset(vec2 pixel)
  173. {
  174. /* No 0.5 offset here, because we want to be able to position the
  175. * mouse at (0,0) exactly. */
  176. double dx = pixel.x - m_window_size.x / 2;
  177. double dy = m_window_size.y / 2 - pixel.y;
  178. return m_radius * m_window2world * f64cmplx(dx, dy);
  179. }
  180. virtual void TickGame(float deltams)
  181. {
  182. WorldEntity::TickGame(deltams);
  183. int prev_frame = m_frame;
  184. m_frame = (m_frame + 1) % 4;
  185. f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
  186. ivec3 buttons = Input::GetMouseButtons();
  187. #if !defined __CELLOS_LV2__
  188. if (buttons[1])
  189. {
  190. if (!m_drag)
  191. {
  192. m_oldmouse = mousepos;
  193. m_drag = true;
  194. }
  195. m_translate = ScreenToWorldOffset(m_oldmouse)
  196. - ScreenToWorldOffset(mousepos);
  197. /* XXX: the purpose of this hack is to avoid translating by
  198. * an exact number of pixels. If this were to happen, the step()
  199. * optimisation for i915 cards in our shader would behave
  200. * incorrectly because a quarter of the pixels in the image
  201. * would have tie rankings in the distance calculation. */
  202. m_translate *= 1023.0 / 1024.0;
  203. m_oldmouse = mousepos;
  204. }
  205. else
  206. {
  207. m_drag = false;
  208. if (m_translate != 0.0)
  209. {
  210. m_translate *= pow(2.0, -deltams * 0.005);
  211. if (m_translate.norm() / m_radius < 1e-4)
  212. m_translate = 0.0;
  213. }
  214. }
  215. if ((buttons[0] || buttons[2]) && mousepos.x != -1)
  216. {
  217. double zoom = buttons[0] ? -0.0005 : 0.0005;
  218. m_zoom_speed += deltams * zoom;
  219. if (m_zoom_speed / zoom > 5)
  220. m_zoom_speed = 5 * zoom;
  221. }
  222. else if (m_zoom_speed)
  223. {
  224. m_zoom_speed *= pow(2.0, -deltams * 0.005);
  225. if (abs(m_zoom_speed) < 1e-5 || m_drag)
  226. m_zoom_speed = 0.0;
  227. }
  228. #endif
  229. if (m_zoom_speed || m_translate != 0.0)
  230. {
  231. f64cmplx oldcenter = m_center;
  232. double oldradius = m_radius;
  233. double zoom = pow(2.0, deltams * m_zoom_speed);
  234. if (m_radius * zoom > 8.0)
  235. {
  236. m_zoom_speed *= -1.0;
  237. zoom = 8.0 / m_radius;
  238. }
  239. else if (m_radius * zoom < 1e-14)
  240. {
  241. m_zoom_speed *= -1.0;
  242. zoom = 1e-14 / m_radius;
  243. }
  244. m_radius *= zoom;
  245. #if !defined __CELLOS_LV2__
  246. m_center += m_translate;
  247. m_center = (m_center - worldmouse) * zoom + worldmouse;
  248. worldmouse = m_center + ScreenToWorldOffset(mousepos);
  249. #endif
  250. /* Store the transformation properties to go from m_frame - 1
  251. * to m_frame. */
  252. m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius;
  253. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  254. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  255. m_deltascale[prev_frame] = m_radius / oldradius;
  256. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  257. }
  258. else
  259. {
  260. /* If settings didn't change, set transformation from previous
  261. * frame to identity. */
  262. m_deltashift[prev_frame] = 0.0;
  263. m_deltascale[prev_frame] = 1.0;
  264. }
  265. /* Transformation from current frame to current frame is always
  266. * identity. */
  267. m_zoom_settings[m_frame][0] = 0.0f;
  268. m_zoom_settings[m_frame][1] = 0.0f;
  269. m_zoom_settings[m_frame][2] = 1.0f;
  270. /* Compute transformation from other frames to current frame */
  271. for (int i = 0; i < 3; i++)
  272. {
  273. int prev_index = (m_frame + 4 - i) % 4;
  274. int cur_index = (m_frame + 3 - i) % 4;
