25'ten fazla konu seçemezsiniz Konular bir harf veya rakamla başlamalı, kısa çizgiler ('-') içerebilir ve en fazla 35 karakter uzunluğunda olabilir.
 
 
 

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  1. //
  2. // Lol Engine - Fractal tutorial
  3. //
  4. // Copyright: (c) 2011-2012 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 lol;
  18. #if defined _WIN32
  19. # include <direct.h>
  20. # if defined USE_D3D9
  21. # define FAR
  22. # define NEAR
  23. # include <d3d9.h>
  24. # endif
  25. #endif
  26. extern char const *lolfx_11_fractal;
  27. #if defined USE_D3D9
  28. extern IDirect3DDevice9 *g_d3ddevice;
  29. #elif defined _XBOX
  30. extern D3DDevice *g_d3ddevice;
  31. #elif __CELLOS_LV2__
  32. static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
  33. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  34. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  35. #elif defined __native_client__ || defined HAVE_GLES_2X
  36. static GLint const INTERNAL_FORMAT = GL_RGBA;
  37. static GLenum const TEXTURE_FORMAT = GL_RGBA;
  38. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE;
  39. #else
  40. /* Seems efficient for little endian textures */
  41. static GLint const INTERNAL_FORMAT = GL_RGBA;
  42. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  43. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  44. #endif
  45. class Fractal : public WorldEntity
  46. {
  47. public:
  48. Fractal(ivec2 const &size)
  49. {
  50. /* Ensure texture size is a multiple of 16 for better aligned
  51. * data access. Store the dimensions of a texel for our shader,
  52. * as well as the half-size of the screen. */
  53. m_size = size;
  54. m_size.x = (m_size.x + 15) & ~15;
  55. m_size.y = (m_size.y + 15) & ~15;
  56. m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / m_size.xyxy;
  57. m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * m_size.xyxy;
  58. /* Window size decides the world aspect ratio. For instance, 640×480
  59. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  60. #if !defined __native_client__
  61. m_window_size = Video::GetSize();
  62. #else
  63. /* FIXME: it's illegal to call this on the game thread! */
  64. m_window_size = ivec2(640, 480);
  65. #endif
  66. if (m_window_size.y < m_window_size.x)
  67. m_window2world = 0.5 / m_window_size.y;
  68. else
  69. m_window2world = 0.5 / m_window_size.x;
  70. m_texel2world = (vec2)m_window_size / m_size * m_window2world;
  71. m_oldmouse = ivec2(0, 0);
  72. m_pixels.Resize(m_size.x * m_size.y);
  73. m_frame = -1;
  74. m_slices = 4;
  75. for (int i = 0; i < 4; i++)
  76. {
  77. m_deltashift[i] = real("0");
  78. m_deltascale[i] = real("1");
  79. m_dirty[i] = 2;
  80. }
  81. #if defined __CELLOS_LV2__ || defined _XBOX
  82. //m_center = rcmplx(-.22815528839841, -1.11514249704382);
  83. //m_center = rcmplx(0.001643721971153, 0.822467633298876);
  84. m_center = rcmplx("-0.65823419062254", "0.50221777363480");
  85. m_zoom_speed = -0.025;
  86. #else
  87. m_center = rcmplx(-0.75, 0.0);
  88. m_zoom_speed = 0.0;
  89. #endif
  90. m_translate = rcmplx(0.0, 0.0);
  91. m_radius = 5.0;
  92. m_ready = false;
  93. m_drag = false;
  94. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  95. {
  96. double f = (double)i / PALETTE_STEP;
  97. double r = 0.5 * lol::sin(f * 0.27 + 2.0) + 0.5;
