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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. m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / m_size.xyxy;
  62. m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * m_size.xyxy;
  63. /* Window size decides the world aspect ratio. For instance, 640×480
  64. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  65. #if !defined __native_client__
  66. m_window_size = Video::GetSize();
  67. #else
  68. /* FIXME: it's illegal to call this on the game thread! */
  69. m_window_size = ivec2(640, 480);
  70. #endif
  71. if (m_window_size.y < m_window_size.x)
  72. m_window2world = 0.5 / m_window_size.y;
  73. else
  74. m_window2world = 0.5 / m_window_size.x;
  75. m_texel2world = (vec2)m_window_size / m_size * m_window2world;
  76. m_oldmouse = ivec2(0, 0);
  77. m_pixels = new u8vec4[m_size.x * m_size.y];
  78. m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
  79. m_frame = -1;
  80. m_slices = 4;
  81. for (int i = 0; i < 4; i++)
  82. {
  83. m_deltashift[i] = 0.0;
  84. m_deltascale[i] = 1.0;
  85. m_dirty[i] = 2;
  86. }
  87. #if defined __CELLOS_LV2__ || defined _XBOX
  88. //m_center = f64cmplx(-.22815528839841, -1.11514249704382);
  89. //m_center = f64cmplx(0.001643721971153, 0.822467633298876);
  90. m_center = f64cmplx(-0.65823419062254, 0.50221777363480);
  91. m_zoom_speed = -0.000025;
  92. #else
  93. m_center = -0.75;
  94. m_zoom_speed = 0.0;
  95. #endif
  96. m_translate = 0;
  97. m_radius = 5.0;
  98. m_ready = false;
  99. m_drag = false;
  100. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  101. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  102. {
  103. double f = (double)i / PALETTE_STEP;
  104. double r = 0.5 * sin(f * 0.27 + 2.0) + 0.5;
  105. double g = 0.5 * sin(f * 0.17 - 1.8) + 0.5;
  106. double b = 0.5 * sin(f * 0.21 - 2.6) + 0.5;
  107. if (f < 7.0)
  108. {
  109. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  110. r *= f;
  111. g *= f;
  112. b *= f;
  113. }
  114. uint8_t red = r * 255.99f;
  115. uint8_t green = g * 255.99f;
  116. uint8_t blue = b * 255.99f;
  117. #if defined __CELLOS_LV2__ || defined _XBOX
  118. m_palette[i] = u8vec4(255, red, green, blue);
  119. #elif defined __native_client__
  120. m_palette[i] = u8vec4(red, green, blue, 255);
  121. #else
  122. m_palette[i] = u8vec4(blue, green, red, 255);
  123. #endif
  124. }
  125. #if !defined __native_client__
  126. m_centertext = new Text(NULL, "gfx/font/ascii.png");
  127. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  128. Ticker::Ref(m_centertext);
  129. m_mousetext = new Text(NULL, "gfx/font/ascii.png");
  130. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  131. Ticker::Ref(m_mousetext);
  132. m_zoomtext = new Text(NULL, "gfx/font/ascii.png");
  133. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  134. Ticker::Ref(m_zoomtext);
  135. #endif
  136. position = ivec3(0, 0, 0);
  137. bbox[0] = position;
  138. bbox[1] = ivec3(m_window_size, 0);
  139. Input::TrackMouse(this);
  140. /* Spawn worker threads and wait for their readiness. */
  141. for (int i = 0; i < MAX_THREADS; i++)
  142. m_threads[i] = new Thread(DoWorkHelper, this);
  143. for (int i = 0; i < MAX_THREADS; i++)
  144. m_spawnqueue.Pop();
  145. }
  146. ~Fractal()
