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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 && defined USE_D3D9
  19. # define FAR
  20. # define NEAR
  21. # include <d3d9.h>
  22. #endif
  23. #if USE_SDL && defined __APPLE__
  24. # include <SDL_main.h>
  25. #endif
  26. #if defined _WIN32
  27. # undef main /* FIXME: still needed? */
  28. # include <direct.h>
  29. #endif
  30. extern char const *lolfx_11_fractal;
  31. #if defined USE_D3D9
  32. extern IDirect3DDevice9 *g_d3ddevice;
  33. #elif defined _XBOX
  34. extern D3DDevice *g_d3ddevice;
  35. #elif __CELLOS_LV2__
  36. static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
  37. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  38. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  39. #elif defined __native_client__
  40. static GLint const INTERNAL_FORMAT = GL_RGBA;
  41. static GLenum const TEXTURE_FORMAT = GL_RGBA;
  42. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE;
  43. #else
  44. /* Seems efficient for little endian textures */
  45. static GLint const INTERNAL_FORMAT = GL_RGBA;
  46. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  47. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  48. #endif
  49. class Fractal : public WorldEntity
  50. {
  51. public:
  52. Fractal(ivec2 const &size)
  53. {
  54. /* Ensure texture size is a multiple of 16 for better aligned
  55. * data access. Store the dimensions of a texel for our shader,
  56. * as well as the half-size of the screen. */
  57. m_size = size;
  58. m_size.x = (m_size.x + 15) & ~15;
  59. m_size.y = (m_size.y + 15) & ~15;
  60. m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / m_size.xyxy;
  61. m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * m_size.xyxy;
  62. /* Window size decides the world aspect ratio. For instance, 640×480
  63. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  64. #if !defined __native_client__
  65. m_window_size = Video::GetSize();
  66. #else
  67. /* FIXME: it's illegal to call this on the game thread! */
  68. m_window_size = ivec2(640, 480);
  69. #endif
  70. if (m_window_size.y < m_window_size.x)
  71. m_window2world = 0.5 / m_window_size.y;
  72. else
  73. m_window2world = 0.5 / m_window_size.x;
  74. m_texel2world = (vec2)m_window_size / m_size * m_window2world;
  75. m_oldmouse = ivec2(0, 0);
  76. m_pixels = new u8vec4[m_size.x * m_size.y];
  77. m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
  78. m_frame = -1;
  79. m_slices = 4;
  80. for (int i = 0; i < 4; i++)
  81. {
  82. m_deltashift[i] = 0.0;
  83. m_deltascale[i] = 1.0;
  84. m_dirty[i] = 2;
  85. }
  86. #if defined __CELLOS_LV2__ || defined _XBOX
  87. //m_center = dcmplx(-.22815528839841, -1.11514249704382);
  88. //m_center = dcmplx(0.001643721971153, 0.822467633298876);
  89. m_center = dcmplx(-0.65823419062254, 0.50221777363480);
  90. m_zoom_speed = -0.025;
  91. #else
  92. m_center = -0.75;
  93. m_zoom_speed = 0.0;
  94. #endif
  95. m_translate = 0;
  96. m_radius = 5.0;
  97. m_ready = false;
  98. m_drag = false;
  99. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  100. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  101. {
  102. double f = (double)i / PALETTE_STEP;
  103. double r = 0.5 * lol::sin(f * 0.27 + 2.0) + 0.5;
  104. double g = 0.5 * lol::sin(f * 0.17 - 1.8) + 0.5;
  105. double b = 0.5 * lol::sin(f * 0.21 - 2.6) + 0.5;
  106. if (f < 7.0)
  107. {
  108. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  109. r *= f;
  110. g *= f;
  111. b *= f;
  112. }
  113. uint8_t red = r * 255.99f;
  114. uint8_t green = g * 255.99f;
  115. uint8_t blue = b * 255.99f;
  116. #if defined __CELLOS_LV2__ || defined _XBOX
  117. m_palette[i] = u8vec4(255, red, green, blue);
  118. #elif defined __native_client__
  119. m_palette[i] = u8vec4(red, green, blue, 255);
  120. #else
