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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(1.0, 1.0, 2.0, 2.0) / (vec4)m_size.xyxy();
  52. m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * (vec4)m_size.xyxy();
  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. m_slices = 4;
  71. for (int i = 0; i < 4; i++)
  72. {
  73. m_deltashift[i] = 0.0;
  74. m_deltascale[i] = 1.0;
  75. m_dirty[i] = 2;
  76. }
  77. #if defined __CELLOS_LV2__
  78. //m_center = f64cmplx(-.22815528839841, -1.11514249704382);
  79. //m_center = f64cmplx(0.001643721971153, 0.822467633298876);
  80. m_center = f64cmplx(-0.65823419062254, .50221777363480);
  81. m_zoom_speed = 0;//-0.0025;
  82. #else
  83. m_center = -0.75;
  84. m_zoom_speed = 0.0;
  85. #endif
  86. m_translate = 0;
  87. m_radius = 5.0;
  88. m_ready = false;
  89. m_drag = false;
  90. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  91. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  92. {
  93. double f = (double)i / PALETTE_STEP;
  94. double r = 0.5 * sin(f * 0.27 - 2.5) + 0.5;
  95. double g = 0.5 * sin(f * 0.13 + 1.1) + 0.5;
  96. double b = 0.5 * sin(f * 0.21 + 0.4) + 0.5;
  97. if (f < 7.0)
  98. {
  99. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  100. r *= f;
  101. g *= f;
  102. b *= f;
  103. }
  104. uint8_t red = r * 255.99f;
  105. uint8_t green = g * 255.99f;
  106. uint8_t blue = b * 255.99f;
  107. #if defined __native_client__
  108. m_palette[i] = u8vec4(red, green, blue, 255);
  109. #else
  110. m_palette[i] = u8vec4(blue, green, red, 255);
  111. #endif
  112. }
  113. #if !defined __native_client__
  114. m_centertext = new Text(NULL, "gfx/font/ascii.png");
  115. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  116. Ticker::Ref(m_centertext);
  117. m_mousetext = new Text(NULL, "gfx/font/ascii.png");
  118. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  119. Ticker::Ref(m_mousetext);
  120. m_zoomtext = new Text(NULL, "gfx/font/ascii.png");
  121. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  122. Ticker::Ref(m_zoomtext);
  123. #endif
  124. position = ivec3(0, 0, 0);
  125. bbox[0] = position;
  126. bbox[1] = ivec3(m_window_size, 0);
  127. Input::TrackMouse(this);
  128. }
  129. ~Fractal()
  130. {
  131. Input::UntrackMouse(this);
  132. #if !defined __native_client__
  133. Ticker::Unref(m_centertext);
  134. Ticker::Unref(m_mousetext);
  135. Ticker::Unref(m_zoomtext);
  136. #endif
  137. delete m_pixels;
  138. delete m_tmppixels;
  139. delete m_palette;
  140. }
  141. inline f64cmplx TexelToWorldOffset(vec2 texel)
  142. {
  143. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  144. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  145. return m_radius * f64cmplx(dx, dy);
  146. }
  147. inline f64cmplx ScreenToWorldOffset(vec2 pixel)
  148. {
  149. /* No 0.5 offset here, because we want to be able to position the
  150. * mouse at (0,0) exactly. */
  151. double dx = pixel.x - m_window_size.x / 2;
  152. double dy = m_window_size.y / 2 - pixel.y;
  153. return m_radius * m_window2world * f64cmplx(dx, dy);
  154. }
  155. virtual void TickGame(float deltams)
  156. {
  157. WorldEntity::TickGame(deltams);
  158. int prev_frame = m_frame;
  159. m_frame = (m_frame + 1) % 4;
  160. f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
  161. ivec3 buttons = Input::GetMouseButtons();
  162. #if !defined __CELLOS_LV2__
  163. if (buttons[1])
  164. {
  165. if (!m_drag)
  166. {
  167. m_oldmouse = mousepos;
  168. m_drag = true;
  169. }
  170. m_translate = ScreenToWorldOffset(m_oldmouse)
  171. - ScreenToWorldOffset(mousepos);
  172. /* XXX: the purpose of this hack is to avoid translating by
  173. * an exact number of pixels. If this were to happen, the step()
  174. * optimisation for i915 cards in our shader would behave