  147. {
  148. /* Signal worker threads for completion and wait for
  149. * them to quit. */
  150. for (int i = 0; i < MAX_THREADS; i++)
  151. m_jobqueue.Push(-1);
  152. for (int i = 0; i < MAX_THREADS; i++)
  153. m_donequeue.Pop();
  154. Input::UntrackMouse(this);
  155. #if !defined __native_client__
  156. Ticker::Unref(m_centertext);
  157. Ticker::Unref(m_mousetext);
  158. Ticker::Unref(m_zoomtext);
  159. #endif
  160. delete m_pixels;
  161. delete m_tmppixels;
  162. delete m_palette;
  163. }
  164. inline f64cmplx TexelToWorldOffset(vec2 texel)
  165. {
  166. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  167. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  168. return m_radius * f64cmplx(dx, dy);
  169. }
  170. inline f64cmplx ScreenToWorldOffset(vec2 pixel)
  171. {
  172. /* No 0.5 offset here, because we want to be able to position the
  173. * mouse at (0,0) exactly. */
  174. double dx = pixel.x - m_window_size.x / 2;
  175. double dy = m_window_size.y / 2 - pixel.y;
  176. return m_radius * m_window2world * f64cmplx(dx, dy);
  177. }
  178. virtual void TickGame(float deltams)
  179. {
  180. WorldEntity::TickGame(deltams);
  181. int prev_frame = m_frame;
  182. m_frame = (m_frame + 1) % 4;
  183. f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
  184. ivec3 buttons = Input::GetMouseButtons();
  185. #if !defined __CELLOS_LV2__ && !defined _XBOX
  186. if (buttons[1])
  187. {
  188. if (!m_drag)
  189. {
  190. m_oldmouse = mousepos;
  191. m_drag = true;
  192. }
  193. m_translate = ScreenToWorldOffset(m_oldmouse)
  194. - ScreenToWorldOffset(mousepos);
  195. /* XXX: the purpose of this hack is to avoid translating by
  196. * an exact number of pixels. If this were to happen, the step()
  197. * optimisation for i915 cards in our shader would behave
  198. * incorrectly because a quarter of the pixels in the image
  199. * would have tie rankings in the distance calculation. */
  200. m_translate *= 1023.0 / 1024.0;
  201. m_oldmouse = mousepos;
  202. }
  203. else
  204. {
  205. m_drag = false;
  206. if (m_translate != 0.0)
  207. {
  208. m_translate *= pow(2.0, -deltams * 0.005);
  209. if (m_translate.norm() / m_radius < 1e-4)
  210. m_translate = 0.0;
  211. }
  212. }
  213. if ((buttons[0] || buttons[2]) && mousepos.x != -1)
  214. {
  215. double zoom = buttons[0] ? -0.0005 : 0.0005;
  216. m_zoom_speed += deltams * zoom;
  217. if (m_zoom_speed / zoom > 5)
  218. m_zoom_speed = 5 * zoom;
  219. }
  220. else if (m_zoom_speed)
  221. {
  222. m_zoom_speed *= pow(2.0, -deltams * 0.005);
  223. if (abs(m_zoom_speed) < 1e-5 || m_drag)
  224. m_zoom_speed = 0.0;
  225. }
  226. #endif
  227. if (m_zoom_speed || m_translate != 0.0)
  228. {
  229. f64cmplx oldcenter = m_center;
  230. double oldradius = m_radius;
  231. double zoom = pow(2.0, deltams * m_zoom_speed);
  232. if (m_radius * zoom > 8.0)
  233. {
  234. m_zoom_speed *= -1.0;
  235. zoom = 8.0 / m_radius;
  236. }
  237. else if (m_radius * zoom < 1e-14)
  238. {
  239. m_zoom_speed *= -1.0;
  240. zoom = 1e-14 / m_radius;
  241. }
  242. m_radius *= zoom;
  243. #if !defined __CELLOS_LV2__ && !defined _XBOX
  244. m_center += m_translate;
  245. m_center = (m_center - worldmouse) * zoom + worldmouse;
  246. worldmouse = m_center + ScreenToWorldOffset(mousepos);
