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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 "core.h"
  15. #include "lolgl.h"
  16. #include "loldebug.h"
  17. using namespace std;
  18. using namespace lol;
  19. #if USE_SDL && defined __APPLE__
  20. # include <SDL_main.h>
  21. #endif
  22. #if defined _WIN32
  23. # undef main /* FIXME: still needed? */
  24. # include <direct.h>
  25. #endif
  26. #ifdef __CELLOS_LV2__
  27. static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
  28. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  29. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  30. #elif defined __native_client__
  31. static GLint const INTERNAL_FORMAT = GL_RGBA;
  32. static GLenum const TEXTURE_FORMAT = GL_RGBA;
  33. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE;
  34. #else
  35. /* Seems efficient for little endian textures */
  36. static GLint const INTERNAL_FORMAT = GL_RGBA;
  37. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  38. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  39. #endif
  40. class Fractal : public WorldEntity
  41. {
  42. public:
  43. Fractal(ivec2 const &size)
  44. {
  45. /* Ensure texture size is a multiple of 16 for better aligned
  46. * data access. Store the dimensions of a texel for our shader,
  47. * as well as the half-size of the screen. */
  48. m_size = size;
  49. m_size.x = (m_size.x + 15) & ~15;
  50. m_size.y = (m_size.y + 15) & ~15;
  51. m_texel_settings = vec4(vec2(1.0, 1.0) / (vec2)m_size,
  52. vec2(0.5, 0.5) * (vec2)m_size);
  53. /* Window size decides the world aspect ratio. For instance, 640×480
  54. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  55. #if !defined __native_client__
  56. m_window_size = Video::GetSize();
  57. #else
  58. /* FIXME: it's illegal to call this on the game thread! */
  59. m_window_size = ivec2(640, 480);
  60. #endif
  61. if (m_window_size.y < m_window_size.x)
  62. m_window2world = 0.5 / m_window_size.y;
  63. else
  64. m_window2world = 0.5 / m_window_size.x;
  65. m_texel2world = (vec2)m_window_size / (vec2)m_size * m_window2world;
  66. m_oldmouse = ivec2(0, 0);
  67. m_pixels = new u8vec4[m_size.x * m_size.y];
  68. m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
  69. m_frame = -1;
  70. for (int i = 0; i < 4; i++)
  71. {
  72. m_deltashift[i] = 0.0;
  73. m_deltascale[i] = 1.0;
  74. m_dirty[i] = 2;
  75. }
  76. #if defined __CELLOS_LV2__
  77. //m_center = f64cmplx(-.22815528839841, -1.11514249704382);
  78. //m_center = f64cmplx(0.001643721971153, 0.822467633298876);
  79. m_center = f64cmplx(-0.65823419062254, .50221777363480);
  80. m_zoom_speed = 0;//-0.0025;
  81. #else
  82. m_center = -0.75;
  83. m_zoom_speed = 0.0;
  84. #endif
  85. m_translate = 0;
  86. m_radius = 5.0;
  87. m_ready = false;
  88. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  89. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  90. {
  91. double f = (double)i / PALETTE_STEP;
  92. double r = 0.5 * sin(f * 0.27 - 2.5) + 0.5;
  93. double g = 0.5 * sin(f * 0.13 + 1.1) + 0.5;
  94. double b = 0.5 * sin(f * 0.21 + 0.4) + 0.5;
  95. if (f < 7.0)
  96. {
  97. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  98. r *= f;
  99. g *= f;
  100. b *= f;
  101. }
  102. uint8_t red = r * 255.99f;
  103. uint8_t green = g * 255.99f;
  104. uint8_t blue = b * 255.99f;
  105. #if defined __native_client__
  106. m_palette[i] = u8vec4(red, green, blue, 255);
  107. #else
  108. m_palette[i] = u8vec4(blue, green, red, 255);
  109. #endif
  110. }
  111. #if !defined __native_client__
  112. m_centertext = new Text(NULL, "gfx/font/ascii.png");