  275. m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  276. m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  277. m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  278. }
  279. /* Precompute texture offset change instead of doing it in GLSL */
  280. for (int i = 0; i < 4; i++)
  281. {
  282. m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
  283. m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
  284. }
  285. #if !defined __native_client__
  286. char buf[128];
  287. sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
  288. m_centertext->SetText(buf);
  289. sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
  290. m_mousetext->SetText(buf);
  291. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  292. m_zoomtext->SetText(buf);
  293. #endif
  294. if (m_dirty[m_frame])
  295. {
  296. m_dirty[m_frame]--;
  297. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  298. m_jobqueue.Push(i);
  299. }
  300. }
  301. static void *DoWorkHelper(void *data)
  302. {
  303. Fractal *that = (Fractal *)data;
  304. that->m_spawnqueue.Push(0);
  305. for ( ; ; )
  306. {
  307. int line = that->m_jobqueue.Pop();
  308. if (line == -1)
  309. break;
  310. that->DoWork(line);
  311. that->m_donequeue.Push(0);
  312. }
  313. that->m_donequeue.Push(0);
  314. return NULL;
  315. };
  316. void DoWork(int line)
  317. {
  318. double const maxsqlen = 1024;
  319. double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0));
  320. int jmin = ((m_frame + 1) % 4) / 2 + line;
  321. int jmax = jmin + MAX_LINES * 2;
  322. if (jmax > m_size.y)
  323. jmax = m_size.y;
  324. u8vec4 *m_pixelstart = m_pixels
  325. + m_size.x * (m_size.y / 4 * m_frame + line / 4);
  326. for (int j = jmin; j < jmax; j += 2)
  327. for (int i = m_frame % 2; i < m_size.x; i += 2)
  328. {
  329. f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
  330. f64cmplx z1, z2, z3, r0 = z0;
  331. //f64cmplx r0(0.28693186889504513, 0.014286693904085048);
  332. //f64cmplx r0(0.001643721971153, 0.822467633298876);
  333. //f64cmplx r0(-1.207205434596, 0.315432814901);
  334. //f64cmplx r0(-0.79192956889854, -0.14632423080102);
  335. //f64cmplx 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 (sqlen(z0) >= maxsqlen)
  346. break;
  347. iter -= 4;
  348. if (iter < 4)
  349. break;
  350. }
  351. if (iter)
  352. {
  353. double n = sqlen(z0);
  354. if (sqlen(z1) >= maxsqlen) { iter += 3; n = sqlen(z1); }
  355. else if (sqlen(z2) >= maxsqlen) { iter += 2; n = sqlen(z2); }
  356. else if (sqlen(z3) >= maxsqlen) { iter += 1; n = sqlen(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__
  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 deltams)
  381. {
  382. WorldEntity::TickDraw(deltams);
  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. #else
  420. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  421. D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8,
  422. D3DPOOL_SYSTEMMEM, &m_tex, NULL);
  423. #endif
  424. m_shader = Shader::Create(
  425. #if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9
  426. # if !defined HAVE_GLES_2X
  427. "#version 120\n"
  428. # else
  429. "precision highp float;"
  430. # endif
  431. ""
  432. "uniform mat4 u_ZoomSettings;"
  433. "uniform vec4 u_TexelSize;"
  434. "uniform vec4 u_ScreenSize;"
  435. ""
  436. "attribute vec2 a_TexCoord;"
  437. "attribute vec2 a_Vertex;"
  438. ""
  439. "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
  440. ""
  441. "void main(void)"
  442. "{"
  443. " gl_Position = vec4(a_Vertex, 0.0, 1.0);"
  444. /* Center point in [-.5,.5], apply zoom and translation
  445. * transformation, and go back to texture coordinates
  446. * in [0,1]. That's the ideal point we would like to
