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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 size has even X and Y values */
  42. m_size = size;
  43. m_size.x = (m_size.x + 1) & ~1;
  44. m_size.y = (m_size.y + 1) & ~1;
  45. m_window_size = Video::GetSize();
  46. m_pixels = new u8vec4[m_size.x * m_size.y];
  47. m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
  48. m_frame = -1;
  49. for (int i = 0; i < 4; i++)
  50. {
  51. m_deltashift[i] = 0.0;
  52. m_deltascale[i] = 1.0;
  53. m_dirty[i] = 2;
  54. }
  55. m_center = -0.75;
  56. m_radius = 1.5;
  57. m_texture_radius = 0.5 * (m_size.x < m_size.y ? m_size.x : m_size.y);
  58. m_window_radius = 0.5 * (m_window_size.x < m_window_size.y ? m_window_size.x : m_window_size.y);
  59. m_pixel_delta = vec4(vec2(1.0, 1.0) / (vec2)m_size, m_size);
  60. m_ready = false;
  61. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  62. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  63. {
  64. float f = i / (double)PALETTE_STEP;
  65. double r = 0.5 * sin(f * 0.27 - 2.5) + 0.5;
  66. double g = 0.5 * sin(f * 0.13 + 1.1) + 0.5;
  67. double b = 0.5 * sin(f * 0.21 + 0.4) + 0.5;
  68. uint8_t red = r * 255.0f;
  69. uint8_t green = g * 255.0f;
  70. uint8_t blue = b * 255.0f;
  71. m_palette[i] = u8vec4(blue, green, red, 0);
  72. }
  73. m_centertext = new Text(NULL, "gfx/font/ascii.png");
  74. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  75. Ticker::Ref(m_centertext);
  76. m_mousetext = new Text(NULL, "gfx/font/ascii.png");
  77. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  78. Ticker::Ref(m_mousetext);
  79. m_zoomtext = new Text(NULL, "gfx/font/ascii.png");
  80. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  81. Ticker::Ref(m_zoomtext);
  82. position = ivec3(0, 0, 0);
  83. bbox[0] = position;
  84. bbox[1] = ivec3(m_window_size, 0);
  85. Input::TrackMouse(this);
  86. }
  87. ~Fractal()
  88. {
  89. Input::UntrackMouse(this);
  90. Ticker::Unref(m_centertext);
  91. Ticker::Unref(m_mousetext);
  92. Ticker::Unref(m_zoomtext);
  93. delete m_pixels;
  94. delete m_tmppixels;
  95. delete m_palette;
  96. }
  97. inline f64cmplx TexelToWorldOffset(ivec2 texel)
  98. {
  99. f64cmplx tmp = f64cmplx(0.5 + texel.x - m_size.x / 2,
  100. 0.5 + m_size.y / 2 - texel.y);
  101. return tmp * (m_radius / m_texture_radius);
  102. }
  103. inline f64cmplx ScreenToWorldOffset(ivec2 pixel)
  104. {
  105. /* No 0.5 offset here, because we want to be able to position the
  106. * mouse at (0,0) exactly. */
  107. f64cmplx tmp = f64cmplx(pixel.x - m_window_size.x / 2,
  108. m_window_size.y / 2 - pixel.y);
  109. return tmp * (m_radius / m_window_radius);
  110. }
  111. virtual void TickGame(float deltams)
  112. {
  113. WorldEntity::TickGame(deltams);
  114. m_frame = (m_frame + 1) % 4;
  115. f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
  116. ivec3 buttons = Input::GetMouseButtons();
  117. #ifdef __CELLOS_LV2__
  118. if (true)
  119. #else
  120. if ((buttons[0] || buttons[2]) && mousepos.x != -1)
  121. #endif
  122. {
  123. f64cmplx oldcenter = m_center;
  124. double oldradius = m_radius;
  125. #ifdef __CELLOS_LV2__
  126. m_radius *= pow(2.0, -deltams * 0.00005);
  127. m_center = f64cmplx(-.22815528839841, -1.11514249704382);
  128. //m_center = f64cmplx(0.001643721971153, 0.822467633298876);
  129. #else
  130. double zoom = pow(2.0, (buttons[0] ? -deltams : deltams) * 0.0025);
  131. if (m_radius * zoom > 8.0)
  132. zoom = 8.0 / m_radius;
  133. else if (m_radius * zoom < 1e-14)
  134. zoom = 1e-14 / m_radius;
  135. m_radius *= zoom;
  136. m_center = (m_center - worldmouse) * zoom + worldmouse;
  137. worldmouse = m_center + ScreenToWorldOffset(mousepos);
  138. #endif
  139. /* Store the transformation properties to go from m_frame-1
  140. * to m_frame. */
  141. m_deltashift[m_frame] = (oldcenter - m_center) / m_radius;
  142. m_deltascale[m_frame] = oldradius / m_radius;
  143. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  144. }
