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- //
- // Lol Engine - Fractal tutorial
- //
- // Copyright: (c) 2011-2012 Sam Hocevar <sam@hocevar.net>
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the Do What The Fuck You Want To
- // Public License, Version 2, as published by Sam Hocevar. See
- // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include <cstring>
- #include <cmath>
-
- #include "core.h"
- #include "lolgl.h"
- #include "loldebug.h"
-
- using namespace std;
- using namespace lol;
-
- #if defined _WIN32 && defined USE_D3D9
- # define FAR
- # define NEAR
- # include <d3d9.h>
- #endif
-
- #if USE_SDL && defined __APPLE__
- # include <SDL_main.h>
- #endif
-
- #if defined _WIN32
- # undef main /* FIXME: still needed? */
- # include <direct.h>
- #endif
-
- extern char const *lolfx_03_fractal;
-
- #if defined USE_D3D9
- extern IDirect3DDevice9 *g_d3ddevice;
- #elif defined _XBOX
- extern D3DDevice *g_d3ddevice;
- #elif __CELLOS_LV2__
- static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
- static GLenum const TEXTURE_FORMAT = GL_BGRA;
- static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
- #elif defined __native_client__
- static GLint const INTERNAL_FORMAT = GL_RGBA;
- static GLenum const TEXTURE_FORMAT = GL_RGBA;
- static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE;
- #else
- /* Seems efficient for little endian textures */
- static GLint const INTERNAL_FORMAT = GL_RGBA;
- static GLenum const TEXTURE_FORMAT = GL_BGRA;
- static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
- #endif
-
- class Fractal : public WorldEntity
- {
- public:
- Fractal(ivec2 const &size)
- {
- /* Ensure texture size is a multiple of 16 for better aligned
- * data access. Store the dimensions of a texel for our shader,
- * as well as the half-size of the screen. */
- m_size = size;
- m_size.x = (m_size.x + 15) & ~15;
- m_size.y = (m_size.y + 15) & ~15;
- m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / m_size.xyxy;
- m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * m_size.xyxy;
-
- /* Window size decides the world aspect ratio. For instance, 640×480
- * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
- #if !defined __native_client__
- m_window_size = Video::GetSize();
- #else
- /* FIXME: it's illegal to call this on the game thread! */
- m_window_size = ivec2(640, 480);
- #endif
- if (m_window_size.y < m_window_size.x)
- m_window2world = 0.5 / m_window_size.y;
- else
- m_window2world = 0.5 / m_window_size.x;
- m_texel2world = (vec2)m_window_size / m_size * m_window2world;
-
- m_oldmouse = ivec2(0, 0);
-
- m_pixels = new u8vec4[m_size.x * m_size.y];
- m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
- m_frame = -1;
- m_slices = 4;
- for (int i = 0; i < 4; i++)
- {
- m_deltashift[i] = 0.0;
- m_deltascale[i] = 1.0;
- m_dirty[i] = 2;
- }
- #if defined __CELLOS_LV2__ || defined _XBOX
- //m_center = f64cmplx(-.22815528839841, -1.11514249704382);
- //m_center = f64cmplx(0.001643721971153, 0.822467633298876);
- m_center = f64cmplx(-0.65823419062254, 0.50221777363480);
- m_zoom_speed = -0.025;
- #else
- m_center = -0.75;
- m_zoom_speed = 0.0;
- #endif
- m_translate = 0;
- m_radius = 5.0;
- m_ready = false;
- m_drag = false;
-
- m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
- for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
- {
- double f = (double)i / PALETTE_STEP;
-
- double r = 0.5 * sin(f * 0.27 + 2.0) + 0.5;
- double g = 0.5 * sin(f * 0.17 - 1.8) + 0.5;
- double b = 0.5 * sin(f * 0.21 - 2.6) + 0.5;
-
- if (f < 7.0)
- {
- f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
- r *= f;
- g *= f;
- b *= f;
- }
-
- uint8_t red = r * 255.99f;