  447. * compute the value for. Then add or remove half the
  448. * size of a texel: the distance from this new point to
  449. * the final point will be our error. */
  450. " vec4 offsets = vec4(0.5, -0.5, 0.015625, -0.015625);"
  451. " vec4 zoomscale = vec4(u_ZoomSettings[0][2],"
  452. " u_ZoomSettings[1][2],"
  453. " u_ZoomSettings[2][2],"
  454. " u_ZoomSettings[3][2]);"
  455. " vec4 zoomtx = vec4(u_ZoomSettings[0][0],"
  456. " u_ZoomSettings[1][0],"
  457. " u_ZoomSettings[2][0],"
  458. " u_ZoomSettings[3][0]);"
  459. " vec4 zoomty = vec4(u_ZoomSettings[0][1],"
  460. " u_ZoomSettings[1][1],"
  461. " u_ZoomSettings[2][1],"
  462. " u_ZoomSettings[3][1]);"
  463. " v_CenterX = zoomscale * a_TexCoord.x + zoomtx"
  464. " + offsets.xyxy * u_TexelSize.x;"
  465. " v_CenterY = zoomscale * a_TexCoord.y - zoomty"
  466. " + offsets.xyyx * u_TexelSize.y;"
  467. /* Precompute the multiple of one texel where our ideal
  468. * point lies. The fragment shader will call floor() on
  469. * this value. We add or remove a slight offset to avoid
  470. * rounding issues at the image's edges. */
  471. " v_IndexX = v_CenterX * u_ScreenSize.z - offsets.zwzw;"
  472. " v_IndexY = v_CenterY * u_ScreenSize.w - offsets.zwwz;"
  473. "}",
  474. # if !defined HAVE_GLES_2X
  475. "#version 120\n"
  476. # else
  477. "precision highp float;"
  478. # endif
  479. ""
  480. "uniform vec4 u_TexelSize;"
  481. "uniform sampler2D u_Texture;"
  482. ""
  483. "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
  484. ""
  485. "void main(void)"
  486. "{"
  487. " vec4 v05 = vec4(0.5, 0.5, 0.5, 0.5);"
  488. " vec4 rx, ry, t0, dx, dy, dd;"
  489. /* Get a pixel coordinate from each slice into rx & ry */
  490. " rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX);"
  491. " ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY);"
  492. /* Compute inverse distance to expected pixel in dd,
  493. * and put zero if we fall outside the texture. */
  494. " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);"
  495. " dx = rx - v_CenterX;"
  496. " dy = ry - v_CenterY;"
  497. //" vec4 dd = t0 * (abs(dx) + abs(dy));"
  498. //" vec4 dd = t0 / (0.001 + sqrt((dx * dx) + (dy * dy)));"
  499. " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));"
  500. /* Modify Y coordinate to select proper quarter. */
  501. " ry = ry * 0.25 + vec4(0.0, 0.25, 0.5, 0.75);"
  502. ""
  503. # if 1
  504. "\n#if 0\n" /* XXX: disabled until we can autodetect i915 */
  505. /* t1.x <-- dd.x > dd.y */
  506. /* t1.y <-- dd.z > dd.w */
  507. " vec2 t1 = step(dd.xz, dd.yw);"
  508. /* ret.x <-- max(rx.x, rx.y) wrt. t1.x */
  509. /* ret.y <-- max(rx.z, rx.w) wrt. t1.y */
  510. /* ret.z <-- max(ry.x, ry.y) wrt. t1.x */
  511. /* ret.w <-- max(ry.z, ry.w) wrt. t1.y */
  512. " vec4 ret = mix(vec4(rx.xz, ry.xz),"
  513. " vec4(rx.yw, ry.yw), t1.xyxy);"
  514. /* dd.x <-- max(dd.x, dd.y) */
  515. /* dd.z <-- max(dd.z, dd.w) */
  516. " dd.xy = mix(dd.xz, dd.yw, t1);"
  517. /* t2 <-- dd.x > dd.z */
  518. " float t2 = step(dd.x, dd.y);"
  519. /* ret.x <-- max(ret.x, ret.y); */
  520. /* ret.y <-- max(ret.z, ret.w); */
  521. " ret.xy = mix(ret.xz, ret.yw, t2);"
  522. "\n#else\n"
  523. /* Fallback for i915 cards -- the trick to reduce the
  524. * number of operations is to compute both step(a,b)
  525. * and step(b,a) and hope that their sum is 1. This is
  526. * almost always the case, and when it isn't we can
  527. * afford to have a few wrong pixels. However, a real
  528. * problem is when panning the image, because half the
  529. * screen is likely to flicker. To avoid this problem,