  175. * incorrectly because a quarter of the pixels in the image
  176. * would have tie rankings in the distance calculation. */
  177. m_translate *= 1023.0 / 1024.0;
  178. m_oldmouse = mousepos;
  179. }
  180. else
  181. {
  182. m_drag = false;
  183. if (m_translate != 0.0)
  184. {
  185. m_translate *= pow(2.0, -deltams * 0.005);
  186. if (m_translate.norm() / m_radius < 1e-4)
  187. m_translate = 0.0;
  188. }
  189. }
  190. if ((buttons[0] || buttons[2]) && mousepos.x != -1)
  191. {
  192. double zoom = buttons[0] ? -0.0005 : 0.0005;
  193. m_zoom_speed += deltams * zoom;
  194. if (m_zoom_speed / zoom > 5)
  195. m_zoom_speed = 5 * zoom;
  196. }
  197. else if (m_zoom_speed)
  198. {
  199. m_zoom_speed *= pow(2.0, -deltams * 0.005);
  200. if (abs(m_zoom_speed) < 1e-5 || m_drag)
  201. m_zoom_speed = 0.0;
  202. }
  203. #endif
  204. if (m_zoom_speed || m_translate != 0.0)
  205. {
  206. f64cmplx oldcenter = m_center;
  207. double oldradius = m_radius;
  208. double zoom = pow(2.0, deltams * m_zoom_speed);
  209. if (m_radius * zoom > 8.0)
  210. {
  211. m_zoom_speed *= -1.0;
  212. zoom = 8.0 / m_radius;
  213. }
  214. else if (m_radius * zoom < 1e-14)
  215. {
  216. m_zoom_speed *= -1.0;
  217. zoom = 1e-14 / m_radius;
  218. }
  219. m_radius *= zoom;
  220. #if !defined __CELLOS_LV2__
  221. m_center += m_translate;
  222. m_center = (m_center - worldmouse) * zoom + worldmouse;
  223. worldmouse = m_center + ScreenToWorldOffset(mousepos);
  224. #endif
  225. /* Store the transformation properties to go from m_frame - 1
  226. * to m_frame. */
  227. m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius;
  228. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  229. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  230. m_deltascale[prev_frame] = m_radius / oldradius;
  231. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  232. }
  233. else
  234. {
  235. /* If settings didn't change, set transformation from previous
  236. * frame to identity. */
  237. m_deltashift[prev_frame] = 0.0;
  238. m_deltascale[prev_frame] = 1.0;
  239. }
  240. /* Transformation from current frame to current frame is always
  241. * identity. */
  242. m_zoom_settings[m_frame][0] = 0.0f;
  243. m_zoom_settings[m_frame][1] = 0.0f;
  244. m_zoom_settings[m_frame][2] = 1.0f;
  245. /* Compute transformation from other frames to current frame */
  246. for (int i = 0; i < 3; i++)
  247. {
  248. int prev_index = (m_frame + 4 - i) % 4;
  249. int cur_index = (m_frame + 3 - i) % 4;
  250. m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  251. m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  252. m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  253. }
  254. /* Precompute texture offset change instead of doing it in GLSL */
  255. for (int i = 0; i < 4; i++)
  256. {
  257. m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
  258. m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
  259. }
  260. #if !defined __native_client__
  261. char buf[128];
  262. sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
  263. m_centertext->SetText(buf);
  264. sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
  265. m_mousetext->SetText(buf);
  266. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  267. m_zoomtext->SetText(buf);
  268. #endif
  269. if (m_dirty[m_frame])
  270. {
  271. m_dirty[m_frame]--;
  272. /* FIXME: this is the ugliest, most pathetic excuse for a
  273. * threading system that I have seen in a while. */
  274. DoWorkHelper helpers[m_slices];
  275. for (int slice = 0; slice < m_slices; slice++)
  276. {
  277. helpers[slice].fractal = this;
  278. helpers[slice].slice = slice;
  279. helpers[slice].thread = new Thread(DoWorkHelper::Help,
  280. &helpers[slice]);
  281. }
  282. for (int slice = 0; slice < m_slices; slice++)
  283. {
  284. delete helpers[slice].thread;