- uint8_t green = g * 255.99f;
- uint8_t blue = b * 255.99f;
- #if defined __CELLOS_LV2__ || defined _XBOX
- m_palette[i] = u8vec4(255, red, green, blue);
- #elif defined __native_client__
- m_palette[i] = u8vec4(red, green, blue, 255);
- #else
- m_palette[i] = u8vec4(blue, green, red, 255);
- #endif
- }
-
- #if !defined __native_client__
- m_centertext = new Text(NULL, "gfx/font/ascii.png");
- m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
- Ticker::Ref(m_centertext);
-
- m_mousetext = new Text(NULL, "gfx/font/ascii.png");
- m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
- Ticker::Ref(m_mousetext);
-
- m_zoomtext = new Text(NULL, "gfx/font/ascii.png");
- m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
- Ticker::Ref(m_zoomtext);
- #endif
-
- m_position = ivec3(0, 0, 0);
- m_bbox[0] = m_position;
- m_bbox[1] = ivec3(m_window_size, 0);
- Input::TrackMouse(this);
-
- /* Spawn worker threads and wait for their readiness. */
- for (int i = 0; i < MAX_THREADS; i++)
- m_threads[i] = new Thread(DoWorkHelper, this);
- for (int i = 0; i < MAX_THREADS; i++)
- m_spawnqueue.Pop();
- }
-
- ~Fractal()
- {
- /* Signal worker threads for completion and wait for
- * them to quit. */
- for (int i = 0; i < MAX_THREADS; i++)
- m_jobqueue.Push(-1);
- for (int i = 0; i < MAX_THREADS; i++)
- m_donequeue.Pop();
-
- Input::UntrackMouse(this);
- #if !defined __native_client__
- Ticker::Unref(m_centertext);
- Ticker::Unref(m_mousetext);
- Ticker::Unref(m_zoomtext);
- #endif
- delete m_pixels;
- delete m_tmppixels;
- delete m_palette;
- }
-
- inline f64cmplx TexelToWorldOffset(vec2 texel)
- {
- double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
- double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
- return m_radius * f64cmplx(dx, dy);
- }
-
- inline f64cmplx ScreenToWorldOffset(vec2 pixel)
- {
- /* No 0.5 offset here, because we want to be able to position the
- * mouse at (0,0) exactly. */
- double dx = pixel.x - m_window_size.x / 2;
- double dy = m_window_size.y / 2 - pixel.y;
- return m_radius * m_window2world * f64cmplx(dx, dy);
- }
-
- virtual void TickGame(float seconds)
- {
- WorldEntity::TickGame(seconds);
-
- int prev_frame = m_frame;
- m_frame = (m_frame + 1) % 4;
-
- f64cmplx worldmouse = m_center + ScreenToWorldOffset(m_mousepos);
-
- ivec3 buttons = Input::GetMouseButtons();
- #if !defined __CELLOS_LV2__ && !defined _XBOX
- if (buttons[1])
- {
- if (!m_drag)
- {
- m_oldmouse = m_mousepos;
- m_drag = true;
- }
- m_translate = ScreenToWorldOffset(m_oldmouse)
- - ScreenToWorldOffset(m_mousepos);
- /* XXX: the purpose of this hack is to avoid translating by
- * an exact number of pixels. If this were to happen, the step()
- * optimisation for i915 cards in our shader would behave
- * incorrectly because a quarter of the pixels in the image
- * would have tie rankings in the distance calculation. */
- m_translate *= 1023.0 / 1024.0;
- m_oldmouse = m_mousepos;
- }
- else
- {
- m_drag = false;
- if (m_translate != 0.0)
- {
- m_translate *= pow(2.0, -seconds * 5.0);
- if (m_translate.norm() / m_radius < 1e-4)
- m_translate = 0.0;
- }
- }
-
- if ((buttons[0] || buttons[2]) && m_mousepos.x != -1)
- {
- double zoom = buttons[0] ? -0.5 : 0.5;
- m_zoom_speed += seconds * zoom;
- if (m_zoom_speed / zoom > 5e-3f)
- m_zoom_speed = 5e-3f * zoom;
- }
- else if (m_zoom_speed)
- {
- m_zoom_speed *= pow(2.0, -seconds * 5.0);
- if (abs(m_zoom_speed) < 1e-5 || m_drag)
- m_zoom_speed = 0.0;
- }
- #endif
-
- if (m_zoom_speed || m_translate != 0.0)
- {
- f64cmplx oldcenter = m_center;
- double oldradius = m_radius;
- double zoom = pow(2.0, seconds * 1e3f * m_zoom_speed);
- if (m_radius * zoom > 8.0)
- {