  121. m_palette[i] = u8vec4(blue, green, red, 255);
  122. #endif
  123. }
  124. #if !defined __native_client__
  125. m_centertext = new Text(NULL, "src/data/font/ascii.png");
  126. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  127. Ticker::Ref(m_centertext);
  128. m_mousetext = new Text(NULL, "src/data/font/ascii.png");
  129. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  130. Ticker::Ref(m_mousetext);
  131. m_zoomtext = new Text(NULL, "src/data/font/ascii.png");
  132. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  133. Ticker::Ref(m_zoomtext);
  134. #endif
  135. m_position = ivec3(0, 0, 0);
  136. m_bbox[0] = m_position;
  137. m_bbox[1] = ivec3(m_window_size, 0);
  138. Input::TrackMouse(this);
  139. /* Spawn worker threads and wait for their readiness. */
  140. for (int i = 0; i < MAX_THREADS; i++)
  141. m_threads[i] = new Thread(DoWorkHelper, this);
  142. for (int i = 0; i < MAX_THREADS; i++)
  143. m_spawnqueue.Pop();
  144. }
  145. ~Fractal()
  146. {
  147. /* Signal worker threads for completion and wait for
  148. * them to quit. */
  149. for (int i = 0; i < MAX_THREADS; i++)
  150. m_jobqueue.Push(-1);
  151. for (int i = 0; i < MAX_THREADS; i++)
  152. m_donequeue.Pop();
  153. Input::UntrackMouse(this);
  154. #if !defined __native_client__
  155. Ticker::Unref(m_centertext);
  156. Ticker::Unref(m_mousetext);
  157. Ticker::Unref(m_zoomtext);
  158. #endif
  159. delete m_pixels;
  160. delete m_tmppixels;
  161. delete m_palette;
  162. }
  163. inline dcmplx TexelToWorldOffset(vec2 texel)
  164. {
  165. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  166. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  167. return m_radius * dcmplx(dx, dy);
  168. }
  169. inline dcmplx ScreenToWorldOffset(vec2 pixel)
  170. {
  171. /* No 0.5 offset here, because we want to be able to position the
  172. * mouse at (0,0) exactly. */
  173. double dx = pixel.x - m_window_size.x / 2;
  174. double dy = m_window_size.y / 2 - pixel.y;
  175. return m_radius * m_window2world * dcmplx(dx, dy);
  176. }
  177. virtual void TickGame(float seconds)
  178. {
  179. WorldEntity::TickGame(seconds);
  180. int prev_frame = m_frame;
  181. m_frame = (m_frame + 1) % 4;
  182. dcmplx worldmouse = m_center + ScreenToWorldOffset(m_mousepos);
  183. ivec3 buttons = Input::GetMouseButtons();
  184. #if !defined __CELLOS_LV2__ && !defined _XBOX
  185. if (buttons[1])
  186. {
  187. if (!m_drag)
  188. {
  189. m_oldmouse = m_mousepos;
  190. m_drag = true;
  191. }
  192. m_translate = ScreenToWorldOffset(m_oldmouse)
  193. - ScreenToWorldOffset(m_mousepos);
  194. /* XXX: the purpose of this hack is to avoid translating by
  195. * an exact number of pixels. If this were to happen, the step()
  196. * optimisation for i915 cards in our shader would behave
  197. * incorrectly because a quarter of the pixels in the image
  198. * would have tie rankings in the distance calculation. */
  199. m_translate *= 1023.0 / 1024.0;
  200. m_oldmouse = m_mousepos;
  201. }
  202. else
  203. {
  204. m_drag = false;
  205. if (m_translate != 0.0)
  206. {
  207. m_translate *= std::pow(2.0, -seconds * 5.0);
  208. if (m_translate.norm() / m_radius < 1e-4)
  209. m_translate = 0.0;
  210. }
  211. }
  212. if ((buttons[0] || buttons[2]) && m_mousepos.x != -1)
  213. {
  214. double zoom = buttons[0] ? -0.5 : 0.5;
  215. m_zoom_speed += seconds * zoom;
  216. if (m_zoom_speed / zoom > 5e-3f)
  217. m_zoom_speed = 5e-3f * zoom;
  218. }
  219. else if (m_zoom_speed)
  220. {
  221. m_zoom_speed *= std::pow(2.0, -seconds * 5.0);
  222. if (abs(m_zoom_speed) < 1e-5 || m_drag)
  223. m_zoom_speed = 0.0;
  224. }
  225. #endif
  226. if (m_zoom_speed || m_translate != 0.0)
  227. {
  228. dcmplx oldcenter = m_center;
  229. double oldradius = m_radius;
  230. double zoom = std::pow(2.0, seconds * 1e3f * m_zoom_speed);