  285. }
  286. }
  287. }
  288. struct DoWorkHelper
  289. {
  290. Fractal *fractal;
  291. Thread *thread;
  292. int slice;
  293. static void *Help(void *data)
  294. {
  295. DoWorkHelper *helper = (DoWorkHelper *)data;
  296. helper->fractal->DoWork(helper->slice);
  297. return NULL;
  298. }
  299. };
  300. void DoWork(int slice)
  301. {
  302. double const maxsqlen = 1024;
  303. double const k1 = 1.0 / (1 << 10) / log2(maxsqlen);
  304. int jmin = m_size.y * slice / m_slices;
  305. int jmax = m_size.y * (slice + 1) / m_slices;
  306. u8vec4 *m_pixelstart = m_pixels
  307. + m_size.x * (m_size.y / 4 * m_frame + jmin / 4);
  308. for (int j = ((m_frame + 1) % 4) / 2 + jmin; j < jmax; j += 2)
  309. for (int i = m_frame % 2; i < m_size.x; i += 2)
  310. {
  311. f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
  312. f64cmplx r0 = z0;
  313. //f64cmplx r0(0.28693186889504513, 0.014286693904085048);
  314. //f64cmplx r0(0.001643721971153, 0.822467633298876);
  315. //f64cmplx r0(-1.207205434596, 0.315432814901);
  316. //f64cmplx r0(-0.79192956889854, -0.14632423080102);
  317. //f64cmplx r0(0.3245046418497685, 0.04855101129280834);
  318. f64cmplx z;
  319. int iter = MAX_ITERATIONS;
  320. for (z = z0; iter && z.sqlen() < maxsqlen; z = z * z + r0)
  321. --iter;
  322. if (iter)
  323. {
  324. double f = iter;
  325. double n = z.sqlen();
  326. if (n > maxsqlen * maxsqlen)
  327. n = maxsqlen * maxsqlen;
  328. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  329. union { double n; uint64_t x; } u = { n };
  330. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  331. k *= k1;
  332. /* Approximate log2(k) in [1,2]. */
  333. f += (- 0.344847817623168308695977510213252644185 * k
  334. + 2.024664188044341212602376988171727038739) * k
  335. - 1.674876738008591047163498125918330313237;
  336. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  337. }
  338. else
  339. {
  340. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  341. }
  342. }
  343. }
  344. virtual void TickDraw(float deltams)
  345. {
  346. WorldEntity::TickDraw(deltams);
  347. static float const vertices[] =
  348. {
  349. 1.0f, 1.0f,
  350. -1.0f, 1.0f,
  351. -1.0f, -1.0f,
  352. -1.0f, -1.0f,
  353. 1.0f, -1.0f,
  354. 1.0f, 1.0f,
  355. };
  356. static float const texcoords[] =
  357. {
  358. 1.0f, 1.0f,
  359. 0.0f, 1.0f,
  360. 0.0f, 0.0f,
  361. 0.0f, 0.0f,
  362. 1.0f, 0.0f,
  363. 1.0f, 1.0f,
  364. };
  365. if (!m_ready)
  366. {
  367. /* Create a texture of half the width and twice the height
  368. * so that we can upload four different subimages each frame. */
  369. glGenTextures(1, &m_texid);
  370. glBindTexture(GL_TEXTURE_2D, m_texid);
  371. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  372. m_size.x / 2, m_size.y * 2, 0,
  373. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  374. #if defined __CELLOS_LV2__
  375. /* We need this hint because by default the storage type is
  376. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  377. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  378. GL_TEXTURE_TILED_GPU_SCE);
  379. #endif
  380. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  381. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  382. m_shader = Shader::Create(
  383. #if !defined __CELLOS_LV2__
  384. #if !defined HAVE_GLES_2X
  385. "#version 120\n"
  386. #else
  387. "precision highp float;"
  388. #endif
  389. ""
  390. "uniform mat4 u_ZoomSettings;"
  391. "uniform vec4 u_TexelSize;"
  392. "uniform vec4 u_ScreenSize;"
  393. ""
  394. "attribute vec2 a_TexCoord;"
  395. "attribute vec2 a_Vertex;"
  396. ""
  397. "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
  398. ""
  399. "void main(void)"
  400. "{"
  401. " gl_Position = vec4(a_Vertex, 0.0, 1.0);"
  402. /* Center point in [-.5,.5], apply zoom and translation