  247. #endif
  248. /* Store the transformation properties to go from m_frame - 1
  249. * to m_frame. */
  250. m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius;
  251. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  252. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  253. m_deltascale[prev_frame] = m_radius / oldradius;
  254. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  255. }
  256. else
  257. {
  258. /* If settings didn't change, set transformation from previous
  259. * frame to identity. */
  260. m_deltashift[prev_frame] = 0.0;
  261. m_deltascale[prev_frame] = 1.0;
  262. }
  263. /* Transformation from current frame to current frame is always
  264. * identity. */
  265. m_zoom_settings[m_frame][0] = 0.0f;
  266. m_zoom_settings[m_frame][1] = 0.0f;
  267. m_zoom_settings[m_frame][2] = 1.0f;
  268. /* Compute transformation from other frames to current frame */
  269. for (int i = 0; i < 3; i++)
  270. {
  271. int prev_index = (m_frame + 4 - i) % 4;
  272. int cur_index = (m_frame + 3 - i) % 4;
  273. m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  274. m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  275. m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  276. }
  277. /* Precompute texture offset change instead of doing it in GLSL */
  278. for (int i = 0; i < 4; i++)
  279. {
  280. m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
  281. m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
  282. }
  283. #if !defined __native_client__
  284. char buf[128];
  285. sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
  286. m_centertext->SetText(buf);
  287. sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
  288. m_mousetext->SetText(buf);
  289. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  290. m_zoomtext->SetText(buf);
  291. #endif
  292. if (m_dirty[m_frame])
  293. {
  294. m_dirty[m_frame]--;
  295. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  296. m_jobqueue.Push(i);
  297. }
  298. }
  299. static void *DoWorkHelper(void *data)
  300. {
  301. Fractal *that = (Fractal *)data;
  302. that->m_spawnqueue.Push(0);
  303. for ( ; ; )
  304. {
  305. int line = that->m_jobqueue.Pop();
  306. if (line == -1)
  307. break;
  308. that->DoWork(line);
  309. that->m_donequeue.Push(0);
  310. }
  311. that->m_donequeue.Push(0);
  312. return NULL;
  313. };
  314. void DoWork(int line)
  315. {
  316. double const maxsqlen = 1024;
  317. double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0));
  318. int jmin = ((m_frame + 1) % 4) / 2 + line;
  319. int jmax = jmin + MAX_LINES * 2;
  320. if (jmax > m_size.y)
  321. jmax = m_size.y;
  322. u8vec4 *m_pixelstart = m_pixels
  323. + m_size.x * (m_size.y / 4 * m_frame + line / 4);
  324. for (int j = jmin; j < jmax; j += 2)
  325. for (int i = m_frame % 2; i < m_size.x; i += 2)
  326. {
  327. f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
  328. f64cmplx z1, z2, z3, r0 = z0;
  329. //f64cmplx r0(0.28693186889504513, 0.014286693904085048);
  330. //f64cmplx r0(0.001643721971153, 0.822467633298876);
  331. //f64cmplx r0(-1.207205434596, 0.315432814901);
  332. //f64cmplx r0(-0.79192956889854, -0.14632423080102);
  333. //f64cmplx r0(0.3245046418497685, 0.04855101129280834);
