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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 <cmath>
  15. #include "core.h"
  16. #include "lolgl.h"
  17. #include "loldebug.h"
  18. using namespace std;
  19. using namespace lol;
  20. #if USE_SDL && defined __APPLE__
  21. # include <SDL_main.h>
  22. #endif
  23. #if defined _WIN32
  24. # undef main /* FIXME: still needed? */
  25. # include <direct.h>
  26. #endif
  27. #ifdef __CELLOS_LV2__
  28. static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
  29. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  30. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  31. #elif defined __native_client__
  32. static GLint const INTERNAL_FORMAT = GL_RGBA;
  33. static GLenum const TEXTURE_FORMAT = GL_RGBA;
  34. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE;
  35. #else
  36. /* Seems efficient for little endian textures */
  37. static GLint const INTERNAL_FORMAT = GL_RGBA;
  38. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  39. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  40. #endif
  41. class Fractal : public WorldEntity
  42. {
  43. public:
  44. Fractal(ivec2 const &size)
  45. {
  46. /* Ensure texture size is a multiple of 16 for better aligned
  47. * data access. Store the dimensions of a texel for our shader,
  48. * as well as the half-size of the screen. */
  49. m_size = size;
  50. m_size.x = (m_size.x + 15) & ~15;
  51. m_size.y = (m_size.y + 15) & ~15;
  52. /* FIXME: casts are necessary because of missing operators */
  53. m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / (vec4)m_size.xyxy;
  54. m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * (vec4)m_size.xyxy;
  55. /* Window size decides the world aspect ratio. For instance, 640×480
  56. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  57. #if !defined __native_client__
  58. m_window_size = Video::GetSize();
  59. #else
  60. /* FIXME: it's illegal to call this on the game thread! */
  61. m_window_size = ivec2(640, 480);
  62. #endif
  63. if (m_window_size.y < m_window_size.x)
  64. m_window2world = 0.5 / m_window_size.y;
  65. else
  66. m_window2world = 0.5 / m_window_size.x;
  67. m_texel2world = (vec2)m_window_size / (vec2)m_size
  68. * (vec2)m_window2world;
  69. m_oldmouse = ivec2(0, 0);
  70. m_pixels = new u8vec4[m_size.x * m_size.y];
  71. m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
  72. m_frame = -1;
  73. m_slices = 4;
  74. for (int i = 0; i < 4; i++)
  75. {
  76. m_deltashift[i] = 0.0;
  77. m_deltascale[i] = 1.0;
  78. m_dirty[i] = 2;
  79. }
  80. #if defined __CELLOS_LV2__
  81. //m_center = f64cmplx(-.22815528839841, -1.11514249704382);
  82. //m_center = f64cmplx(0.001643721971153, 0.822467633298876);
  83. m_center = f64cmplx(-0.65823419062254, 0.50221777363480);
  84. m_zoom_speed = -0.000025;
  85. #else
  86. m_center = -0.75;
  87. m_zoom_speed = 0.0;
  88. #endif
  89. m_translate = 0;
  90. m_radius = 5.0;
  91. m_ready = false;
  92. m_drag = false;
  93. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  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 * sin(f * 0.27 + 2.0) + 0.5;
  98. double g = 0.5 * sin(f * 0.17 - 1.8) + 0.5;
  99. double b = 0.5 * 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__
  111. m_palette[i] = u8vec4(255, red, green, blue);
  112. #elif defined __native_client__
  113. m_palette[i] = u8vec4(red, green, blue, 255);
  114. #else
  115. m_palette[i] = u8vec4(blue, green, red, 255);
  116. #endif
  117. }
  118. #if !defined __native_client__
  119. m_centertext = new Text(NULL, "gfx/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, "gfx/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, "gfx/font/ascii.png");
  126. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  127. Ticker::Ref(m_zoomtext);
  128. #endif
  129. position = ivec3(0, 0, 0);
  130. bbox[0] = position;
  131. 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. */