  530. * we cheat a little (see m_translate comment above). */
  531. " vec4 t1 = step(dd.xzyw, dd.ywxz);"
  532. " vec4 ret = vec4(rx.xz, ry.xz) * t1.zwzw"
  533. " + vec4(rx.yw, ry.yw) * t1.xyxy;"
  534. " dd.xy = dd.xz * t1.zw + dd.yw * t1.xy;"
  535. " vec2 t2 = step(dd.xy, dd.yx);"
  536. " ret.xy = ret.xz * t2.yy + ret.yw * t2.xx;"
  537. "\n#endif\n"
  538. /* Nearest neighbour */
  539. " gl_FragColor = texture2D(u_Texture, ret.xy);"
  540. # else
  541. /* Alternate version: some kind of linear interpolation */
  542. " vec4 p0 = texture2D(u_Texture, vec2(rx.x, ry.x));"
  543. " vec4 p1 = texture2D(u_Texture, vec2(rx.y, ry.y));"
  544. " vec4 p2 = texture2D(u_Texture, vec2(rx.z, ry.z));"
  545. " vec4 p3 = texture2D(u_Texture, vec2(rx.w, ry.w));"
  546. " gl_FragColor = 1.0 / (dd.x + dd.y + dd.z + dd.w)"
  547. " * (dd.x * p0 + dd.y * p1 + dd.z * p2 + dd.w * p3);"
  548. # endif
  549. "}"
  550. #else
  551. "void main(float4 a_Vertex : POSITION,"
  552. " float2 a_TexCoord : TEXCOORD0,"
  553. " uniform float4x4 u_ZoomSettings,"
  554. " uniform float4 u_TexelSize,"
  555. " uniform float4 u_ScreenSize,"
  556. " out float4 out_Position : POSITION0,"
  557. " out float4 v_CenterX : TEXCOORD0,"
  558. " out float4 v_CenterY : TEXCOORD1,"
  559. " out float4 v_IndexX : TEXCOORD2,"
  560. " out float4 v_IndexY : TEXCOORD3)"
  561. "{"
  562. " out_Position = a_Vertex;"
  563. " float4 offsets = float4(0.5, -0.5, 0.015625, -0.015625);"
  564. " float4 zoomscale = float4(u_ZoomSettings[2][0],"
  565. " u_ZoomSettings[2][1],"
  566. " u_ZoomSettings[2][2],"
  567. " u_ZoomSettings[2][3]);"
  568. " float4 zoomtx = float4(u_ZoomSettings[0][0],"
  569. " u_ZoomSettings[0][1],"
  570. " u_ZoomSettings[0][2],"
  571. " u_ZoomSettings[0][3]);"
  572. " float4 zoomty = float4(u_ZoomSettings[1][0],"
  573. " u_ZoomSettings[1][1],"
  574. " u_ZoomSettings[1][2],"
  575. " u_ZoomSettings[1][3]);"
  576. " v_CenterX = zoomscale * a_TexCoord.x + zoomtx"
  577. " + offsets.xyxy * u_TexelSize.x;"
  578. " v_CenterY = zoomscale * a_TexCoord.y - zoomty"
  579. " + offsets.xyyx * u_TexelSize.y;"
  580. " v_IndexX = v_CenterX * u_ScreenSize.z - offsets.zwzw;"
  581. " v_IndexY = v_CenterY * u_ScreenSize.w - offsets.zwwz;"
  582. "}",
  583. "void main(in float4 v_CenterX : TEXCOORD0,"
  584. " in float4 v_CenterY : TEXCOORD1,"
  585. " in float4 v_IndexX : TEXCOORD2,"
  586. " in float4 v_IndexY : TEXCOORD3,"
  587. " uniform float4 u_TexelSize,"
  588. " uniform sampler2D u_Texture,"
  589. " out float4 out_FragColor : COLOR)"
  590. "{"
  591. " float4 v05 = float4(0.5, 0.5, 0.5, 0.5);"
  592. " float4 rx, ry, t0, dx, dy, dd;"
  593. " rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX);"
  594. " ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY);"
  595. " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);"
  596. " dx = rx - v_CenterX;"
  597. " dy = ry - v_CenterY;"
  598. " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));"
  599. " ry = ry * 0.25 + float4(0.0, 0.25, 0.5, 0.75);"
  600. " float2 t1 = step(dd.xz, dd.yw);"
  601. " float4 ret = lerp(float4(rx.xz, ry.xz),"
  602. " float4(rx.yw, ry.yw), t1.xyxy);"
  603. " dd.xy = lerp(dd.xz, dd.yw, t1);"
  604. " float t2 = step(dd.x, dd.y);"
  605. " ret.xy = lerp(ret.xz, ret.yw, t2);"
  606. " out_FragColor = tex2D(u_Texture, ret.xy);"
  607. "}"
  608. #endif
  609. );
  610. #if !defined _XBOX && !defined USE_D3D9
  611. m_vertexattrib = m_shader->GetAttribLocation("a_Vertex");
  612. m_texattrib = m_shader->GetAttribLocation("a_TexCoord");
  613. #endif
  614. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  615. m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