  231. if (m_radius * zoom > 8.0)
  232. {
  233. m_zoom_speed *= -1.0;
  234. zoom = 8.0 / m_radius;
  235. }
  236. else if (m_radius * zoom < 1e-14)
  237. {
  238. m_zoom_speed *= -1.0;
  239. zoom = 1e-14 / m_radius;
  240. }
  241. m_radius *= zoom;
  242. #if !defined __CELLOS_LV2__ && !defined _XBOX
  243. m_center += m_translate;
  244. m_center = (m_center - worldmouse) * zoom + worldmouse;
  245. worldmouse = m_center + ScreenToWorldOffset(m_mousepos);
  246. #endif
  247. /* Store the transformation properties to go from m_frame - 1
  248. * to m_frame. */
  249. m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius;
  250. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  251. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  252. m_deltascale[prev_frame] = m_radius / oldradius;
  253. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  254. }
  255. else
  256. {
  257. /* If settings didn't change, set transformation from previous
  258. * frame to identity. */
  259. m_deltashift[prev_frame] = 0.0;
  260. m_deltascale[prev_frame] = 1.0;
  261. }
  262. /* Transformation from current frame to current frame is always
  263. * identity. */
  264. m_zoom_settings[m_frame][0] = 0.0f;
  265. m_zoom_settings[m_frame][1] = 0.0f;
  266. m_zoom_settings[m_frame][2] = 1.0f;
  267. /* Compute transformation from other frames to current frame */
  268. for (int i = 0; i < 3; i++)
  269. {
  270. int prev_index = (m_frame + 4 - i) % 4;
  271. int cur_index = (m_frame + 3 - i) % 4;
  272. m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  273. m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  274. m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  275. }
  276. /* Precompute texture offset change instead of doing it in GLSL */
  277. for (int i = 0; i < 4; i++)
  278. {
  279. m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
  280. m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
  281. }
  282. #if !defined __native_client__
  283. char buf[128];
  284. sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
  285. m_centertext->SetText(buf);
  286. sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
  287. m_mousetext->SetText(buf);
  288. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  289. m_zoomtext->SetText(buf);
  290. #endif
  291. if (m_dirty[m_frame])
  292. {
  293. m_dirty[m_frame]--;
  294. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  295. m_jobqueue.Push(i);
  296. }
  297. }
  298. static void *DoWorkHelper(void *data)
  299. {
  300. Fractal *that = (Fractal *)data;
  301. that->m_spawnqueue.Push(0);
  302. for ( ; ; )
  303. {
  304. int line = that->m_jobqueue.Pop();
  305. if (line == -1)
  306. break;
  307. that->DoWork(line);
  308. that->m_donequeue.Push(0);
  309. }
  310. that->m_donequeue.Push(0);
  311. return NULL;
  312. };
  313. void DoWork(int line)
  314. {
  315. double const maxsqlen = 1024;
  316. double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0));
  317. int jmin = ((m_frame + 1) % 4) / 2 + line;
  318. int jmax = jmin + MAX_LINES * 2;
  319. if (jmax > m_size.y)
  320. jmax = m_size.y;
  321. u8vec4 *m_pixelstart = m_pixels
  322. + m_size.x * (m_size.y / 4 * m_frame + line / 4);
  323. for (int j = jmin; j < jmax; j += 2)
  324. for (int i = m_frame % 2; i < m_size.x; i += 2)
  325. {
  326. dcmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
  327. dcmplx z1, z2, z3, r0 = z0;
  328. //dcmplx r0(0.28693186889504513, 0.014286693904085048);
  329. //dcmplx r0(0.001643721971153, 0.822467633298876);
  330. //dcmplx r0(-1.207205434596, 0.315432814901);
  331. //dcmplx r0(-0.79192956889854, -0.14632423080102);
  332. //dcmplx r0(0.3245046418497685, 0.04855101129280834);
  333. int iter = MAX_ITERATIONS - 4;
  334. for (;;)
  335. {
  336. /* Unroll the loop: tests are more expensive to do at each
