Changeset 1064
 Timestamp:
 Nov 12, 2011, 4:52:51 PM (11 years ago)
 File:

 1 edited
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 Unmodified
 Added
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trunk/test/tutorial/tut03.cpp
r1062 r1064 39 39 m_pixels = new u8vec4[size.x * size.y]; 40 40 m_frame = 1; 41 m_center = 0; 42 //m_target = f64cmplx(0.001643721971153, 0.822467633298876); 43 m_target = f64cmplx(1.207205434596, 0.315432814901); 44 //m_target = f64cmplx(0.79192956889854, 0.14632423080102); 45 //m_target = f64cmplx(0.3245046418497685, 0.04855101129280834); 46 //m_target = f64cmplx(0.28693186889504513, 0.014286693904085048); 47 m_angle = 0.0; 48 m_radius = 8.0; 41 m_dirty = 8; 42 m_center = 0.75; 43 //f64cmplx(0.001643721971153, 0.822467633298876); 44 //f64cmplx(1.207205434596, 0.315432814901); 45 //f64cmplx(0.79192956889854, 0.14632423080102); 46 //f64cmplx(0.3245046418497685, 0.04855101129280834); 47 //f64cmplx(0.28693186889504513, 0.014286693904085048); 48 m_radius = 1.5; 49 m_screenradius = 0.5 * (m_size.x < m_size.y ? m_size.x : m_size.y); 49 50 m_ready = false; 51 52 m_centertext = new Text(NULL, "gfx/font/ascii.png"); 53 m_centertext>SetPos(ivec3(5, m_size.y  15, 1)); 54 Ticker::Ref(m_centertext); 55 56 m_mousetext = new Text(NULL, "gfx/font/ascii.png"); 57 m_mousetext>SetPos(ivec3(5, m_size.y  29, 1)); 58 Ticker::Ref(m_mousetext); 59 60 position = ivec3(0, 0, 0); 61 bbox[0] = position; 62 bbox[1] = ivec3(size, 0); 63 Input::TrackMouse(this); 50 64 } 51 65 52 66 ~Fractal() 53 67 { 68 Input::UntrackMouse(this); 69 Ticker::Unref(m_centertext); 70 Ticker::Unref(m_mousetext); 54 71 delete m_pixels; 55 72 } 56 73 74 inline f64cmplx ScreenToWorldOffset(ivec2 pixel) 75 { 76 f64cmplx tmp = f64cmplx(pixel.x  m_size.x / 2, 77 m_size.y / 2  pixel.y); 78 return tmp * (m_radius / m_screenradius); 79 } 80 57 81 virtual void TickGame(float deltams) 58 82 { … … 61 85 m_frame = (m_frame + 1) % 4; 62 86 63 double zoom = pow(2.0, deltams * 0.0005); 64 m_radius *= zoom; 65 m_center = (m_center  m_target) * zoom * zoom + m_target; 66 67 double step = m_radius / (m_size.x > m_size.y ? m_size.x : m_size.y); 68 // m_angle = deltams * 0.00015; 69 f64cmplx transform = step * f64cmplx(cos(m_angle), sin(m_angle)); 87 f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos); 88 89 ivec3 buttons = Input::GetMouseButtons(); 90 if ((buttons[0]  buttons[2]) && mousepos.x != 1) 91 { 92 double zoom = pow(2.0, (buttons[0] ? deltams : deltams) * 0.0015); 93 if (m_radius * zoom > 1.5) 94 zoom = 1.0; 95 m_radius *= zoom; 96 m_center = (m_center  worldmouse) * zoom + worldmouse; 97 worldmouse = m_center + ScreenToWorldOffset(mousepos); 98 m_dirty = 8; 99 } 100 101 char buf[128]; 102 sprintf(buf, "center: %+13.11f%+13.11fi", m_center.x, m_center.y); 103 m_centertext>SetText(buf); 104 sprintf(buf, " mouse: %+13.11f%+13.11fi", worldmouse.x, worldmouse.y); 105 m_mousetext>SetText(buf); 70 106 71 107 u8vec4 *m_pixelstart = m_pixels + m_size.x * m_size.y / 4 * m_frame; 72 108 73 for (int j = ((m_frame + 1) % 4) / 2; j < m_size.y; j += 2) 74 for (int i = m_frame % 2; i < m_size.x; i += 2) 75 { 76 double const maxlen = 32; 77 int const maxiter = 170; 78 79 f64cmplx delta(i  m_size.x / 2, j  m_size.y / 2); 80 81 f64cmplx z0 = m_center + transform * delta; 82 f64cmplx r0 = z0; 83 //f64cmplx r0(0.28693186889504513, 0.014286693904085048); 84 //f64cmplx r0(0.001643721971153, 0.822467633298876); 85 f64cmplx z; 86 int iter = maxiter; 87 for (z = z0; iter && z.sqlen() < maxlen * maxlen; z = z * z + r0) 88 iter; 89 90 double f = iter; 91 double n = z.sqlen(); 92 93 double k = log(n) * 0.5f / log(maxlen); 94 /* Approximate log2(k) in [1,2]. */ 95 f += ( 