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path: root/fractal.c
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#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <string.h>
#include <stdint.h>
#include <time.h>

#if __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
#include <GLES2/gl2.h>
#else
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <GLES2/gl2.h>
#endif


//#include <GL/glu.h>

#include "koh.h"
//#include "queue.h"

#define SCREEN_WIDTH   320
#define SCREEN_WIDTH2  (SCREEN_WIDTH/2)
#define SCREEN_HEIGHT  320
#define SCREEN_HEIGHT2 (SCREEN_HEIGHT/2)
#define MAX_GENERATION 5

static int quit=0;
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;

typedef struct rgba32_t
{
    double r,g,b,a;
} rgba32_t;

#define MAX_LEVEL 7
#define QUEUE_SIZE (1+MAX_LEVEL*MAX_LEVEL*MAX_LEVEL*MAX_LEVEL)

int queue_index=0;
koh_node koh_queue[QUEUE_SIZE];

void queue_init()
{
    int i;
    queue_index = 0;
    for (i=0;i<QUEUE_SIZE;i++)
    {
        koh_queue[i].generaton = 0;
        koh_queue[i].size      = 0;
        koh_queue[i].x         = 0;
        koh_queue[i].y         = 0;
    }
}


void queue_add(koh_node kn)
{
    if (queue_index > QUEUE_SIZE)
    {
        printf("Cannot add to queue\n");
        //return -1;
        return ;
    }
    koh_queue[queue_index] = kn;
    queue_index += 1;
    return;
    //return 0;
}


koh_node queue_get(int idx)
{
    koh_node kn = {-1,-1,-1,-1};

    if ((idx<0) || (idx>QUEUE_SIZE))
    {
        return kn;
    }

    kn = koh_queue[idx];

    return kn;
}

rgba32_t color_gen_shade(rgba32_t original, int gen, int max_gen)
{
    rgba32_t c = {0,0,0,0};
    
    c.r = (1.0*original.r/max_gen)*gen;
    c.g = (1.0*original.g/max_gen)*gen;
    c.b = (1.0*original.b/max_gen)*gen;
    c.a = original.a;    
    
    return c;
}
rgba32_t color_gen_shade_inv(rgba32_t original, int gen, int max_gen)
{
    rgba32_t c = {0,0,0,0};
    
    c.r = original.r-(1.0*original.r/max_gen)*gen;
    c.g = original.g-(1.0*original.g/max_gen)*gen;
    c.b = original.b-(1.0*original.b/max_gen)*gen;
    c.a = original.a;
    
    return c;
}

rgba32_t color_gen_mainlv(rgba32_t original, int gen, int max_gen)
{
    double color_r = 10.0/255;
    double color_g = 20.0/255;
    double color_b = 14.0/255;
    rgba32_t c = {color_r, color_g, color_b,0};

    /*
    c.r = 1.0*180/255 + (gen-max_gen)*color_r;
    c.g = 1.0*100/255 + (gen-max_gen)*color_g;
    c.b = 1.0*50/255 + (gen-max_gen)*color_b;
    */
    c.r = 1.0*180/255 - (max_gen-gen)*color_r;
    c.g = 1.0*100/255 - (max_gen-gen)*color_g;
    c.b = 1.0*50/255  - (max_gen-gen)*color_b;
    c.a = original.a;

    return c;
}

void generate_koh(int gener, double size, int posx, int posy, double k)
{
    int i;
    koh_node kn = {-1,-1,-1,-1};

    printf("%f %f\n",size,k);
    double t_size = size*k;

    if (gener<0)
    {
        //return 0;
        return;
    }

    kn.generaton = gener;
    kn.size      = size;
    kn.x         = posx;
    kn.y         = posy;

    
    printf("Gener %d posx %d posy %d size %f=>%f\n",gener,posx,posy,size,t_size);
    queue_add(kn);

    generate_koh(gener-1, t_size, posx-t_size/2,      posy-t_size/2,      k);
    generate_koh(gener-1, t_size, posx-t_size/2,      posy+size-t_size/2, k);
    generate_koh(gener-1, t_size, posx+size-t_size/2, posy+size-t_size/2, k);
    generate_koh(gener-1, t_size, posx+size-t_size/2, posy-t_size/2,      k);
}

void Rect( GLfloat w, GLfloat h )
{
    /*
	glBegin( GL_QUADS );
		glVertex3f( -w,  h, 0.0f );
		glVertex3f( w,  h, 0.0f );
		glVertex3f( w,  -h, 0.0f );
		glVertex3f( -w,  -h, 0.0f );
	glEnd();
    */
}

void Triangle( int x, int y, int w, int h)
{
    // An array of 3 vectors which represents 3 vertices
    static const GLfloat g_vertex_buffer_data[] = {
    -1.0f, -1.0f, 0.0f,
    1.0f, -1.0f, 0.0f,
    0.0f,  1.0f, 0.0f,
    };