  337. * iteration than the few extra multiplications. */
  338. z1 = z0 * z0 + r0;
  339. z2 = z1 * z1 + r0;
  340. z3 = z2 * z2 + r0;
  341. z0 = z3 * z3 + r0;
  342. if (sqlength(z0) >= maxsqlen)
  343. break;
  344. iter -= 4;
  345. if (iter < 4)
  346. break;
  347. }
  348. if (iter)
  349. {
  350. double n = sqlength(z0);
  351. if (sqlength(z1) >= maxsqlen) { iter += 3; n = sqlength(z1); }
  352. else if (sqlength(z2) >= maxsqlen) { iter += 2; n = sqlength(z2); }
  353. else if (sqlength(z3) >= maxsqlen) { iter += 1; n = sqlength(z3); }
  354. if (n > maxsqlen * maxsqlen)
  355. n = maxsqlen * maxsqlen;
  356. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  357. double f = iter;
  358. union { double n; uint64_t x; } u = { n };
  359. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  360. k *= k1;
  361. /* Approximate log2(k) in [1,2]. */
  362. f += (- 0.344847817623168308695977510213252644185 * k
  363. + 2.024664188044341212602376988171727038739) * k
  364. - 1.674876738008591047163498125918330313237;
  365. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  366. }
  367. else
  368. {
  369. #if defined __CELLOS_LV2__ || defined _XBOX
  370. *m_pixelstart++ = u8vec4(255, 0, 0, 0);
  371. #else
  372. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  373. #endif
  374. }
  375. }
  376. }
  377. virtual void TickDraw(float seconds)
  378. {
  379. WorldEntity::TickDraw(seconds);
  380. static float const vertices[] =
  381. {
  382. 1.0f, 1.0f,
  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. };
  389. static float const texcoords[] =
  390. {
  391. 1.0f, 1.0f,
  392. 0.0f, 1.0f,
  393. 0.0f, 0.0f,
  394. 0.0f, 0.0f,
  395. 1.0f, 0.0f,
  396. 1.0f, 1.0f,
  397. };
  398. if (!m_ready)
  399. {
  400. #if !defined _XBOX && !defined USE_D3D9
  401. /* Create a texture of half the width and twice the height
  402. * so that we can upload four different subimages each frame. */
  403. glGenTextures(1, &m_texid);
  404. glBindTexture(GL_TEXTURE_2D, m_texid);
  405. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  406. m_size.x / 2, m_size.y * 2, 0,
  407. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  408. # if defined __CELLOS_LV2__
  409. /* We need this hint because by default the storage type is
  410. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  411. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  412. GL_TEXTURE_TILED_GPU_SCE);
  413. # endif
  414. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  415. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  416. #elif defined _XBOX
  417. /* By default the X360 will swizzle the texture. Ask for linear. */
  418. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  419. D3DUSAGE_WRITEONLY, D3DFMT_LIN_A8R8G8B8,
  420. D3DPOOL_DEFAULT, &m_tex, NULL);
  421. #else
  422. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  423. D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8,
  424. D3DPOOL_SYSTEMMEM, &m_tex, NULL);
  425. #endif
  426. m_shader = Shader::Create(lolfx_11_fractal);
  427. m_vertexattrib = m_shader->GetAttribLocation("a_Vertex", VertexUsage::Position, 0);
  428. m_texattrib = m_shader->GetAttribLocation("a_TexCoord", VertexUsage::TexCoord, 0);
  429. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  430. m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
  431. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  432. m_vdecl =
  433. new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position),
  434. VertexStream<vec2>(VertexUsage::TexCoord));
  435. m_vbo = new VertexBuffer(sizeof(vertices));
  436. m_tbo = new VertexBuffer(sizeof(texcoords));
  437. void *tmp = m_vbo->Lock(0, 0);
  438. memcpy(tmp, vertices, sizeof(vertices));
  439. m_vbo->Unlock();
  440. tmp = m_tbo->Lock(0, 0);
  441. memcpy(tmp, texcoords, sizeof(texcoords));
  442. m_tbo->Unlock();
