diff options
author | Sven Gothel <[email protected]> | 2011-09-01 02:53:59 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2011-09-01 02:53:59 +0200 |
commit | 820231dafec032e70f3aaf7f01cf11ff4839e3cc (patch) | |
tree | e3567509ab17fb54224a8e722a0ba14b32a58561 | |
parent | ba7854976bbf63db51acf4f1c61b88cef63c385b (diff) |
Test ElektronenMultiplizierer: Add original author information, split GLEventListener/Test, ..
Add original author/artist information:
Dominik Ströhlein (DemoscenePassivist)
Split GLEventListener/Test code
Add key right/left for frame +/- 120 (fwd/bwd in time)
Proper header doc formate
Minor cleanup
4 files changed, 373 insertions, 307 deletions
diff --git a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/ElektronenMultiplizierer.java b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/ElektronenMultiplizierer.java index 2de0fb81f..0e43a71b1 100644 --- a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/ElektronenMultiplizierer.java +++ b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/ElektronenMultiplizierer.java @@ -26,69 +26,98 @@ * or implied, of JogAmp Community. */ - package com.jogamp.opengl.test.junit.jogl.demos.es2; -import java.nio.*; +import static javax.media.opengl.GL.*; + +import java.nio.FloatBuffer; -import javax.media.opengl.*; -import javax.media.opengl.glu.*; +import javax.media.opengl.GL; +import javax.media.opengl.GL2ES2; +import javax.media.opengl.GLAutoDrawable; +import javax.media.opengl.GLCapabilities; +import javax.media.opengl.GLCapabilitiesImmutable; +import javax.media.opengl.GLEventListener; +import javax.media.opengl.GLProfile; +import javax.media.opengl.GLUniformData; -import com.jogamp.common.nio.*; -import com.jogamp.newt.opengl.*; -import com.jogamp.opengl.util.*; +import com.jogamp.common.nio.Buffers; +import com.jogamp.opengl.util.GLArrayDataServer; +import com.jogamp.opengl.util.PMVMatrix; import com.jogamp.opengl.util.glsl.ShaderCode; import com.jogamp.opengl.util.glsl.ShaderProgram; import com.jogamp.opengl.util.glsl.ShaderState; -import static javax.media.opengl.GL2ES2.*; - /** - ** __ __|_ ___________________________________________________________________________ ___|__ __ - ** // /\ _ /\ \\ - ** //____/ \__ __ _____ _____ _____ _____ _____ | | __ _____ _____ __ __/ \____\\ - ** \ \ / / __| | | __| _ | | _ | | | __| | | __| | /\ \ / / - ** \____\/_/ | | | | | | | | | | | __| | | | | | | | | | |__ " \_\/____/ - ** /\ \ |_____|_____|_____|__|__|_|_|_|__| | | |_____|_____|_____|_____| _ / /\ - ** / \____\ http://jogamp.org |_| /____/ \ - ** \ / "' _________________________________________________________________________ `" \ / - ** \/____. .____\/ - ** - ** JOGL2 port of my PC 4k intro competition entry for Revision 2011. Sure it got a little bigger - ** while porting but the shader and control code remained more or less untouched. The intro renders - ** a fullscreen billboard using a single fragment shader. The shader encapsulates basically two - ** different routines: A sphere-tracing based raymarcher for a single fractal formula and a bitmap - ** orbit trap julia+mandelbrot fractal renderer. Additionally an inline-processing analog-distortion - ** filter is applied to all rendered fragments to make the overall look more interesting. - ** - ** The different intro parts are all parameter variations of the two routines in the fragment shader - ** synched to the music: Parts 3+5 are obviously the mandelbrot and julia bitmap orbit traps, and parts - ** 1,2,4 and 6 are pure fractal sphere tracing. - ** - ** During the development of the intro it turned out that perfectly raymarching every pixel of the orbit - ** trapped julia+mandelbrot fractal was way to slow even on highend hardware. So I inserted a lowres - ** intermediate FBO to be used by the bitmap based orbit trap routine wich was ofcourse way faster, but - ** had the obvious upscaling artefacts. Maybe I'll produce a perfect quality version for very patient - ** people with insane hardware :) - ** - ** Papers and articles you should be familiar with before trying to understand the code: - ** - ** Distance rendering for fractals: http://www.iquilezles.org/www/articles/distancefractals/distancefractals.htm - ** Geometric orbit traps: http://www.iquilezles.org/www/articles/ftrapsgeometric/ftrapsgeometric.htm - ** Bitmap orbit traps: http://www.iquilezles.org/www/articles/ftrapsbitmap/ftrapsbitmap.htm - ** Ambient occlusion techniques: http://www.iquilezles.org/www/articles/ao/ao.htm - ** Sphere tracing: A geometric method for the antialiased ray tracing of implicit surfaces: http://graphics.cs.uiuc.edu/~jch/papers/zeno.pdf - ** Rendering fractals with distance estimation function: http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb.htm - ** - ** For an impression how this routine looks like see here: http://www.youtube.com/watch?v=lvC8maVHh8Q - ** Original release from the Revision can be found here: http://www.pouet.net/prod.php?which=56860 - **/ + * <pre> + * __ __|_ ___________________________________________________________________________ ___|__ __ + * // /\ _ /\ \\ + * //____/ \__ __ _____ _____ _____ _____ _____ | | __ _____ _____ __ __/ \____\\ + * \ \ / / __| | | __| _ | | _ | | | __| | | __| | /\ \ / / + * \____\/_/ | | | | | | | | | | | __| | | | | | | | | | |__ " \_\/____/ + * /\ \ |_____|_____|_____|__|__|_|_|_|__| | | |_____|_____|_____|_____| _ / /\ + * / \____\ http://jogamp.org |_| /____/ \ + * \ / "' _________________________________________________________________________ `" \ / + * \/____. .