  142. for (int i = 0; i < MAX_THREADS; i++)
  143. m_jobqueue.Push(-1);
  144. Input::UntrackMouse(this);
  145. #if !defined __native_client__
  146. Ticker::Unref(m_centertext);
  147. Ticker::Unref(m_mousetext);
  148. Ticker::Unref(m_zoomtext);
  149. #endif
  150. delete m_pixels;
  151. delete m_tmppixels;
  152. delete m_palette;
  153. }
  154. inline f64cmplx 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 * f64cmplx(dx, dy);
  159. }
  160. inline f64cmplx 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 * f64cmplx(dx, dy);
  167. }
  168. virtual void TickGame(float deltams)
  169. {
  170. WorldEntity::TickGame(deltams);
  171. int prev_frame = m_frame;
  172. m_frame = (m_frame + 1) % 4;
  173. f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
  174. ivec3 buttons = Input::GetMouseButtons();
  175. #if !defined __CELLOS_LV2__
  176. if (buttons[1])
  177. {
  178. if (!m_drag)
  179. {
  180. m_oldmouse = mousepos;
  181. m_drag = true;
  182. }
  183. m_translate = ScreenToWorldOffset(m_oldmouse)
  184. - ScreenToWorldOffset(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 *= 1023.0 / 1024.0;
  191. m_oldmouse = mousepos;
  192. }
  193. else
  194. {
  195. m_drag = false;
  196. if (m_translate != 0.0)
  197. {
  198. m_translate *= pow(2.0, -deltams * 0.005);
  199. if (m_translate.norm() / m_radius < 1e-4)
  200. m_translate = 0.0;
  201. }
  202. }
  203. if ((buttons[0] || buttons[2]) && mousepos.x != -1)
  204. {
  205. double zoom = buttons[0] ? -0.0005 : 0.0005;
  206. m_zoom_speed += deltams * zoom;
  207. if (m_zoom_speed / zoom > 5)
  208. m_zoom_speed = 5 * zoom;
  209. }
  210. else if (m_zoom_speed)
  211. {
  212. m_zoom_speed *= pow(2.0, -deltams * 0.005);
  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 != 0.0)
  218. {
  219. f64cmplx oldcenter = m_center;
  220. double oldradius = m_radius;
  221. double zoom = pow(2.0, deltams * 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__
  234. m_center += m_translate;
  235. m_center = (m_center - worldmouse) * zoom + worldmouse;
  236. worldmouse = m_center + ScreenToWorldOffset(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) / 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] = 0.0;
  251. m_deltascale[prev_frame] = 1.0;
  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] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  264. m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  265. m_zoom_settings[cur_index][2] = 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[128];
  275. sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
  276. m_centertext->SetText(buf);
  277. sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
  278. m_mousetext->SetText(buf);
  279. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  280. m_zoomtext->SetText(buf);
  281. #endif
  282. if (m_dirty[m_frame])
  283. {
  284. m_dirty[m_frame]--;
  285. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  286. m_jobqueue.Push(i);
  287. }
  288. }
  289. static void *DoWorkHelper(void *data)
  290. {
  291. Fractal *that = (Fractal *)data;
  292. that->m_spawnqueue.Push(0);
  293. for ( ; ; )
  294. {
  295. int line = that->m_jobqueue.Pop();
  296. if (line == -1)
  297. break;
  298. that->DoWork(line);
  299. that->m_donequeue.Push(0);
  300. }
  301. return NULL;
  302. };
  303. void DoWork(int line)
  304. {
  305. double const maxsqlen = 1024;
  306. double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0));
  307. int jmin = ((m_frame + 1) % 4) / 2 + line;
  308. int jmax = jmin + MAX_LINES * 2;
  309. if (jmax > m_size.y)
  310. jmax = m_size.y;
  311. u8vec4 *m_pixelstart = m_pixels
  312. + m_size.x * (m_size.y / 4 * m_frame + line / 4);
  313. for (int j = jmin; j < jmax; j += 2)
  314. for (int i = m_frame % 2; i < m_size.x; i += 2)
  315. {
  316. f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
  317. f64cmplx z1, z2, z3, r0 = z0;
