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  1. //
  2. // Lol Engine — Fractal tutorial
  3. //
  4. // Copyright © 2011—2015 Sam Hocevar <sam@hocevar.net>
  5. //
  6. // This program is free software. It comes without any warranty, to
  7. // the extent permitted by applicable law. You can redistribute it
  8. // and/or modify it under the terms of the Do What the Fuck You Want
  9. // to Public License, Version 2, as published by the WTFPL Task Force.
  10. // See http://www.wtfpl.net/ for more details.
  11. //
  12. #if HAVE_CONFIG_H
  13. # include "config.h"
  14. #endif
  15. #include <cstring>
  16. #include <cstdio>
  17. #include <lol/engine.h>
  18. #include "loldebug.h"
  19. using namespace lol;
  20. LOLFX_RESOURCE_DECLARE(11_fractal);
  21. class Fractal : public WorldEntity
  22. {
  23. public:
  24. Fractal(ivec2 const &size)
  25. {
  26. /* Ensure texture size is a multiple of 16 for better aligned
  27. * data access. Store the dimensions of a texel for our shader,
  28. * as well as the half-size of the screen. */
  29. m_size = size;
  30. m_size.x = (m_size.x + 15) & ~15;
  31. m_size.y = (m_size.y + 15) & ~15;
  32. m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / (vec4)m_size.xyxy;
  33. m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * (vec4)m_size.xyxy;
  34. /* Window size decides the world aspect ratio. For instance, 640×480
  35. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  36. #if !defined __native_client__
  37. m_window_size = Video::GetSize();
  38. #else
  39. /* FIXME: it's illegal to call this on the game thread! */
  40. m_window_size = ivec2(640, 480);
  41. #endif
  42. if (m_window_size.y < m_window_size.x)
  43. m_window2world = 0.5 / m_window_size.y;
  44. else
  45. m_window2world = 0.5 / m_window_size.x;
  46. m_texel2world = (dvec2)m_window_size / (dvec2)m_size * m_window2world;
  47. m_oldmouse = ivec2(0, 0);
  48. m_pixels.resize(m_size.x * m_size.y);
  49. m_frame = -1;
  50. m_slices = 4;
  51. for (int i = 0; i < 4; i++)
  52. {
  53. m_deltashift[i] = real("0");
  54. m_deltascale[i] = real("1");
  55. m_dirty[i] = 2;
  56. }
  57. #if defined _XBOX
  58. //m_center = rcmplx(-.22815528839841, -1.11514249704382);
  59. //m_center = rcmplx(0.001643721971153, 0.822467633298876);
  60. m_center = rcmplx("-0.65823419062254", "0.50221777363480");
  61. m_zoom_speed = -0.025;
  62. #else
  63. m_center = rcmplx(-0.75, 0.0);
  64. m_zoom_speed = 0.0;
  65. #endif
  66. m_translate = rcmplx(0.0, 0.0);
  67. m_radius = 5.0;
  68. m_ready = false;
  69. m_drag = false;
  70. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  71. {
  72. double f = (double)i / PALETTE_STEP;
  73. double r = 0.5 * lol::sin(f * 0.27 + 2.0) + 0.5;
  74. double g = 0.5 * lol::sin(f * 0.17 - 1.8) + 0.5;
  75. double b = 0.5 * lol::sin(f * 0.21 - 2.6) + 0.5;
  76. if (f < 7.0)
  77. {
  78. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  79. r *= f;
  80. g *= f;
  81. b *= f;
  82. }
  83. uint8_t red = (uint8_t)r * 256;
  84. uint8_t green = (uint8_t)g * 256;
  85. uint8_t blue = (uint8_t)b * 256;
  86. #if defined _XBOX
  87. m_palette.push(u8vec4(255, red, green, blue));
  88. #elif defined __native_client__
  89. m_palette.push(u8vec4(red, green, blue, 255));
  90. #else
  91. m_palette.push(u8vec4(blue, green, red, 255));
  92. #endif
  93. }
  94. #if !defined __native_client__
  95. m_centertext = new Text(NULL, "data/font/ascii.png");
  96. m_centertext->SetPos(vec3(5, (float)m_window_size.y - 15, 1));