  334. int iter = MAX_ITERATIONS - 4;
  335. for (;;)
  336. {
  337. /* Unroll the loop: tests are more expensive to do at each
  338. * iteration than the few extra multiplications. */
  339. z1 = z0 * z0 + r0;
  340. z2 = z1 * z1 + r0;
  341. z3 = z2 * z2 + r0;
  342. z0 = z3 * z3 + r0;
  343. if (sqlen(z0) >= maxsqlen)
  344. break;
  345. iter -= 4;
  346. if (iter < 4)
  347. break;
  348. }
  349. if (iter)
  350. {
  351. double n = sqlen(z0);
  352. if (sqlen(z1) >= maxsqlen) { iter += 3; n = sqlen(z1); }
  353. else if (sqlen(z2) >= maxsqlen) { iter += 2; n = sqlen(z2); }
  354. else if (sqlen(z3) >= maxsqlen) { iter += 1; n = sqlen(z3); }
  355. if (n > maxsqlen * maxsqlen)
  356. n = maxsqlen * maxsqlen;
  357. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  358. double f = iter;
  359. union { double n; uint64_t x; } u = { n };
  360. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  361. k *= k1;
  362. /* Approximate log2(k) in [1,2]. */
  363. f += (- 0.344847817623168308695977510213252644185 * k
  364. + 2.024664188044341212602376988171727038739) * k
  365. - 1.674876738008591047163498125918330313237;
  366. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  367. }
  368. else
  369. {
  370. #if defined __CELLOS_LV2__ || defined _XBOX
  371. *m_pixelstart++ = u8vec4(255, 0, 0, 0);
  372. #else
  373. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  374. #endif
  375. }
  376. }
  377. }
  378. virtual void TickDraw(float deltams)
  379. {
  380. WorldEntity::TickDraw(deltams);
  381. static float const vertices[] =
  382. {
  383. 1.0f, 1.0f,
  384. -1.0f, 1.0f,
  385. -1.0f, -1.0f,
  386. -1.0f, -1.0f,
  387. 1.0f, -1.0f,
  388. 1.0f, 1.0f,
  389. };
  390. static float const texcoords[] =
  391. {
  392. 1.0f, 1.0f,
  393. 0.0f, 1.0f,
  394. 0.0f, 0.0f,
  395. 0.0f, 0.0f,
  396. 1.0f, 0.0f,
  397. 1.0f, 1.0f,
  398. };
  399. if (!m_ready)
  400. {
  401. #if !defined _XBOX && !defined USE_D3D9
  402. /* Create a texture of half the width and twice the height
  403. * so that we can upload four different subimages each frame. */
  404. glGenTextures(1, &m_texid);
  405. glBindTexture(GL_TEXTURE_2D, m_texid);
  406. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  407. m_size.x / 2, m_size.y * 2, 0,
  408. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  409. # if defined __CELLOS_LV2__
  410. /* We need this hint because by default the storage type is
  411. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  412. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  413. GL_TEXTURE_TILED_GPU_SCE);
  414. # endif
  415. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  416. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  417. #elif defined _XBOX
  418. /* By default the X360 will swizzle the texture. Ask for linear. */
  419. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  420. D3DUSAGE_WRITEONLY, D3DFMT_LIN_A8R8G8B8,
  421. D3DPOOL_DEFAULT, &m_tex, NULL);
  422. #else
  423. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  424. D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8,
  425. D3DPOOL_SYSTEMMEM, &m_tex, NULL);
  426. #endif
  427. m_shader = Shader::Create(
  428. #if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9
  429. # if !defined HAVE_GLES_2X
  430. "#version 120\n"
  431. # else
