1 | // |
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2 | // Lol Engine - Fractal tutorial |
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3 | // |
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4 | // Copyright: (c) 2011 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include <cstring> |
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16 | |
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17 | #include "core.h" |
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18 | #include "lolgl.h" |
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19 | #include "loldebug.h" |
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20 | |
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21 | using namespace std; |
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22 | using namespace lol; |
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23 | |
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24 | #if USE_SDL && defined __APPLE__ |
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25 | # include <SDL_main.h> |
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26 | #endif |
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27 | |
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28 | #if defined _WIN32 |
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29 | # undef main /* FIXME: still needed? */ |
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30 | # include <direct.h> |
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31 | #endif |
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32 | |
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33 | #ifdef __CELLOS_LV2__ |
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34 | static GLint const INTERNAL_FORMAT = GL_ARGB_SCE; |
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35 | static GLenum const TEXTURE_FORMAT = GL_BGRA; |
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36 | static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV; |
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37 | #elif defined __native_client__ |
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38 | static GLint const INTERNAL_FORMAT = GL_RGBA; |
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39 | static GLenum const TEXTURE_FORMAT = GL_RGBA; |
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40 | static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE; |
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41 | #else |
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42 | /* Seems efficient for little endian textures */ |
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43 | static GLint const INTERNAL_FORMAT = GL_RGBA; |
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44 | static GLenum const TEXTURE_FORMAT = GL_BGRA; |
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45 | static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV; |
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46 | #endif |
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47 | |
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48 | class Fractal : public WorldEntity |
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49 | { |
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50 | public: |
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51 | Fractal(ivec2 const &size) |
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52 | { |
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53 | /* Ensure texture size is a multiple of 16 for better aligned |
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54 | * data access. Store the dimensions of a texel for our shader, |
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55 | * as well as the half-size of the screen. */ |
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56 | m_size = size; |
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57 | m_size.x = (m_size.x + 15) & ~15; |
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58 | m_size.y = (m_size.y + 15) & ~15; |
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59 | m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / (vec4)m_size.xyxy(); |
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60 | m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * (vec4)m_size.xyxy(); |
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61 | |
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62 | /* Window size decides the world aspect ratio. For instance, 640×480 |
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63 | * will be mapped to (-0.66,-0.5) - (0.66,0.5). */ |
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64 | #if !defined __native_client__ |
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65 | m_window_size = Video::GetSize(); |
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66 | #else |
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67 | /* FIXME: it's illegal to call this on the game thread! */ |
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68 | m_window_size = ivec2(640, 480); |
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69 | #endif |
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70 | if (m_window_size.y < m_window_size.x) |
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71 | m_window2world = 0.5 / m_window_size.y; |
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72 | else |
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73 | m_window2world = 0.5 / m_window_size.x; |
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74 | m_texel2world = (vec2)m_window_size / (vec2)m_size * m_window2world; |
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75 | |
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76 | m_oldmouse = ivec2(0, 0); |
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77 | |
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78 | m_pixels = new u8vec4[m_size.x * m_size.y]; |
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79 | m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2]; |
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80 | m_frame = -1; |
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81 | m_slices = 4; |
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82 | for (int i = 0; i < 4; i++) |
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83 | { |
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84 | m_deltashift[i] = 0.0; |