  97. Ticker::Ref(m_centertext);
  98. m_mousetext = new Text(NULL, "data/font/ascii.png");
  99. m_mousetext->SetPos(vec3(5, (float)m_window_size.y - 29, 1));
  100. Ticker::Ref(m_mousetext);
  101. m_zoomtext = new Text(NULL, "data/font/ascii.png");
  102. m_zoomtext->SetPos(vec3(5, (float)m_window_size.y - 43, 1));
  103. Ticker::Ref(m_zoomtext);
  104. #endif
  105. m_position = vec3::zero;
  106. m_aabb.aa = m_position;
  107. m_aabb.bb = vec3((vec2)m_window_size, 0);
  108. //Input::TrackMouse(this);
  109. #if LOL_FEATURE_THREADS
  110. /* Spawn worker threads and wait for their readiness. */
  111. for (int i = 0; i < MAX_THREADS; i++)
  112. m_threads[i] = new thread(std::bind(&Fractal::DoWorkHelper, this, std::placeholders::_1));
  113. for (int i = 0; i < MAX_THREADS; i++)
  114. m_spawnqueue.pop();
  115. #endif
  116. }
  117. ~Fractal()
  118. {
  119. #if LOL_FEATURE_THREADS
  120. /* Signal worker threads for completion and wait for
  121. * them to quit. */
  122. for (int i = 0; i < MAX_THREADS; i++)
  123. m_jobqueue.push(-1);
  124. for (int i = 0; i < MAX_THREADS; i++)
  125. m_donequeue.pop();
  126. #endif
  127. //Input::UntrackMouse(this);
  128. #if !defined __native_client__
  129. Ticker::Unref(m_centertext);
  130. Ticker::Unref(m_mousetext);
  131. Ticker::Unref(m_zoomtext);
  132. #endif
  133. }
  134. inline dcmplx TexelToWorldOffset(vec2 texel)
  135. {
  136. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  137. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  138. return m_radius * dcmplx(dx, dy);
  139. }
  140. inline dcmplx ScreenToWorldOffset(vec2 pixel)
  141. {
  142. /* No 0.5 offset here, because we want to be able to position the
  143. * mouse at (0,0) exactly. */
  144. double dx = pixel.x - m_window_size.x / 2;
  145. double dy = m_window_size.y / 2 - pixel.y;
  146. return m_radius * m_window2world * dcmplx(dx, dy);
  147. }
  148. virtual void TickGame(float seconds)
  149. {
  150. WorldEntity::TickGame(seconds);
  151. ivec2 mousepos = ivec2::zero; /* FIXME: input */
  152. int prev_frame = (m_frame + 4) % 4;
  153. m_frame = (m_frame + 1) % 4;
  154. rcmplx worldmouse = m_center
  155. + rcmplx(ScreenToWorldOffset((vec2)mousepos));
  156. uint32_t buttons = 0;
  157. //uint32_t buttons = Input::GetMouseButtons();
  158. #if !defined _XBOX
  159. if (buttons & 0x2)
  160. {
  161. if (!m_drag)
  162. {
  163. m_oldmouse = mousepos;
  164. m_drag = true;
  165. }
  166. m_translate = rcmplx(ScreenToWorldOffset((vec2)m_oldmouse)
  167. - ScreenToWorldOffset((vec2)mousepos));
  168. /* XXX: the purpose of this hack is to avoid translating by
  169. * an exact number of pixels. If this were to happen, the step()
  170. * optimisation for i915 cards in our shader would behave
  171. * incorrectly because a quarter of the pixels in the image
  172. * would have tied rankings in the distance calculation. */
  173. m_translate *= real(1023.0 / 1024.0);
  174. m_oldmouse = mousepos;
  175. }
  176. else
  177. {
  178. m_drag = false;
  179. if (m_translate != rcmplx(0.0, 0.0))
  180. {
  181. m_translate *= real(std::pow(2.0, -seconds * 5.0));
  182. if ((double)norm(m_translate) < m_radius * 1e-4)
  183. m_translate = rcmplx(0.0, 0.0);
  184. }
  185. }
  186. if (buttons & 0x5 && mousepos.x != -1)
  187. {
  188. double zoom = (buttons & 0x1) ? -0.5 : 0.5;
  189. m_zoom_speed += zoom * seconds;
  190. if (m_zoom_speed / zoom > 5e-3f)
  191. m_zoom_speed = zoom * 5e-3f;
  192. }