  113. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  114. Ticker::Ref(m_centertext);
  115. m_mousetext = new Text(NULL, "gfx/font/ascii.png");
  116. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  117. Ticker::Ref(m_mousetext);
  118. m_zoomtext = new Text(NULL, "gfx/font/ascii.png");
  119. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  120. Ticker::Ref(m_zoomtext);
  121. #endif
  122. position = ivec3(0, 0, 0);
  123. bbox[0] = position;
  124. bbox[1] = ivec3(m_window_size, 0);
  125. Input::TrackMouse(this);
  126. }
  127. ~Fractal()
  128. {
  129. Input::UntrackMouse(this);
  130. #if !defined __native_client__
  131. Ticker::Unref(m_centertext);
  132. Ticker::Unref(m_mousetext);
  133. Ticker::Unref(m_zoomtext);
  134. #endif
  135. delete m_pixels;
  136. delete m_tmppixels;
  137. delete m_palette;
  138. }
  139. inline f64cmplx TexelToWorldOffset(ivec2 texel)
  140. {
  141. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  142. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  143. return m_radius * f64cmplx(dx, dy);
  144. }
  145. inline f64cmplx ScreenToWorldOffset(ivec2 pixel)
  146. {
  147. /* No 0.5 offset here, because we want to be able to position the
  148. * mouse at (0,0) exactly. */
  149. double dx = pixel.x - m_window_size.x / 2;
  150. double dy = m_window_size.y / 2 - pixel.y;
  151. return m_radius * m_window2world * f64cmplx(dx, dy);
  152. }
  153. virtual void TickGame(float deltams)
  154. {
  155. WorldEntity::TickGame(deltams);
  156. int prev_frame = m_frame;
  157. m_frame = (m_frame + 1) % 4;
  158. f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
  159. ivec3 buttons = Input::GetMouseButtons();
  160. #if !defined __CELLOS_LV2__
  161. if (buttons[1])
  162. {
  163. if (clicked[1])
  164. m_oldmouse = mousepos;
  165. m_translate = ScreenToWorldOffset(m_oldmouse)
  166. - ScreenToWorldOffset(mousepos);
  167. m_oldmouse = mousepos;
  168. }
  169. else if (m_translate != 0.0)
  170. {
  171. m_translate *= pow(2.0, -deltams * 0.005);
  172. if (m_translate.norm() / m_radius < 1e-4)
  173. m_translate = 0.0;
  174. }
  175. if ((buttons[0] || buttons[2]) && mousepos.x != -1)
  176. {
  177. double zoom = buttons[0] ? -0.0005 : 0.0005;
  178. m_zoom_speed += deltams * zoom;
  179. if (m_zoom_speed / zoom > 5)
  180. m_zoom_speed = 5 * zoom;
  181. }
  182. else if (m_zoom_speed)
  183. {
  184. m_zoom_speed *= pow(2.0, -deltams * 0.005);
  185. if (abs(m_zoom_speed) < 1e-5)
  186. m_zoom_speed = 0.0;
  187. }
  188. #endif
  189. if (m_zoom_speed || m_translate != 0.0)
  190. {
  191. f64cmplx oldcenter = m_center;
  192. double oldradius = m_radius;
  193. double zoom = pow(2.0, deltams * m_zoom_speed);
  194. if (m_radius * zoom > 8.0)
  195. {
  196. m_zoom_speed *= -1.0;
  197. zoom = 8.0 / m_radius;
  198. }
  199. else if (m_radius * zoom < 1e-14)
  200. {
  201. m_zoom_speed *= -1.0;
  202. zoom = 1e-14 / m_radius;
  203. }
  204. m_radius *= zoom;
  205. #if !defined __CELLOS_LV2__
  206. m_center += m_translate;
  207. m_center = (m_center - worldmouse) * zoom + worldmouse;
  208. worldmouse = m_center + ScreenToWorldOffset(mousepos);
  209. #endif
  210. /* Store the transformation properties to go from m_frame - 1
  211. * to m_frame. */
  212. m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius;
  213. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  214. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  215. m_deltascale[prev_frame] = m_radius / oldradius;
  216. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  217. }
  218. else
  219. {
  220. /* If settings didn't change, set transformation from previous
  221. * frame to identity. */
  222. m_deltashift[prev_frame] = 0.0;
