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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. #else
  31. /* Seems efficient for little endian textures */
  32. static GLint const INTERNAL_FORMAT = GL_RGBA;
  33. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  34. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  35. #endif
  36. class Fractal : public WorldEntity
  37. {
  38. public:
  39. Fractal(ivec2 const &size)
  40. {
  41. /* Ensure texture size is a multiple of 16 for better aligned
  42. * data access. Store the dimensions of a texel for our shader. */
  43. m_size = size;
  44. m_size.x = (m_size.x + 15) & ~15;
  45. m_size.y = (m_size.y + 15) & ~15;
  46. m_texel_settings = vec4(vec2(1.0, 1.0) / (vec2)m_size, m_size);
  47. /* Window size decides the world aspect ratio. For instance, 640×480
  48. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  49. m_window_size = Video::GetSize();
  50. if (m_window_size.y < m_window_size.x)
  51. m_window2world = 0.5 / m_window_size.y;
  52. else
  53. m_window2world = 0.5 / m_window_size.x;
  54. m_texel2world = (vec2)m_window_size / (vec2)m_size * m_window2world;
  55. m_pixels = new u8vec4[m_size.x * m_size.y];
  56. m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
  57. m_frame = -1;
  58. for (int i = 0; i < 4; i++)
  59. {
  60. m_deltashift[i] = 0.0;
  61. m_deltascale[i] = 1.0;
  62. m_dirty[i] = 2;
  63. }
  64. m_center = -0.75;
  65. m_zoom_speed = 0.0;
  66. m_radius = 5.0;
  67. m_ready = false;
  68. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  69. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  70. {
  71. double f = (double)i / PALETTE_STEP;
  72. double r = 0.5 * sin(f * 0.27 - 2.5) + 0.5;
  73. double g = 0.5 * sin(f * 0.13 + 1.1) + 0.5;
  74. double b = 0.5 * sin(f * 0.21 + 0.4) + 0.5;
  75. if (f < 7.0)
  76. {
  77. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  78. r *= f;
  79. g *= f;
  80. b *= f;
  81. }
  82. uint8_t red = r * 255.99f;
  83. uint8_t green = g * 255.99f;
  84. uint8_t blue = b * 255.99f;
  85. m_palette[i] = u8vec4(blue, green, red, 0);
  86. }
  87. m_centertext = new Text(NULL, "gfx/font/ascii.png");
  88. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  89. Ticker::Ref(m_centertext);
  90. m_mousetext = new Text(NULL, "gfx/font/ascii.png");
  91. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  92. Ticker::Ref(m_mousetext);
  93. m_zoomtext = new Text(NULL, "gfx/font/ascii.png");
  94. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  95. Ticker::Ref(m_zoomtext);
  96. position = ivec3(0, 0, 0);
  97. bbox[0] = position;
  98. bbox[1] = ivec3(m_window_size, 0);
  99. Input::TrackMouse(this);
  100. }
  101. ~Fractal()
  102. {
  103. Input::UntrackMouse(this);
  104. Ticker::Unref(m_centertext);
  105. Ticker::Unref(m_mousetext);
  106. Ticker::Unref(m_zoomtext);
  107. delete m_pixels;
  108. delete m_tmppixels;
  109. delete m_palette;
  110. }
  111. inline f64cmplx TexelToWorldOffset(ivec2 texel)
  112. {
  113. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  114. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  115. return m_radius * f64cmplx(dx, dy);
  116. }
  117. inline f64cmplx ScreenToWorldOffset(ivec2 pixel)
  118. {
  119. /* No 0.5 offset here, because we want to be able to position the
  120. * mouse at (0,0) exactly. */
  121. double dx = pixel.x - m_window_size.x / 2;
  122. double dy = m_window_size.y / 2 - pixel.y;
  123. return m_radius * m_window2world * f64cmplx(dx, dy);
  124. }
  125. virtual void TickGame(float deltams)
  126. {
  127. WorldEntity::TickGame(deltams);
  128. int prev_frame = m_frame;
  129. m_frame = (m_frame + 1) % 4;
  130. f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
  131. ivec3 buttons = Input::GetMouseButtons();
  132. #ifdef __CELLOS_LV2__
  133. m_zoom_speed = 0.0005;
  134. #else
  135. if ((buttons[0] || buttons[2]) && mousepos.x != -1)
  136. {
  137. double zoom = buttons[0] ? -0.0005 : 0.0005;