____\/ + * </pre> + * + * <p> + * JOGL2 port of my PC 4k intro competition entry for Revision 2011. Sure it got a little bigger + * while porting but the shader and control code remained more or less untouched. The intro renders + * a fullscreen billboard using a single fragment shader. The shader encapsulates basically two + * different routines: A sphere-tracing based raymarcher for a single fractal formula and a bitmap + * orbit trap julia+mandelbrot fractal renderer. Additionally an inline-processing analog-distortion + * filter is applied to all rendered fragments to make the overall look more interesting. + * </p> + * + * <p> + * The different intro parts are all parameter variations of the two routines in the fragment shader + * synched to the music: Parts 3+5 are obviously the mandelbrot and julia bitmap orbit traps, and parts + * 1,2,4 and 6 are pure fractal sphere tracing. + * </p> + * + * <p> + * During the development of the intro it turned out that perfectly raymarching every pixel of the orbit + * trapped julia+mandelbrot fractal was way to slow even on highend hardware. So I inserted a lowres + * intermediate FBO to be used by the bitmap based orbit trap routine wich was ofcourse way faster, but + * had the obvious upscaling artefacts. Maybe I'll produce a perfect quality version for very patient + * people with insane hardware :) + * </p> + * + * <p> + * Papers and articles you should be familiar with before trying to understand the code: + * </p> + * + * <p> + * <ul> + * <li>Distance rendering for fractals: http://www.iquilezles.org/www/articles/distancefractals/distancefractals.htm</li> + * <li>Geometric orbit traps: http://www.iquilezles.org/www/articles/ftrapsgeometric/ftrapsgeometric.htm</li> + * <li>Bitmap orbit traps: http://www.iquilezles.org/www/articles/ftrapsbitmap/ftrapsbitmap.htm</li> + * <li>Ambient occlusion techniques: http://www.iquilezles.org/www/articles/ao/ao.htm</li> + * <li>Sphere tracing: A geometric method for the antialiased ray tracing of implicit surfaces: http://graphics.cs.uiuc.edu/~jch/papers/zeno.pdf</li> + * <li>Rendering fractals with distance estimation function: http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb.htm</li> + * </ul> + * </p> + * + * <p> + * <ul> + * <li>For an impression how this routine looks like see here: http://www.youtube.com/watch?v=lvC8maVHh8Q</li> + * <li>Original release from the Revision can be found here: http://www.pouet.net/prod.php?which=56860</li> + * </ul> + * </p> + * + * <p> + * http://www.youtube.com/user/DemoscenePassivist + * </p> + * + * @author Dominik Ströhlein (DemoscenePassivist) + */ public class ElektronenMultiplizierer implements GLEventListener { //BEGIN --- BaseGlobalEnvironment replacement --- private final GLCapabilities mCaps; - private final GLU mGlu; + // private final GLU mGlu; private String mCommandLineParameter_BaseRoutineClassName; private boolean mCommandLineParameter_MultiSampling; @@ -101,11 +130,9 @@ public class ElektronenMultiplizierer implements GLEventListener { private int mFrameCounter; private int mCommandLineParameter_FrameRate; private long mFrameSkipAverageFramerateTimeStart; - private boolean mFrameSkipAverageFrameStartTimeInitialized; private long mFrameSkipAverageFramerateTimeEnd; - private double mFrameCounterDifference; - private double mFrameCounterTargetValue; - private int mSkippedFramesCounter; + private boolean mFrameSkipManual; + // private int mSkippedFramesCounter; // private BaseMusic mBaseMusic; boolean mMusicSyncStartTimeInitialized = false; @@ -114,7 +141,7 @@ public class ElektronenMultiplizierer implements GLEventListener { private GLUniformData pmvMatrixUniform; private GLUniformData mScreenDimensionUniform; private GLArrayDataServer vertices0; - private GLArrayDataServer texCoords0; + // private GLArrayDataServer texCoords0; public String getBaseRoutineClassName() { return mCommandLineParameter_BaseRoutineClassName; } public boolean preferMultiSampling() { return mCommandLineParameter_MultiSampling; } @@ -133,9 +160,9 @@ public class ElektronenMultiplizierer implements GLEventListener { boolean inAnisotropicFiltering, float inAnisotropyLevel, boolean inFrameCapture, - boolean inFrameSkip, int desiredFrameRate + boolean inFrameSkip, int desiredFrameRate, int startFrame ) { - mGlu = new GLU(); + // mGlu = new GLU(); mCommandLineParameter_BaseRoutineClassName = inBaseRoutineClassName; mCommandLineParameter_MultiSampling = inMultiSampling; mCommandLineParameter_NumberOfSampleBuffers = (inNumberOfSampleBuffers==-1) ? 