  145. else
  146. {
  147. /* If settings didn't change, set transformation from previous
  148. * frame to identity. */
  149. m_deltashift[m_frame] = 0.0;
  150. m_deltascale[m_frame] = 1.0;
  151. }
  152. if (buttons[1])
  153. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  154. char buf[128];
  155. sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
  156. m_centertext->SetText(buf);
  157. sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
  158. m_mousetext->SetText(buf);
  159. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  160. m_zoomtext->SetText(buf);
  161. u8vec4 *m_pixelstart = m_pixels + m_size.x * m_size.y / 4 * m_frame;
  162. if (m_dirty[m_frame])
  163. {
  164. double const maxsqlen = 1024;
  165. double const k1 = 1.0 / (1 << 10) / log2(maxsqlen);
  166. m_dirty[m_frame]--;
  167. for (int j = ((m_frame + 1) % 4) / 2; j < m_size.y; j += 2)
  168. for (int i = m_frame % 2; i < m_size.x; i += 2)
  169. {
  170. f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
  171. f64cmplx r0 = z0;
  172. //f64cmplx r0(0.28693186889504513, 0.014286693904085048);
  173. //f64cmplx r0(0.001643721971153, 0.822467633298876);
  174. //f64cmplx r0(-1.207205434596, 0.315432814901);
  175. //f64cmplx r0(-0.79192956889854, -0.14632423080102);
  176. //f64cmplx r0(0.3245046418497685, 0.04855101129280834);
  177. f64cmplx z;
  178. int iter = MAX_ITERATIONS;
  179. for (z = z0; iter && z.sqlen() < maxsqlen; z = z * z + r0)
  180. --iter;
  181. if (iter)
  182. {
  183. double f = iter;
  184. double n = z.sqlen();
  185. if (n > maxsqlen * maxsqlen)
  186. n = maxsqlen * maxsqlen;
  187. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  188. union { double n; uint64_t x; } u = { n };
  189. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  190. k *= k1;
  191. /* Approximate log2(k) in [1,2]. */
  192. f += (- 0.344847817623168308695977510213252644185 * k
  193. + 2.024664188044341212602376988171727038739) * k
  194. - 1.674876738008591047163498125918330313237;
  195. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  196. }
  197. else
  198. {
  199. *m_pixelstart++ = u8vec4(0, 0, 0, 0);
  200. }
  201. }
  202. }
  203. }
  204. virtual void TickDraw(float deltams)
  205. {
  206. WorldEntity::TickDraw(deltams);
  207. static float const vertices[] =
  208. {
  209. 1.0f, 1.0f,
  210. -1.0f, 1.0f,
  211. -1.0f, -1.0f,
  212. -1.0f, -1.0f,
  213. 1.0f, -1.0f,
  214. 1.0f, 1.0f,
  215. };
  216. static float const texcoords[] =
  217. {
  218. 1.0f, 1.0f,
  219. 0.0f, 1.0f,
  220. 0.0f, 0.0f,
  221. 0.0f, 0.0f,
  222. 1.0f, 0.0f,
  223. 1.0f, 1.0f,
  224. };
  225. if (!m_ready)
  226. {
  227. /* Create a texture of half the width and twice the height
  228. * so that we can upload four different subimages each frame. */
  229. glGenTextures(1, &m_texid);
  230. glBindTexture(GL_TEXTURE_2D, m_texid);
  231. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  232. m_size.x / 2, m_size.y * 2, 0,
  233. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  234. #if defined __CELLOS_LV2__
  235. /* We need this hint because by default the storage type is
  236. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  237. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  238. GL_TEXTURE_TILED_GPU_SCE);
  239. #endif
  240. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  241. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  242. m_shader = Shader::Create(
  243. #if !defined __CELLOS_LV2__
  244. "#version 120\n"
  245. "attribute vec2 in_TexCoord;\n"
  246. "attribute vec2 in_Vertex;"
  247. "void main(void) {"
  248. " gl_Position = vec4(in_Vertex, 0.0, 1.0);"
  249. " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n"
  250. "}",
  251. "#version 120\n"
  252. ""
  253. "uniform vec4 in_PixelDelta;"
  254. "uniform sampler2D in_Texture;"
  255. ""
  256. /* Get the coordinate of the nearest point in slice 0 in xy,
  257. * and the squared distance to that point in z.
  258. * p is in normalised [0,1] texture coordinates.