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85 | m_deltascale[i] = 1.0; |
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86 | m_dirty[i] = 2; |
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87 | } |
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88 | #if defined __CELLOS_LV2__ |
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89 | //m_center = f64cmplx(-.22815528839841, -1.11514249704382); |
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90 | //m_center = f64cmplx(0.001643721971153, 0.822467633298876); |
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91 | m_center = f64cmplx(-0.65823419062254, .50221777363480); |
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92 | m_zoom_speed = 0;//-0.0025; |
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93 | #else |
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94 | m_center = -0.75; |
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95 | m_zoom_speed = 0.0; |
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96 | #endif |
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97 | m_translate = 0; |
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98 | m_radius = 5.0; |
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99 | m_ready = false; |
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100 | m_drag = false; |
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101 | |
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102 | m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP]; |
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103 | for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++) |
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104 | { |
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105 | double f = (double)i / PALETTE_STEP; |
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106 | |
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107 | double r = 0.5 * sin(f * 0.27 - 2.5) + 0.5; |
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108 | double g = 0.5 * sin(f * 0.13 + 1.1) + 0.5; |
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109 | double b = 0.5 * sin(f * 0.21 + 0.4) + 0.5; |
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110 | |
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111 | if (f < 7.0) |
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112 | { |
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113 | f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0; |
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114 | r *= f; |
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115 | g *= f; |
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116 | b *= f; |
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117 | } |
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118 | |
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119 | uint8_t red = r * 255.99f; |
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120 | uint8_t green = g * 255.99f; |
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121 | uint8_t blue = b * 255.99f; |
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122 | #if defined __native_client__ |
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123 | m_palette[i] = u8vec4(red, green, blue, 255); |
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124 | #else |
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125 | m_palette[i] = u8vec4(blue, green, red, 255); |
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126 | #endif |
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127 | } |
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128 | |
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129 | #if !defined __native_client__ |
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130 | m_centertext = new Text(NULL, "gfx/font/ascii.png"); |
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131 | m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1)); |
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132 | Ticker::Ref(m_centertext); |
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133 | |
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134 | m_mousetext = new Text(NULL, "gfx/font/ascii.png"); |
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135 | m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1)); |
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136 | Ticker::Ref(m_mousetext); |
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137 | |
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138 | m_zoomtext = new Text(NULL, "gfx/font/ascii.png"); |
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139 | m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1)); |
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140 | Ticker::Ref(m_zoomtext); |
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141 | #endif |
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142 | |
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143 | position = ivec3(0, 0, 0); |
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144 | bbox[0] = position; |
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145 | bbox[1] = ivec3(m_window_size, 0); |
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146 | Input::TrackMouse(this); |
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147 | } |
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148 | |
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149 | ~Fractal() |
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150 | { |
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151 | Input::UntrackMouse(this); |
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152 | #if !defined __native_client__ |
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153 | Ticker::Unref(m_centertext); |
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154 | Ticker::Unref(m_mousetext); |
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155 | Ticker::Unref(m_zoomtext); |
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156 | #endif |
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157 | delete m_pixels; |
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158 | delete m_tmppixels; |
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159 | delete m_palette; |
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160 | } |
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161 | |