  318. //f64cmplx r0(0.28693186889504513, 0.014286693904085048);
  319. //f64cmplx r0(0.001643721971153, 0.822467633298876);
  320. //f64cmplx r0(-1.207205434596, 0.315432814901);
  321. //f64cmplx r0(-0.79192956889854, -0.14632423080102);
  322. //f64cmplx r0(0.3245046418497685, 0.04855101129280834);
  323. int iter = MAX_ITERATIONS - 4;
  324. for (;;)
  325. {
  326. /* Unroll the loop: tests are more expensive to do at each
  327. * iteration than the few extra multiplications. */
  328. z1 = z0 * z0 + r0;
  329. z2 = z1 * z1 + r0;
  330. z3 = z2 * z2 + r0;
  331. z0 = z3 * z3 + r0;
  332. if (sqlen(z0) >= maxsqlen)
  333. break;
  334. iter -= 4;
  335. if (iter < 4)
  336. break;
  337. }
  338. if (iter)
  339. {
  340. double n = sqlen(z0);
  341. if (sqlen(z1) >= maxsqlen) { iter += 3; n = sqlen(z1); }
  342. else if (sqlen(z2) >= maxsqlen) { iter += 2; n = sqlen(z2); }
  343. else if (sqlen(z3) >= maxsqlen) { iter += 1; n = sqlen(z3); }
  344. if (n > maxsqlen * maxsqlen)
  345. n = maxsqlen * maxsqlen;
  346. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  347. double f = iter;
  348. union { double n; uint64_t x; } u = { n };
  349. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  350. k *= k1;
  351. /* Approximate log2(k) in [1,2]. */
  352. f += (- 0.344847817623168308695977510213252644185 * k
  353. + 2.024664188044341212602376988171727038739) * k
  354. - 1.674876738008591047163498125918330313237;
  355. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  356. }
  357. else
  358. {
  359. #if defined __CELLOS_LV2__
  360. *m_pixelstart++ = u8vec4(255, 0, 0, 0);
  361. #else
  362. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  363. #endif
  364. }
  365. }
  366. }
  367. virtual void TickDraw(float deltams)
  368. {
  369. WorldEntity::TickDraw(deltams);
  370. static float const vertices[] =
  371. {
  372. 1.0f, 1.0f,
  373. -1.0f, 1.0f,
  374. -1.0f, -1.0f,
  375. -1.0f, -1.0f,
  376. 1.0f, -1.0f,
  377. 1.0f, 1.0f,
  378. };
  379. static float const texcoords[] =
  380. {
  381. 1.0f, 1.0f,
  382. 0.0f, 1.0f,
  383. 0.0f, 0.0f,
  384. 0.0f, 0.0f,
  385. 1.0f, 0.0f,
  386. 1.0f, 1.0f,
  387. };
  388. if (!m_ready)
  389. {
  390. /* Create a texture of half the width and twice the height
  391. * so that we can upload four different subimages each frame. */
  392. glGenTextures(1, &m_texid);
  393. glBindTexture(GL_TEXTURE_2D, m_texid);
  394. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  395. m_size.x / 2, m_size.y * 2, 0,
  396. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  397. #if defined __CELLOS_LV2__
  398. /* We need this hint because by default the storage type is
  399. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  400. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  401. GL_TEXTURE_TILED_GPU_SCE);
  402. #endif
  403. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  404. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  405. m_shader = Shader::Create(
  406. #if !defined __CELLOS_LV2__
  407. #if !defined HAVE_GLES_2X
  408. "#version 120\n"
  409. #else
  410. "precision highp float;"
  411. #endif
  412. ""
  413. "uniform mat4 u_ZoomSettings;"
  414. "uniform vec4 u_TexelSize;"
  415. "uniform vec4 u_ScreenSize;"
  416. ""
  417. "attribute vec2 a_TexCoord;"
  418. "attribute vec2 a_Vertex;"
  419. ""
  420. "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
  421. ""
  422. "void main(void)"
  423. "{"
  424. " gl_Position = vec4(a_Vertex, 0.0, 1.0);"
  425. /* Center point in [-.5,.5], apply zoom and translation
  426. * transformation, and go back to texture coordinates
  427. * in [0,1]. That's the ideal point we would like to
  428. * compute the value for. Then add or remove half the
  429. * size of a texel: the distance from this new point to
  430. * the final point will be our error. */
  431. " vec4 offsets = vec4(0.5, -0.5, 0.015625, -0.015625);"
  432. " vec4 zoomscale = vec4(u_ZoomSettings[0][2],"