  138. m_zoom_speed += deltams * zoom;
  139. if (m_zoom_speed / zoom > 5)
  140. m_zoom_speed = 5 * zoom;
  141. }
  142. else if (m_zoom_speed)
  143. {
  144. m_zoom_speed *= pow(2.0, -deltams * 0.005);
  145. if (abs(m_zoom_speed) < 1e-5)
  146. m_zoom_speed = 0.0;
  147. }
  148. #endif
  149. if (m_zoom_speed)
  150. {
  151. f64cmplx oldcenter = m_center;
  152. double oldradius = m_radius;
  153. double zoom = pow(2.0, deltams * m_zoom_speed);
  154. if (m_radius * zoom > 8.0)
  155. zoom = 8.0 / m_radius;
  156. else if (m_radius * zoom < 1e-14)
  157. zoom = 1e-14 / m_radius;
  158. m_radius *= zoom;
  159. #ifdef __CELLOS_LV2__
  160. m_center = f64cmplx(-.22815528839841, -1.11514249704382);
  161. //m_center = f64cmplx(0.001643721971153, 0.822467633298876);
  162. #else
  163. m_center = (m_center - worldmouse) * zoom + worldmouse;
  164. worldmouse = m_center + ScreenToWorldOffset(mousepos);
  165. #endif
  166. /* Store the transformation properties to go from m_frame - 1
  167. * to m_frame. */
  168. m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius;
  169. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  170. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  171. m_deltascale[prev_frame] = m_radius / oldradius;
  172. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  173. }
  174. else
  175. {
  176. /* If settings didn't change, set transformation from previous
  177. * frame to identity. */
  178. m_deltashift[prev_frame] = 0.0;
  179. m_deltascale[prev_frame] = 1.0;
  180. }
  181. if (buttons[1])
  182. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  183. /* Transformation from current frame to current frame is always
  184. * identity. */
  185. m_zoom_settings[m_frame][0] = 0.0f;
  186. m_zoom_settings[m_frame][1] = 0.0f;
  187. m_zoom_settings[m_frame][2] = 1.0f;
  188. /* Compute transformation from other frames to current frame */
  189. for (int i = 0; i < 3; i++)
  190. {
  191. int prev_index = (m_frame + 4 - i) % 4;
  192. int cur_index = (m_frame + 3 - i) % 4;
  193. m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  194. m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  195. m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  196. }
  197. char buf[128];
  198. sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
  199. m_centertext->SetText(buf);
  200. sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
  201. m_mousetext->SetText(buf);
  202. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  203. m_zoomtext->SetText(buf);
  204. u8vec4 *m_pixelstart = m_pixels + m_size.x * m_size.y / 4 * m_frame;
  205. if (m_dirty[m_frame])
  206. {
  207. double const maxsqlen = 1024;
  208. double const k1 = 1.0 / (1 << 10) / log2(maxsqlen);
  209. m_dirty[m_frame]--;
  210. for (int j = ((m_frame + 1) % 4) / 2; j < m_size.y; j += 2)
  211. for (int i = m_frame % 2; i < m_size.x; i += 2)
  212. {
  213. f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
  214. f64cmplx r0 = z0;
  215. //f64cmplx r0(0.28693186889504513, 0.014286693904085048);
  216. //f64cmplx r0(0.001643721971153, 0.822467633298876);
  217. //f64cmplx r0(-1.207205434596, 0.315432814901);
  218. //f64cmplx r0(-0.79192956889854, -0.14632423080102);
  219. //f64cmplx r0(0.3245046418497685, 0.04855101129280834);
  220. f64cmplx z;
  221. int iter = MAX_ITERATIONS;
  222. for (z = z0; iter && z.sqlen() < maxsqlen; z = z * z + r0)
  223. --iter;
  224. if (iter)
  225. {
  226. double f = iter;
  227. double n = z.sqlen();
  228. if (n > maxsqlen * maxsqlen)
  229. n = maxsqlen * maxsqlen;
  230. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  231. union { double n; uint64_t x; } u = { n };
  232. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  233. k *= k1;
  234. /* Approximate log2(k) in [1,2]. */
  235. f += (- 0.344847817623168308695977510213252644185 * k
  236. + 2.024664188044341212602376988171727038739) * k
  237. - 1.674876738008591047163498125918330313237;
  238. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  239. }