  443. /* FIXME: this object never cleans up */
  444. m_ready = true;
  445. }
  446. #if defined _XBOX || defined USE_D3D9
  447. #else
  448. # if !defined HAVE_GLES_2X
  449. glEnable(GL_TEXTURE_2D);
  450. # endif
  451. glBindTexture(GL_TEXTURE_2D, m_texid);
  452. #endif
  453. if (m_dirty[m_frame])
  454. {
  455. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  456. m_donequeue.Pop();
  457. m_dirty[m_frame]--;
  458. #if defined _XBOX || defined USE_D3D9
  459. D3DLOCKED_RECT rect;
  460. # if defined _XBOX
  461. m_tex->LockRect(0, &rect, NULL, D3DLOCK_NOOVERWRITE);
  462. # else
  463. m_tex->LockRect(0, &rect, NULL,
  464. D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE);
  465. # endif
  466. for (int j = 0; j < m_size.y * 2; j++)
  467. {
  468. u8vec4 *line = (u8vec4 *)rect.pBits + j * rect.Pitch / 4;
  469. for (int i = 0; i < m_size.x / 2; i++)
  470. line[i] = m_pixels[m_size.x / 2 * j + i];
  471. }
  472. m_tex->UnlockRect(0);
  473. #elif defined __CELLOS_LV2__
  474. /* glTexSubImage2D is extremely slow on the PS3, to the point
  475. * that uploading the whole texture is 40 times faster. */
  476. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  477. m_size.x / 2, m_size.y * 2, 0,
  478. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  479. #else
  480. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  481. m_size.x / 2, m_size.y / 2,
  482. TEXTURE_FORMAT, TEXTURE_TYPE,
  483. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  484. #endif
  485. }
  486. m_shader->Bind();
  487. m_shader->SetUniform(m_texeluni, m_texel_settings);
  488. m_shader->SetUniform(m_screenuni, m_screen_settings);
  489. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  490. m_vdecl->Bind();
  491. m_vdecl->SetStream(m_vbo, m_vertexattrib);
  492. m_vdecl->SetStream(m_tbo, m_texattrib);
  493. #if defined _XBOX || defined USE_D3D9
  494. g_d3ddevice->SetTexture(0, m_tex);
  495. g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
  496. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  497. #else
  498. #endif
  499. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 2);
  500. m_vdecl->Unbind();
  501. }
  502. private:
  503. static int const MAX_ITERATIONS = 340;
  504. static int const PALETTE_STEP = 32;
  505. static int const MAX_THREADS = 8;
  506. static int const MAX_LINES = 8;
  507. ivec2 m_size, m_window_size, m_oldmouse;
  508. double m_window2world;
  509. dvec2 m_texel2world;
  510. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  511. Shader *m_shader;
  512. ShaderAttrib m_vertexattrib, m_texattrib;
  513. ShaderUniform m_texeluni, m_screenuni, m_zoomuni;
  514. VertexDeclaration *m_vdecl;
  515. VertexBuffer *m_vbo, *m_tbo;
  516. #if defined USE_D3D9
  517. IDirect3DTexture9 *m_tex;
  518. #elif defined _XBOX
  519. D3DTexture *m_tex;
  520. #else
  521. GLuint m_texid;
  522. #endif
  523. int m_frame, m_slices, m_dirty[4];
  524. bool m_ready, m_drag;
  525. dcmplx m_center, m_translate;
  526. double m_zoom_speed, m_radius;
  527. vec4 m_texel_settings, m_screen_settings;
  528. mat4 m_zoom_settings;
  529. dcmplx m_deltashift[4];
  530. double m_deltascale[4];
  531. /* Worker threads */
  532. Thread *m_threads[MAX_THREADS];
  533. Queue<int> m_spawnqueue, m_jobqueue, m_donequeue;
  534. /* Debug information */
  535. #if !defined __native_client__
  536. Text *m_centertext, *m_mousetext, *m_zoomtext;
  537. #endif
  538. };
  539. int main(int argc, char **argv)
  540. {
  541. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  542. #if defined _MSC_VER && !defined _XBOX
  543. _chdir("..");
  544. #elif defined _WIN32 && !defined _XBOX
  545. _chdir("../..");
  546. #endif
  547. new DebugFps(5, 5);
  548. new Fractal(ivec2(640, 480));
  549. //new DebugRecord("fractalol.ogm", 60.0f);
  550. app.Run();
  551. return EXIT_SUCCESS;
  552. }