  433. " u_ZoomSettings[1][2],"
  434. " u_ZoomSettings[2][2],"
  435. " u_ZoomSettings[3][2]);"
  436. " vec4 zoomtx = vec4(u_ZoomSettings[0][0],"
  437. " u_ZoomSettings[1][0],"
  438. " u_ZoomSettings[2][0],"
  439. " u_ZoomSettings[3][0]);"
  440. " vec4 zoomty = vec4(u_ZoomSettings[0][1],"
  441. " u_ZoomSettings[1][1],"
  442. " u_ZoomSettings[2][1],"
  443. " u_ZoomSettings[3][1]);"
  444. " v_CenterX = zoomscale * a_TexCoord.x + zoomtx"
  445. " + offsets.xyxy * u_TexelSize.x;"
  446. " v_CenterY = zoomscale * a_TexCoord.y - zoomty"
  447. " + offsets.xyyx * u_TexelSize.y;"
  448. /* Precompute the multiple of one texel where our ideal
  449. * point lies. The fragment shader will call floor() on
  450. * this value. We add or remove a slight offset to avoid
  451. * rounding issues at the image's edges. */
  452. " v_IndexX = v_CenterX * u_ScreenSize.z - offsets.zwzw;"
  453. " v_IndexY = v_CenterY * u_ScreenSize.w - offsets.zwwz;"
  454. "}",
  455. #if !defined HAVE_GLES_2X
  456. "#version 120\n"
  457. #else
  458. "precision highp float;"
  459. #endif
  460. ""
  461. "uniform vec4 u_TexelSize;"
  462. "uniform sampler2D u_Texture;"
  463. ""
  464. "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;"
  465. ""
  466. "void main(void)"
  467. "{"
  468. " vec4 v05 = vec4(0.5, 0.5, 0.5, 0.5);"
  469. " vec4 rx, ry, t0, dx, dy, dd;"
  470. /* Get a pixel coordinate from each slice into rx & ry */
  471. " rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX);"
  472. " ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY);"
  473. /* Compute inverse distance to expected pixel in dd,
  474. * and put zero if we fall outside the texture. */
  475. " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);"
  476. " dx = rx - v_CenterX;"
  477. " dy = ry - v_CenterY;"
  478. //" vec4 dd = t0 * (abs(dx) + abs(dy));"
  479. //" vec4 dd = t0 / (0.001 + sqrt((dx * dx) + (dy * dy)));"
  480. " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));"
  481. /* Modify Y coordinate to select proper quarter. */
  482. " ry = ry * 0.25 + vec4(0.0, 0.25, 0.5, 0.75);"
  483. ""
  484. #if 1
  485. "\n#if 0\n" /* XXX: disabled until we can autodetect i915 */
  486. /* t1.x <-- dd.x > dd.y */
  487. /* t1.y <-- dd.z > dd.w */
  488. " vec2 t1 = step(dd.xz, dd.yw);"
  489. /* ret.x <-- max(rx.x, rx.y) wrt. t1.x */
  490. /* ret.y <-- max(rx.z, rx.w) wrt. t1.y */
  491. /* ret.z <-- max(ry.x, ry.y) wrt. t1.x */
  492. /* ret.w <-- max(ry.z, ry.w) wrt. t1.y */
  493. " vec4 ret = mix(vec4(rx.xz, ry.xz),"
  494. " vec4(rx.yw, ry.yw), t1.xyxy);"
  495. /* dd.x <-- max(dd.x, dd.y) */
  496. /* dd.z <-- max(dd.z, dd.w) */
  497. " dd.xy = mix(dd.xz, dd.yw, t1);"
  498. /* t2 <-- dd.x > dd.z */
  499. " float t2 = step(dd.x, dd.y);"
  500. /* ret.x <-- max(ret.x, ret.y); */
  501. /* ret.y <-- max(ret.z, ret.yw; */
  502. " ret.xy = mix(ret.xz, ret.yw, t2);"
  503. "\n#else\n"
  504. /* Fallback for i915 cards -- the trick to reduce the
  505. * number of operations is to compute both step(a,b)
  506. * and step(b,a) and hope that their sum is 1. This is
  507. * almost always the case, and when it isn't we can
  508. * afford to have a few wrong pixels. However, a real
  509. * problem is when panning the image, because half the
  510. * screen is likely to flicker. To avoid this problem,
  511. * we cheat a little (see m_translate comment above). */
  512. " vec4 t1 = step(dd.xzyw, dd.ywxz);"
  513. " vec4 ret = vec4(rx.xz, ry.xz) * t1.zwzw"
  514. " + vec4(rx.yw, ry.yw) * t1.xyxy;"
  515. " dd.xy = dd.xz * t1.zw + dd.yw * t1.xy;"
  516. " vec2 t2 = step(dd.xy, dd.yx);"
  517. " ret.xy = ret.xz * t2.yy + ret.yw * t2.xx;"
  518. "\n#endif\n"
  519. /* Nearest neighbour */
  520. " gl_FragColor = texture2D(u_Texture, ret.xy);"
  521. #else
  522. /* Alternate version: some kind of linear interpolation */
  523. " vec4 p0 = texture2D(u_Texture, vec2(rx.x, ry.x));"