  98. double g = 0.5 * lol::sin(f * 0.17 - 1.8) + 0.5;
  99. double b = 0.5 * lol::sin(f * 0.21 - 2.6) + 0.5;
  100. if (f < 7.0)
  101. {
  102. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  103. r *= f;
  104. g *= f;
  105. b *= f;
  106. }
  107. uint8_t red = r * 255.99f;
  108. uint8_t green = g * 255.99f;
  109. uint8_t blue = b * 255.99f;
  110. #if defined __CELLOS_LV2__ || defined _XBOX
  111. m_palette.Push(u8vec4(255, red, green, blue));
  112. #elif defined __native_client__
  113. m_palette.Push(u8vec4(red, green, blue, 255));
  114. #else
  115. m_palette.Push(u8vec4(blue, green, red, 255));
  116. #endif
  117. }
  118. #if !defined __native_client__
  119. m_centertext = new Text(NULL, "src/data/font/ascii.png");
  120. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  121. Ticker::Ref(m_centertext);
  122. m_mousetext = new Text(NULL, "src/data/font/ascii.png");
  123. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  124. Ticker::Ref(m_mousetext);
  125. m_zoomtext = new Text(NULL, "src/data/font/ascii.png");
  126. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  127. Ticker::Ref(m_zoomtext);
  128. #endif
  129. m_position = ivec3(0, 0, 0);
  130. m_bbox[0] = m_position;
  131. m_bbox[1] = ivec3(m_window_size, 0);
  132. Input::TrackMouse(this);
  133. /* Spawn worker threads and wait for their readiness. */
  134. for (int i = 0; i < MAX_THREADS; i++)
  135. m_threads[i] = new Thread(DoWorkHelper, this);
  136. for (int i = 0; i < MAX_THREADS; i++)
  137. m_spawnqueue.Pop();
  138. }
  139. ~Fractal()
  140. {
  141. /* Signal worker threads for completion and wait for
  142. * them to quit. */
  143. for (int i = 0; i < MAX_THREADS; i++)
  144. m_jobqueue.Push(-1);
  145. for (int i = 0; i < MAX_THREADS; i++)
  146. m_donequeue.Pop();
  147. Input::UntrackMouse(this);
  148. #if !defined __native_client__
  149. Ticker::Unref(m_centertext);
  150. Ticker::Unref(m_mousetext);
  151. Ticker::Unref(m_zoomtext);
  152. #endif
  153. }
  154. inline dcmplx TexelToWorldOffset(vec2 texel)
  155. {
  156. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  157. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  158. return m_radius * dcmplx(dx, dy);
  159. }
  160. inline dcmplx ScreenToWorldOffset(vec2 pixel)
  161. {
  162. /* No 0.5 offset here, because we want to be able to position the
  163. * mouse at (0,0) exactly. */
  164. double dx = pixel.x - m_window_size.x / 2;
  165. double dy = m_window_size.y / 2 - pixel.y;
  166. return m_radius * m_window2world * dcmplx(dx, dy);
  167. }
  168. virtual void TickGame(float seconds)
  169. {
  170. WorldEntity::TickGame(seconds);
  171. int prev_frame = (m_frame + 4) % 4;
  172. m_frame = (m_frame + 1) % 4;
  173. rcmplx worldmouse = m_center + rcmplx(ScreenToWorldOffset(m_mousepos));
  174. ivec3 buttons = Input::GetMouseButtons();
  175. #if !defined __CELLOS_LV2__ && !defined _XBOX
  176. if (buttons[1])
  177. {
  178. if (!m_drag)
  179. {
  180. m_oldmouse = m_mousepos;
  181. m_drag = true;
  182. }
  183. m_translate = ScreenToWorldOffset(m_oldmouse)
  184. - ScreenToWorldOffset(m_mousepos);
  185. /* XXX: the purpose of this hack is to avoid translating by
  186. * an exact number of pixels. If this were to happen, the step()
  187. * optimisation for i915 cards in our shader would behave