    // This will identify our vertex buffer
    GLuint vertexbuffer;
    // Generate 1 buffer, put the resulting identifier in vertexbuffer
    glGenBuffers(1, &vertexbuffer);
    // The following commands will talk about our 'vertexbuffer' buffer
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    // Give our vertices to OpenGL.
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);

    // 1st attribute buffer : vertices
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glVertexAttribPointer(
    0,                  // attribute 0. No particular reason for 0, but must match the layout in the shader.
    3,                  // size
    GL_FLOAT,           // type
    GL_FALSE,           // normalized?
    0,                  // stride
    (void*)0            // array buffer offset
    );
    // Draw the triangle !
    glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
    glDisableVertexAttribArray(0);

}


// Shader sources
const GLchar* vertexSource =
    "attribute vec4 position;    \n"
    "void main()                  \n"
    "{                            \n"
    "   gl_Position = vec4(position.xyz, 1.0);  \n"
    "}                            \n";
const GLchar* fragmentSource =
    "precision mediump float;\n"
    "void main()                                  \n"
    "{                                            \n"
    "  gl_FragColor = vec4 (1.0, 1.0, 1.0, 1.0 );\n"
    "}                                            \n";


GLuint vertexShader;
GLuint fragmentShader;
GLuint shaderProgram;
GLint posAttrib;


void RectPX( int x, int y,int w, int h )
{
    GLfloat x1 = (1.0f*x-SCREEN_WIDTH2)/SCREEN_WIDTH2;
    GLfloat y1 = (1.0f*y-SCREEN_HEIGHT2)/SCREEN_HEIGHT2;
    GLfloat x2 = (1.0f*(x+w)-SCREEN_WIDTH2)/SCREEN_WIDTH2;
    GLfloat y2 = (1.0f*(y+h)-SCREEN_HEIGHT2)/SCREEN_HEIGHT2;
    GLfloat vVertices[] = {  0.0f,  0.5f, 0.0f, 
                           -0.5f, -0.5f, 0.0f,
                            0.5f, -0.5f, 0.0f };
    GLuint vertexPosObject;
    glGenBuffers(1, &vertexPosObject);
    glBindBuffer(GL_ARRAY_BUFFER, vertexPosObject);
    glBufferData(GL_ARRAY_BUFFER, 9*4, vVertices, GL_STATIC_DRAW);
    //glClear ( GL_COLOR_BUFFER_BIT );
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, vertexPosObject);
    glVertexAttribPointer(0 /* ? */, 3, GL_FLOAT, GL_FALSE, 0, 0);
    
    glDrawArrays ( GL_TRIANGLES, 0, 3 );

    

    /*
    glBegin( GL_QUADS );
    	glVertex3f( x1,  y2, 0.0f );
		glVertex3f( x2,  y2, 0.0f );
		glVertex3f( x2,  y1, 0.0f );
		glVertex3f( x1,  y1, 0.0f );
	glEnd();
    */

}


void RectPX2( int x, int y,int w, int h )
{
    GLfloat x1 = (1.0f*x-SCREEN_WIDTH2)/SCREEN_WIDTH2;
    GLfloat y1 = (1.0f*y-SCREEN_HEIGHT2)/SCREEN_HEIGHT2;
    GLfloat x2 = (1.0f*(x+w)-SCREEN_WIDTH2)/SCREEN_WIDTH2;
    GLfloat y2 = (1.0f*(y+h)-SCREEN_HEIGHT2)/SCREEN_HEIGHT2;
    GLfloat vVertices[] = { x1, y2, 0.0f, 
                            x2, y2, 0.0f,
                            x2, y1, 0.0f,
                            x1, y1, 0.0f };
    GLuint vertexPosObject;

    printf("x1 %f y1 %f x2 %f y2 %f\n",x1,y1,x2,y2);

    glGenBuffers(1, &vertexPosObject);
    glBindBuffer(GL_ARRAY_BUFFER, vertexPosObject);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW);
    //glClear ( GL_COLOR_BUFFER_BIT );
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, vertexPosObject);
    glVertexAttribPointer(0 /* ? */, 3, GL_FLOAT, GL_FALSE, 0, 0);
    
    glDrawArrays (  GL_TRIANGLE_FAN, 0, 4 );