2 : inNumberOfSampleBuffers; @@ -156,6 +183,20 @@ public class ElektronenMultiplizierer implements GLEventListener { // turns out we need to have alpha, otherwise no AA will be visible mCaps.setAlphaBits(1); } + + mFrameSkipAverageFramerateTimeStart = 0; + mFrameCounter = 0; + skipFrames(startFrame); + } + + /** + * skip frames by turning back start time + * @param frames positive or negative values + */ + public void skipFrames(int frames) { + final long dft = 1000000000/mCommandLineParameter_FrameRate; + mFrameSkipAverageFramerateTimeStart -= frames * dft ; + mFrameSkipManual = true; } public GLCapabilitiesImmutable getGLCapabilities() { @@ -165,14 +206,13 @@ public class ElektronenMultiplizierer implements GLEventListener { public void init(GLAutoDrawable drawable) { GL2ES2 gl = drawable.getGL().getGL2ES2(); gl.setSwapInterval(1); - mFrameCounter = 0; st = new ShaderState(); final ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, 1, this.getClass(), "shader", "shader/bin", "default"); final ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, 1, this.getClass(), - // "shader", "shader/bin", "elektronenmultiplizierer_development"); - "shader", "shader/bin", "elektronenmultiplizierer_port"); + "shader", "shader/bin", "elektronenmultiplizierer_development"); + // "shader", "shader/bin", "elektronenmultiplizierer_port"); final ShaderProgram sp0 = new ShaderProgram(); sp0.add(gl, vp0, System.err); sp0.add(gl, fp0, System.err); @@ -203,6 +243,7 @@ public class ElektronenMultiplizierer implements GLEventListener { st.ownAttribute(vertices0, true); vertices0.enableBuffer(gl, false); + /** texCoords0 = GLArrayDataServer.createGLSL("gca_TexCoords", 2, GL.GL_FLOAT, false, 4, GL.GL_STATIC_DRAW); texCoords0.putf(0f); texCoords0.putf(1f); texCoords0.putf(1f); texCoords0.putf(1f); @@ -210,7 +251,7 @@ public class ElektronenMultiplizierer implements GLEventListener { texCoords0.putf(1f); texCoords0.putf(0f); texCoords0.seal(gl, true); st.ownAttribute(texCoords0, true); - texCoords0.enableBuffer(gl, false); + texCoords0.enableBuffer(gl, false); */ //generate framebufferobject int[] result = new int[1]; @@ -239,22 +280,38 @@ public class ElektronenMultiplizierer implements GLEventListener { gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + // if NO music is used sync to mainloop start ... + // (add up current time due to possible turned back start time by skip frames) + mFrameSkipAverageFramerateTimeStart += System.nanoTime(); + // mBaseMusic = new BaseMusic(BaseGlobalEnvironment.getInstance().getMusicFileName()); // mBaseMusic.init(); // mBaseMusic.play(); } public void display(GLAutoDrawable drawable) { + if (wantsFrameSkip()) { + mFrameSkipAverageFramerateTimeEnd = System.nanoTime(); + double tDesiredFrameRate = (float)getDesiredFramerate(); + double tSingleFrameTime = 1000000000.0f/tDesiredFrameRate; + double tElapsedTime = mFrameSkipAverageFramerateTimeEnd - mFrameSkipAverageFramerateTimeStart; + double mFrameCounterTargetValue = tElapsedTime/tSingleFrameTime; + double mFrameCounterDifference = mFrameCounterTargetValue-mFrameCounter; + if (mFrameSkipManual || mFrameCounterDifference>2) { + mFrameCounter+=mFrameCounterDifference; + // mSkippedFramesCounter+=mFrameCounterDifference; + } else if (mFrameCounterDifference<-2) { + //hold framecounter advance ... + mFrameCounter--; + } + mFrameSkipManual = false; + } + GL2ES2 gl = drawable.getGL().getGL2ES2(); final int XRES = drawable.getWidth(); final int YRES = drawable.getHeight(); - //if NO music is used sync to mainloop start ... - if (!mFrameSkipAverageFrameStartTimeInitialized) { - mFrameSkipAverageFrameStartTimeInitialized = true; - mFrameSkipAverageFramerateTimeStart = System.nanoTime(); - } // if (!getBaseMusic().isOffline()) { // //if music IS used sync to first second of music ... // if (BaseRoutineRuntime.getInstance().getBaseMusic().getPositionInMilliseconds()>0 && !mMusicSyncStartTimeInitialized) { @@ -267,7 +324,7 @@ public class ElektronenMultiplizierer implements GLEventListener { // mBaseMusic.synchonizeMusic(); //use this for offline rendering/capture ... - int MMTime_u_ms = (int)((((double)mFrameCounter)*44100.0f)/60.0f); + int MMTime_u_ms = (int)((((float)mFrameCounter)*44100.0f)/60.0f); //use this for music synched rendering ... //int MMTime_u_ms = (int)(BaseRoutineRuntime.getInstance().getBaseMusic().getPositionInMilliseconds()*(44100.0f/1000.0f)); //dedicated sync variable for each event ... kinda lame but who cares X-) @@ -280,14 +337,14 @@ public class ElektronenMultiplizierer implements GLEventListener { if (MMTime_u_ms>=4438408 && !mSyncEvent_07) { mSyncEvent_07 = true; handleSyncEvent(MMTime_u_ms); } if (MMTime_u_ms>=5482831 && !mSyncEvent_08) { mSyncEvent_08 = true; handleSyncEvent(MMTime_u_ms); } //calculate current time based on 60fps reference framerate ... - MMTime_u_ms = (int)((((double)mFrameCounter)*44100.0)/60.0); + MMTime_u_ms = (int)((((float)mFrameCounter)*44100.0f)/60.0f); gl.glDisable(GL_CULL_FACE); gl.glDisable(GL_DEPTH_TEST); st.useProgram(gl, true); vertices0.enableBuffer(gl, true); - texCoords0.enableBuffer(gl, true); + // texCoords0.enableBuffer(gl, true); pmvMatrix.glMatrixMode(PMVMatrix.GL_PROJECTION); pmvMatrix.glLoadIdentity(); @@ -378,27 +435,11 @@ public class ElektronenMultiplizierer implements GLEventListener { gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4); vertices0.enableBuffer(gl, false); - texCoords0.enableBuffer(gl, false); + // texCoords0.enableBuffer(gl, false); st.useProgram(gl, false); //--- mFrameCounter++; - if (wantsFrameSkip()) { - mFrameSkipAverageFramerateTimeEnd = System.nanoTime(); - double tDesiredFrameRate = (float)getDesiredFramerate(); - double tSingleFrameTime = 1000000000.0f/tDesiredFrameRate; - double tElapsedTime = mFrameSkipAverageFramerateTimeEnd - mFrameSkipAverageFramerateTimeStart; - mFrameCounterTargetValue = tElapsedTime/tSingleFrameTime; - mFrameCounterDifference = mFrameCounterTargetValue-mFrameCounter; - if (mFrameCounterDifference>2) { - mFrameCounter+=mFrameCounterDifference; - mSkippedFramesCounter+=mFrameCounterDifference; - } else if (mFrameCounterDifference<-2) { - //hold framecounter advance ... - mFrameCounter--; - } - } - } public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { @@ -466,45 +507,5 @@ public class ElektronenMultiplizierer implements GLEventListener { mEffectSyncTime = inMMTime_u_ms; } } - - -//BEGIN --- main entry point --- - - public static void main(String args[]) throws Exception { - String tRoutineClassName = null; - boolean tMultiSampling = false; - int tNumberOfSampleBuffers = -1; - boolean tAnisotropicFiltering = false; - float tAnisotropyLevel = -1.0f; - boolean tFrameCapture = false; - boolean tFrameSkip = true; - int desiredFrameRate = 30; - - final ElektronenMultiplizierer demo = new ElektronenMultiplizierer( - tRoutineClassName, - tMultiSampling,tNumberOfSampleBuffers, - tAnisotropicFiltering,tAnisotropyLevel, - tFrameCapture, - tFrameSkip, desiredFrameRate - ); - GLCapabilitiesImmutable caps = demo.getGLCapabilities(); - - GLWindow glWindow = GLWindow.create(caps); - glWindow.setSize(640, 480); - glWindow.setTitle("Jogamp.org - ElektronenMultiplizierer - GL2ES2/NEWT"); - glWindow.addGLEventListener(demo); - final Animator animator = new Animator(glWindow); - animator.setUpdateFPSFrames(60, System.err); - glWindow.addWindowListener(new com.jogamp.newt.event.WindowAdapter() { - public void windowDestroyNotify(com.jogamp.newt.event.WindowEvent e) { - animator.stop(); - System.exit(0); - } - }); - glWindow.setVisible(true); - animator.start(); - } - -//END --- main entry point --- } diff --git a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/newt/TestElektronenMultipliziererNEWT.java b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/newt/TestElektronenMultipliziererNEWT.java new file mode 100644 index 000000000..26917107d --- /dev/null +++ b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/newt/TestElektronenMultipliziererNEWT.java @@ -0,0 +1,160 @@ +/** + * Copyright 2011 JogAmp Community. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without modification, are + * permitted provided that the following conditions are met: + * + * 1. Redistributions of source code must retain the above copyright notice, this list of + * conditions and the following disclaimer. + * + * 2. Redistributions in binary form must reproduce the above copyright notice, this list + * of conditions and the following disclaimer in the documentation and/or other materials + * provided with the distribution. + * + * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED + * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND + * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR + * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF + * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + * + * The views and conclusions contained in the software and documentation are those of the + * authors and should not be interpreted as representing official policies, either expressed + * or implied, of JogAmp Community. + */ + +package com.jogamp.opengl.test.junit.jogl.demos.es2.newt; + +import com.jogamp.newt.event.KeyAdapter; +import com.jogamp.newt.event.KeyEvent; +import com.jogamp.newt.event.TraceWindowAdapter; +import com.jogamp.newt.opengl.GLWindow; +import com.jogamp.opengl.test.junit.util.UITestCase; +import com.jogamp.opengl.test.junit.util.QuitAdapter; + +import com.jogamp.opengl.util.Animator; + +import com.jogamp.opengl.test.junit.jogl.demos.es2.ElektronenMultiplizierer; + +import javax.media.opengl.GLCapabilitiesImmutable; +import javax.media.opengl.GLProfile; + +import org.junit.Assert; +import org.junit.BeforeClass; +import org.junit.AfterClass; +import org.junit.Test; + +/** + * @see com.jogamp.opengl.test.junit.jogl.demos.es2.ElektronenMultiplizierer + * @author Dominik Ströhlein (DemoscenePassivist), et.al. + */ +public class TestElektronenMultipliziererNEWT extends UITestCase { + static final int width = 640, height = 480; + + static final String tRoutineClassName = null; + static final boolean tMultiSampling = false; + static final int tNumberOfSampleBuffers = -1; + static final boolean tAnisotropicFiltering = false; + static final float tAnisotropyLevel = -1.0f; + static final boolean tFrameCapture = false; + static final boolean tFrameSkip = true; + static final int desiredFrameRate = 30; + static int startFrame = 1700; + static long duration = 5000; // ms + + @BeforeClass + public static void initClass() { + GLProfile.initSingleton(true); + } + + @AfterClass + public static void releaseClass() { + } + + protected void run() throws InterruptedException { + final ElektronenMultiplizierer demo = new ElektronenMultiplizierer( + tRoutineClassName, + tMultiSampling,tNumberOfSampleBuffers, + tAnisotropicFiltering,tAnisotropyLevel, + tFrameCapture, + tFrameSkip, desiredFrameRate, startFrame + ); + GLCapabilitiesImmutable caps = demo.getGLCapabilities(); + + GLWindow glWindow = GLWindow.create(caps); + Assert.assertNotNull(glWindow); + glWindow.setSize(width, height); + glWindow.setTitle("ElektronenMultiplizierer (GL2ES2/NEWT)"); + glWindow.addGLEventListener(demo); + + Animator animator = new Animator(glWindow); + animator.setUpdateFPSFrames(60, System.err); + QuitAdapter quitAdapter = new QuitAdapter(); + + //glWindow.addKeyListener(new TraceKeyAdapter(quitAdapter)); + glWindow.addWindowListener(new TraceWindowAdapter(quitAdapter)); + glWindow.addKeyListener(quitAdapter); + glWindow.addWindowListener(quitAdapter); + + final GLWindow f_glWindow = glWindow; + glWindow.addKeyListener(new KeyAdapter() { + public void keyTyped(KeyEvent e) { + if(e.getKeyChar()=='f') { + new Thread() { + public void run() { + f_glWindow.setFullscreen(!f_glWindow.isFullscreen()); + } }.start(); + } else if(e.getKeyChar()=='d') { + new Thread() { + public void run() { + f_glWindow.setUndecorated(!f_glWindow.isUndecorated()); + } }.start(); + } + } + public void keyPressed(KeyEvent e) { + if(KeyEvent.VK_RIGHT == e.getKeyCode()) { + demo.skipFrames(120); + System.err.println("->"); + } else if(KeyEvent.VK_LEFT == e.getKeyCode()) { + demo.skipFrames(-120); + System.err.println("<-"); + } + } + }); + + glWindow.setVisible(true); + animator.start(); + + while(!quitAdapter.shouldQuit() && animator.isAnimating() && animator.getTotalFPSDuration()<duration) { + Thread.sleep(100); + } + animator.stop(); + glWindow.destroy(); + } + + @Test + public void testElektronenMultiplizierer01() throws InterruptedException { + run(); + } + + public static void main(String args[]) { + for(int i=0; i<args.length; i++) { + if(args[i].equals("-time")) { + i++; + try { + duration = Integer.parseInt(args[i]); + } catch (Exception ex) { ex.printStackTrace(); } + } + if(args[i].equals("-sframe")) { + i++; + try { + startFrame = Integer.parseInt(args[i]); + } catch (Exception ex) { ex.printStackTrace(); } + } + } + org.junit.runner.JUnitCore.main(TestElektronenMultipliziererNEWT.class.getName()); + } +} diff --git a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_development.fp b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_development.fp index 6b89e6670..b5979d740 100644 --- a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_development.fp +++ b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_development.fp @@ -1,63 +1,14 @@ /** * Copyright 2011 JogAmp Community. All rights reserved. - * - * Redistribution and use in source and binary forms, with or without modification, are - * permitted provided that the following conditions are met: * - * 1. Redistributions of source code must retain the above copyright notice, this list of - * conditions and the following disclaimer. - * - * 2. Redistributions in binary form must reproduce the above copyright notice, this list - * of conditions and the following disclaimer in the documentation and/or other materials - * provided with the distribution. - * - * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED - * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND - * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR - * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR - * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON - * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING - * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF - * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - * - * The views and conclusions contained in the software and documentation are those of the - * authors and should not be interpreted as representing official policies, either expressed - * or implied, of JogAmp Community. + * Details see: src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/ElektronenMultiplizierer.java */ /** - ** __ __|_ ___________________________________________________________________________ ___|__ __ - ** // /\ _ /\ \\ - ** //____/ \__ __ _____ _____ _____ _____ _____ | | __ _____ _____ __ __/ \____\\ - ** \ \ / / __| | | __| _ | | _ | | | __| | | __| | /\ \ / / - ** \____\/_/ | | | | | | | | | | | __| | | | | | | | | | |__ " \_\/____/ - ** /\ \ |_____|_____|_____|__|__|_|_|_|__| | | |_____|_____|_____|_____| _ / /\ - ** / \____\ http://jogamp.org |_| /____/ \ - ** \ / "' _________________________________________________________________________ `" \ / - ** \/____. .____\/ - ** - ** JOGL2 port of my PC 4k intro competition entry for Revision 2011. The shader encapsulates basically - ** two different routines: A sphere-tracing based raymarcher for a single fractal formula and a bitmap - ** orbit trap julia+mandelbrot fractal renderer. Additionally an inline-processing analog-distortion - ** filter is applied to all rendered fragments to make the overall look more interesting. - ** - ** Papers and articles you should be familiar with before trying to understand the code: - ** - ** Distance rendering for fractals: http://www.iquilezles.org/www/articles/distancefractals/distancefractals.htm - ** Geometric orbit traps: http://www.iquilezles.org/www/articles/ftrapsgeometric/ftrapsgeometric.htm - ** Bitmap orbit traps: http://www.iquilezles.org/www/articles/ftrapsbitmap/ftrapsbitmap.htm - ** Ambient occlusion techniques: http://www.iquilezles.org/www/articles/ao/ao.htm - ** Sphere tracing: A geometric method for the antialiased ray tracing of implicit surfaces: http://graphics.cs.uiuc.edu/~jch/papers/zeno.pdf - ** Rendering fractals with distance estimation function: http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb.htm - ** - ** For an impression how this routine looks like see here: http://www.youtube.com/watch?v=lvC8maVHh8Q - ** Original release from the Revision can be found here: http://www.pouet.net/prod.php?which=56860 + * http://www.youtube.com/user/DemoscenePassivist + * author: Dominik Ströhlein (DemoscenePassivist) **/ -//When I wrote this, only God and I understood what I was doing ... -// ... now only God knows! X-) - #ifdef GL_ES #define MEDIUMP mediump #define HIGHP highp @@ -68,22 +19,22 @@ #define LOWP #endif -uniform HIGHP int en; //effectnumber -uniform HIGHP float et; //effecttime -uniform HIGHP sampler2D fb; //fbotexture -uniform HIGHP float br; //brightness -uniform HIGHP float tm; //time -uniform HIGHP vec2 resolution;//screen resolution/fbo resolution +uniform MEDIUMP int en; //effectnumber +uniform MEDIUMP float et; //effecttime +uniform MEDIUMP sampler2D fb; //fbotexture +uniform MEDIUMP float br; //brightness +uniform MEDIUMP float tm; //time +uniform MEDIUMP vec2 resolution;//screen resolution/fbo resolution -float camerafocallengthdode; -vec3 camerapositiondode; -vec2 sizedode; -vec3 backgroundcolor = vec3(0,0.6,0.46); -mat3 worldrotationxyz; -mat3 fractalplanerotationx; -mat3 fractalplanerotationy; -mat3 camerarotationdode; -vec2 oglFragCoord; +MEDIUMP float camerafocallengthdode; +MEDIUMP vec3 camerapositiondode; +MEDIUMP vec2 sizedode; +MEDIUMP vec3 backgroundcolor = vec3(0,0.6,0.46); +MEDIUMP mat3 worldrotationxyz; +MEDIUMP mat3 fractalplanerotationx; +MEDIUMP mat3 fractalplanerotationy; +MEDIUMP mat3 camerarotationdode; +MEDIUMP vec2 oglFragCoord; //fractal formula used for sphreretracing/distance-estimation //dodecahedron serpinski (knighty) @@ -92,29 +43,29 @@ vec2 oglFragCoord; //(phi^2, 1, -phi), (-phi, phi^2, 1), (1, -phi, phi^2), (-phi*(1+phi), phi^2-1, 1+phi), (1+phi, -phi*(1+phi), phi^2-1) and x=0, y=0, z=0 planes. //const pre-calc -const float phi = 1.618; -const float _IKVNORM_ = 1.0 / sqrt(pow(phi * (1.0 + phi), 2.0) + pow(phi * phi - 1.0, 2.0) + pow(1.0 + phi, 2.0)); -const float _C1_ = phi * (1.0 + phi) * _IKVNORM_; -const float _C2_ = (phi * phi - 1.0) * _IKVNORM_; -const float _1C_ = (1.0 + phi) * _IKVNORM_; -const vec3 phi3 = vec3(0.5, 0.5 / phi, 0.5 * phi); -const vec3 c3 = vec3(_C1_, _C2_, _1C_); +const MEDIUMP float phi = 1.618; +const MEDIUMP float _IKVNORM_ = 1.0 / sqrt(pow(phi * (1.0 + phi), 2.0) + pow(phi * phi - 1.0, 2.0) + pow(1.0 + phi, 2.0)); +const MEDIUMP float _C1_ = phi * (1.0 + phi) * _IKVNORM_; +const MEDIUMP float _C2_ = (phi * phi - 1.0) * _IKVNORM_; +const MEDIUMP float _1C_ = (1.0 + phi) * _IKVNORM_; +const MEDIUMP vec3 phi3 = vec3(0.5, 0.5 / phi, 0.5 * phi); +const MEDIUMP vec3 c3 = vec3(_C1_, _C2_, _1C_); -vec3 distancefunction(vec3 w) { +MEDIUMP vec3 distancefunction(MEDIUMP vec3 w) { //!P center scale offset ... - vec3 offset; + MEDIUMP vec3 offset; if (en==6) { offset = vec3(0.61,0.1*et,0.99); } else { offset = vec3(0.61,0.0,0.99); } //!P center scale \0/ this is awesome for fadeins !!! - float scale = 2.; + MEDIUMP float scale = 2.; w *= worldrotationxyz; - float d, t; - float md = 1000.0, cd = 0.0; + MEDIUMP float d, t; + MEDIUMP float md = 1000.0, cd = 0.0; //!P iterations (8) ... 2x see below - for (int i = 0; i < 8; i++) { + for (MEDIUMP int i = 0; i < 8; i++) { w *= fractalplanerotationx; w = abs(w); t = w.x * phi3.z + w.y * phi3.y - w.z * phi3.x; @@ -139,33 +90,33 @@ vec3 distancefunction(vec3 w) { } } //!P max iterations (8) - return vec3((length(w) - 2.0) * pow(scale, -8.0), md, cd); + return MEDIUMP vec3((length(w) - 2.0) * pow(scale, -8.0), md, cd); } //calculate ray direction fragment coordinates -vec3 raydirection(vec2 pixel) { - vec2 p = (0.5*sizedode-pixel)/vec2(sizedode.x,-sizedode.y); +MEDIUMP vec3 raydirection(MEDIUMP vec2 pixel) { + MEDIUMP vec2 p = (0.5*sizedode-pixel)/vec2(sizedode.x,-sizedode.y); //!P aspect ratio of dode p.x *= sizedode.x/sizedode.y; //!P vec3 w = vec3(0, 0, 1), vec3 v = vec3(0, 1, 0), vec3 u = vec3(1, 0, 0); - vec3 d = (p.x * vec3(1, 0, 0)+p.y * vec3(0, 1, 0)-camerafocallengthdode * vec3(0, 0, 1)); + MEDIUMP vec3 d = (p.x * vec3(1, 0, 0)+p.y * vec3(0, 1, 0)-camerafocallengthdode * vec3(0, 0, 1)); return normalize(camerarotationdode * d); } //iq's fake ambient occlusion //http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf //http://www.iquilezles.org/www/articles/ao/ao.htm -float ambientocclusion(vec3 p, vec3 n, float eps) { - float o = 1.0; +MEDIUMP float ambientocclusion(MEDIUMP vec3 p, MEDIUMP vec3 n, MEDIUMP float eps) { + MEDIUMP float o = 1.0; //!P ao spread (10.6) // spreads the output color intensity eps *= 10.6; //!P ao intensity (0.16) - float k = 0.16 / eps; + MEDIUMP float k = 0.16 / eps; //add little start distance to the surface - float d = 2.0 * eps; + MEDIUMP float d = 2.0 * eps; //!P ao iterations (5) ... - for (int i = 0; i < 5; ++i) { + for (MEDIUMP int i = 0; i < 5; ++i) { o -= (d - distancefunction(p + n * d).x) * k; d += eps; //fade ao when distance to the surface increases @@ -174,28 +125,28 @@ float ambientocclusion(vec3 p, vec3 n, float eps) { return clamp(o, 0.0, 1.0); } -vec4 render(vec2 pixel) { - vec3 ray_direction = raydirection(pixel); +MEDIUMP vec4 render(vec2 pixel) { + MEDIUMP vec3 ray_direction = raydirection(pixel); //!P minimum ray length (6e-5) - float ray_length = 6e-5; - vec3 ray = camerapositiondode + ray_length * ray_direction; + MEDIUMP float ray_length = 6e-5; + MEDIUMP vec3 ray = camerapositiondode + ray_length * ray_direction; //!P minimum epsilon (6e-7) ... - float eps = 6e-7; - vec3 dist; - vec3 normal = vec3(0); - int steps = 0; - bool hit = false; - float minmarch = 0.0; + MEDIUMP float eps = 6e-7; + MEDIUMP vec3 dist; + MEDIUMP vec3 normal = vec3(0); + MEDIUMP int steps = 0; + MEDIUMP bool hit = false; + MEDIUMP float minmarch = 0.0; //!P maxmarch = 10000.0; - float maxmarch = 25.0; + MEDIUMP float maxmarch = 25.0; //!P field of view scale = (1.0 / sqrt(1.0 + camerafocallengthdode * camerafocallengthdode)) //!P detail of surface approximation = 1.22 //!P pixelscale = (1.0 / min(sizedode.x, sizedode.y)) - float epsfactor = 2.0 * (1.0 / sqrt(1.0 + camerafocallengthdode * camerafocallengthdode)) * (1.0 / min(sizedode.x, sizedode.y)) * 1.22; + MEDIUMP float epsfactor = 2.0 * (1.0 / sqrt(1.0 + camerafocallengthdode * camerafocallengthdode)) * (1.0 / min(sizedode.x, sizedode.y)) * 1.22; ray_length = minmarch; ray = camerapositiondode + ray_length * ray_direction; //!P max number of raymarching steps (90); - for (int i = 0; i < 90; i++) { + for (MEDIUMP int i = 0; i < 90; i++) { steps = i; dist = distancefunction(ray); //!P X-) questionable surface smoothing (0.53) @@ -214,15 +165,15 @@ vec4 render(vec2 pixel) { } } //\0/ there is a hit! - vec4 color = vec4(backgroundcolor,0.5); + MEDIUMP vec4 color = vec4(backgroundcolor,0.5); if (hit) { - float aof = 1.0; + MEDIUMP float aof = 1.0; if (steps < 1 || ray_length < minmarch) { normal = normalize(ray); } else { //gradient in x,y and z direction for intersection point //!P minimum normal (1.5e-7) - float e = max(eps * 0.5, 1.5e-7); + MEDIUMP float e = max(eps * 0.5, 1.5e-7); normal = normalize(vec3( distancefunction(ray + vec3(e, 0, 0)).x - distancefunction(ray - vec3(e, 0, 0)).x, distancefunction(ray + vec3(0, e, 0)).x - distancefunction(ray - vec3(0, e, 0)).x, @@ -231,7 +182,7 @@ vec4 render(vec2 pixel) { aof = ambientocclusion(ray, normal, eps); } //!P hardcoded light position vec3(-50,150,-25) - float diffuse = max(dot(normal, normalize(vec3(-50,150,-25) - ray)), 0.0); + MEDIUMP float diffuse = max(dot(normal, normalize(vec3(-50,150,-25) - ray)), 0.0); //blinn/phong specular stuff ... //!P specular exponent (4) //!P specularity (0.8) @@ -245,39 +196,39 @@ vec4 render(vec2 pixel) { return color; } -mat3 xmatrixrotation(float angle) { - return mat3( +MEDIUMP mat3 xmatrixrotation(MEDIUMP float angle) { + return MEDIUMP mat3( vec3(1.0, 0.0, 0.0), vec3(0.0, cos(angle), sin(angle)), vec3(0.0, -sin(angle), cos(angle)) ); } -mat3 ymatrixrotation(float angle) { - return mat3( +MEDIUMP mat3 ymatrixrotation(MEDIUMP float angle) { + return MEDIUMP mat3( vec3(cos(angle), 0.0, -sin(angle)), vec3( 0.0, 1.0, 0.0), vec3(sin(angle), 0.0, cos(angle)) ); } -vec4 raymarch_orbittrap_image(vec2 fragcoord) { +MEDIUMP vec4 raymarch_orbittrap_image(MEDIUMP vec2 fragcoord) { //do the matrix calculations by hand X-) //as mat4 constructor and arithmetic assignments are //currently broken (2010-09-21) on ATI cards i found //a workaround using vec4 constructors wich works on //both NVIDIA+ATI --- MAGIC. DO NOT TOUCH! -=#:-) - mat3 identitymatrix = mat3(1,0,0,0,1,0,0,0,1); - float sin_phi = sin(0.1*tm); - float cos_phi = cos(0.1*tm); - mat3 zrot = mat3( + MEDIUMP mat3 identitymatrix = mat3(1,0,0,0,1,0,0,0,1); + MEDIUMP float sin_phi = sin(0.1*tm); + MEDIUMP float cos_phi = cos(0.1*tm); + MEDIUMP mat3 zrot = MEDIUMP mat3( vec3( cos_phi, sin_phi, 0.0), vec3(-sin_phi, cos_phi, 0.0), vec3( 0.0, 0.0, 1.0) ); - vec2 position; - float fractalplanex_var; - float fractalplaney_var; + MEDIUMP vec2 position; + MEDIUMP float fractalplanex_var; + MEDIUMP float fractalplaney_var; position = oglFragCoord.xy; camerafocallengthdode = 1.0; if (en==2) { @@ -308,16 +259,16 @@ vec4 raymarch_orbittrap_image(vec2 fragcoord) { fractalplanerotationx = xmatrixrotation(fractalplanex_var)*identitymatrix; fractalplanerotationy = xmatrixrotation(fractalplaney_var)*identitymatrix; camerarotationdode = ymatrixrotation(3.14)*identitymatrix; - vec4 color = render(position); + MEDIUMP vec4 color = render(position); return color; } //---------------------------------------------------------------------------------------------------------- -vec4 orbitmapping(vec4 c, vec2 w) { +MEDIUMP vec4 orbitmapping(MEDIUMP vec4 c, MEDIUMP vec2 w) { //!P orbit trap scale and offset - vec2 orbittrapoffset = vec2(0.24,-0.24); - float orbittrapscale; + MEDIUMP vec2 orbittrapoffset = vec2(0.24,-0.24); + MEDIUMP float orbittrapscale; if (en==0) { //julia set ... orbittrapscale = 0.625; @@ -333,12 +284,12 @@ vec4 orbitmapping(vec4 c, vec2 w) { return c; } -vec4 orbittrap(vec2 z) { - float powerjulia = 2.; - vec3 colorjulia = vec3(1.0); - vec4 