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162 | inline f64cmplx TexelToWorldOffset(vec2 texel) |
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163 | { |
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164 | double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x; |
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165 | double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y; |
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166 | return m_radius * f64cmplx(dx, dy); |
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167 | } |
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168 | |
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169 | inline f64cmplx ScreenToWorldOffset(vec2 pixel) |
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170 | { |
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171 | /* No 0.5 offset here, because we want to be able to position the |
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172 | * mouse at (0,0) exactly. */ |
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173 | double dx = pixel.x - m_window_size.x / 2; |
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174 | double dy = m_window_size.y / 2 - pixel.y; |
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175 | return m_radius * m_window2world * f64cmplx(dx, dy); |
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176 | } |
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177 | |
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178 | virtual void TickGame(float deltams) |
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179 | { |
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180 | WorldEntity::TickGame(deltams); |
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181 | |
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182 | int prev_frame = m_frame; |
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183 | m_frame = (m_frame + 1) % 4; |
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184 | |
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185 | f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos); |
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186 | |
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187 | ivec3 buttons = Input::GetMouseButtons(); |
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188 | #if !defined __CELLOS_LV2__ |
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189 | if (buttons[1]) |
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190 | { |
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191 | if (!m_drag) |
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192 | { |
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193 | m_oldmouse = mousepos; |
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194 | m_drag = true; |
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195 | } |
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196 | m_translate = ScreenToWorldOffset(m_oldmouse) |
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197 | - ScreenToWorldOffset(mousepos); |
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198 | /* XXX: the purpose of this hack is to avoid translating by |
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199 | * an exact number of pixels. If this were to happen, the step() |
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200 | * optimisation for i915 cards in our shader would behave |
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201 | * incorrectly because a quarter of the pixels in the image |
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202 | * would have tie rankings in the distance calculation. */ |
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203 | m_translate *= 1023.0 / 1024.0; |
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204 | m_oldmouse = mousepos; |
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205 | } |
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206 | else |
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207 | { |
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208 | m_drag = false; |
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209 | if (m_translate != 0.0) |
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210 | { |
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211 | m_translate *= pow(2.0, -deltams * 0.005); |
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212 | if (m_translate.norm() / m_radius < 1e-4) |
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213 | m_translate = 0.0; |
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214 | } |
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215 | } |
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216 | |
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217 | if ((buttons[0] || buttons[2]) && mousepos.x != -1) |
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218 | { |
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219 | double zoom = buttons[0] ? -0.0005 : 0.0005; |
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220 | m_zoom_speed += deltams * zoom; |
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221 | if (m_zoom_speed / zoom > 5) |
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222 | m_zoom_speed = 5 * zoom; |
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223 | } |
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224 | else if (m_zoom_speed) |
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225 | { |
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226 | m_zoom_speed *= pow(2.0, -deltams * 0.005); |
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227 | if (abs(m_zoom_speed) < 1e-5 || m_drag) |
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228 | m_zoom_speed = 0.0; |
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229 | } |
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230 | #endif |
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231 | |
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232 | if (m_zoom_speed || m_translate != 0.0) |
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233 | { |
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234 | f64cmplx oldcenter = m_center; |
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235 | double oldradius = m_radius; |
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236 | double zoom = pow(2.0, deltams * m_zoom_speed); |