  223. m_deltascale[prev_frame] = 1.0;
  224. }
  225. /* Transformation from current frame to current frame is always
  226. * identity. */
  227. m_zoom_settings[m_frame][0] = 0.0f;
  228. m_zoom_settings[m_frame][1] = 0.0f;
  229. m_zoom_settings[m_frame][2] = 1.0f;
  230. /* Compute transformation from other frames to current frame */
  231. for (int i = 0; i < 3; i++)
  232. {
  233. int prev_index = (m_frame + 4 - i) % 4;
  234. int cur_index = (m_frame + 3 - i) % 4;
  235. m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  236. m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  237. m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  238. }
  239. /* Precompute texture offset change instead of doing it in GLSL */
  240. for (int i = 0; i < 4; i++)
  241. {
  242. m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
  243. m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
  244. }
  245. #if !defined __native_client__
  246. char buf[128];
  247. sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
  248. m_centertext->SetText(buf);
  249. sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
  250. m_mousetext->SetText(buf);
  251. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  252. m_zoomtext->SetText(buf);
  253. #endif
  254. u8vec4 *m_pixelstart = m_pixels + m_size.x * m_size.y / 4 * m_frame;
  255. if (m_dirty[m_frame])
  256. {
  257. double const maxsqlen = 1024;
  258. double const k1 = 1.0 / (1 << 10) / log2(maxsqlen);
  259. m_dirty[m_frame]--;
  260. for (int j = ((m_frame + 1) % 4) / 2; j < m_size.y; j += 2)
  261. for (int i = m_frame % 2; i < m_size.x; i += 2)
  262. {
  263. f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
  264. f64cmplx r0 = z0;
  265. //f64cmplx r0(0.28693186889504513, 0.014286693904085048);
  266. //f64cmplx r0(0.001643721971153, 0.822467633298876);
  267. //f64cmplx r0(-1.207205434596, 0.315432814901);
  268. //f64cmplx r0(-0.79192956889854, -0.14632423080102);
  269. //f64cmplx r0(0.3245046418497685, 0.04855101129280834);
  270. f64cmplx z;
  271. int iter = MAX_ITERATIONS;
  272. for (z = z0; iter && z.sqlen() < maxsqlen; z = z * z + r0)
  273. --iter;
  274. if (iter)
  275. {
  276. double f = iter;
  277. double n = z.sqlen();
  278. if (n > maxsqlen * maxsqlen)
  279. n = maxsqlen * maxsqlen;
  280. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  281. union { double n; uint64_t x; } u = { n };
  282. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  283. k *= k1;
  284. /* Approximate log2(k) in [1,2]. */
  285. f += (- 0.344847817623168308695977510213252644185 * k
  286. + 2.024664188044341212602376988171727038739) * k
  287. - 1.674876738008591047163498125918330313237;
  288. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  289. }
  290. else
  291. {
  292. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  293. }
  294. }
  295. }
  296. }
  297. virtual void TickDraw(float deltams)
  298. {
  299. WorldEntity::TickDraw(deltams);
  300. static float const vertices[] =
  301. {
  302. 1.0f, 1.0f,
  303. -1.0f, 1.0f,
  304. -1.0f, -1.0f,
  305. -1.0f, -1.0f,
  306. 1.0f, -1.0f,
  307. 1.0f, 1.0f,
  308. };
  309. static float const texcoords[] =
  310. {
  311. 1.0f, 1.0f,
  312. 0.0f, 1.0f,
  313. 0.0f, 0.0f,
  314. 0.0f, 0.0f,
  315. 1.0f, 0.0f,
  316. 1.0f, 1.0f,
  317. };
  318. if (!m_ready)
  319. {
  320. /* Create a texture of half the width and twice the height
  321. * so that we can upload four different subimages each frame. */
  322. glGenTextures(1, &m_texid);
  323. glBindTexture(GL_TEXTURE_2D, m_texid);
  324. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  325. m_size.x / 2, m_size.y * 2, 0,