  432. "precision highp float;"
  433. # endif
  434. ""
  435. "uniform mat4 u_ZoomSettings;"
  436. "uniform vec4 u_TexelSize;"
  437. "uniform vec4 u_ScreenSize;"
  438. ""
  439. "attribute vec2 a_TexCoord;"
  440. "attribute vec2 a_Vertex;"
  441. ""
  442. "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
  443. ""
  444. "void main(void)"
  445. "{"
  446. " gl_Position = vec4(a_Vertex, 0.0, 1.0);"
  447. /* Center point in [-.5,.5], apply zoom and translation
  448. * transformation, and go back to texture coordinates
  449. * in [0,1]. That's the ideal point we would like to
  450. * compute the value for. Then add or remove half the
  451. * size of a texel: the distance from this new point to
  452. * the final point will be our error. */
  453. " vec4 offsets = vec4(0.5, -0.5, 0.015625, -0.015625);"
  454. " vec4 zoomscale = vec4(u_ZoomSettings[0][2],"
  455. " u_ZoomSettings[1][2],"
  456. " u_ZoomSettings[2][2],"
  457. " u_ZoomSettings[3][2]);"
  458. " vec4 zoomtx = vec4(u_ZoomSettings[0][0],"
  459. " u_ZoomSettings[1][0],"
  460. " u_ZoomSettings[2][0],"
  461. " u_ZoomSettings[3][0]);"
  462. " vec4 zoomty = vec4(u_ZoomSettings[0][1],"
  463. " u_ZoomSettings[1][1],"
  464. " u_ZoomSettings[2][1],"
  465. " u_ZoomSettings[3][1]);"
  466. " v_CenterX = zoomscale * a_TexCoord.x + zoomtx"
  467. " + offsets.xyxy * u_TexelSize.x;"
  468. " v_CenterY = zoomscale * a_TexCoord.y - zoomty"
  469. " + offsets.xyyx * u_TexelSize.y;"
  470. /* Precompute the multiple of one texel where our ideal
  471. * point lies. The fragment shader will call floor() on
  472. * this value. We add or remove a slight offset to avoid
  473. * rounding issues at the image's edges. */
  474. " v_IndexX = v_CenterX * u_ScreenSize.z - offsets.zwzw;"
  475. " v_IndexY = v_CenterY * u_ScreenSize.w - offsets.zwwz;"
  476. "}",
  477. # if !defined HAVE_GLES_2X
  478. "#version 120\n"
  479. # else
  480. "precision highp float;"
  481. # endif
  482. ""
  483. "uniform vec4 u_TexelSize;"
  484. "uniform sampler2D u_Texture;"
  485. ""
  486. "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
  487. ""
  488. "void main(void)"
  489. "{"
  490. " vec4 v05 = vec4(0.5, 0.5, 0.5, 0.5);"
  491. " vec4 rx, ry, t0, dx, dy, dd;"
  492. /* Get a pixel coordinate from each slice into rx & ry */
  493. " rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX);"
  494. " ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY);"
  495. /* Compute inverse distance to expected pixel in dd,
  496. * and put zero if we fall outside the texture. */
  497. " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);"
  498. " dx = rx - v_CenterX;"
  499. " dy = ry - v_CenterY;"
  500. //" vec4 dd = t0 * (abs(dx) + abs(dy));"
  501. //" vec4 dd = t0 / (0.001 + sqrt((dx * dx) + (dy * dy)));"
  502. " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));"
  503. /* Modify Y coordinate to select proper quarter. */
  504. " ry = ry * 0.25 + vec4(0.0, 0.25, 0.5, 0.75);"
  505. ""
  506. # if 1
  507. "\n#if 0\n" /* XXX: disabled until we can autodetect i915 */
  508. /* t1.x <-- dd.x > dd.y */
  509. /* t1.y <-- dd.z > dd.w */
  510. " vec2 t1 = step(dd.xz, dd.yw);"
  511. /* ret.x <-- max(rx.x, rx.y) wrt. t1.x */
  512. /* ret.y <-- max(rx.z, rx.w) wrt. t1.y */
  513. /* ret.z <-- max(ry.x, ry.y) wrt. t1.x */