- m_zoom_speed *= -1.0;
- zoom = 8.0 / m_radius;
- }
- else if (m_radius * zoom < 1e-14)
- {
- m_zoom_speed *= -1.0;
- zoom = 1e-14 / m_radius;
- }
- m_radius *= zoom;
- #if !defined __CELLOS_LV2__ && !defined _XBOX
- m_center += m_translate;
- m_center = (m_center - worldmouse) * zoom + worldmouse;
- worldmouse = m_center + ScreenToWorldOffset(m_mousepos);
- #endif
-
- /* Store the transformation properties to go from m_frame - 1
- * to m_frame. */
- m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius;
- m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
- m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
- m_deltascale[prev_frame] = m_radius / oldradius;
- m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
- }
- else
- {
- /* If settings didn't change, set transformation from previous
- * frame to identity. */
- m_deltashift[prev_frame] = 0.0;
- m_deltascale[prev_frame] = 1.0;
- }
-
- /* Transformation from current frame to current frame is always
- * identity. */
- m_zoom_settings[m_frame][0] = 0.0f;
- m_zoom_settings[m_frame][1] = 0.0f;
- m_zoom_settings[m_frame][2] = 1.0f;
-
- /* Compute transformation from other frames to current frame */
- for (int i = 0; i < 3; i++)
- {
- int prev_index = (m_frame + 4 - i) % 4;
- int cur_index = (m_frame + 3 - i) % 4;
-
- m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
- m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
- m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
- }
-
- /* Precompute texture offset change instead of doing it in GLSL */
- for (int i = 0; i < 4; i++)
- {
- m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
- m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
- }
-
- #if !defined __native_client__
- char buf[128];
- sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
- m_centertext->SetText(buf);
- sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
- m_mousetext->SetText(buf);
- sprintf(buf, " zoom: %g", 1.0 / m_radius);
- m_zoomtext->SetText(buf);
- #endif
-
- if (m_dirty[m_frame])
- {
- m_dirty[m_frame]--;
-
- for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
- m_jobqueue.Push(i);
- }
- }
-
- static void *DoWorkHelper(void *data)
- {
- Fractal *that = (Fractal *)data;
- that->m_spawnqueue.Push(0);
- for ( ; ; )
- {
- int line = that->m_jobqueue.Pop();
- if (line == -1)
- break;
- that->DoWork(line);
- that->m_donequeue.Push(0);
- }
- that->m_donequeue.Push(0);
- return NULL;
- };
-
- void DoWork(int line)
- {
- double const maxsqlen = 1024;
- double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0));
-
- int jmin = ((m_frame + 1) % 4) / 2 + line;
- int jmax = jmin + MAX_LINES * 2;
- if (jmax > m_size.y)
- jmax = m_size.y;
- u8vec4 *m_pixelstart = m_pixels
- + m_size.x * (m_size.y / 4 * m_frame + line / 4);
-
- for (int j = jmin; j < jmax; j += 2)
- for (int i = m_frame % 2; i < m_size.x; i += 2)
- {
- f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
- f64cmplx z1, z2, z3, r0 = z0;
- //f64cmplx r0(0.28693186889504513, 0.014286693904085048);
- //f64cmplx r0(0.001643721971153, 0.822467633298876);
- //f64cmplx r0(-1.207205434596, 0.315432814901);
- //f64cmplx r0(-0.79192956889854, -0.14632423080102);
- //f64cmplx r0(0.3245046418497685, 0.04855101129280834);
- int iter = MAX_ITERATIONS - 4;
- for (;;)
- {
- /* Unroll the loop: tests are more expensive to do at each
- * iteration than the few extra multiplications. */
- z1 = z0 * z0 + r0;
- z2 = z1 * z1 + r0;
- z3 = z2 * z2 + r0;
- z0 = z3 * z3 + r0;
- if (sqlength(z0) >= maxsqlen)
- break;
- iter -= 4;
- if (iter < 4)
- break;
- }
-
- if (iter)
- {
- double n = sqlength(z0);
-
- if (sqlength(z1) >= maxsqlen) { iter += 3; n = sqlength(z1); }