  403. * transformation, and go back to texture coordinates
  404. * in [0,1]. That's the ideal point we would like to
  405. * compute the value for. Then add or remove half the
  406. * size of a texel: the distance from this new point to
  407. * the final point will be our error. */
  408. " vec4 offsets = vec4(0.5, -0.5, 0.015625, -0.015625);"
  409. " vec4 zoomscale = vec4(u_ZoomSettings[0][2],"
  410. " u_ZoomSettings[1][2],"
  411. " u_ZoomSettings[2][2],"
  412. " u_ZoomSettings[3][2]);"
  413. " vec4 zoomtx = vec4(u_ZoomSettings[0][0],"
  414. " u_ZoomSettings[1][0],"
  415. " u_ZoomSettings[2][0],"
  416. " u_ZoomSettings[3][0]);"
  417. " vec4 zoomty = vec4(u_ZoomSettings[0][1],"
  418. " u_ZoomSettings[1][1],"
  419. " u_ZoomSettings[2][1],"
  420. " u_ZoomSettings[3][1]);"
  421. " v_CenterX = zoomscale * a_TexCoord.x + zoomtx"
  422. " + offsets.xyxy * u_TexelSize.x;"
  423. " v_CenterY = zoomscale * a_TexCoord.y - zoomty"
  424. " + offsets.xyyx * u_TexelSize.y;"
  425. /* Precompute the multiple of one texel where our ideal
  426. * point lies. The fragment shader will call floor() on
  427. * this value. We add or remove a slight offset to avoid
  428. * rounding issues at the image's edges. */
  429. " v_IndexX = v_CenterX * u_ScreenSize.z - (offsets.zwzw + vec4(0.001, 0.002, 0.003, 0.004));"
  430. " v_IndexY = v_CenterY * u_ScreenSize.w - (offsets.zwwz + vec4(0.0015, 0.0025, 0.0035, 0.0045));"
  431. "}",
  432. #if !defined HAVE_GLES_2X
  433. "#version 120\n"
  434. #else
  435. "precision highp float;"
  436. #endif
  437. ""
  438. "uniform vec4 u_TexelSize;"
  439. "uniform sampler2D in_Texture;"
  440. ""
  441. "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
  442. ""
  443. "void main(void)"
  444. "{"
  445. " vec4 v05 = vec4(0.5, 0.5, 0.5, 0.5);"
  446. " vec4 rx, ry, t0, dx, dy, dd;"
  447. /* Get a pixel coordinate from each slice into rx & ry */
  448. " rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX);"
  449. " ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY);"
  450. /* Compute inverse distance to expected pixel in dd,
  451. * and put zero if we fall outside the texture. */
  452. " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);"
  453. " dx = rx - v_CenterX;"
  454. " dy = ry - v_CenterY;"
  455. //" vec4 dd = t0 * (abs(dx) + abs(dy));"
  456. //" vec4 dd = t0 / (0.001 + sqrt((dx * dx) + (dy * dy)));"
  457. " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));"
  458. /* Modify Y coordinate to select proper quarter. */
  459. " ry = ry * 0.25 + vec4(0.0, 0.25, 0.5, 0.75);"
  460. ""
  461. #if 1
  462. "\n#if 0\n" /* XXX: disabled until we can autodetect i915 */
  463. /* t1.x <-- dd.x > dd.y */
  464. /* t1.y <-- dd.z > dd.w */
  465. " vec2 t1 = step(dd.xz, dd.yw);"
  466. /* ret.x <-- max(rx.x, rx.y) wrt. t1.x */
  467. /* ret.y <-- max(rx.z, rx.w) wrt. t1.y */
  468. /* ret.z <-- max(ry.x, ry.y) wrt. t1.x */
  469. /* ret.w <-- max(ry.z, ry.w) wrt. t1.y */
  470. " vec4 ret = mix(vec4(rx.xz, ry.xz),"
  471. " vec4(rx.yw, ry.yw), t1.xyxy);"
  472. /* dd.x <-- max(dd.x, dd.y) */
  473. /* dd.z <-- max(dd.z, dd.w) */
  474. " dd.xy = mix(dd.xz, dd.yw, t1);"
  475. /* t2 <-- dd.x > dd.z */
  476. " float t2 = step(dd.x, dd.y);"
  477. /* ret.x <-- max(ret.x, ret.y); */
  478. /* ret.y <-- max(ret.z, ret.yw; */
  479. " ret.xy = mix(ret.xz, ret.yw, t2);"
  480. "\n#else\n"
  481. /* Fallback for i915 cards -- the trick to reduce the
  482. * number of operations is to compute both step(a,b)
  483. * and step(b,a) and hope that their sum is 1. This is
  484. * almost always the case, and when it isn't we can
  485. * afford to have a few wrong pixels. However, a real
  486. * problem is when panning the image, because half the
  487. * screen is likely to flicker. To avoid this problem,
  488. * we cheat a little (see m_translate comment above). */