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237 | if (m_radius * zoom > 8.0) |
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238 | { |
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239 | m_zoom_speed *= -1.0; |
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240 | zoom = 8.0 / m_radius; |
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241 | } |
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242 | else if (m_radius * zoom < 1e-14) |
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243 | { |
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244 | m_zoom_speed *= -1.0; |
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245 | zoom = 1e-14 / m_radius; |
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246 | } |
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247 | m_radius *= zoom; |
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248 | #if !defined __CELLOS_LV2__ |
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249 | m_center += m_translate; |
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250 | m_center = (m_center - worldmouse) * zoom + worldmouse; |
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251 | worldmouse = m_center + ScreenToWorldOffset(mousepos); |
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252 | #endif |
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253 | |
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254 | /* Store the transformation properties to go from m_frame - 1 |
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255 | * to m_frame. */ |
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256 | m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius; |
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257 | m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x; |
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258 | m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y; |
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259 | m_deltascale[prev_frame] = m_radius / oldradius; |
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260 | m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2; |
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261 | } |
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262 | else |
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263 | { |
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264 | /* If settings didn't change, set transformation from previous |
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265 | * frame to identity. */ |
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266 | m_deltashift[prev_frame] = 0.0; |
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267 | m_deltascale[prev_frame] = 1.0; |
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268 | } |
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269 | |
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270 | /* Transformation from current frame to current frame is always |
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271 | * identity. */ |
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272 | m_zoom_settings[m_frame][0] = 0.0f; |
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273 | m_zoom_settings[m_frame][1] = 0.0f; |
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274 | m_zoom_settings[m_frame][2] = 1.0f; |
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275 | |
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276 | /* Compute transformation from other frames to current frame */ |
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277 | for (int i = 0; i < 3; i++) |
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278 | { |
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279 | int prev_index = (m_frame + 4 - i) % 4; |
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280 | int cur_index = (m_frame + 3 - i) % 4; |
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281 | |
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282 | m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x; |
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283 | m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y; |
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284 | m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index]; |
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285 | } |
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286 | |
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287 | /* Precompute texture offset change instead of doing it in GLSL */ |
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288 | for (int i = 0; i < 4; i++) |
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289 | { |
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290 | m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]); |
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291 | m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]); |
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292 | } |
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293 | |
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294 | #if !defined __native_client__ |
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295 | char buf[128]; |
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296 | sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y); |
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297 | m_centertext->SetText(buf); |
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298 | sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y); |
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299 | m_mousetext->SetText(buf); |
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300 | sprintf(buf, " zoom: %g", 1.0 / m_radius); |
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301 | m_zoomtext->SetText(buf); |
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302 | #endif |
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303 | |
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304 | if (m_dirty[m_frame]) |
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305 | { |
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306 | m_dirty[m_frame]--; |
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307 | |
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308 | /* FIXME: this is the ugliest, most pathetic excuse for a |