- else if (sqlength(z2) >= maxsqlen) { iter += 2; n = sqlength(z2); }
- else if (sqlength(z3) >= maxsqlen) { iter += 1; n = sqlength(z3); }
-
- if (n > maxsqlen * maxsqlen)
- n = maxsqlen * maxsqlen;
-
- /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
- double f = iter;
- union { double n; uint64_t x; } u = { n };
- double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
- k *= k1;
-
- /* Approximate log2(k) in [1,2]. */
- f += (- 0.344847817623168308695977510213252644185 * k
- + 2.024664188044341212602376988171727038739) * k
- - 1.674876738008591047163498125918330313237;
-
- *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
- }
- else
- {
- #if defined __CELLOS_LV2__ || defined _XBOX
- *m_pixelstart++ = u8vec4(255, 0, 0, 0);
- #else
- *m_pixelstart++ = u8vec4(0, 0, 0, 255);
- #endif
- }
- }
- }
-
- virtual void TickDraw(float seconds)
- {
- WorldEntity::TickDraw(seconds);
-
- static float const vertices[] =
- {
- 1.0f, 1.0f,
- -1.0f, 1.0f,
- -1.0f, -1.0f,
- -1.0f, -1.0f,
- 1.0f, -1.0f,
- 1.0f, 1.0f,
- };
-
- static float const texcoords[] =
- {
- 1.0f, 1.0f,
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 0.0f, 0.0f,
- 1.0f, 0.0f,
- 1.0f, 1.0f,
- };
-
- if (!m_ready)
- {
- #if !defined _XBOX && !defined USE_D3D9
- /* Create a texture of half the width and twice the height
- * so that we can upload four different subimages each frame. */
- glGenTextures(1, &m_texid);
- glBindTexture(GL_TEXTURE_2D, m_texid);
- glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
- m_size.x / 2, m_size.y * 2, 0,
- TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
- # if defined __CELLOS_LV2__
- /* We need this hint because by default the storage type is
- * GL_TEXTURE_SWIZZLED_GPU_SCE. */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
- GL_TEXTURE_TILED_GPU_SCE);
- # endif
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- #elif defined _XBOX
- /* By default the X360 will swizzle the texture. Ask for linear. */
- g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
- D3DUSAGE_WRITEONLY, D3DFMT_LIN_A8R8G8B8,
- D3DPOOL_DEFAULT, &m_tex, NULL);
- #else
- g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
- D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8,
- D3DPOOL_SYSTEMMEM, &m_tex, NULL);
- #endif
-
- m_shader = Shader::Create(lolfx_03_fractal);
-
- m_vertexattrib = m_shader->GetAttribLocation("a_Vertex", VertexUsage::Position, 0);
- m_texattrib = m_shader->GetAttribLocation("a_TexCoord", VertexUsage::TexCoord, 0);
- m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
- m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
- m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
-
- m_vdecl =
- new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position),
- VertexStream<vec2>(VertexUsage::TexCoord));
- m_vbo = new VertexBuffer(sizeof(vertices));
- m_tbo = new VertexBuffer(sizeof(texcoords));
-
- void *tmp = m_vbo->Lock(0, 0);
- memcpy(tmp, vertices, sizeof(vertices));
- m_vbo->Unlock();
-
- tmp = m_tbo->Lock(0, 0);
- memcpy(tmp, texcoords, sizeof(texcoords));
- m_tbo->Unlock();
-
- /* FIXME: this object never cleans up */
- m_ready = true;
- }
-
- #if defined _XBOX || defined USE_D3D9
-
- #else
- # if !defined HAVE_GLES_2X
- glEnable(GL_TEXTURE_2D);
- # endif
- glBindTexture(GL_TEXTURE_2D, m_texid);
- #endif
-
- if (m_dirty[m_frame])
- {
- for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
- m_donequeue.Pop();
-
- m_dirty[m_frame]--;
-
- #if defined _XBOX || defined USE_D3D9
- D3DLOCKED_RECT rect;
- # if defined _XBOX
- m_tex->LockRect(0, &rect, NULL, D3DLOCK_NOOVERWRITE);
- # else
- m_tex->LockRect(0, &rect, NULL,
- D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE);