  489. " vec4 t1 = step(dd.xzyw, dd.ywxz);"
  490. " vec4 ret = vec4(rx.xz, ry.xz) * t1.zwzw"
  491. " + vec4(rx.yw, ry.yw) * t1.xyxy;"
  492. " dd.xy = dd.xz * t1.zw + dd.yw * t1.xy;"
  493. " vec2 t2 = step(dd.xy, dd.yx);"
  494. " ret.xy = ret.xz * t2.yy + ret.yw * t2.xx;"
  495. "\n#endif\n"
  496. /* Nearest neighbour */
  497. " gl_FragColor = texture2D(in_Texture, ret.xy);"
  498. #else
  499. /* Alternate version: some kind of linear interpolation */
  500. " vec4 p0 = texture2D(in_Texture, vec2(rx.x, ry.x));"
  501. " vec4 p1 = texture2D(in_Texture, vec2(rx.y, ry.y));"
  502. " vec4 p2 = texture2D(in_Texture, vec2(rx.z, ry.z));"
  503. " vec4 p3 = texture2D(in_Texture, vec2(rx.w, ry.w));"
  504. " gl_FragColor = 1.0 / (dd.x + dd.y + dd.z + dd.w)"
  505. " * (dd.x * p0 + dd.y * p1 + dd.z * p2 + dd.w * p3);"
  506. #endif
  507. "}"
  508. #else
  509. "void main(float4 in_Position : POSITION,"
  510. " float2 a_TexCoord : TEXCOORD0,"
  511. " out float4 out_Position : POSITION,"
  512. " out float2 out_TexCoord : TEXCOORD0)"
  513. "{"
  514. " out_TexCoord = a_TexCoord;"
  515. " out_Position = in_Position;"
  516. "}",
  517. "float3 nearest0(float2 p, float4 u_TexelSize)"
  518. "{"
  519. " float2 q = p + 0.5 * u_TexelSize.xy;"
  520. " q -= fmod(q, 2.0 * u_TexelSize.xy);"
  521. " q += 0.5 * u_TexelSize.xy;"
  522. " return float3(q * float2(1.0, 0.25),"
  523. " length(q - p));"
  524. "}"
  525. ""
  526. "float3 nearest1(float2 p, float4 u_TexelSize)"
  527. "{"
  528. " float2 q = p - 0.5 * u_TexelSize.xy;"
  529. " q -= fmod(q, 2.0 * u_TexelSize.xy);"
  530. " q += 1.5 * u_TexelSize.xy;"
  531. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.25),"
  532. " length(q - p));"
  533. "}"
  534. ""
  535. "float3 nearest2(float2 p, float4 u_TexelSize)"
  536. "{"
  537. " float2 q = p + float2(0.5, -0.5) * u_TexelSize.xy;"
  538. " q -= fmod(q, 2.0 * u_TexelSize.xy);"
  539. " q += float2(0.5, 1.5) * u_TexelSize.xy;"
  540. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.50),"
  541. " length(q - p));"
  542. "}"
  543. ""
  544. "float3 nearest3(float2 p, float4 u_TexelSize)"
  545. "{"
  546. " float2 q = p + float2(-0.5, 0.5) * u_TexelSize.xy;"
  547. " q -= fmod(q, 2.0 * u_TexelSize.xy);"
  548. " q += float2(1.5, 0.5) * u_TexelSize.xy;"
  549. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.75),"
  550. " length(q - p));"
  551. "}"
  552. ""
  553. "void main(float2 a_TexCoord : TEXCOORD0,"
  554. " uniform float4 u_TexelSize,"
  555. " uniform sampler2D in_Texture,"
  556. " out float4 out_FragColor : COLOR)"
  557. "{"
  558. " float2 coord = a_TexCoord.xy;"
  559. " coord -= 0.1 * u_TexelSize.xy;"
  560. " float4 p0 = tex2D(in_Texture, nearest0(coord, u_TexelSize).xy);"
  561. " float4 p1 = tex2D(in_Texture, nearest1(coord, u_TexelSize).xy);"
  562. " float4 p2 = tex2D(in_Texture, nearest2(coord, u_TexelSize).xy);"
  563. " float4 p3 = tex2D(in_Texture, nearest3(coord, u_TexelSize).xy);"
  564. " out_FragColor = 0.25 * (p0 + p1 + p2 + p3);"
  565. "}"
  566. #endif
  567. );
  568. m_vertexattrib = m_shader->GetAttribLocation("a_Vertex");
  569. m_texattrib = m_shader->GetAttribLocation("a_TexCoord");
  570. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  571. m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
  572. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  573. m_ready = true;
  574. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  575. /* Method 1: store vertex buffer on the GPU memory */
  576. glGenBuffers(1, &m_vbo);
  577. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  578. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
  579. GL_STATIC_DRAW);
  580. glGenBuffers(1, &m_tbo);
  581. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  582. glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