  514. /* ret.w <-- max(ry.z, ry.w) wrt. t1.y */
  515. " vec4 ret = mix(vec4(rx.xz, ry.xz),"
  516. " vec4(rx.yw, ry.yw), t1.xyxy);"
  517. /* dd.x <-- max(dd.x, dd.y) */
  518. /* dd.z <-- max(dd.z, dd.w) */
  519. " dd.xy = mix(dd.xz, dd.yw, t1);"
  520. /* t2 <-- dd.x > dd.z */
  521. " float t2 = step(dd.x, dd.y);"
  522. /* ret.x <-- max(ret.x, ret.y); */
  523. /* ret.y <-- max(ret.z, ret.w); */
  524. " ret.xy = mix(ret.xz, ret.yw, t2);"
  525. "\n#else\n"
  526. /* Fallback for i915 cards -- the trick to reduce the
  527. * number of operations is to compute both step(a,b)
  528. * and step(b,a) and hope that their sum is 1. This is
  529. * almost always the case, and when it isn't we can
  530. * afford to have a few wrong pixels. However, a real
  531. * problem is when panning the image, because half the
  532. * screen is likely to flicker. To avoid this problem,
  533. * we cheat a little (see m_translate comment above). */
  534. " vec4 t1 = step(dd.xzyw, dd.ywxz);"
  535. " vec4 ret = vec4(rx.xz, ry.xz) * t1.zwzw"
  536. " + vec4(rx.yw, ry.yw) * t1.xyxy;"
  537. " dd.xy = dd.xz * t1.zw + dd.yw * t1.xy;"
  538. " vec2 t2 = step(dd.xy, dd.yx);"
  539. " ret.xy = ret.xz * t2.yy + ret.yw * t2.xx;"
  540. "\n#endif\n"
  541. /* Nearest neighbour */
  542. " gl_FragColor = texture2D(u_Texture, ret.xy);"
  543. # else
  544. /* Alternate version: some kind of linear interpolation */
  545. " vec4 p0 = texture2D(u_Texture, vec2(rx.x, ry.x));"
  546. " vec4 p1 = texture2D(u_Texture, vec2(rx.y, ry.y));"
  547. " vec4 p2 = texture2D(u_Texture, vec2(rx.z, ry.z));"
  548. " vec4 p3 = texture2D(u_Texture, vec2(rx.w, ry.w));"
  549. " gl_FragColor = 1.0 / (dd.x + dd.y + dd.z + dd.w)"
  550. " * (dd.x * p0 + dd.y * p1 + dd.z * p2 + dd.w * p3);"
  551. # endif
  552. "}"
  553. #else
  554. "void main(float2 a_Vertex : POSITION,"
  555. " float2 a_TexCoord : TEXCOORD0,"
  556. " uniform float4x4 u_ZoomSettings,"
  557. " uniform float4 u_TexelSize,"
  558. " uniform float4 u_ScreenSize,"
  559. " out float4 out_Position : POSITION0,"
  560. " out float4 v_CenterX : TEXCOORD0,"
  561. " out float4 v_CenterY : TEXCOORD1,"
  562. " out float4 v_IndexX : TEXCOORD2,"
  563. " out float4 v_IndexY : TEXCOORD3)"
  564. "{"
  565. " out_Position = float4(a_Vertex, 0.0, 1.0);"
  566. " float4 offsets = float4(0.5, -0.5, 0.015625, -0.015625);"
  567. " float4 zoomscale = float4(u_ZoomSettings[2][0],"
  568. " u_ZoomSettings[2][1],"
  569. " u_ZoomSettings[2][2],"
  570. " u_ZoomSettings[2][3]);"
  571. " float4 zoomtx = float4(u_ZoomSettings[0][0],"
  572. " u_ZoomSettings[0][1],"
  573. " u_ZoomSettings[0][2],"
  574. " u_ZoomSettings[0][3]);"
  575. " float4 zoomty = float4(u_ZoomSettings[1][0],"
  576. " u_ZoomSettings[1][1],"
  577. " u_ZoomSettings[1][2],"
  578. " u_ZoomSettings[1][3]);"
  579. " v_CenterX = zoomscale * a_TexCoord.x + zoomtx"
  580. " + offsets.xyxy * u_TexelSize.x;"
  581. " v_CenterY = zoomscale * a_TexCoord.y - zoomty"
  582. " + offsets.xyyx * u_TexelSize.y;"
  583. " v_IndexX = v_CenterX * u_ScreenSize.z - offsets.zwzw;"
  584. " v_IndexY = v_CenterY * u_ScreenSize.w - offsets.zwwz;"
  585. "}",
  586. "void main(in float4 v_CenterX : TEXCOORD0,"
  587. " in float4 v_CenterY : TEXCOORD1,"
  588. " in float4 v_IndexX : TEXCOORD2,"