  616. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  617. m_ready = true;
  618. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined _XBOX && !defined USE_D3D9
  619. /* Method 1: store vertex buffer on the GPU memory */
  620. glGenBuffers(1, &m_vbo);
  621. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  622. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
  623. GL_STATIC_DRAW);
  624. glGenBuffers(1, &m_tbo);
  625. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  626. glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
  627. GL_STATIC_DRAW);
  628. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined _XBOX && !defined USE_D3D9
  629. /* Method 2: upload vertex information at each frame */
  630. #elif defined _XBOX || defined USE_D3D9
  631. D3DVERTEXELEMENT9 const elements[] =
  632. {
  633. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
  634. { 1, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
  635. D3DDECL_END()
  636. };
  637. g_d3ddevice->CreateVertexDeclaration(elements, &m_vdecl);
  638. if (FAILED(g_d3ddevice->CreateVertexBuffer(sizeof(vertices), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_vbo, NULL)))
  639. exit(0);
  640. vec2 *tmp1;
  641. if (FAILED(m_vbo->Lock(0, 0, (void **)&tmp1, 0)))
  642. exit(0);
  643. memcpy(tmp1, vertices, sizeof(vertices));
  644. m_vbo->Unlock();
  645. if (FAILED(g_d3ddevice->CreateVertexBuffer(sizeof(texcoords), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_tbo, NULL)))
  646. exit(0);
  647. vec2 *tmp2;
  648. if (FAILED(m_tbo->Lock(0, 0, (void **)&tmp2, 0)))
  649. exit(0);
  650. memcpy(tmp2, texcoords, sizeof(texcoords));
  651. m_tbo->Unlock();
  652. #else
  653. #endif
  654. /* FIXME: this object never cleans up */
  655. }
  656. #if defined _XBOX || defined USE_D3D9
  657. #else
  658. # if !defined HAVE_GLES_2X
  659. glEnable(GL_TEXTURE_2D);
  660. # endif
  661. glBindTexture(GL_TEXTURE_2D, m_texid);
  662. #endif
  663. if (m_dirty[m_frame])
  664. {
  665. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  666. m_donequeue.Pop();
  667. m_dirty[m_frame]--;
  668. #if defined _XBOX || defined USE_D3D9
  669. D3DLOCKED_RECT rect;
  670. m_tex->LockRect(0, &rect, NULL,
  671. D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE);
  672. for (int j = 0; j < m_size.y * 2; j++)
  673. {
  674. u8vec4 *line = (u8vec4 *)rect.pBits + j * rect.Pitch / 4;
  675. for (int i = 0; i < m_size.x / 2; i++)
  676. line[i] = m_pixels[m_size.x / 2 * j + i];
  677. }
  678. m_tex->UnlockRect(0);
  679. #elif defined __CELLOS_LV2__
  680. /* glTexSubImage2D is extremely slow on the PS3, to the point
  681. * that uploading the whole texture is 40 times faster. */
  682. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  683. m_size.x / 2, m_size.y * 2, 0,
  684. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  685. #else
  686. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  687. m_size.x / 2, m_size.y / 2,
  688. TEXTURE_FORMAT, TEXTURE_TYPE,
  689. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  690. #endif
  691. }
  692. m_shader->Bind();
  693. m_shader->SetUniform(m_texeluni, m_texel_settings);
  694. m_shader->SetUniform(m_screenuni, m_screen_settings);
  695. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  696. #if defined _XBOX || defined USE_D3D9
  697. g_d3ddevice->SetTexture(0, m_tex);
  698. //g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
  699. g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  700. g_d3ddevice->SetVertexDeclaration(m_vdecl);
  701. g_d3ddevice->SetStreamSource(0, m_vbo, 0, sizeof(*vertices));