  259. * return value has the 0.25 Y scaling. */
  260. "vec3 nearest0(vec2 p) {"
  261. " vec2 q = p + 0.5 * in_PixelDelta.xy;"
  262. " q -= mod(q, 2.0 * in_PixelDelta.xy);"
  263. " q += 0.5 * in_PixelDelta.xy;"
  264. " return vec3(q * vec2(1.0, 0.25),"
  265. " length(q - p));"
  266. "}"
  267. ""
  268. "vec3 nearest1(vec2 p) {"
  269. " vec2 q = p - 0.5 * in_PixelDelta.xy;"
  270. " q -= mod(q, 2.0 * in_PixelDelta.xy);"
  271. " q += 1.5 * in_PixelDelta.xy;"
  272. " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.25),"
  273. " length(q - p));"
  274. "}"
  275. ""
  276. "vec3 nearest2(vec2 p) {"
  277. " vec2 q = p + vec2(0.5, -0.5) * in_PixelDelta.xy;"
  278. " q -= mod(q, 2.0 * in_PixelDelta.xy);"
  279. " q += vec2(0.5, 1.5) * in_PixelDelta.xy;"
  280. " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.50),"
  281. " length(q - p));"
  282. "}"
  283. ""
  284. "vec3 nearest3(vec2 p) {"
  285. " vec2 q = p + vec2(-0.5, 0.5) * in_PixelDelta.xy;"
  286. " q -= mod(q, 2.0 * in_PixelDelta.xy);"
  287. " q += vec2(1.5, 0.5) * in_PixelDelta.xy;"
  288. " return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.75),"
  289. " length(q - p));"
  290. "}"
  291. ""
  292. "void main(void) {"
  293. " vec2 coord = gl_TexCoord[0].xy;"
  294. /* Slightly shift our pixel so that it does not lie at
  295. * an exact texel boundary. This would lead to visual
  296. * artifacts. */
  297. " coord -= 0.1 * in_PixelDelta.xy;"
  298. /* Get a pixel from each slice */
  299. " vec4 p0 = texture2D(in_Texture, nearest0(coord).xy);"
  300. " vec4 p1 = texture2D(in_Texture, nearest1(coord).xy);"
  301. " vec4 p2 = texture2D(in_Texture, nearest2(coord).xy);"
  302. " vec4 p3 = texture2D(in_Texture, nearest3(coord).xy);"
  303. " gl_FragColor = 0.25 * (p0 + p1 + p2 + p3);"
  304. "}"
  305. #else
  306. "void main(float4 in_Position : POSITION,"
  307. " float2 in_TexCoord : TEXCOORD0,"
  308. " out float4 out_Position : POSITION,"
  309. " out float2 out_TexCoord : TEXCOORD0)"
  310. "{"
  311. " out_TexCoord = in_TexCoord;"
  312. " out_Position = in_Position;"
  313. "}",
  314. "float3 nearest0(float2 p, float4 in_PixelDelta) {"
  315. " float2 q = p + 0.5 * in_PixelDelta.xy;"
  316. " q -= fmod(q, 2.0 * in_PixelDelta.xy);"
  317. " q += 0.5 * in_PixelDelta.xy;"
  318. " return float3(q * float2(1.0, 0.25),"
  319. " length(q - p));"
  320. "}"
  321. ""
  322. "float3 nearest1(float2 p, float4 in_PixelDelta) {"
  323. " float2 q = p - 0.5 * in_PixelDelta.xy;"
  324. " q -= fmod(q, 2.0 * in_PixelDelta.xy);"
  325. " q += 1.5 * in_PixelDelta.xy;"
  326. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.25),"
  327. " length(q - p));"
  328. "}"
  329. ""
  330. "float3 nearest2(float2 p, float4 in_PixelDelta) {"
  331. " float2 q = p + float2(0.5, -0.5) * in_PixelDelta.xy;"
  332. " q -= fmod(q, 2.0 * in_PixelDelta.xy);"
  333. " q += float2(0.5, 1.5) * in_PixelDelta.xy;"
  334. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.50),"
  335. " length(q - p));"
  336. "}"
  337. ""
  338. "float3 nearest3(float2 p, float4 in_PixelDelta) {"
  339. " float2 q = p + float2(-0.5, 0.5) * in_PixelDelta.xy;"
  340. " q -= fmod(q, 2.0 * in_PixelDelta.xy);"
  341. " q += float2(1.5, 0.5) * in_PixelDelta.xy;"
  342. " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.75),"
  343. " length(q - p));"
  344. "}"
  345. ""
  346. "void main(float2 in_TexCoord : TEXCOORD0,"
  347. " uniform float4 in_PixelDelta,"
  348. " uniform sampler2D in_Texture,"
  349. " out float4 out_FragColor : COLOR)"
  350. "{"
  351. " float2 coord = in_TexCoord.xy;"
  352. " coord -= 0.1 * in_PixelDelta.xy;"
  353. " float4 p0 = tex2D(in_Texture, nearest0(coord, in_PixelDelta).xy);"
  354. " float4 p1 = tex2D(in_Texture, nearest1(coord, in_PixelDelta).xy);"
  355. " float4 p2 = tex2D(in_Texture, nearest2(coord, in_PixelDelta).xy);"
  356. " float4 p3 = tex2D(in_Texture, nearest3(coord, in_PixelDelta).xy);"
  357. " out_FragColor = 0.25 * (p0 + p1 + p2 + p3);"
  358. "}"
  359. #endif
  360. );
  361. m_vertexattrib = m_shader->GetAttribLocation("in_Vertex");
  362. m_texattrib = m_shader->GetAttribLocation("in_TexCoord");
  363. m_pixeluni = m_shader->GetUniformLocation("in_PixelDelta");
  364. m_ready = true;