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309 | * threading system that I have seen in a while. */ |
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310 | DoWorkHelper helpers[m_slices]; |
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311 | for (int slice = 0; slice < m_slices; slice++) |
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312 | { |
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313 | helpers[slice].fractal = this; |
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314 | helpers[slice].slice = slice; |
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315 | helpers[slice].thread = new Thread(DoWorkHelper::Help, |
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316 | &helpers[slice]); |
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317 | } |
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318 | for (int slice = 0; slice < m_slices; slice++) |
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319 | { |
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320 | delete helpers[slice].thread; |
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321 | } |
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322 | } |
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323 | } |
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324 | |
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325 | struct DoWorkHelper |
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326 | { |
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327 | Fractal *fractal; |
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328 | Thread *thread; |
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329 | int slice; |
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330 | |
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331 | static void *Help(void *data) |
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332 | { |
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333 | DoWorkHelper *helper = (DoWorkHelper *)data; |
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334 | helper->fractal->DoWork(helper->slice); |
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335 | return NULL; |
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336 | } |
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337 | }; |
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338 | |
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339 | void DoWork(int slice) |
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340 | { |
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341 | double const maxsqlen = 1024; |
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342 | double const k1 = 1.0 / (1 << 10) / log2(maxsqlen); |
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343 | |
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344 | int jmin = m_size.y * slice / m_slices; |
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345 | int jmax = m_size.y * (slice + 1) / m_slices; |
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346 | u8vec4 *m_pixelstart = m_pixels |
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347 | + m_size.x * (m_size.y / 4 * m_frame + jmin / 4); |
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348 | |
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349 | for (int j = ((m_frame + 1) % 4) / 2 + jmin; j < jmax; j += 2) |
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350 | for (int i = m_frame % 2; i < m_size.x; i += 2) |
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351 | { |
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352 | f64cmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j)); |
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353 | f64cmplx r0 = z0; |
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354 | //f64cmplx r0(0.28693186889504513, 0.014286693904085048); |
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355 | //f64cmplx r0(0.001643721971153, 0.822467633298876); |
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356 | //f64cmplx r0(-1.207205434596, 0.315432814901); |
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357 | //f64cmplx r0(-0.79192956889854, -0.14632423080102); |
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358 | //f64cmplx r0(0.3245046418497685, 0.04855101129280834); |
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359 | f64cmplx z; |
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360 | int iter = MAX_ITERATIONS; |
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361 | for (z = z0; iter && z.sqlen() < maxsqlen; z = z * z + r0) |
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362 | --iter; |
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363 | |
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364 | if (iter) |
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365 | { |
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366 | double f = iter; |
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367 | double n = z.sqlen(); |
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368 | if (n > maxsqlen * maxsqlen) |
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369 | n = maxsqlen * maxsqlen; |
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370 | |
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371 | /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */ |
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372 | union { double n; uint64_t x; } u = { n }; |
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373 | double k = (u.x >> 42) - (((1 << 10) - 1) << 10); |
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374 | k *= k1; |
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375 | |
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376 | /* Approximate log2(k) in [1,2]. */ |
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377 | f += (- 0.344847817623168308695977510213252644185 * k |
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378 | + 2.024664188044341212602376988171727038739) * k |
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379 | - 1.674876738008591047163498125918330313237; |
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380 | |
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381 | *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)]; |
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382 | } |
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383 | else |