  524. " vec4 p1 = texture2D(u_Texture, vec2(rx.y, ry.y));"
  525. " vec4 p2 = texture2D(u_Texture, vec2(rx.z, ry.z));"
  526. " vec4 p3 = texture2D(u_Texture, vec2(rx.w, ry.w));"
  527. " gl_FragColor = 1.0 / (dd.x + dd.y + dd.z + dd.w)"
  528. " * (dd.x * p0 + dd.y * p1 + dd.z * p2 + dd.w * p3);"
  529. #endif
  530. "}"
  531. #else
  532. "void main(float4 a_Vertex : POSITION,"
  533. " float2 a_TexCoord : TEXCOORD0,"
  534. " uniform float4x4 u_ZoomSettings,"
  535. " uniform float4 u_TexelSize,"
  536. " uniform float4 u_ScreenSize,"
  537. " out float4 out_Position : POSITION,"
  538. " out float4 v_CenterX,"
  539. " out float4 v_CenterY,"
  540. " out float4 v_IndexX,"
  541. " out float4 v_IndexY)"
  542. "{"
  543. " out_Position = a_Vertex;"
  544. " float4 offsets = float4(0.5, -0.5, 0.015625, -0.015625);"
  545. " float4 zoomscale = float4(u_ZoomSettings[2][0],"
  546. " u_ZoomSettings[2][1],"
  547. " u_ZoomSettings[2][2],"
  548. " u_ZoomSettings[2][3]);"
  549. " float4 zoomtx = float4(u_ZoomSettings[0][0],"
  550. " u_ZoomSettings[0][1],"
  551. " u_ZoomSettings[0][2],"
  552. " u_ZoomSettings[0][3]);"
  553. " float4 zoomty = float4(u_ZoomSettings[1][0],"
  554. " u_ZoomSettings[1][1],"
  555. " u_ZoomSettings[1][2],"
  556. " u_ZoomSettings[1][3]);"
  557. " v_CenterX = zoomscale * a_TexCoord.x + zoomtx"
  558. " + offsets.xyxy * u_TexelSize.x;"
  559. " v_CenterY = zoomscale * a_TexCoord.y - zoomty"
  560. " + offsets.xyyx * u_TexelSize.y;"
  561. " v_IndexX = v_CenterX * u_ScreenSize.z - offsets.zwzw;"
  562. " v_IndexY = v_CenterY * u_ScreenSize.w - offsets.zwwz;"
  563. "}",
  564. "void main(in float4 v_CenterX,"
  565. " in float4 v_CenterY,"
  566. " in float4 v_IndexX,"
  567. " in float4 v_IndexY,"
  568. " uniform float4 u_TexelSize2,"
  569. " uniform sampler2D u_Texture,"
  570. " out float4 out_FragColor : COLOR)"
  571. "{"
  572. " float4 v05 = float4(0.5, 0.5, 0.5, 0.5);"
  573. " float4 rx, ry, t0, dx, dy, dd;"
  574. " rx = u_TexelSize2.x + u_TexelSize2.z * floor(v_IndexX);"
  575. " ry = u_TexelSize2.y + u_TexelSize2.w * floor(v_IndexY);"
  576. " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);"
  577. " dx = rx - v_CenterX;"
  578. " dy = ry - v_CenterY;"
  579. " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));"
  580. " ry = ry * 0.25 + float4(0.0, 0.25, 0.5, 0.75);"
  581. " float2 t1 = step(dd.xz, dd.yw);"
  582. " float4 ret = lerp(float4(rx.xz, ry.xz),"
  583. " float4(rx.yw, ry.yw), t1.xyxy);"
  584. " dd.xy = lerp(dd.xz, dd.yw, t1);"
  585. " float t2 = step(dd.x, dd.y);"
  586. " ret.xy = lerp(ret.xz, ret.yw, t2);"
  587. " out_FragColor = tex2D(u_Texture, ret.xy);"
  588. "}"
  589. #endif
  590. );
  591. m_vertexattrib = m_shader->GetAttribLocation("a_Vertex");
  592. m_texattrib = m_shader->GetAttribLocation("a_TexCoord");
  593. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  594. #if defined __CELLOS_LV2__
  595. m_texeluni2 = m_shader->GetUniformLocation("u_TexelSize2");
  596. #endif
  597. m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
  598. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  599. m_ready = true;
  600. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  601. /* Method 1: store vertex buffer on the GPU memory */
  602. glGenBuffers(1, &m_vbo);
  603. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  604. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
  605. GL_STATIC_DRAW);
  606. glGenBuffers(1, &m_tbo);
  607. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  608. glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
  609. GL_STATIC_DRAW);
  610. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  611. /* Method 2: upload vertex information at each frame */
  612. #else
  613. #endif
  614. /* FIXME: this object never cleans up */
  615. }
  616. #if !defined HAVE_GLES_2X
  617. glEnable(GL_TEXTURE_2D);
  618. #endif
  619. glBindTexture(GL_TEXTURE_2D, m_texid);
  620. if (m_dirty[m_frame])