  365. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  366. /* Method 1: store vertex buffer on the GPU memory */
  367. glGenBuffers(1, &m_vbo);
  368. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  369. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
  370. GL_STATIC_DRAW);
  371. glGenBuffers(1, &m_tbo);
  372. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  373. glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
  374. GL_STATIC_DRAW);
  375. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  376. /* Method 2: upload vertex information at each frame */
  377. #else
  378. #endif
  379. /* FIXME: this object never cleans up */
  380. }
  381. glEnable(GL_TEXTURE_2D);
  382. glBindTexture(GL_TEXTURE_2D, m_texid);
  383. if (m_dirty[m_frame])
  384. {
  385. m_dirty[m_frame]--;
  386. #ifdef __CELLOS_LV2__
  387. /* glTexSubImage2D is extremely slow on the PS3, to the point
  388. * that uploading the whole texture is 40 times faster. */
  389. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  390. m_size.x / 2, m_size.y * 2, 0,
  391. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  392. #else
  393. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  394. m_size.x / 2, m_size.y / 2,
  395. TEXTURE_FORMAT, TEXTURE_TYPE,
  396. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  397. #endif
  398. }
  399. /* If other frames are dirty, upload fake data for now */
  400. if (0) for (int i = 0; i < 4; i++)
  401. {
  402. if (m_dirty[i])
  403. {
  404. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i * m_size.y / 2,
  405. m_size.x / 2, m_size.y / 2,
  406. TEXTURE_FORMAT, TEXTURE_TYPE,
  407. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  408. }
  409. }
  410. m_shader->Bind();
  411. m_shader->SetUniform(m_pixeluni, m_pixel_delta);
  412. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  413. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  414. glEnableVertexAttribArray(m_vertexattrib);
  415. glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  416. glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
  417. glEnableVertexAttribArray(m_texattrib);
  418. glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  419. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  420. /* Never used for now */
  421. //glEnableVertexAttribArray(m_vertexattrib);
  422. //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
  423. #else
  424. glEnableClientState(GL_VERTEX_ARRAY);
  425. glVertexPointer(2, GL_FLOAT, 0, vertices);
  426. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  427. glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
  428. #endif
  429. glDrawArrays(GL_TRIANGLES, 0, 6);
  430. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  431. glDisableVertexAttribArray(m_vertexattrib);
  432. glDisableVertexAttribArray(m_texattrib);
  433. glBindBuffer(GL_ARRAY_BUFFER, 0);
  434. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  435. /* Never used for now */
  436. //glDisableVertexAttribArray(m_vertexattrib);
  437. //glDisableVertexAttribArray(m_texattrib);
  438. #else
  439. glDisableClientState(GL_VERTEX_ARRAY);
  440. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  441. #endif
  442. }
  443. private:
  444. static int const MAX_ITERATIONS = 170;
  445. static int const PALETTE_STEP = 32;
  446. ivec2 m_size, m_window_size;
  447. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  448. Shader *m_shader;
  449. GLuint m_texid;
  450. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  451. GLuint m_vbo, m_tbo;
  452. GLuint m_tco;
  453. #endif
  454. int m_vertexattrib, m_texattrib, m_pixeluni;
  455. int m_frame, m_dirty[4];
  456. bool m_ready;
  457. f64cmplx m_center;
  458. double m_radius, m_texture_radius, m_window_radius;
  459. vec4 m_pixel_delta;
  460. f64cmplx m_deltashift[4];
  461. double m_deltascale[4];
  462. /* Debug information */
  463. Text *m_centertext, *m_mousetext, *m_zoomtext;
  464. };
  465. int main()
  466. {
  467. #if defined _WIN32
  468. _chdir("../..");
  469. #endif
  470. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  471. new DebugFps(5, 5);
  472. new Fractal(ivec2(640, 480));
  473. //new DebugRecord("fractalol.ogm", 60.0f);
  474. app.Run();
  475. return EXIT_SUCCESS;
  476. }