  589. " in float4 v_IndexY : TEXCOORD3,"
  590. " uniform float4 u_TexelSize,"
  591. " uniform sampler2D u_Texture,"
  592. " out float4 out_FragColor : COLOR)"
  593. "{"
  594. " float4 v05 = float4(0.5, 0.5, 0.5, 0.5);"
  595. " float4 rx, ry, t0, dx, dy, dd;"
  596. " rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX);"
  597. " ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY);"
  598. " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);"
  599. " dx = rx - v_CenterX;"
  600. " dy = ry - v_CenterY;"
  601. " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));"
  602. " ry = ry * 0.25 + float4(0.0, 0.25, 0.5, 0.75);"
  603. " float2 t1 = step(dd.xz, dd.yw);"
  604. " float4 ret = lerp(float4(rx.xz, ry.xz),"
  605. " float4(rx.yw, ry.yw), t1.xyxy);"
  606. " dd.xy = lerp(dd.xz, dd.yw, t1);"
  607. " float t2 = step(dd.x, dd.y);"
  608. " ret.xy = lerp(ret.xz, ret.yw, t2);"
  609. " out_FragColor = tex2D(u_Texture, ret.xy);"
  610. "}"
  611. #endif
  612. );
  613. m_vertexattrib = m_shader->GetAttribLocation("a_Vertex", VertexUsage::Position, 0);
  614. m_texattrib = m_shader->GetAttribLocation("a_TexCoord", VertexUsage::TexCoord, 0);
  615. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  616. m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
  617. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  618. m_vdecl =
  619. new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position),
  620. VertexStream<vec2>(VertexUsage::TexCoord));
  621. m_vbo = new VertexBuffer(sizeof(vertices));
  622. m_tbo = new VertexBuffer(sizeof(texcoords));
  623. void *tmp = m_vbo->Lock(0, 0);
  624. memcpy(tmp, vertices, sizeof(vertices));
  625. m_vbo->Unlock();
  626. tmp = m_tbo->Lock(0, 0);
  627. memcpy(tmp, texcoords, sizeof(texcoords));
  628. m_tbo->Unlock();
  629. /* FIXME: this object never cleans up */
  630. m_ready = true;
  631. }
  632. #if defined _XBOX || defined USE_D3D9
  633. #else
  634. # if !defined HAVE_GLES_2X
  635. glEnable(GL_TEXTURE_2D);
  636. # endif
  637. glBindTexture(GL_TEXTURE_2D, m_texid);
  638. #endif
  639. if (m_dirty[m_frame])
  640. {
  641. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  642. m_donequeue.Pop();
  643. m_dirty[m_frame]--;
  644. #if defined _XBOX || defined USE_D3D9
  645. D3DLOCKED_RECT rect;
  646. # if defined _XBOX
  647. m_tex->LockRect(0, &rect, NULL, D3DLOCK_NOOVERWRITE);
  648. # else
  649. m_tex->LockRect(0, &rect, NULL,
  650. D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE);
  651. # endif
  652. for (int j = 0; j < m_size.y * 2; j++)
  653. {
  654. u8vec4 *line = (u8vec4 *)rect.pBits + j * rect.Pitch / 4;
  655. for (int i = 0; i < m_size.x / 2; i++)
  656. line[i] = m_pixels[m_size.x / 2 * j + i];
  657. }
  658. m_tex->UnlockRect(0);
  659. #elif defined __CELLOS_LV2__
  660. /* glTexSubImage2D is extremely slow on the PS3, to the point
  661. * that uploading the whole texture is 40 times faster. */
  662. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  663. m_size.x / 2, m_size.y * 2, 0,
  664. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  665. #else
  666. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  667. m_size.x / 2, m_size.y / 2,
  668. TEXTURE_FORMAT, TEXTURE_TYPE,
  669. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  670. #endif