  188. * incorrectly because a quarter of the pixels in the image
  189. * would have tie rankings in the distance calculation. */
  190. m_translate *= real(1023.0 / 1024.0);
  191. m_oldmouse = m_mousepos;
  192. }
  193. else
  194. {
  195. m_drag = false;
  196. if (m_translate != rcmplx(0.0, 0.0))
  197. {
  198. m_translate *= real(std::pow(2.0, -seconds * 5.0));
  199. if ((double)m_translate.norm() < m_radius * 1e-4)
  200. m_translate = rcmplx(0.0, 0.0);
  201. }
  202. }
  203. if ((buttons[0] || buttons[2]) && m_mousepos.x != -1)
  204. {
  205. double zoom = buttons[0] ? -0.5 : 0.5;
  206. m_zoom_speed += zoom * seconds;
  207. if (m_zoom_speed / zoom > 5e-3f)
  208. m_zoom_speed = zoom * 5e-3f;
  209. }
  210. else if (m_zoom_speed)
  211. {
  212. m_zoom_speed *= std::pow(2.0, -seconds * 5.0);
  213. if (abs(m_zoom_speed) < 1e-5 || m_drag)
  214. m_zoom_speed = 0.0;
  215. }
  216. #endif
  217. if (m_zoom_speed || m_translate != rcmplx(0.0, 0.0))
  218. {
  219. rcmplx oldcenter = m_center;
  220. double oldradius = m_radius;
  221. double zoom = std::pow(2.0, seconds * 1e3f * m_zoom_speed);
  222. if (m_radius * zoom > 8.0)
  223. {
  224. m_zoom_speed *= -1.0;
  225. zoom = 8.0 / m_radius;
  226. }
  227. else if (m_radius * zoom < 1e-14)
  228. {
  229. m_zoom_speed *= -1.0;
  230. zoom = 1e-14 / m_radius;
  231. }
  232. m_radius *= zoom;
  233. #if !defined __CELLOS_LV2__ && !defined _XBOX
  234. m_center += m_translate;
  235. m_center = (m_center - worldmouse) * real(zoom) + worldmouse;
  236. worldmouse = m_center + rcmplx(ScreenToWorldOffset(m_mousepos));
  237. #endif
  238. /* Store the transformation properties to go from m_frame - 1
  239. * to m_frame. */
  240. m_deltashift[prev_frame] = (m_center - oldcenter) / real(oldradius);
  241. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  242. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  243. m_deltascale[prev_frame] = m_radius / oldradius;
  244. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  245. }
  246. else
  247. {
  248. /* If settings didn't change, set transformation from previous
  249. * frame to identity. */
  250. m_deltashift[prev_frame] = real::R_0();
  251. m_deltascale[prev_frame] = real::R_1();
  252. }
  253. /* Transformation from current frame to current frame is always
  254. * identity. */
  255. m_zoom_settings[m_frame][0] = 0.0f;
  256. m_zoom_settings[m_frame][1] = 0.0f;
  257. m_zoom_settings[m_frame][2] = 1.0f;
  258. /* Compute transformation from other frames to current frame */
  259. for (int i = 0; i < 3; i++)
  260. {
  261. int prev_index = (m_frame + 4 - i) % 4;
  262. int cur_index = (m_frame + 3 - i) % 4;
  263. m_zoom_settings[cur_index][0] = (real)m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  264. m_zoom_settings[cur_index][1] = (real)m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  265. m_zoom_settings[cur_index][2] = (real)m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  266. }
  267. /* Precompute texture offset change instead of doing it in GLSL */
  268. for (int i = 0; i < 4; i++)
  269. {
  270. m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
  271. m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
  272. }
  273. #if !defined __native_client__
  274. char buf[256];
  275. sprintf(buf, "center: ");
  276. m_center.x.sprintf(buf + strlen(buf), 30);