- # endif
- for (int j = 0; j < m_size.y * 2; j++)
- {
- u8vec4 *line = (u8vec4 *)rect.pBits + j * rect.Pitch / 4;
- for (int i = 0; i < m_size.x / 2; i++)
- line[i] = m_pixels[m_size.x / 2 * j + i];
- }
- m_tex->UnlockRect(0);
- #elif defined __CELLOS_LV2__
- /* glTexSubImage2D is extremely slow on the PS3, to the point
- * that uploading the whole texture is 40 times faster. */
- glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
- m_size.x / 2, m_size.y * 2, 0,
- TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
- #else
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
- m_size.x / 2, m_size.y / 2,
- TEXTURE_FORMAT, TEXTURE_TYPE,
- m_pixels + m_size.x * m_size.y / 4 * m_frame);
- #endif
- }
-
- m_shader->Bind();
- m_shader->SetUniform(m_texeluni, m_texel_settings);
- m_shader->SetUniform(m_screenuni, m_screen_settings);
- m_shader->SetUniform(m_zoomuni, m_zoom_settings);
- m_vdecl->Bind();
- m_vdecl->SetStream(m_vbo, m_vertexattrib);
- m_vdecl->SetStream(m_tbo, m_texattrib);
- #if defined _XBOX || defined USE_D3D9
- g_d3ddevice->SetTexture(0, m_tex);
- g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
- #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
- #else
- //glEnableClientState(GL_VERTEX_ARRAY);
- //glVertexPointer(2, GL_FLOAT, 0, vertices);
- //glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- //glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
- #endif
-
- #if defined _XBOX || defined USE_D3D9
- g_d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
- #else
- glDrawArrays(GL_TRIANGLES, 0, 6);
- #endif
-
- #if defined _XBOX || defined USE_D3D9
-
- m_vdecl->Unbind();
- #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
- //glDisableVertexAttribArray(m_vertexattrib);
- //glDisableVertexAttribArray(m_texattrib);
- //glBindBuffer(GL_ARRAY_BUFFER, 0);
- #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
- /* Never used for now */
- //glDisableVertexAttribArray(m_vertexattrib);
- //glDisableVertexAttribArray(m_texattrib);
- #else
- //glDisableClientState(GL_VERTEX_ARRAY);
- //glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- #endif
- }
-
- private:
- static int const MAX_ITERATIONS = 340;
- static int const PALETTE_STEP = 32;
- static int const MAX_THREADS = 8;
- static int const MAX_LINES = 8;
-
- ivec2 m_size, m_window_size, m_oldmouse;
- double m_window2world;
- f64vec2 m_texel2world;
- u8vec4 *m_pixels, *m_tmppixels, *m_palette;
-
- Shader *m_shader;
- ShaderAttrib m_vertexattrib, m_texattrib;
- ShaderUniform m_texeluni, m_screenuni, m_zoomuni;
-
- VertexDeclaration *m_vdecl;
- VertexBuffer *m_vbo, *m_tbo;
- #if defined USE_D3D9
- IDirect3DTexture9 *m_tex;
- #elif defined _XBOX
- D3DTexture *m_tex;
- #else
- GLuint m_texid;
- #endif
- int m_frame, m_slices, m_dirty[4];
- bool m_ready, m_drag;
-
- f64cmplx m_center, m_translate;
- double m_zoom_speed, m_radius;
- vec4 m_texel_settings, m_screen_settings;
- mat4 m_zoom_settings;
- f64cmplx m_deltashift[4];
- double m_deltascale[4];
-
- /* Worker threads */
- Thread *m_threads[MAX_THREADS];
- Queue<int> m_spawnqueue, m_jobqueue, m_donequeue;
-
- /* Debug information */
- #if !defined __native_client__
- Text *m_centertext, *m_mousetext, *m_zoomtext;
- #endif
- };
-
- int main(int argc, char **argv)
- {
- Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
-
- #if defined _MSC_VER && !defined _XBOX
- _chdir("..");
- #elif defined _WIN32 && !defined _XBOX
- _chdir("../..");
- #endif
-
- new DebugFps(5, 5);
- new Fractal(ivec2(640, 480));
- //new DebugRecord("fractalol.ogm", 60.0f);
-
- app.Run();
-
- return EXIT_SUCCESS;
- }
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