  240. else
  241. {
  242. *m_pixelstart++ = u8vec4(0, 0, 0, 0);
  243. }
  244. }
  245. }
  246. }
  247. virtual void TickDraw(float deltams)
  248. {
  249. WorldEntity::TickDraw(deltams);
  250. static float const vertices[] =
  251. {
  252. 1.0f, 1.0f,
  253. -1.0f, 1.0f,
  254. -1.0f, -1.0f,
  255. -1.0f, -1.0f,
  256. 1.0f, -1.0f,
  257. 1.0f, 1.0f,
  258. };
  259. static float const texcoords[] =
  260. {
  261. 1.0f, 1.0f,
  262. 0.0f, 1.0f,
  263. 0.0f, 0.0f,
  264. 0.0f, 0.0f,
  265. 1.0f, 0.0f,
  266. 1.0f, 1.0f,
  267. };
  268. if (!m_ready)
  269. {
  270. /* Create a texture of half the width and twice the height
  271. * so that we can upload four different subimages each frame. */
  272. glGenTextures(1, &m_texid);
  273. glBindTexture(GL_TEXTURE_2D, m_texid);
  274. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  275. m_size.x / 2, m_size.y * 2, 0,
  276. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  277. #if defined __CELLOS_LV2__
  278. /* We need this hint because by default the storage type is
  279. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  280. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  281. GL_TEXTURE_TILED_GPU_SCE);
  282. #endif
  283. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  284. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  285. m_shader = Shader::Create(
  286. #if !defined __CELLOS_LV2__
  287. "#version 120\n"
  288. "attribute vec2 in_TexCoord;\n"
  289. "attribute vec2 in_Vertex;"
  290. "void main(void) {"
  291. " gl_Position = vec4(in_Vertex, 0.0, 1.0);"
  292. " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n"
  293. "}",
  294. "#version 120\n"
  295. ""
  296. "uniform vec4 in_TexelSize;"
  297. "uniform mat4 in_ZoomSettings;"
  298. "uniform sampler2D in_Texture;"
  299. ""
  300. "float mylen(vec2 p) {"
  301. //" return abs(p.x) + abs(p.y);"
  302. //" return p.x * p.x + p.y * p.y;"
  303. " return length(p);"
  304. "}"
  305. ""
  306. /* Get the coordinate of the nearest point in slice 0 in xy,
  307. * and the squared distance to that point in z.
  308. * p is in normalised [0,1] texture coordinates.
  309. * return value has the 0.25 Y scaling. */
  310. "vec3 nearest0(vec2 p) {"
  311. " p -= vec2(0.5, 0.5);"
  312. " p *= in_ZoomSettings[0][2];"
  313. " p += vec2(in_ZoomSettings[0][0], -in_ZoomSettings[0][1]);"
  314. " p += vec2(0.5, 0.5);"
  315. " vec2 q = p + 0.5 * in_TexelSize.xy;"
  316. " q -= mod(q, 2.0 * in_TexelSize.xy);"
  317. " q += 0.5 * in_TexelSize.xy;"
  318. " float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)"
  319. " ? 1.0 / mylen(q - p) : 0.0;"
  320. " return vec3(q * vec2(1.0, 0.25), l);"
  321. "}"
  322. ""
  323. "vec3 nearest1(vec2 p) {"
  324. " p -= vec2(0.5, 0.5);"
  325. " p *= in_ZoomSettings[1][2];"
  326. " p += vec2(in_ZoomSettings[1][0], -in_ZoomSettings[1][1]);"
  327. " p += vec2(0.5, 0.5);"
  328. " vec2 q = p + -0.5 * in_TexelSize.xy;"
  329. " q -= mod(q, 2.0 * in_TexelSize.xy);"
  330. " q += 1.5 * in_TexelSize.xy;"
  331. " float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)"
  332. " ? 1.0 / mylen(q - p) : 0.0;"
  333. " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.25), l);"
  334. "}"
  335. ""
  336. "vec3 nearest2(vec2 p) {"
  337. " p -= vec2(0.5, 0.5);"
  338. " p *= in_ZoomSettings[2][2];"
  339. " p += vec2(in_ZoomSettings[2][0], -in_ZoomSettings[2][1]);"
  340. " p += vec2(0.5, 0.5);"
  341. " vec2 q = p + vec2(0.5, -0.5) * in_TexelSize.xy;"
  342. " q -= mod(q, 2.0 * in_TexelSize.xy);"
  343. " q += vec2(0.5, 1.5) * in_TexelSize.xy;"
  344. " float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)"
  345. " ? 1.0 / mylen(q - p) : 0.0;"
  346. " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.50), l);"
  347. "}"
  348. ""
  349. "vec3 nearest3(vec2 p) {"
  350. " p -= vec2(0.5, 0.5);"
  351. " p *= in_ZoomSettings[3][2];"
  352. " p += vec2(in_ZoomSettings[3][0], -in_ZoomSettings[3][1]);"
  353. " p += vec2(0.5, 0.5);"