  671. }
  672. m_shader->Bind();
  673. m_shader->SetUniform(m_texeluni, m_texel_settings);
  674. m_shader->SetUniform(m_screenuni, m_screen_settings);
  675. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  676. m_vdecl->Bind();
  677. m_vdecl->SetStream(m_vbo, m_vertexattrib);
  678. m_vdecl->SetStream(m_tbo, m_texattrib);
  679. #if defined _XBOX || defined USE_D3D9
  680. g_d3ddevice->SetTexture(0, m_tex);
  681. g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
  682. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  683. #else
  684. //glEnableClientState(GL_VERTEX_ARRAY);
  685. //glVertexPointer(2, GL_FLOAT, 0, vertices);
  686. //glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  687. //glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
  688. #endif
  689. #if defined _XBOX || defined USE_D3D9
  690. g_d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
  691. #else
  692. glDrawArrays(GL_TRIANGLES, 0, 6);
  693. #endif
  694. #if defined _XBOX || defined USE_D3D9
  695. m_vdecl->Unbind();
  696. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  697. //glDisableVertexAttribArray(m_vertexattrib);
  698. //glDisableVertexAttribArray(m_texattrib);
  699. //glBindBuffer(GL_ARRAY_BUFFER, 0);
  700. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  701. /* Never used for now */
  702. //glDisableVertexAttribArray(m_vertexattrib);
  703. //glDisableVertexAttribArray(m_texattrib);
  704. #else
  705. //glDisableClientState(GL_VERTEX_ARRAY);
  706. //glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  707. #endif
  708. }
  709. private:
  710. static int const MAX_ITERATIONS = 340;
  711. static int const PALETTE_STEP = 32;
  712. static int const MAX_THREADS = 8;
  713. static int const MAX_LINES = 8;
  714. ivec2 m_size, m_window_size, m_oldmouse;
  715. double m_window2world;
  716. f64vec2 m_texel2world;
  717. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  718. Shader *m_shader;
  719. ShaderAttrib m_vertexattrib, m_texattrib;
  720. ShaderUniform m_texeluni, m_screenuni, m_zoomuni;
  721. VertexDeclaration *m_vdecl;
  722. VertexBuffer *m_vbo, *m_tbo;
  723. #if defined USE_D3D9
  724. IDirect3DTexture9 *m_tex;
  725. #elif defined _XBOX
  726. D3DTexture *m_tex;
  727. #else
  728. GLuint m_texid;
  729. #endif
  730. int m_frame, m_slices, m_dirty[4];
  731. bool m_ready, m_drag;
  732. f64cmplx m_center, m_translate;
  733. double m_zoom_speed, m_radius;
  734. vec4 m_texel_settings, m_screen_settings;
  735. mat4 m_zoom_settings;
  736. f64cmplx m_deltashift[4];
  737. double m_deltascale[4];
  738. /* Worker threads */
  739. Thread *m_threads[MAX_THREADS];
  740. Queue<int> m_spawnqueue, m_jobqueue, m_donequeue;
  741. /* Debug information */
  742. #if !defined __native_client__
  743. Text *m_centertext, *m_mousetext, *m_zoomtext;
  744. #endif
  745. };
  746. int main(int argc, char **argv)
  747. {
  748. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  749. #if defined _MSC_VER && !defined _XBOX
  750. _chdir("..");
  751. #elif defined _WIN32 && !defined _XBOX
  752. _chdir("../..");
  753. #endif
  754. new DebugFps(5, 5);
  755. new Fractal(ivec2(640, 480));
  756. //new DebugRecord("fractalol.ogm", 60.0f);
  757. app.Run();
  758. return EXIT_SUCCESS;
  759. }