  277. sprintf(buf + strlen(buf), " ");
  278. m_center.y.sprintf(buf + strlen(buf), 30);
  279. m_centertext->SetText(buf);
  280. sprintf(buf, " mouse: ");
  281. worldmouse.x.sprintf(buf + strlen(buf), 30);
  282. sprintf(buf + strlen(buf), " ");
  283. worldmouse.y.sprintf(buf + strlen(buf), 30);
  284. m_mousetext->SetText(buf);
  285. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  286. m_zoomtext->SetText(buf);
  287. #endif
  288. if (m_dirty[m_frame])
  289. {
  290. m_dirty[m_frame]--;
  291. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  292. m_jobqueue.Push(i);
  293. }
  294. }
  295. static void *DoWorkHelper(void *data)
  296. {
  297. Fractal *that = (Fractal *)data;
  298. that->m_spawnqueue.Push(0);
  299. for ( ; ; )
  300. {
  301. int line = that->m_jobqueue.Pop();
  302. if (line == -1)
  303. break;
  304. that->DoWork(line);
  305. that->m_donequeue.Push(0);
  306. }
  307. that->m_donequeue.Push(0);
  308. return NULL;
  309. };
  310. void DoWork(int line)
  311. {
  312. double const maxsqlen = 1024;
  313. double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0));
  314. int jmin = ((m_frame + 1) % 4) / 2 + line;
  315. int jmax = jmin + MAX_LINES * 2;
  316. if (jmax > m_size.y)
  317. jmax = m_size.y;
  318. u8vec4 *m_pixelstart = &m_pixels[0]
  319. + m_size.x * (m_size.y / 4 * m_frame + line / 4);
  320. dcmplx c = (dcmplx)m_center;
  321. for (int j = jmin; j < jmax; j += 2)
  322. for (int i = m_frame % 2; i < m_size.x; i += 2)
  323. {
  324. double xr, yr, x0, y0, x1, y1, x2, y2, x3, y3;
  325. dcmplx z0 = c + TexelToWorldOffset(ivec2(i, j));
  326. //dcmplx r0(0.28693186889504513, 0.014286693904085048);
  327. //dcmplx r0(0.001643721971153, 0.822467633298876);
  328. //dcmplx r0(-1.207205434596, 0.315432814901);
  329. //dcmplx r0(-0.79192956889854, -0.14632423080102);
  330. //dcmplx r0(0.3245046418497685, 0.04855101129280834);
  331. dcmplx r0 = z0;
  332. x0 = z0.x; y0 = z0.y;
  333. xr = r0.x; yr = r0.y;
  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. x1 = x0 * x0 - y0 * y0 + xr;
  340. y1 = x0 * y0 + x0 * y0 + yr;
  341. x2 = x1 * x1 - y1 * y1 + xr;
  342. y2 = x1 * y1 + x1 * y1 + yr;
  343. x3 = x2 * x2 - y2 * y2 + xr;
  344. y3 = x2 * y2 + x2 * y2 + yr;
  345. x0 = x3 * x3 - y3 * y3 + xr;
  346. y0 = x3 * y3 + x3 * y3 + yr;
  347. if (x0 * x0 + y0 * y0 >= maxsqlen)
  348. break;
  349. iter -= 4;
  350. if (iter < 4)
  351. break;
  352. }
  353. if (iter)
  354. {
  355. double n = x0 * x0 + y0 * y0;
  356. if (x1 * x1 + y1 * y1 >= maxsqlen)
  357. {
  358. iter += 3; n = x1 * x1 + y1 * y1;
  359. }
  360. else if (x2 * x2 + y2 * y2 >= maxsqlen)
  361. {
  362. iter += 2; n = x2 * x2 + y2 * y2;
  363. }
  364. else if (x3 * x3 + y3 * y3 >= maxsqlen)
  365. {
  366. iter += 1; n = x3 * x3 + y3 * y3;
  367. }
  368. if (n > maxsqlen * maxsqlen)
  369. n = maxsqlen * maxsqlen;
  370. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  371. double f = iter;
  372. union { double n; uint64_t x; } u = { n };
  373. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  374. k *= k1;
  375. /* Approximate log2(k) in [1,2]. */
  376. f += (- 0.344847817623168308695977510213252644185 * k
  377. + 2.024664188044341212602376988171727038739) * k
  378. - 1.674876738008591047163498125918330313237;