  354. " vec2 q = p + vec2(-0.5, 0.5) * in_TexelSize.xy;"
  355. " q -= mod(q, 2.0 * in_TexelSize.xy);"
  356. " q += vec2(1.5, 0.5) * in_TexelSize.xy;"
  357. " float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)"
  358. " ? 1.0 / mylen(q - p) : 0.0;"
  359. " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.75), l);"
  360. "}"
  361. ""
  362. "void main(void) {"
  363. " vec2 coord = gl_TexCoord[0].xy;"
  364. /* Slightly shift our pixel so that it does not lie at
  365. * an exact texel boundary. This would lead to visual
  366. * artifacts. */
  367. " coord -= 0.1 * in_TexelSize.xy;"
  368. /* Get a pixel from each slice */
  369. " vec3 k0 = nearest0(coord);"
  370. " vec3 k1 = nearest1(coord);"
  371. " vec3 k2 = nearest2(coord);"
  372. " vec3 k3 = nearest3(coord);"
  373. " vec4 p0 = texture2D(in_Texture, k0.xy);"
  374. " vec4 p1 = texture2D(in_Texture, k1.xy);"
  375. " vec4 p2 = texture2D(in_Texture, k2.xy);"
  376. " vec4 p3 = texture2D(in_Texture, k3.xy);"
  377. //"if (k0.z >= k1.z && k0.z >= k2.z && k0.z >= k3.z) gl_FragColor = p0;"
  378. //"if (k1.z >= k0.z && k1.z >= k2.z && k1.z >= k3.z) gl_FragColor = p1;"
  379. //"if (k2.z >= k0.z && k2.z >= k1.z && k2.z >= k3.z) gl_FragColor = p2;"
  380. //"if (k3.z >= k0.z && k3.z >= k1.z && k3.z >= k2.z) gl_FragColor = p3;"
  381. " gl_FragColor = 1.0 / (k0.z + k1.z + k2.z + k3.z)"
  382. " * (k0.z * p0 + k1.z * p1 + k2.z * p2 + k3.z * p3);"
  383. "}"
  384. #else
  385. "void main(float4 in_Position : POSITION,"
  386. " float2 in_TexCoord : TEXCOORD0,"
  387. " out float4 out_Position : POSITION,"
  388. " out float2 out_TexCoord : TEXCOORD0)"
  389. "{"
  390. " out_TexCoord = in_TexCoord;"
  391. " out_Position = in_Position;"
  392. "}",
  393. "float3 nearest0(float2 p, float4 in_TexelSize) {"
  394. " float2 q = p + 0.5 * in_TexelSize.xy;"
  395. " q -= fmod(q, 2.0 * in_TexelSize.xy);"
  396. " q += 0.5 * in_TexelSize.xy;"
  397. " return float3(q * float2(1.0, 0.25),"
  398. " length(q - p));"
  399. "}"
  400. ""
  401. "float3 nearest1(float2 p, float4 in_TexelSize) {"
  402. " float2 q = p - 0.5 * in_TexelSize.xy;"
  403. " q -= fmod(q, 2.0 * in_TexelSize.xy);"
  404. " q += 1.5 * in_TexelSize.xy;"
  405. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.25),"
  406. " length(q - p));"
  407. "}"
  408. ""
  409. "float3 nearest2(float2 p, float4 in_TexelSize) {"
  410. " float2 q = p + float2(0.5, -0.5) * in_TexelSize.xy;"
  411. " q -= fmod(q, 2.0 * in_TexelSize.xy);"
  412. " q += float2(0.5, 1.5) * in_TexelSize.xy;"
  413. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.50),"
  414. " length(q - p));"
  415. "}"
  416. ""
  417. "float3 nearest3(float2 p, float4 in_TexelSize) {"
  418. " float2 q = p + float2(-0.5, 0.5) * in_TexelSize.xy;"
  419. " q -= fmod(q, 2.0 * in_TexelSize.xy);"
  420. " q += float2(1.5, 0.5) * in_TexelSize.xy;"
  421. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.75),"
  422. " length(q - p));"
  423. "}"
  424. ""
  425. "void main(float2 in_TexCoord : TEXCOORD0,"
  426. " uniform float4 in_TexelSize,"
  427. " uniform sampler2D in_Texture,"
  428. " out float4 out_FragColor : COLOR)"
  429. "{"
  430. " float2 coord = in_TexCoord.xy;"
  431. " coord -= 0.1 * in_TexelSize.xy;"
  432. " float4 p0 = tex2D(in_Texture, nearest0(coord, in_TexelSize).xy);"
  433. " float4 p1 = tex2D(in_Texture, nearest1(coord, in_TexelSize).xy);"
  434. " float4 p2 = tex2D(in_Texture, nearest2(coord, in_TexelSize).xy);"
  435. " float4 p3 = tex2D(in_Texture, nearest3(coord, in_TexelSize).xy);"
  436. " out_FragColor = 0.25 * (p0 + p1 + p2 + p3);"
  437. "}"
  438. #endif
  439. );
  440. m_vertexattrib = m_shader->GetAttribLocation("in_Vertex");
  441. m_texattrib = m_shader->GetAttribLocation("in_TexCoord");
  442. m_texeluni = m_shader->GetUniformLocation("in_TexelSize");
  443. m_zoomuni = m_shader->GetUniformLocation("in_ZoomSettings");
  444. m_ready = true;
  445. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  446. /* Method 1: store vertex buffer on the GPU memory */