  326. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  327. #if defined __CELLOS_LV2__
  328. /* We need this hint because by default the storage type is
  329. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  330. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  331. GL_TEXTURE_TILED_GPU_SCE);
  332. #endif
  333. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  334. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  335. m_shader = Shader::Create(
  336. #if !defined __CELLOS_LV2__
  337. #if !defined HAVE_GLES_2X
  338. "#version 120\n"
  339. #else
  340. "precision highp float;"
  341. #endif
  342. ""
  343. "uniform mat4 u_ZoomSettings;"
  344. "uniform vec4 u_TexelSize;"
  345. ""
  346. "attribute vec2 a_TexCoord;"
  347. "attribute vec2 a_Vertex;"
  348. ""
  349. "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
  350. ""
  351. "void main(void)"
  352. "{"
  353. " gl_Position = vec4(a_Vertex, 0.0, 1.0);"
  354. /* Center point in [-.5,.5], apply zoom and translation
  355. * transformation, and go back to texture coordinates
  356. * in [0,1]. That's the ideal point we would like to
  357. * compute the value for. Then add or remove half the
  358. * size of a texel: the distance from this new point to
  359. * the final point will be our error. */
  360. " vec4 offsets = vec4(0.5, -0.5, 0.015625, -0.015625);"
  361. " vec4 zoomscale = vec4(u_ZoomSettings[0][2],"
  362. " u_ZoomSettings[1][2],"
  363. " u_ZoomSettings[2][2],"
  364. " u_ZoomSettings[3][2]);"
  365. " vec4 zoomtx = vec4(u_ZoomSettings[0][0],"
  366. " u_ZoomSettings[1][0],"
  367. " u_ZoomSettings[2][0],"
  368. " u_ZoomSettings[3][0]);"
  369. " vec4 zoomty = vec4(u_ZoomSettings[0][1],"
  370. " u_ZoomSettings[1][1],"
  371. " u_ZoomSettings[2][1],"
  372. " u_ZoomSettings[3][1]);"
  373. /* Pass all this to the fragment shader */
  374. " v_CenterX = zoomscale * a_TexCoord.x + zoomtx"
  375. " + offsets.xyxy * u_TexelSize.x;"
  376. " v_CenterY = zoomscale * a_TexCoord.y - zoomty"
  377. " + offsets.xyyx * u_TexelSize.y;"
  378. /* Precompute the multiple of one texel where our ideal
  379. * point lies. The fragment shader will call floor() on
  380. * this value. We add or remove a slight offset to avoid
  381. * rounding issues at the image's edges. */
  382. " v_IndexX = v_CenterX * u_TexelSize.z - offsets.zwzw;"
  383. " v_IndexY = v_CenterY * u_TexelSize.w - offsets.zwwz;"
  384. "}",
  385. #if !defined HAVE_GLES_2X
  386. "#version 120\n"
  387. #else
  388. "precision highp float;"
  389. #endif
  390. ""
  391. "uniform vec4 u_TexelSize;"
  392. "uniform sampler2D in_Texture;"
  393. ""
  394. "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
  395. ""
  396. "void main(void)"
  397. "{"
  398. /* Get a pixel coordinate from each slice into rx & ry */
  399. " vec4 rx = u_TexelSize.x * (1.0 + 2.0 * floor(v_IndexX));"
  400. " vec4 ry = u_TexelSize.y * (1.0 + 2.0 * floor(v_IndexY));"
  401. /* Compute distance to expected pixel in dd */
  402. " vec4 v05 = vec4(0.5, 0.5, 0.5, 0.5);"
  403. " vec4 t0 = step(abs(rx - v05), v05)"
  404. " * step(abs(ry - v05), v05);"
  405. " vec4 dx = rx - v_CenterX;"
  406. " vec4 dy = ry - v_CenterY;"
  407. //" vec4 dd = t0 * (abs(dx) + abs(dy));"
  408. //" vec4 dd = t0 / (0.001 + sqrt((dx * dx) + (dy * dy)));"
  409. " vec4 dd = t0 / (0.000001 + (dx * dx) + (dy * dy));"
  410. /* Modify Y coordinate to select proper quarter. */
  411. " ry = ry * 0.25 + vec4(0.0, 0.25, 0.5, 0.75);"
  412. ""
  413. #if 1
  414. /* Put min(.x,.y) in .x and min(.z,.w) in .z */
  415. " vec4 t1 = step(dd, dd.yyww);"
  416. " rx = mix(rx, rx.yyww, t1);"
  417. " ry = mix(ry, ry.yyww, t1);"
  418. " dd = mix(dd, dd.yyww, t1);"