  379. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  380. }
  381. else
  382. {
  383. #if defined __CELLOS_LV2__ || defined _XBOX
  384. *m_pixelstart++ = u8vec4(255, 0, 0, 0);
  385. #else
  386. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  387. #endif
  388. }
  389. }
  390. }
  391. virtual void TickDraw(float seconds)
  392. {
  393. WorldEntity::TickDraw(seconds);
  394. static float const vertices[] =
  395. {
  396. 1.0f, 1.0f,
  397. -1.0f, 1.0f,
  398. -1.0f, -1.0f,
  399. -1.0f, -1.0f,
  400. 1.0f, -1.0f,
  401. 1.0f, 1.0f,
  402. };
  403. static float const texcoords[] =
  404. {
  405. 1.0f, 1.0f,
  406. 0.0f, 1.0f,
  407. 0.0f, 0.0f,
  408. 0.0f, 0.0f,
  409. 1.0f, 0.0f,
  410. 1.0f, 1.0f,
  411. };
  412. if (!m_ready)
  413. {
  414. #if !defined _XBOX && !defined USE_D3D9
  415. /* Create a texture of half the width and twice the height
  416. * so that we can upload four different subimages each frame. */
  417. glGenTextures(1, &m_texid);
  418. glBindTexture(GL_TEXTURE_2D, m_texid);
  419. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  420. m_size.x / 2, m_size.y * 2, 0,
  421. TEXTURE_FORMAT, TEXTURE_TYPE, &m_pixels[0]);
  422. # if defined __CELLOS_LV2__
  423. /* We need this hint because by default the storage type is
  424. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  425. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  426. GL_TEXTURE_TILED_GPU_SCE);
  427. # endif
  428. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  429. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  430. #elif defined _XBOX
  431. /* By default the X360 will swizzle the texture. Ask for linear. */
  432. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  433. D3DUSAGE_WRITEONLY, D3DFMT_LIN_A8R8G8B8,
  434. D3DPOOL_DEFAULT, &m_tex, NULL);
  435. #else
  436. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  437. D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8,
  438. D3DPOOL_SYSTEMMEM, &m_tex, NULL);
  439. #endif
  440. m_shader = Shader::Create(lolfx_11_fractal);
  441. m_vertexattrib = m_shader->GetAttribLocation("a_Vertex", VertexUsage::Position, 0);
  442. m_texattrib = m_shader->GetAttribLocation("a_TexCoord", VertexUsage::TexCoord, 0);
  443. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  444. m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
  445. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  446. m_vdecl =
  447. new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position),
  448. VertexStream<vec2>(VertexUsage::TexCoord));
  449. m_vbo = new VertexBuffer(sizeof(vertices));
  450. m_tbo = new VertexBuffer(sizeof(texcoords));
  451. void *tmp = m_vbo->Lock(0, 0);
  452. memcpy(tmp, vertices, sizeof(vertices));
  453. m_vbo->Unlock();
  454. tmp = m_tbo->Lock(0, 0);
  455. memcpy(tmp, texcoords, sizeof(texcoords));
  456. m_tbo->Unlock();
  457. /* FIXME: this object never cleans up */
  458. m_ready = true;
  459. }
  460. #if defined _XBOX || defined USE_D3D9
  461. #else
  462. # if !defined HAVE_GLES_2X
  463. glEnable(GL_TEXTURE_2D);
  464. # endif
  465. glBindTexture(GL_TEXTURE_2D, m_texid);
  466. #endif
  467. if (m_dirty[m_frame])
  468. {
  469. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  470. m_donequeue.Pop();
  471. m_dirty[m_frame]--;
  472. #if defined _XBOX || defined USE_D3D9
  473. D3DLOCKED_RECT rect;