}

rgba32_t start_col = {1.0,1.0,1.0,0.0};

#if __EMSCRIPTEN__
void main_tick() {
#else
int main_tick() {
#endif
	int i,j;
    SDL_Event event;
	SDL_StartTextInput();
    //while (quit == 0)
    //{
        while (SDL_PollEvent(&event))
        {
                    
            switch (event.type)
            {
                case SDL_QUIT:
                {
                    quit = 1;
                    break;
                }
                //case SDL_KE
            }
                    
                //sleep(1);
        }

        
        //SDL_SetRenderDrawColor(renderer, 0, 100, 0, 0);
        //SDL_RenderClear(renderer);
        //SDL_RenderPresent(renderer);
        
        glClear( GL_COLOR_BUFFER_BIT );
        //glLoadIdentity();

        for (i=0;i<=MAX_GENERATION;i++)
        {
            //rgba32_t c = color_gen_shade(start_col, i, MAX_GENERATION);
            rgba32_t c = color_gen_mainlv(start_col, i, MAX_GENERATION);
            //glColor3f( c.r , c.g , c.b );
            //static int once=0
            for (j=0;j<queue_index;j++)
            {
                
                
                if (koh_queue[j].generaton == i)
                {
                    koh_node kn = queue_get(j);
                    printf("j:%d %d %d %d\n",j,kn.x, kn.y, kn.size);
                    //RectPX(kn.x, kn.y, kn.size, kn.size);
                    RectPX2(kn.x, kn.y, kn.size, kn.size);
                    //Triangle(kn.x, kn.y, kn.size, kn.size);
                }
            }
        }
        SDL_GL_SwapWindow( window );
        //SDL_UpdateWindowSurface(window);
        SDL_Delay( 1 );
    //}

#if !__EMSCRIPTEN__
	return 0;
#endif
}

void main_loop()
{

#if __EMSCRIPTEN__
	emscripten_set_main_loop(main_tick, -1, 1);
#else
	while (0 == quit)
	{
        
		main_tick();
        printf("One tick\n");
        //sleep(1);
	}
#endif
}

int main()
{
    int i,j;
    SDL_Event event;
    GLenum error = GL_NO_ERROR;
    
    printf("Max queue size %d\n", QUEUE_SIZE);
    SDL_Init(SDL_INIT_VIDEO);
    //Use OpenGL 2.1
    SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 2 );
    SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
    window = SDL_CreateWindow("KOH", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN);
    renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
    SDL_SetRenderDrawColor(renderer, 0xff, 0xaa, 0xaa, 0xaa);
    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
    SDL_GL_SetSwapInterval( 1 );

    //init OpenGL
    //glMatrixMode( GL_PROJECTION );
	//glLoadIdentity();
    error = glGetError();
	if( error != GL_NO_ERROR )
	{
		printf( "Error initializing OpenGL! \n");
	}
    //glMatrixMode( GL_MODELVIEW );
	//glLoadIdentity();
    error = glGetError();
	if( error != GL_NO_ERROR )
	{
		printf( "Error initializing OpenGL! \n");
	}
    glClearColor( 0.f, 0.f, 1.f, 1.f );
    error = glGetError();
	if( error != GL_NO_ERROR )
	{
		printf( "Error initializing OpenGL!\n" );
	}

    const int frac_size=100;
    generate_koh(MAX_GENERATION, frac_size, SCREEN_WIDTH2-frac_size/2, SCREEN_HEIGHT2-frac_size/2, 0.5);

    //prepare shaders
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexSource, NULL);
    glCompileShader(vertexShader);

    // Create and compile the fragment shader
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
    glCompileShader(fragmentShader);

    // Link the vertex and fragment shader into a shader program
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragm