More testing
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3 changed files with 65 additions and 27 deletions
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@ -9,6 +9,8 @@ layout (set = 0, binding = 0) uniform Parameters {
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float size;
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float time;
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float factor;
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float width;
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float height;
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} parameters;
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float hue_to_rgb(float p, float q, float t) {
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@ -100,39 +102,66 @@ vec3 paint(float nx, float ny) {
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// color = vec4(paint(gl_FragCoord.x, gl_FragCoord.y), 1.0);
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// }
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void main() {
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vec2 tc = vec2(in_uv.x) * parameters.time * parameters.factor;
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float x0 = (tc.x * 3 - 2);
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float y0 = (tc.y * 2 - 1);
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float x = 0;
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float y = 0;
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int iteration = 0;
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while ((x * x + y * y <= 4) && (iteration < parameters.max_iter))
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{
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float xtemp = x * x - y * y + x0;
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y = 2 * x * y + y0;
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x = xtemp;
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iteration += 1;
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}
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if (iteration == parameters.max_iter)
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{
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// Hier wird der Farbwert für das Innere der Mandelbrotmenge gesetzt
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color = vec4(0, 0, 0, 1);
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}
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else
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{
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// Hier kann eine beliebige Farbwahl stattfinden(z.B. mit einer Farbtabelle).
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// als Index verwendet man die Variable "iteration", die einen Wert zwischen 1 und parameters.max_iter hat.
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x = sin(float(iteration));
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color = vec4(x, x, x, 1);
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}
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vec2 square_imaginary(vec2 number) {
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return vec2(
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pow(number.x, 2) - pow(number.y, 2),
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2 * number.x * number.y
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);
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}
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float iterate_mandelbrot(vec2 coord) {
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vec2 z = vec2(0,0);
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for(int i = 0; i < parameters.max_iter; i++){
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z = square_imaginary(z) + coord;
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if ( length(z) > 2 ) {
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return i / parameters.max_iter;
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}
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}
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return parameters.max_iter;
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}
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void main() {
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vec2 coord = gl_FragCoord.xy / vec2(parameters.width, parameters.height);
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float c = iterate_mandelbrot(coord);
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color = vec4(vec3(c, c * 0.3, c * 0.7), 1.0);
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// vec2 tc = vec2(in_uv.x) * parameters.time * parameters.factor;
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// float x0 = (tc.x * 3 - 2);
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// float y0 = (tc.y * 2 - 1);
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// float x = 0;
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// float y = 0;
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// int iteration = 0;
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// while ((x * x + y * y <= 4) && (iteration < parameters.max_iter))
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// {
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// float xtemp = x * x - y * y + x0;
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// y = 2 * x * y + y0;
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// x = xtemp;
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// iteration += 1;
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// }
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// if (iteration == parameters.max_iter)
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// {
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// // Hier wird der Farbwert für das Innere der Mandelbrotmenge gesetzt
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// color = vec4(0, 0, 0, 1);
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// }
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// else
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// {
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// // Hier kann eine beliebige Farbwahl stattfinden(z.B. mit einer Farbtabelle).
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// // als Index verwendet man die Variable "iteration", die einen Wert zwischen 1 und parameters.max_iter hat.
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// x = sin(float(iteration));
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// color = vec4(x, x, x, 1);
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// }
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}
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@ -8,6 +8,8 @@ struct ShaderInfo {
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size: f32,
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time: f32,
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factor: f32,
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width: f32,
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height: f32,
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}
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#[derive(Clone)]
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@ -158,6 +160,8 @@ impl Fractal {
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size: 0.001,
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time: 0.0,
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factor: 1.0,
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width: render_core.width() as f32,
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height: render_core.height() as f32,
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}])
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.set_memory_usage(MemoryUsage::CpuOnly)
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.set_usage(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT)
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@ -234,8 +238,13 @@ impl TScene for Fractal {
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}
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fn resize(&self) -> VerboseResult<()> {
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println!("resize of FB is still missing");
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let mut mapping = self.descriptor_buffer.map_complete()?;
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Ok(())
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mapping[0].width = self.context.render_core().width() as f32;
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mapping[0].height = self.context.render_core().height() as f32;
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todo!("resize of FB is still missing");
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// Ok(())
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}
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}
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