  621. {
  622. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  623. m_donequeue.Pop();
  624. m_dirty[m_frame]--;
  625. #ifdef __CELLOS_LV2__
  626. /* glTexSubImage2D is extremely slow on the PS3, to the point
  627. * that uploading the whole texture is 40 times faster. */
  628. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  629. m_size.x / 2, m_size.y * 2, 0,
  630. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  631. #else
  632. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  633. m_size.x / 2, m_size.y / 2,
  634. TEXTURE_FORMAT, TEXTURE_TYPE,
  635. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  636. #endif
  637. }
  638. m_shader->Bind();
  639. m_shader->SetUniform(m_texeluni, m_texel_settings);
  640. #if defined __CELLOS_LV2__
  641. m_shader->SetUniform(m_texeluni2, m_texel_settings);
  642. #endif
  643. m_shader->SetUniform(m_screenuni, m_screen_settings);
  644. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  645. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  646. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  647. glEnableVertexAttribArray(m_vertexattrib);
  648. glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  649. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  650. glEnableVertexAttribArray(m_texattrib);
  651. glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  652. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  653. /* Never used for now */
  654. //glEnableVertexAttribArray(m_vertexattrib);
  655. //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
  656. #else
  657. glEnableClientState(GL_VERTEX_ARRAY);
  658. glVertexPointer(2, GL_FLOAT, 0, vertices);
  659. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  660. glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
  661. #endif
  662. glDrawArrays(GL_TRIANGLES, 0, 6);
  663. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  664. glDisableVertexAttribArray(m_vertexattrib);
  665. glDisableVertexAttribArray(m_texattrib);
  666. glBindBuffer(GL_ARRAY_BUFFER, 0);
  667. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  668. /* Never used for now */
  669. //glDisableVertexAttribArray(m_vertexattrib);
  670. //glDisableVertexAttribArray(m_texattrib);
  671. #else
  672. glDisableClientState(GL_VERTEX_ARRAY);
  673. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  674. #endif
  675. }
  676. private:
  677. static int const MAX_ITERATIONS = 340;
  678. static int const PALETTE_STEP = 32;
  679. static int const MAX_THREADS = 8;
  680. static int const MAX_LINES = 8;
  681. ivec2 m_size, m_window_size, m_oldmouse;
  682. double m_window2world;
  683. f64vec2 m_texel2world;
  684. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  685. Shader *m_shader;
  686. GLuint m_texid;
  687. #if !defined __CELLOS_LV2__ && !defined __ANDROID__
  688. GLuint m_vbo, m_tbo;
  689. GLuint m_tco;
  690. #endif
  691. int m_vertexattrib, m_texattrib, m_texeluni, m_screenuni, m_zoomuni;
  692. #if defined __CELLOS_LV2__
  693. int m_texeluni2;
  694. #endif
  695. int m_frame, m_slices, m_dirty[4];
  696. bool m_ready, m_drag;
  697. f64cmplx m_center, m_translate;
  698. double m_zoom_speed, m_radius;
  699. vec4 m_texel_settings, m_screen_settings;
  700. mat4 m_zoom_settings;
  701. f64cmplx m_deltashift[4];
  702. double m_deltascale[4];
  703. /* Worker threads */
  704. Thread *m_threads[MAX_THREADS];
  705. Queue<int> m_spawnqueue, m_jobqueue, m_donequeue;
  706. /* Debug information */
  707. #if !defined __native_client__
  708. Text *m_centertext, *m_mousetext, *m_zoomtext;
  709. #endif
  710. };
  711. int main(int argc, char **argv)
  712. {
  713. #if defined _WIN32
  714. _chdir("../..");
  715. #endif
  716. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  717. new DebugFps(5, 5);
  718. new Fractal(ivec2(640, 480));
  719. //new DebugRecord("fractalol.ogm", 60.0f);
  720. app.Run();
  721. return EXIT_SUCCESS;
  722. }