  419. /* Put min(x,z) in x */
  420. " vec4 t2 = step(dd, dd.zzzz);"
  421. " rx = mix(rx, rx.zzzz, t2);"
  422. " ry = mix(ry, ry.zzzz, t2);"
  423. /* Nearest neighbour */
  424. " gl_FragColor = texture2D(in_Texture, vec2(rx.x, ry.x));"
  425. #else
  426. /* Alternate version: some kind of linear interpolation */
  427. " vec4 p0 = texture2D(in_Texture, vec2(rx.x, ry.x));"
  428. " vec4 p1 = texture2D(in_Texture, vec2(rx.y, ry.y));"
  429. " vec4 p2 = texture2D(in_Texture, vec2(rx.z, ry.z));"
  430. " vec4 p3 = texture2D(in_Texture, vec2(rx.w, ry.w));"
  431. " gl_FragColor = 1.0 / (dd.x + dd.y + dd.z + dd.w)"
  432. " * (dd.x * p0 + dd.y * p1 + dd.z * p2 + dd.w * p3);"
  433. #endif
  434. "}"
  435. #else
  436. "void main(float4 in_Position : POSITION,"
  437. " float2 a_TexCoord : TEXCOORD0,"
  438. " out float4 out_Position : POSITION,"
  439. " out float2 out_TexCoord : TEXCOORD0)"
  440. "{"
  441. " out_TexCoord = a_TexCoord;"
  442. " out_Position = in_Position;"
  443. "}",
  444. "float3 nearest0(float2 p, float4 u_TexelSize)"
  445. "{"
  446. " float2 q = p + 0.5 * u_TexelSize.xy;"
  447. " q -= fmod(q, 2.0 * u_TexelSize.xy);"
  448. " q += 0.5 * u_TexelSize.xy;"
  449. " return float3(q * float2(1.0, 0.25),"
  450. " length(q - p));"
  451. "}"
  452. ""
  453. "float3 nearest1(float2 p, float4 u_TexelSize)"
  454. "{"
  455. " float2 q = p - 0.5 * u_TexelSize.xy;"
  456. " q -= fmod(q, 2.0 * u_TexelSize.xy);"
  457. " q += 1.5 * u_TexelSize.xy;"
  458. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.25),"
  459. " length(q - p));"
  460. "}"
  461. ""
  462. "float3 nearest2(float2 p, float4 u_TexelSize)"
  463. "{"
  464. " float2 q = p + float2(0.5, -0.5) * u_TexelSize.xy;"
  465. " q -= fmod(q, 2.0 * u_TexelSize.xy);"
  466. " q += float2(0.5, 1.5) * u_TexelSize.xy;"
  467. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.50),"
  468. " length(q - p));"
  469. "}"
  470. ""
  471. "float3 nearest3(float2 p, float4 u_TexelSize)"
  472. "{"
  473. " float2 q = p + float2(-0.5, 0.5) * u_TexelSize.xy;"
  474. " q -= fmod(q, 2.0 * u_TexelSize.xy);"
  475. " q += float2(1.5, 0.5) * u_TexelSize.xy;"
  476. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.75),"
  477. " length(q - p));"
  478. "}"
  479. ""
  480. "void main(float2 a_TexCoord : TEXCOORD0,"
  481. " uniform float4 u_TexelSize,"
  482. " uniform sampler2D in_Texture,"
  483. " out float4 out_FragColor : COLOR)"
  484. "{"
  485. " float2 coord = a_TexCoord.xy;"
  486. " coord -= 0.1 * u_TexelSize.xy;"
  487. " float4 p0 = tex2D(in_Texture, nearest0(coord, u_TexelSize).xy);"
  488. " float4 p1 = tex2D(in_Texture, nearest1(coord, u_TexelSize).xy);"
  489. " float4 p2 = tex2D(in_Texture, nearest2(coord, u_TexelSize).xy);"
  490. " float4 p3 = tex2D(in_Texture, nearest3(coord, u_TexelSize).xy);"
  491. " out_FragColor = 0.25 * (p0 + p1 + p2 + p3);"
  492. "}"
  493. #endif
  494. );
  495. m_vertexattrib = m_shader->GetAttribLocation("a_Vertex");
  496. m_texattrib = m_shader->GetAttribLocation("a_TexCoord");
  497. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  498. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  499. m_ready = true;
  500. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  501. /* Method 1: store vertex buffer on the GPU memory */
  502. glGenBuffers(1, &m_vbo);
  503. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  504. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
  505. GL_STATIC_DRAW);
  506. glGenBuffers(1, &m_tbo);
  507. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  508. glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
  509. GL_STATIC_DRAW);