0.344847817623168308695977510213252644185 * k 96 + 2.024664188044341212602376988171727038739) * k 97  1.674876738008591047163498125918330313237; 98 99 if (iter) 109 if (m_dirty) 110 { 111 m_dirty; 112 113 for (int j = ((m_frame + 1) % 4) / 2; j < m_size.y; j += 2) 114 for (int i = m_frame % 2; i < m_size.x; i += 2) 100 115 { 101 double r = 0.5 * sin(f * 0.27  2.0) + 0.5; 102 double g = 0.5 * sin(f * 0.13 + 1.0) + 0.5; 103 double b = 0.5 * sin(f * 0.21) + 0.5; 104 105 uint8_t red = r * 255.0f; 106 uint8_t green = g * 255.0f; 107 uint8_t blue = b * 255.0f; 108 *m_pixelstart++ = u8vec4(red, green, blue, 0); 109 } 110 else 111 { 112 *m_pixelstart++ = u8vec4(0, 0, 0, 0); 116 double const maxlen = 32; 117 int const maxiter = 170; 118 119 f64cmplx z0 = m_center + ScreenToWorldOffset(ivec2(i, j)); 120 f64cmplx r0 = z0; 121 //f64cmplx r0(0.28693186889504513, 0.014286693904085048); 122 //f64cmplx r0(0.001643721971153, 0.822467633298876); 123 f64cmplx z; 124 int iter = maxiter; 125 for (z = z0; iter && z.sqlen() < maxlen * maxlen; z = z * z + r0) 126 iter; 127 128 double f = iter; 129 double n = z.sqlen(); 130 131 double k = log(n) * 0.5f / log(maxlen); 132 /* Approximate log2(k) in [1,2]. */ 133 f += ( 0.344847817623168308695977510213252644185 * k 134 + 2.024664188044341212602376988171727038739) * k 135  1.674876738008591047163498125918330313237; 136 137 if (iter) 138 { 139 double r = 0.5 * sin(f * 0.27  1.5) + 0.5; 140 double g = 0.5 * sin(f * 0.13 + 1.3) + 0.5; 141 double b = 0.5 * sin(f * 0.21 + 0.4) + 0.5; 142 143 uint8_t red = r * 255.0f; 144 uint8_t green = g * 255.0f; 145 uint8_t blue = b * 255.0f; 146 *m_pixelstart++ = u8vec4(red, green, blue, 0); 147 } 148 else 149 { 150 *m_pixelstart++ = u8vec4(0, 0, 0, 0); 151 } 113 152 } 114 153 } … … 131 170 static float const texcoords[] = 132 171 { 172 1.0f, 1.0f, 173 0.0f, 1.0f, 174 0.0f, 0.0f, 175 0.0f, 0.0f, 133 176 1.0f, 0.0f, 134 0.0f, 0.0f,135 0.0f, 1.0f,136 0.0f, 1.0f,137 177 1.0f, 1.0f, 138 1.0f, 0.0f,139 178 }; 140 179 … … 167 206 * 0.5 from gl_FragCoord.x. Also, (0,0) is at the bottom 168 207 * left whereas our images have (0,0) at the top left, so we 169 * _add_ 0.5 to gl_FragCoord.y. */ 208 * _add_ 0.5 to gl_FragCoord.y. (XXX: this is no longer true 209 * but will be again when mouse coordinates are back to 210 * being topleft again). */ 170 211 " float i = mod(gl_FragCoord.x  0.5, 2.0);" 171 " float j = mod(gl_FragCoord.y +0.5 + i, 2.0);"212 " float j = mod(gl_FragCoord.y  0.5 + i, 2.0);" 172 213 " coord.y += i + j * 2;" 173 214 " coord.y *= 0.25;" … … 217 258 glEnable(GL_TEXTURE_2D); 218 259 glBindTexture(GL_TEXTURE_2D, m_texid); 219 glTexSubImage2D(GL_TEXTURE_2D, 0, 220 0, m_frame * m_size.y / 2, m_size.x / 2, m_size.y / 2, 260 261 if (m_dirty) 262 { 263 m_dirty; 264 265 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2, 266 m_size.x / 2, m_size.y / 2, 221 267 #if !defined __CELLOS_LV2__ 222 GL_RGBA, GL_UNSIGNED_BYTE, 223 #else 224 /* The PS3 is bigendian */ 225 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, 226 #endif 227 m_pixels + m_size.x * m_size.y / 4 * m_frame); 268 GL_RGBA, GL_UNSIGNED_BYTE, 269 #else 270 /* The PS3 is bigendian */ 271 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, 272 #endif 273 m_pixels + m_size.x * m_size.y / 4 * m_frame); 274 } 228 275 229 276 m_shader>Bind(); … … 273 320 #endif 274 321 int m_vertexattrib, m_texattrib; 275 int m_frame ;322 int m_frame, m_dirty; 276 323 bool m_ready; 277 324 278 f64cmplx m_center, m_target; 279 double m_radius, m_angle; 325 f64cmplx m_center; 326 double m_radius, m_screenradius; 327 328 /* Debug information */ 329 Text *m_centertext, *m_mousetext; 280 330 }; 281 331
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