  193. else if (m_zoom_speed)
  194. {
  195. m_zoom_speed *= std::pow(2.0, -seconds * 5.0);
  196. if (lol::abs(m_zoom_speed) < 1e-5 || m_drag)
  197. m_zoom_speed = 0.0;
  198. }
  199. #endif
  200. if (m_zoom_speed || m_translate != rcmplx(0.0, 0.0))
  201. {
  202. rcmplx oldcenter = m_center;
  203. double oldradius = m_radius;
  204. double zoom = std::pow(2.0, seconds * 1e3f * m_zoom_speed);
  205. if (m_radius * zoom > 8.0)
  206. {
  207. m_zoom_speed *= -1.0;
  208. zoom = 8.0 / m_radius;
  209. }
  210. else if (m_radius * zoom < 1e-14)
  211. {
  212. m_zoom_speed *= -1.0;
  213. zoom = 1e-14 / m_radius;
  214. }
  215. m_radius *= zoom;
  216. #if !defined _XBOX
  217. m_center += m_translate;
  218. m_center = (m_center - worldmouse) * real(zoom) + worldmouse;
  219. worldmouse = m_center
  220. + rcmplx(ScreenToWorldOffset((vec2)mousepos));
  221. #endif
  222. /* Store the transformation properties to go from m_frame - 1
  223. * to m_frame. */
  224. m_deltashift[prev_frame] = (m_center - oldcenter) / real(oldradius);
  225. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  226. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  227. m_deltascale[prev_frame] = m_radius / oldradius;
  228. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  229. }
  230. else
  231. {
  232. /* If settings didn't change, set transformation from previous
  233. * frame to identity. */
  234. m_deltashift[prev_frame] = real::R_0();
  235. m_deltascale[prev_frame] = real::R_1();
  236. }
  237. /* Transformation from current frame to current frame is always
  238. * identity. */
  239. m_zoom_settings[m_frame][0] = 0.0f;
  240. m_zoom_settings[m_frame][1] = 0.0f;
  241. m_zoom_settings[m_frame][2] = 1.0f;
  242. /* Compute transformation from other frames to current frame */
  243. for (int i = 0; i < 3; i++)
  244. {
  245. int prev_index = (m_frame + 4 - i) % 4;
  246. int cur_index = (m_frame + 3 - i) % 4;
  247. m_zoom_settings[cur_index][0] = (real)m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  248. m_zoom_settings[cur_index][1] = (real)m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  249. m_zoom_settings[cur_index][2] = (real)m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  250. }
  251. /* Precompute texture offset change instead of doing it in GLSL */
  252. for (int i = 0; i < 4; i++)
  253. {
  254. m_zoom_settings[i][0] += 0.5f * (1.0f - m_zoom_settings[i][2]);
  255. m_zoom_settings[i][1] -= 0.5f * (1.0f - m_zoom_settings[i][2]);
  256. }
  257. #if !defined __native_client__
  258. char buf[256];
  259. std::sprintf(buf, "center: ");
  260. m_center.x.sprintf(buf + strlen(buf), 30);
  261. std::sprintf(buf + strlen(buf), " ");
  262. m_center.y.sprintf(buf + strlen(buf), 30);
  263. m_centertext->SetText(buf);
  264. std::sprintf(buf, " mouse: ");
  265. worldmouse.x.sprintf(buf + strlen(buf), 30);
  266. std::sprintf(buf + strlen(buf), " ");
  267. worldmouse.y.sprintf(buf + strlen(buf), 30);
  268. m_mousetext->SetText(buf);
  269. std::sprintf(buf, " zoom: %g", 1.0 / m_radius);
  270. m_zoomtext->SetText(buf);
  271. #endif
  272. if (m_dirty[m_frame])
  273. {
  274. m_dirty[m_frame]--;
  275. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  276. {
  277. #if LOL_FEATURE_THREADS
  278. m_jobqueue.push(i);
  279. #else
  280. DoWork(i);
  281. #endif
  282. }
  283. }
  284. }
  285. #if LOL_FEATURE_THREADS
  286. void DoWorkHelper(thread *inst)
  287. {
  288. m_spawnqueue.push(0);
  289. for ( ; ; )