  474. # if defined _XBOX
  475. m_tex->LockRect(0, &rect, NULL, D3DLOCK_NOOVERWRITE);
  476. # else
  477. m_tex->LockRect(0, &rect, NULL,
  478. D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE);
  479. # endif
  480. for (int j = 0; j < m_size.y * 2; j++)
  481. {
  482. u8vec4 *line = (u8vec4 *)rect.pBits + j * rect.Pitch / 4;
  483. for (int i = 0; i < m_size.x / 2; i++)
  484. line[i] = m_pixels[m_size.x / 2 * j + i];
  485. }
  486. m_tex->UnlockRect(0);
  487. #elif defined __CELLOS_LV2__
  488. /* glTexSubImage2D is extremely slow on the PS3, to the point
  489. * that uploading the whole texture is 40 times faster. */
  490. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  491. m_size.x / 2, m_size.y * 2, 0,
  492. TEXTURE_FORMAT, TEXTURE_TYPE, &m_pixels[0]);
  493. #else
  494. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  495. m_size.x / 2, m_size.y / 2,
  496. TEXTURE_FORMAT, TEXTURE_TYPE,
  497. &m_pixels[m_size.x * m_size.y / 4 * m_frame]);
  498. #endif
  499. }
  500. m_shader->Bind();
  501. m_shader->SetUniform(m_texeluni, m_texel_settings);
  502. m_shader->SetUniform(m_screenuni, m_screen_settings);
  503. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  504. m_vdecl->Bind();
  505. m_vdecl->SetStream(m_vbo, m_vertexattrib);
  506. m_vdecl->SetStream(m_tbo, m_texattrib);
  507. #if defined _XBOX || defined USE_D3D9
  508. g_d3ddevice->SetTexture(0, m_tex);
  509. g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
  510. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  511. #else
  512. #endif
  513. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  514. m_vdecl->Unbind();
  515. }
  516. private:
  517. static int const MAX_ITERATIONS = 340;
  518. static int const PALETTE_STEP = 32;
  519. static int const MAX_THREADS = 8;
  520. static int const MAX_LINES = 8;
  521. ivec2 m_size, m_window_size, m_oldmouse;
  522. double m_window2world;
  523. dvec2 m_texel2world;
  524. Array<u8vec4> m_pixels, m_palette;
  525. Shader *m_shader;
  526. ShaderAttrib m_vertexattrib, m_texattrib;
  527. ShaderUniform m_texeluni, m_screenuni, m_zoomuni;
  528. VertexDeclaration *m_vdecl;
  529. VertexBuffer *m_vbo, *m_tbo;
  530. #if defined USE_D3D9
  531. IDirect3DTexture9 *m_tex;
  532. #elif defined _XBOX
  533. D3DTexture *m_tex;
  534. #else
  535. GLuint m_texid;
  536. #endif
  537. int m_frame, m_slices, m_dirty[4];
  538. bool m_ready, m_drag;
  539. rcmplx m_deltashift[4], m_center, m_translate;
  540. real m_deltascale[4];
  541. double m_zoom_speed, m_radius;
  542. vec4 m_texel_settings, m_screen_settings;
  543. mat4 m_zoom_settings;
  544. /* Worker threads */
  545. Thread *m_threads[MAX_THREADS];
  546. Queue<int> m_spawnqueue, m_jobqueue, m_donequeue;
  547. /* Debug information */
  548. #if !defined __native_client__
  549. Text *m_centertext, *m_mousetext, *m_zoomtext;
  550. #endif
  551. };
  552. int main(int argc, char **argv)
  553. {
  554. ivec2 window_size(640, 480);
  555. Application app("Tutorial 3: Fractal", window_size, 60.0f);
  556. #if defined _MSC_VER && !defined _XBOX
  557. _chdir("..");
  558. #elif defined _WIN32 && !defined _XBOX
  559. _chdir("../..");
  560. #endif
  561. new DebugFps(5, 5);
  562. new Fractal(window_size);
  563. //new DebugRecord("fractalol.ogm", 60.0f);
  564. app.Run();
  565. return EXIT_SUCCESS;
  566. }