  583. GL_STATIC_DRAW);
  584. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  585. /* Method 2: upload vertex information at each frame */
  586. #else
  587. #endif
  588. /* FIXME: this object never cleans up */
  589. }
  590. #if !defined HAVE_GLES_2X
  591. glEnable(GL_TEXTURE_2D);
  592. #endif
  593. glBindTexture(GL_TEXTURE_2D, m_texid);
  594. if (m_dirty[m_frame])
  595. {
  596. m_dirty[m_frame]--;
  597. #ifdef __CELLOS_LV2__
  598. /* glTexSubImage2D is extremely slow on the PS3, to the point
  599. * that uploading the whole texture is 40 times faster. */
  600. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  601. m_size.x / 2, m_size.y * 2, 0,
  602. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  603. #else
  604. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  605. m_size.x / 2, m_size.y / 2,
  606. TEXTURE_FORMAT, TEXTURE_TYPE,
  607. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  608. #endif
  609. }
  610. m_shader->Bind();
  611. m_shader->SetUniform(m_texeluni, m_texel_settings);
  612. m_shader->SetUniform(m_screenuni, m_screen_settings);
  613. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  614. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  615. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  616. glEnableVertexAttribArray(m_vertexattrib);
  617. glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  618. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  619. glEnableVertexAttribArray(m_texattrib);
  620. glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  621. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  622. /* Never used for now */
  623. //glEnableVertexAttribArray(m_vertexattrib);
  624. //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
  625. #else
  626. glEnableClientState(GL_VERTEX_ARRAY);
  627. glVertexPointer(2, GL_FLOAT, 0, vertices);
  628. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  629. glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
  630. #endif
  631. glDrawArrays(GL_TRIANGLES, 0, 6);
  632. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  633. glDisableVertexAttribArray(m_vertexattrib);
  634. glDisableVertexAttribArray(m_texattrib);
  635. glBindBuffer(GL_ARRAY_BUFFER, 0);
  636. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  637. /* Never used for now */
  638. //glDisableVertexAttribArray(m_vertexattrib);
  639. //glDisableVertexAttribArray(m_texattrib);
  640. #else
  641. glDisableClientState(GL_VERTEX_ARRAY);
  642. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  643. #endif
  644. }
  645. private:
  646. static int const MAX_ITERATIONS = 170;
  647. static int const PALETTE_STEP = 32;
  648. ivec2 m_size, m_window_size, m_oldmouse;
  649. double m_window2world;
  650. f64vec2 m_texel2world;
  651. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  652. Shader *m_shader;
  653. GLuint m_texid;
  654. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  655. GLuint m_vbo, m_tbo;
  656. GLuint m_tco;
  657. #endif
  658. int m_vertexattrib, m_texattrib, m_texeluni, m_screenuni, m_zoomuni;
  659. int m_frame, m_slices, m_dirty[4];
  660. bool m_ready, m_drag;
  661. f64cmplx m_center, m_translate;
  662. double m_zoom_speed, m_radius;
  663. vec4 m_texel_settings, m_screen_settings;
  664. mat4 m_zoom_settings;
  665. f64cmplx m_deltashift[4];
  666. double m_deltascale[4];
  667. /* Debug information */
  668. #if !defined __native_client__
  669. Text *m_centertext, *m_mousetext, *m_zoomtext;
  670. #endif
  671. };
  672. int main(int argc, char **argv)
  673. {
  674. #if defined _WIN32
  675. _chdir("../..");
  676. #endif
  677. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  678. new DebugFps(5, 5);
  679. new Fractal(ivec2(640, 480));
  680. //new DebugRecord("fractalol.ogm", 60.0f);
  681. app.Run();
  682. return EXIT_SUCCESS;
  683. }