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384 | { |
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385 | *m_pixelstart++ = u8vec4(0, 0, 0, 255); |
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386 | } |
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387 | } |
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388 | } |
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389 | |
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390 | virtual void TickDraw(float deltams) |
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391 | { |
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392 | WorldEntity::TickDraw(deltams); |
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393 | |
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394 | static float const vertices[] = |
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395 | { |
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396 | 1.0f, 1.0f, |
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397 | -1.0f, 1.0f, |
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398 | -1.0f, -1.0f, |
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399 | -1.0f, -1.0f, |
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400 | 1.0f, -1.0f, |
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401 | 1.0f, 1.0f, |
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402 | }; |
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403 | |
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404 | static float const texcoords[] = |
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405 | { |
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406 | 1.0f, 1.0f, |
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407 | 0.0f, 1.0f, |
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408 | 0.0f, 0.0f, |
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409 | 0.0f, 0.0f, |
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410 | 1.0f, 0.0f, |
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411 | 1.0f, 1.0f, |
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412 | }; |
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413 | |
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414 | if (!m_ready) |
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415 | { |
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416 | /* Create a texture of half the width and twice the height |
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417 | * so that we can upload four different subimages each frame. */ |
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418 | glGenTextures(1, &m_texid); |
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419 | glBindTexture(GL_TEXTURE_2D, m_texid); |
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420 | glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT, |
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421 | m_size.x / 2, m_size.y * 2, 0, |
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422 | TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels); |
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423 | #if defined __CELLOS_LV2__ |
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424 | /* We need this hint because by default the storage type is |
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425 | * GL_TEXTURE_SWIZZLED_GPU_SCE. */ |
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426 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE, |
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427 | GL_TEXTURE_TILED_GPU_SCE); |
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428 | #endif |
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429 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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430 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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431 | |
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432 | m_shader = Shader::Create( |
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433 | #if !defined __CELLOS_LV2__ |
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434 | #if !defined HAVE_GLES_2X |
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435 | "#version 120\n" |
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436 | #else |
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437 | "precision highp float;" |
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438 | #endif |
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439 | "" |
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440 | "uniform mat4 u_ZoomSettings;" |
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441 | "uniform vec4 u_TexelSize;" |
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442 | "uniform vec4 u_ScreenSize;" |
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443 | "" |
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444 | "attribute vec2 a_TexCoord;" |
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445 | "attribute vec2 a_Vertex;" |
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446 | "" |
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447 | "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;" |
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448 | "" |
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449 | "void main(void)" |
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450 | "{" |
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451 | " gl_Position = vec4(a_Vertex, 0.0, 1.0);" |
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452 | /* Center point in [-.5,.5], apply zoom and translation |
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453 | * transformation, and go back to texture coordinates |
---|
454 | * in [0,1]. That's the ideal point we would like to |
---|
455 | * compute the value for. Then add or remove half the |
---|
456 | * size of a texel: the distance from this new point to |
---|
457 | * the final point will be our error. */ |
---|
458 | " vec4 offsets = vec4(0.5, -0.5, 0.015625, -0.015625);" |
---|
459 | " vec4 zoomscale = vec4(u_ZoomSettings[0][2]," |
---|
460 | " u_ZoomSettings[1][2]," |
---|
461 | " u_ZoomSettings[2][2]," |
---|
462 | " u_ZoomSettings[3][2]);" |
---|
463 | " vec4 zoomtx = vec4(u_ZoomSettings[0][0]," |
---|
464 | " u_ZoomSettings[1][0]," |
---|
465 | " u_ZoomSettings[2][0]," |