  290. {
  291. int line = m_jobqueue.pop();
  292. if (line == -1)
  293. break;
  294. DoWork(line);
  295. m_donequeue.push(0);
  296. }
  297. m_donequeue.push(0);
  298. };
  299. #endif
  300. void DoWork(int line)
  301. {
  302. double const maxsqlen = 1024;
  303. double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0));
  304. int jmin = ((m_frame + 1) % 4) / 2 + line;
  305. int jmax = jmin + MAX_LINES * 2;
  306. if (jmax > m_size.y)
  307. jmax = m_size.y;
  308. u8vec4 *m_pixelstart = &m_pixels[0]
  309. + m_size.x * (m_size.y / 4 * m_frame + line / 4);
  310. dcmplx c = (dcmplx)m_center;
  311. for (int j = jmin; j < jmax; j += 2)
  312. for (int i = m_frame % 2; i < m_size.x; i += 2)
  313. {
  314. double xr, yr, x0, y0, x1, y1, x2, y2, x3, y3;
  315. dcmplx z0 = c + TexelToWorldOffset(vec2(ivec2(i, j)));
  316. //dcmplx r0(0.28693186889504513, 0.014286693904085048);
  317. //dcmplx r0(0.001643721971153, 0.822467633298876);
  318. //dcmplx r0(-1.207205434596, 0.315432814901);
  319. //dcmplx r0(-0.79192956889854, -0.14632423080102);
  320. //dcmplx r0(0.3245046418497685, 0.04855101129280834);
  321. dcmplx r0 = z0;
  322. x0 = z0.x; y0 = z0.y;
  323. xr = r0.x; yr = r0.y;
  324. int iter = MAX_ITERATIONS - 4;
  325. for (;;)
  326. {
  327. /* Unroll the loop: tests are more expensive to do at each
  328. * iteration than the few extra multiplications. */
  329. x1 = x0 * x0 - y0 * y0 + xr;
  330. y1 = x0 * y0 + x0 * y0 + yr;
  331. x2 = x1 * x1 - y1 * y1 + xr;
  332. y2 = x1 * y1 + x1 * y1 + yr;
  333. x3 = x2 * x2 - y2 * y2 + xr;
  334. y3 = x2 * y2 + x2 * y2 + yr;
  335. x0 = x3 * x3 - y3 * y3 + xr;
  336. y0 = x3 * y3 + x3 * y3 + yr;
  337. if (x0 * x0 + y0 * y0 >= maxsqlen)
  338. break;
  339. iter -= 4;
  340. if (iter < 4)
  341. break;
  342. }
  343. if (iter)
  344. {
  345. double n = x0 * x0 + y0 * y0;
  346. if (x1 * x1 + y1 * y1 >= maxsqlen)
  347. {
  348. iter += 3; n = x1 * x1 + y1 * y1;
  349. }
  350. else if (x2 * x2 + y2 * y2 >= maxsqlen)
  351. {
  352. iter += 2; n = x2 * x2 + y2 * y2;
  353. }
  354. else if (x3 * x3 + y3 * y3 >= maxsqlen)
  355. {
  356. iter += 1; n = x3 * x3 + y3 * y3;
  357. }
  358. if (n > maxsqlen * maxsqlen)
  359. n = maxsqlen * maxsqlen;
  360. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  361. double f = iter;
  362. union { double n; uint64_t x; } u = { n };
  363. double k = (double)(u.x >> 42) - (((1 << 10) - 1) << 10);
  364. k *= k1;
  365. /* Approximate log2(k) in [1,2]. */
  366. f += (- 0.344847817623168308695977510213252644185 * k
  367. + 2.024664188044341212602376988171727038739) * k
  368. - 1.674876738008591047163498125918330313237;
  369. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  370. }
  371. else
  372. {
  373. #if defined _XBOX
  374. *m_pixelstart++ = u8vec4(255, 0, 0, 0);
  375. #else
  376. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  377. #endif
  378. }
  379. }
  380. }
  381. virtual void TickDraw(float seconds, Scene &scene)
  382. {
  383. WorldEntity::TickDraw(seconds, scene);
  384. static float const vertices[] =
  385. {
  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. 1.0f, 1.0f,
  392. };
  393. static float const texcoords[] =
  394. {
  395. 1.0f, 1.0f,
  396. 0.0f, 1.0f,
  397. 0.0f, 0.0f,
  398. 0.0f, 0.0f,
  399. 1.0f, 0.0f,
  400. 1.0f, 1.0f,
  401. };
  402. if (!m_ready)
  403. {
  404. /* Create a texture of half the width and twice the height
  405. * so that we can upload four different subimages each frame. */