color = vec4(colorjulia, 0.0); - float n = 0.0; - vec2 c; +MEDIUMP vec4 orbittrap(MEDIUMP vec2 z) { + MEDIUMP float powerjulia = 2.; + MEDIUMP vec3 colorjulia = vec3(1.0); + MEDIUMP vec4 color = vec4(colorjulia, 0.0); + MEDIUMP float n = 0.0; + MEDIUMP vec2 c; if (en==0) { //julia mode ... //!P use offset-julia from 2.25 to 2.5 @@ -363,20 +314,20 @@ vec4 orbittrap(vec2 z) { } } //!P max iterations for julia (128.0) ... - float blend = clamp(1.0 - (n / 128.0) * 2.0, 0.0, 1.0); + MEDIUMP float blend = clamp(1.0 - (n / 128.0) * 2.0, 0.0, 1.0); color.rgb = mix(colorjulia, color.rgb, blend); return color; } void main() { - vec2 sizejulia = resolution; + MEDIUMP vec2 sizejulia = resolution; sizedode = sizejulia; oglFragCoord = gl_FragCoord.xy; - vec4 color; + MEDIUMP vec4 color; if (en==0 || en==1) { //render 2d julia/mandelbrot //!P camera position for julia ... - vec3 camerapositionjulia; + MEDIUMP vec3 camerapositionjulia; if (en==0) { //julia camerapositionjulia = vec3(-0.2,-0.515,0.095347+(et*1.75)); @@ -385,7 +336,7 @@ void main() { camerapositionjulia = vec3(0.325895,0.049551,0.0005+et); } //!P absolute output size of julia orbit trap ... - vec2 z = ((oglFragCoord.xy - (sizejulia * 0.5)) / sizejulia) * + MEDIUMP vec2 z = ((oglFragCoord.xy - (sizejulia * 0.5)) / sizejulia) * vec2(sizejulia.x/sizejulia.y, 1.0) * //aspect ratio camerapositionjulia.z + camerapositionjulia.xy; diff --git a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_port.fp b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_port.fp index fdd159616..40f1b835b 100644 --- a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_port.fp +++ b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_port.fp @@ -1,58 +1,12 @@ /** * Copyright 2011 JogAmp Community. All rights reserved. - * - * Redistribution and use in source and binary forms, with or without modification, are - * permitted provided that the following conditions are met: * - * 1. Redistributions of source code must retain the above copyright notice, this list of - * conditions and the following disclaimer. - * - * 2. Redistributions in binary form must reproduce the above copyright notice, this list - * of conditions and the following disclaimer in the documentation and/or other materials - * provided with the distribution. - * - * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED - * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND - * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR - * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR - * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON - * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING - * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF - * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - * - * The views and conclusions contained in the software and documentation are those of the - * authors and should not be interpreted as representing official policies, either expressed - * or implied, of JogAmp Community. + * Details see: src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/ElektronenMultiplizierer.java */ /** - ** __ __|_ ___________________________________________________________________________ ___|__ __ - ** // /\ _ /\ \\ - ** //____/ \__ __ _____ _____ _____ _____ _____ | | __ _____ _____ __ __/ \____\\ - ** \ \ / / __| | | __| _ | | _ | | | __| | | __| | /\ \ / / - ** \____\/_/ | | | | | | | | | | | __| | | | | | | | | | |__ " \_\/____/ - ** /\ \ |_____|_____|_____|__|__|_|_|_|__| | | |_____|_____|_____|_____| _ / /\ - ** / \____\ http://jogamp.org |_| /____/ \ - ** \ / "' _________________________________________________________________________ `" \ / - ** \/____. .____\/ - ** - ** JOGL2 port of my PC 4k intro competition entry for Revision 2011. The shader encapsulates basically - ** two different routines: A sphere-tracing based raymarcher for a single fractal formula and a bitmap - ** orbit trap julia+mandelbrot fractal renderer. Additionally an inline-processing analog-distortion - ** filter is applied to all rendered fragments to make the overall look more interesting. - ** - ** Papers and articles you should be familiar with before trying to understand the code: - ** - ** Distance rendering for fractals: http://www.iquilezles.org/www/articles/distancefractals/distancefractals.htm - ** Geometric orbit traps: http://www.iquilezles.org/www/articles/ftrapsgeometric/ftrapsgeometric.htm - ** Bitmap orbit traps: http://www.iquilezles.org/www/articles/ftrapsbitmap/ftrapsbitmap.htm - ** Ambient occlusion techniques: http://www.iquilezles.org/www/articles/ao/ao.htm - ** Sphere tracing: A geometric method for the antialiased ray tracing of implicit surfaces: http://graphics.cs.uiuc.edu/~jch/papers/zeno.pdf - ** Rendering fractals with distance estimation function: http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb.htm - ** - ** For an impression how this routine looks like see here: http://www.youtube.com/watch?v=lvC8maVHh8Q - ** Original release from the Revision can be found here: http://www.pouet.net/prod.php?which=56860 + * http://www.youtube.com/user/DemoscenePassivist + * author: Dominik Ströhlein (DemoscenePassivist) **/ //When I wrote this, only God and I understood what I was doing ... |