---|
466 | " u_ZoomSettings[3][0]);" |
---|
467 | " vec4 zoomty = vec4(u_ZoomSettings[0][1]," |
---|
468 | " u_ZoomSettings[1][1]," |
---|
469 | " u_ZoomSettings[2][1]," |
---|
470 | " u_ZoomSettings[3][1]);" |
---|
471 | " v_CenterX = zoomscale * a_TexCoord.x + zoomtx" |
---|
472 | " + offsets.xyxy * u_TexelSize.x;" |
---|
473 | " v_CenterY = zoomscale * a_TexCoord.y - zoomty" |
---|
474 | " + offsets.xyyx * u_TexelSize.y;" |
---|
475 | /* Precompute the multiple of one texel where our ideal |
---|
476 | * point lies. The fragment shader will call floor() on |
---|
477 | * this value. We add or remove a slight offset to avoid |
---|
478 | * rounding issues at the image's edges. */ |
---|
479 | " v_IndexX = v_CenterX * u_ScreenSize.z - (offsets.zwzw + vec4(0.001, 0.002, 0.003, 0.004));" |
---|
480 | " v_IndexY = v_CenterY * u_ScreenSize.w - (offsets.zwwz + vec4(0.0015, 0.0025, 0.0035, 0.0045));" |
---|
481 | "}", |
---|
482 | |
---|
483 | #if !defined HAVE_GLES_2X |
---|
484 | "#version 120\n" |
---|
485 | #else |
---|
486 | "precision highp float;" |
---|
487 | #endif |
---|
488 | "" |
---|
489 | "uniform vec4 u_TexelSize;" |
---|
490 | "uniform sampler2D in_Texture;" |
---|
491 | "" |
---|
492 | "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;" |
---|
493 | "" |
---|
494 | "void main(void)" |
---|
495 | "{" |
---|
496 | " vec4 v05 = vec4(0.5, 0.5, 0.5, 0.5);" |
---|
497 | " vec4 rx, ry, t0, dx, dy, dd;" |
---|
498 | /* Get a pixel coordinate from each slice into rx & ry */ |
---|
499 | " rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX);" |
---|
500 | " ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY);" |
---|
501 | /* Compute inverse distance to expected pixel in dd, |
---|
502 | * and put zero if we fall outside the texture. */ |
---|
503 | " t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05);" |
---|
504 | " dx = rx - v_CenterX;" |
---|
505 | " dy = ry - v_CenterY;" |
---|
506 | //" vec4 dd = t0 * (abs(dx) + abs(dy));" |
---|
507 | //" vec4 dd = t0 / (0.001 + sqrt((dx * dx) + (dy * dy)));" |
---|
508 | " dd = t0 / (0.000001 + (dx * dx) + (dy * dy));" |
---|
509 | /* Modify Y coordinate to select proper quarter. */ |
---|
510 | " ry = ry * 0.25 + vec4(0.0, 0.25, 0.5, 0.75);" |
---|
511 | "" |
---|
512 | #if 1 |
---|
513 | "\n#if 0\n" /* XXX: disabled until we can autodetect i915 */ |
---|
514 | /* t1.x <-- dd.x > dd.y */ |
---|
515 | /* t1.y <-- dd.z > dd.w */ |
---|
516 | " vec2 t1 = step(dd.xz, dd.yw);" |
---|
517 | /* ret.x <-- max(rx.x, rx.y) wrt. t1.x */ |
---|
518 | /* ret.y <-- max(rx.z, rx.w) wrt. t1.y */ |
---|
519 | /* ret.z <-- max(ry.x, ry.y) wrt. t1.x */ |
---|
520 | /* ret.w <-- max(ry.z, ry.w) wrt. t1.y */ |
---|
521 | " vec4 ret = mix(vec4(rx.xz, ry.xz)," |
---|
522 | " vec4(rx.yw, ry.yw), t1.xyxy);" |
---|
523 | /* dd.x <-- max(dd.x, dd.y) */ |
---|
524 | /* dd.z <-- max(dd.z, dd.w) */ |
---|
525 | " dd.xy = mix(dd.xz, dd.yw, t1);" |
---|
526 | /* t2 <-- dd.x > dd.z */ |
---|
527 | " float t2 = step(dd.x, dd.y);" |
---|
528 | /* ret.x <-- max(ret.x, ret.y); */ |
---|
529 | /* ret.y <-- max(ret.z, ret.yw; */ |
---|
530 | " ret.xy = mix(ret.xz, ret.yw, t2);" |
---|
531 | "\n#else\n" |
---|
532 | /* Fallback for i915 cards -- the trick to reduce the |
---|
533 | * number of operations is to compute both step(a,b) |
---|
534 | * and step(b,a) and hope that their sum is 1. This is |
---|
535 | * almost always the case, and when it isn't we can |
---|
536 | * afford to have a few wrong pixels. However, a real |
---|
537 | * problem is when panning the image, because half the |
---|
538 | * screen is likely to flicker. To avoid this problem, |
---|
539 | * we cheat a little (see m_translate comment above). */ |
---|
540 | " vec4 t1 = step(dd.xzyw, dd.ywxz);" |
---|
541 | " vec4 ret = vec4(rx.xz, ry.xz) * t1.zwzw" |
---|
542 | " + vec4(rx.yw, ry.yw) * t1.xyxy;" |
---|
543 | " dd.xy = dd.xz * t1.zw + dd.yw * t1.xy;" |
---|
544 | " vec2 t2 = step(dd.xy, dd.yx);" |
---|
545 | " ret.xy = ret.xz * t2.yy + ret.yw * t2.xx;" |
---|
546 | "\n#endif\n" |
---|
547 | /* Nearest neighbour */ |
---|
548 | " gl_FragColor = texture2D(in_Texture, ret.xy);" |
---|
549 | #else |
---|
550 | /* Alternate version: some kind of linear interpolation */ |
---|
551 | " vec4 p0 = texture2D(in_Texture, vec2(rx.x, ry.x));" |
---|
552 | " vec4 p1 = texture2D(in_Texture, vec2(rx.y, ry.y));" |
---|
553 | " vec4 p2 = texture2D(in_Texture, vec2(rx.z, ry.z));" |
---|
554 | " vec4 p3 = texture2D(in_Texture, vec2(rx.w, ry.w));" |
---|
555 | " gl_FragColor = 1.0 / (dd.x + dd.y + dd.z + dd.w)" |
---|
556 | " * (dd.x * p0 + dd.y * p1 + dd.z * p2 + dd.w * p3);" |
---|
557 | #endif |
---|
558 | "}" |
---|
559 | #else |
---|
560 | "void main(float4 in_Position : POSITION," |
---|
561 | " float2 a_TexCoord : TEXCOORD0," |
---|
562 | " out float4 out_Position : POSITION," |
---|
563 | " out float2 out_TexCoord : TEXCOORD0)" |
---|
564 | "{" |
---|
565 | " out_TexCoord = a_TexCoord;" |
---|
566 | " out_Position = in_Position;" |
---|
567 | "}", |
---|
568 | |
---|
569 | "float3 nearest0(float2 p, float4 u_TexelSize)" |
---|
570 | "{" |
---|
571 | " float2 q = p + 0.5 * u_TexelSize.xy;" |
---|
572 | " q -= fmod(q, 2.0 * u_TexelSize.xy);" |
---|
573 | " q += 0.5 * u_TexelSize.xy;" |
---|
574 | " return float3(q * float2(1.0, 0.25)," |
---|
575 | " length(q - p));" |
---|
576 | "}" |
---|
577 | "" |
---|
578 | "float3 nearest1(float2 p, float4 u_TexelSize)" |
---|
579 | "{" |
---|
580 | " float2 q = p - 0.5 * u_TexelSize.xy;" |
---|
581 | " q -= fmod(q, 2.0 * u_TexelSize.xy);" |
---|
582 | " q += 1.5 * u_TexelSize.xy;" |
---|
583 | " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.25)," |
---|
584 | " length(q - p));" |
---|
585 | "}" |
---|
586 | "" |
---|
587 | "float3 nearest2(float2 p, float4 u_TexelSize)" |
---|
588 | "{" |
---|
589 | " float2 q = p + float2(0.5, -0.5) * u_TexelSize.xy;" |
---|
590 | " q -= fmod(q, 2.0 * u_TexelSize.xy);" |
---|
591 | " q += float2(0.5, 1.5) * u_TexelSize.xy;" |
---|
592 | " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.50)," |
---|
593 | " length(q - p));" |
---|
594 | "}" |
---|
595 | "" |
---|
596 | "float3 nearest3(float2 p, float4 u_TexelSize)" |
---|
597 | "{" |
---|
598 | " float2 q = p + float2(-0.5, 0.5) * u_TexelSize.xy;" |
---|
599 | " q -= fmod(q, 2.0 * u_TexelSize.xy);" |
---|
600 | " q += float2(1.5, 0.5) * u_TexelSize.xy;" |
---|