  702. g_d3ddevice->SetStreamSource(1, m_tbo, 0, sizeof(*texcoords));
  703. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  704. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  705. glEnableVertexAttribArray(m_vertexattrib);
  706. glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  707. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  708. glEnableVertexAttribArray(m_texattrib);
  709. glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  710. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  711. /* Never used for now */
  712. //glEnableVertexAttribArray(m_vertexattrib);
  713. //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
  714. #else
  715. glEnableClientState(GL_VERTEX_ARRAY);
  716. glVertexPointer(2, GL_FLOAT, 0, vertices);
  717. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  718. glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
  719. #endif
  720. #if defined _XBOX || defined USE_D3D9
  721. /* FIXME: what the fuck? Why does "2" not work here instead of 3? */
  722. g_d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 3);
  723. #else
  724. glDrawArrays(GL_TRIANGLES, 0, 6);
  725. #endif
  726. #if defined _XBOX || defined USE_D3D9
  727. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  728. glDisableVertexAttribArray(m_vertexattrib);
  729. glDisableVertexAttribArray(m_texattrib);
  730. glBindBuffer(GL_ARRAY_BUFFER, 0);
  731. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  732. /* Never used for now */
  733. //glDisableVertexAttribArray(m_vertexattrib);
  734. //glDisableVertexAttribArray(m_texattrib);
  735. #else
  736. glDisableClientState(GL_VERTEX_ARRAY);
  737. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  738. #endif
  739. }
  740. private:
  741. static int const MAX_ITERATIONS = 340;
  742. static int const PALETTE_STEP = 32;
  743. static int const MAX_THREADS = 8;
  744. static int const MAX_LINES = 8;
  745. ivec2 m_size, m_window_size, m_oldmouse;
  746. double m_window2world;
  747. f64vec2 m_texel2world;
  748. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  749. Shader *m_shader;
  750. #if defined USE_D3D9
  751. IDirect3DTexture9 *m_tex;
  752. IDirect3DVertexDeclaration9 *m_vdecl;
  753. IDirect3DVertexBuffer9 *m_vbo, *m_tbo;
  754. #elif defined _XBOX
  755. D3DTexture *m_tex;
  756. D3DVertexDeclaration *m_vdecl;
  757. D3DVertexBuffer *m_vbo, *m_tbo;
  758. #else
  759. GLuint m_texid;
  760. # if !defined __CELLOS_LV2__ && !defined __ANDROID__
  761. GLuint m_vbo, m_tbo;
  762. GLuint m_tco;
  763. # endif
  764. #endif
  765. int m_vertexattrib, m_texattrib;
  766. ShaderUniform m_texeluni, m_screenuni, m_zoomuni;
  767. int m_frame, m_slices, m_dirty[4];
  768. bool m_ready, m_drag;
  769. f64cmplx m_center, m_translate;
  770. double m_zoom_speed, m_radius;
  771. vec4 m_texel_settings, m_screen_settings;
  772. mat4 m_zoom_settings;
  773. f64cmplx m_deltashift[4];
  774. double m_deltascale[4];
  775. /* Worker threads */
  776. Thread *m_threads[MAX_THREADS];
  777. Queue<int> m_spawnqueue, m_jobqueue, m_donequeue;
  778. /* Debug information */
  779. #if !defined __native_client__
  780. Text *m_centertext, *m_mousetext, *m_zoomtext;
  781. #endif
  782. };
  783. int main(int argc, char **argv)
  784. {
  785. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  786. #if defined _MSC_VER
  787. _chdir("..");
  788. #elif defined _WIN32
  789. _chdir("../..");
  790. #endif
  791. new DebugFps(5, 5);
  792. new Fractal(ivec2(640, 480));
  793. //new DebugRecord("fractalol.ogm", 60.0f);
  794. app.Run();
  795. return EXIT_SUCCESS;
  796. }