  510. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  511. /* Method 2: upload vertex information at each frame */
  512. #else
  513. #endif
  514. /* FIXME: this object never cleans up */
  515. }
  516. #if !defined HAVE_GLES_2X
  517. glEnable(GL_TEXTURE_2D);
  518. #endif
  519. glBindTexture(GL_TEXTURE_2D, m_texid);
  520. if (m_dirty[m_frame])
  521. {
  522. m_dirty[m_frame]--;
  523. #ifdef __CELLOS_LV2__
  524. /* glTexSubImage2D is extremely slow on the PS3, to the point
  525. * that uploading the whole texture is 40 times faster. */
  526. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  527. m_size.x / 2, m_size.y * 2, 0,
  528. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  529. #else
  530. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  531. m_size.x / 2, m_size.y / 2,
  532. TEXTURE_FORMAT, TEXTURE_TYPE,
  533. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  534. #endif
  535. }
  536. m_shader->Bind();
  537. m_shader->SetUniform(m_texeluni, m_texel_settings);
  538. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  539. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  540. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  541. glEnableVertexAttribArray(m_vertexattrib);
  542. glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  543. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  544. glEnableVertexAttribArray(m_texattrib);
  545. glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  546. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  547. /* Never used for now */
  548. //glEnableVertexAttribArray(m_vertexattrib);
  549. //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
  550. #else
  551. glEnableClientState(GL_VERTEX_ARRAY);
  552. glVertexPointer(2, GL_FLOAT, 0, vertices);
  553. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  554. glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
  555. #endif
  556. glDrawArrays(GL_TRIANGLES, 0, 6);
  557. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  558. glDisableVertexAttribArray(m_vertexattrib);
  559. glDisableVertexAttribArray(m_texattrib);
  560. glBindBuffer(GL_ARRAY_BUFFER, 0);
  561. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  562. /* Never used for now */
  563. //glDisableVertexAttribArray(m_vertexattrib);
  564. //glDisableVertexAttribArray(m_texattrib);
  565. #else
  566. glDisableClientState(GL_VERTEX_ARRAY);
  567. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  568. #endif
  569. }
  570. private:
  571. static int const MAX_ITERATIONS = 170;
  572. static int const PALETTE_STEP = 32;
  573. ivec2 m_size, m_window_size, m_oldmouse;
  574. double m_window2world;
  575. f64vec2 m_texel2world;
  576. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  577. Shader *m_shader;
  578. GLuint m_texid;
  579. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  580. GLuint m_vbo, m_tbo;
  581. GLuint m_tco;
  582. #endif
  583. int m_vertexattrib, m_texattrib, m_texeluni, m_zoomuni;
  584. int m_frame, m_dirty[4];
  585. bool m_ready;
  586. f64cmplx m_center, m_translate;
  587. double m_zoom_speed, m_radius;
  588. vec4 m_texel_settings;
  589. mat4 m_zoom_settings;
  590. f64cmplx m_deltashift[4];
  591. double m_deltascale[4];
  592. /* Debug information */
  593. #if !defined __native_client__
  594. Text *m_centertext, *m_mousetext, *m_zoomtext;
  595. #endif
  596. };
  597. int main(int argc, char **argv)
  598. {
  599. #if defined _WIN32
  600. _chdir("../..");
  601. #endif
  602. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  603. new DebugFps(5, 5);
  604. new Fractal(ivec2(640, 480));
  605. //new DebugRecord("fractalol.ogm", 60.0f);
  606. app.Run();
  607. return EXIT_SUCCESS;
  608. }