601 | " return float3(q * float2(1.0, 0.25) + float2(0.0, 0.75)," |
---|
602 | " length(q - p));" |
---|
603 | "}" |
---|
604 | "" |
---|
605 | "void main(float2 a_TexCoord : TEXCOORD0," |
---|
606 | " uniform float4 u_TexelSize," |
---|
607 | " uniform sampler2D in_Texture," |
---|
608 | " out float4 out_FragColor : COLOR)" |
---|
609 | "{" |
---|
610 | " float2 coord = a_TexCoord.xy;" |
---|
611 | " coord -= 0.1 * u_TexelSize.xy;" |
---|
612 | " float4 p0 = tex2D(in_Texture, nearest0(coord, u_TexelSize).xy);" |
---|
613 | " float4 p1 = tex2D(in_Texture, nearest1(coord, u_TexelSize).xy);" |
---|
614 | " float4 p2 = tex2D(in_Texture, nearest2(coord, u_TexelSize).xy);" |
---|
615 | " float4 p3 = tex2D(in_Texture, nearest3(coord, u_TexelSize).xy);" |
---|
616 | " out_FragColor = 0.25 * (p0 + p1 + p2 + p3);" |
---|
617 | "}" |
---|
618 | #endif |
---|
619 | ); |
---|
620 | m_vertexattrib = m_shader->GetAttribLocation("a_Vertex"); |
---|
621 | m_texattrib = m_shader->GetAttribLocation("a_TexCoord"); |
---|
622 | m_texeluni = m_shader->GetUniformLocation("u_TexelSize"); |
---|
623 | m_screenuni = m_shader->GetUniformLocation("u_ScreenSize"); |
---|
624 | m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings"); |
---|
625 | m_ready = true; |
---|
626 | |
---|
627 | #if !defined __CELLOS_LV2__ && !defined __ANDROID__ |
---|
628 | /* Method 1: store vertex buffer on the GPU memory */ |
---|
629 | glGenBuffers(1, &m_vbo); |
---|
630 | glBindBuffer(GL_ARRAY_BUFFER, m_vbo); |
---|
631 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, |
---|
632 | GL_STATIC_DRAW); |
---|
633 | glGenBuffers(1, &m_tbo); |
---|
634 | glBindBuffer(GL_ARRAY_BUFFER, m_tbo); |
---|
635 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, |
---|
636 | GL_STATIC_DRAW); |
---|
637 | #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ |
---|
638 | /* Method 2: upload vertex information at each frame */ |
---|
639 | #else |
---|
640 | #endif |
---|
641 | |
---|
642 | /* FIXME: this object never cleans up */ |
---|
643 | } |
---|
644 | |
---|
645 | #if !defined HAVE_GLES_2X |
---|
646 | glEnable(GL_TEXTURE_2D); |
---|
647 | #endif |
---|
648 | glBindTexture(GL_TEXTURE_2D, m_texid); |
---|
649 | |
---|
650 | if (m_dirty[m_frame]) |
---|
651 | { |
---|
652 | m_dirty[m_frame]--; |
---|
653 | |
---|
654 | #ifdef __CELLOS_LV2__ |
---|
655 | /* glTexSubImage2D is extremely slow on the PS3, to the point |
---|
656 | * that uploading the whole texture is 40 times faster. */ |
---|
657 | glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT, |
---|
658 | m_size.x / 2, m_size.y * 2, 0, |
---|
659 | TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels); |
---|
660 | #else |
---|
661 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2, |
---|
662 | m_size.x / 2, m_size.y / 2, |
---|
663 | TEXTURE_FORMAT, TEXTURE_TYPE, |
---|
664 | m_pixels + m_size.x * m_size.y / 4 * m_frame); |
---|
665 | #endif |
---|
666 | } |
---|
667 | |
---|
668 | m_shader->Bind(); |
---|
669 | m_shader->SetUniform(m_texeluni, m_texel_settings); |
---|
670 | m_shader->SetUniform(m_screenuni, m_screen_settings); |
---|
671 | m_shader->SetUniform(m_zoomuni, m_zoom_settings); |
---|
672 | #if !defined __CELLOS_LV2__ && !defined __ANDROID__ |
---|
673 | glBindBuffer(GL_ARRAY_BUFFER, m_vbo); |
---|
674 | glEnableVertexAttribArray(m_vertexattrib); |
---|
675 | glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0); |
---|
676 | |
---|
677 | glBindBuffer(GL_ARRAY_BUFFER, m_tbo); |
---|
678 | glEnableVertexAttribArray(m_texattrib); |
---|
679 | glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0); |
---|
680 | #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ |
---|
681 | /* Never used for now */ |
---|
682 | //glEnableVertexAttribArray(m_vertexattrib); |
---|
683 | //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices); |
---|
684 | #else |
---|
685 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
686 | glVertexPointer(2, GL_FLOAT, 0, vertices); |
---|
687 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
688 | glTexCoordPointer(2, GL_FLOAT, 0, texcoords); |
---|
689 | #endif |
---|
690 | |
---|
691 | glDrawArrays(GL_TRIANGLES, 0, 6); |
---|
692 | |
---|
693 | #if !defined __CELLOS_LV2__ && !defined __ANDROID__ |
---|
694 | glDisableVertexAttribArray(m_vertexattrib); |
---|
695 | glDisableVertexAttribArray(m_texattrib); |
---|
696 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
---|
697 | #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ |
---|
698 | /* Never used for now */ |
---|
699 | //glDisableVertexAttribArray(m_vertexattrib); |
---|
700 | //glDisableVertexAttribArray(m_texattrib); |
---|
701 | #else |
---|
702 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
703 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
704 | #endif |
---|
705 | } |
---|
706 | |
---|
707 | private: |
---|
708 | static int const MAX_ITERATIONS = 170; |
---|
709 | static int const PALETTE_STEP = 32; |
---|
710 | |
---|
711 | ivec2 m_size, m_window_size, m_oldmouse; |
---|
712 | double m_window2world; |
---|
713 | f64vec2 m_texel2world; |
---|
714 | u8vec4 *m_pixels, *m_tmppixels, *m_palette; |
---|
715 | Shader *m_shader; |
---|
716 | GLuint m_texid; |
---|
717 | #if !defined __CELLOS_LV2__ && !defined __ANDROID__ |
---|
718 | GLuint m_vbo, m_tbo; |
---|
719 | GLuint m_tco; |
---|
720 | #endif |
---|
721 | int m_vertexattrib, m_texattrib, m_texeluni, m_screenuni, m_zoomuni; |
---|
722 | int m_frame, m_slices, m_dirty[4]; |
---|
723 | bool m_ready, m_drag; |
---|
724 | |
---|
725 | f64cmplx m_center, m_translate; |
---|
726 | double m_zoom_speed, m_radius; |
---|
727 | vec4 m_texel_settings, m_screen_settings; |
---|
728 | mat4 m_zoom_settings; |
---|
729 | f64cmplx m_deltashift[4]; |
---|
730 | double m_deltascale[4]; |
---|
731 | |
---|
732 | /* Debug information */ |
---|
733 | #if !defined __native_client__ |
---|
734 | Text *m_centertext, *m_mousetext, *m_zoomtext; |
---|
735 | #endif |
---|
736 | }; |
---|
737 | |
---|
738 | int main(int argc, char **argv) |
---|
739 | { |
---|
740 | #if defined _WIN32 |
---|
741 | _chdir("../.."); |
---|
742 | #endif |
---|
743 | |
---|
744 | Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f); |
---|
745 | |
---|
746 | new DebugFps(5, 5); |
---|
747 | new Fractal(ivec2(640, 480)); |
---|
748 | //new DebugRecord("fractalol.ogm", 60.0f); |
---|
749 | |
---|
750 | app.Run(); |
---|
751 | |
---|
752 | return EXIT_SUCCESS; |
---|
753 | } |
---|
754 | |
---|