  406. m_texture = new Texture(ivec2(m_size.x / 2, m_size.y * 2),
  407. PixelFormat::RGBA_8);
  408. /* Ensure the texture data is complete at least once, otherwise
  409. * uploading subimages will not work. */
  410. m_texture->SetData(&m_pixels[0]);
  411. m_shader = Shader::Create(LOLFX_RESOURCE_NAME(11_fractal));
  412. m_vertexattrib = m_shader->GetAttribLocation(VertexUsage::Position, 0);
  413. m_texattrib = m_shader->GetAttribLocation(VertexUsage::TexCoord, 0);
  414. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  415. m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
  416. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  417. m_vdecl =
  418. new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position),
  419. VertexStream<vec2>(VertexUsage::TexCoord));
  420. m_vbo = new VertexBuffer(sizeof(vertices));
  421. m_tbo = new VertexBuffer(sizeof(texcoords));
  422. void *tmp = m_vbo->Lock(0, 0);
  423. memcpy(tmp, vertices, sizeof(vertices));
  424. m_vbo->Unlock();
  425. tmp = m_tbo->Lock(0, 0);
  426. memcpy(tmp, texcoords, sizeof(texcoords));
  427. m_tbo->Unlock();
  428. /* FIXME: this object never cleans up */
  429. m_ready = true;
  430. }
  431. m_texture->Bind();
  432. if (m_dirty[m_frame])
  433. {
  434. #if LOL_FEATURE_THREADS
  435. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  436. m_donequeue.pop();
  437. #endif
  438. m_dirty[m_frame]--;
  439. m_texture->SetSubData(ivec2(0, m_frame * m_size.y / 2),
  440. m_size / 2,
  441. &m_pixels[m_size.x * m_size.y / 4 * m_frame]);
  442. }
  443. m_shader->Bind();
  444. m_shader->SetUniform(m_texeluni, m_texel_settings);
  445. m_shader->SetUniform(m_screenuni, m_screen_settings);
  446. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  447. m_vdecl->Bind();
  448. m_vdecl->SetStream(m_vbo, m_vertexattrib);
  449. m_vdecl->SetStream(m_tbo, m_texattrib);
  450. m_texture->Bind();
  451. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  452. m_vdecl->Unbind();
  453. }
  454. private:
  455. static int const MAX_ITERATIONS = 340;
  456. static int const PALETTE_STEP = 32;
  457. static int const MAX_THREADS = 8;
  458. static int const MAX_LINES = 8;
  459. ivec2 m_size, m_window_size, m_oldmouse;
  460. double m_window2world;
  461. dvec2 m_texel2world;
  462. array<u8vec4> m_pixels, m_palette;
  463. Shader *m_shader;
  464. ShaderAttrib m_vertexattrib, m_texattrib;
  465. ShaderUniform m_texeluni, m_screenuni, m_zoomuni;
  466. VertexDeclaration *m_vdecl;
  467. VertexBuffer *m_vbo, *m_tbo;
  468. Texture *m_texture;
  469. int m_frame, m_slices, m_dirty[4];
  470. bool m_ready, m_drag;
  471. rcmplx m_deltashift[4], m_center, m_translate;
  472. real m_deltascale[4];
  473. double m_zoom_speed, m_radius;
  474. vec4 m_texel_settings, m_screen_settings;
  475. mat4 m_zoom_settings;
  476. #if LOL_FEATURE_THREADS
  477. /* Worker threads */
  478. thread *m_threads[MAX_THREADS];
  479. queue<int> m_spawnqueue, m_jobqueue, m_donequeue;
  480. #endif
  481. #if !defined __native_client__
  482. /* Debug information */
  483. Text *m_centertext, *m_mousetext, *m_zoomtext;
  484. #endif
  485. };
  486. int main(int argc, char **argv)
  487. {
  488. ivec2 window_size(640, 480);
  489. System::Init(argc, argv);
  490. Application app("Tutorial 3: Fractal", window_size, 60.0f);
  491. new DebugFps(5, 5);
  492. new Fractal(window_size);
  493. //new DebugRecord("fractalol.ogm", 60.0f);
  494. app.Run();
  495. return EXIT_SUCCESS;
  496. }