  447. glGenBuffers(1, &m_vbo);
  448. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  449. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
  450. GL_STATIC_DRAW);
  451. glGenBuffers(1, &m_tbo);
  452. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  453. glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
  454. GL_STATIC_DRAW);
  455. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  456. /* Method 2: upload vertex information at each frame */
  457. #else
  458. #endif
  459. /* FIXME: this object never cleans up */
  460. }
  461. glEnable(GL_TEXTURE_2D);
  462. glBindTexture(GL_TEXTURE_2D, m_texid);
  463. if (m_dirty[m_frame])
  464. {
  465. m_dirty[m_frame]--;
  466. #ifdef __CELLOS_LV2__
  467. /* glTexSubImage2D is extremely slow on the PS3, to the point
  468. * that uploading the whole texture is 40 times faster. */
  469. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  470. m_size.x / 2, m_size.y * 2, 0,
  471. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  472. #else
  473. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  474. m_size.x / 2, m_size.y / 2,
  475. TEXTURE_FORMAT, TEXTURE_TYPE,
  476. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  477. #endif
  478. }
  479. m_shader->Bind();
  480. m_shader->SetUniform(m_texeluni, m_texel_settings);
  481. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  482. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  483. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  484. glEnableVertexAttribArray(m_vertexattrib);
  485. glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  486. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  487. glEnableVertexAttribArray(m_texattrib);
  488. glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  489. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  490. /* Never used for now */
  491. //glEnableVertexAttribArray(m_vertexattrib);
  492. //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
  493. #else
  494. glEnableClientState(GL_VERTEX_ARRAY);
  495. glVertexPointer(2, GL_FLOAT, 0, vertices);
  496. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  497. glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
  498. #endif
  499. glDrawArrays(GL_TRIANGLES, 0, 6);
  500. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  501. glDisableVertexAttribArray(m_vertexattrib);
  502. glDisableVertexAttribArray(m_texattrib);
  503. glBindBuffer(GL_ARRAY_BUFFER, 0);
  504. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  505. /* Never used for now */
  506. //glDisableVertexAttribArray(m_vertexattrib);
  507. //glDisableVertexAttribArray(m_texattrib);
  508. #else
  509. glDisableClientState(GL_VERTEX_ARRAY);
  510. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  511. #endif
  512. }
  513. private:
  514. static int const MAX_ITERATIONS = 170;
  515. static int const PALETTE_STEP = 32;
  516. ivec2 m_size, m_window_size;
  517. double m_window2world;
  518. f64vec2 m_texel2world;
  519. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  520. Shader *m_shader;
  521. GLuint m_texid;
  522. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  523. GLuint m_vbo, m_tbo;
  524. GLuint m_tco;
  525. #endif
  526. int m_vertexattrib, m_texattrib, m_texeluni, m_zoomuni;
  527. int m_frame, m_dirty[4];
  528. bool m_ready;
  529. f64cmplx m_center;
  530. double m_zoom_speed, m_radius;
  531. vec4 m_texel_settings;
  532. mat4 m_zoom_settings;
  533. f64cmplx m_deltashift[4];
  534. double m_deltascale[4];
  535. /* Debug information */
  536. Text *m_centertext, *m_mousetext, *m_zoomtext;
  537. };
  538. int main(int argc, char **argv)
  539. {
  540. #if defined _WIN32
  541. _chdir("../..");
  542. #endif
  543. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  544. new DebugFps(5, 5);
  545. new Fractal(ivec2(640, 480));
  546. //new DebugRecord("fractalol.ogm", 60.0f);
  547. app.Run();
  548. return EXIT_SUCCESS;
  549. }