Lephisto/src/plasmaf.c

103 lines
2.9 KiB
C

#include "SDL.h"
#include "log.h"
#include "rng.h"
#include "opengl.h"
#include "plasmaf.h"
static double* pf_genFractalMap(const int w, const int h, double rug);
static void pf_divFractal(double* map, const double x, const double y,
const double w, const double h, const
double rw, const double rh, double c1,
double c2, double c3, double c4, double rug);
/* Acutally generate the fractal and loads it up in an opengl texture. */
glTexture* pf_genFractal(const int w, const int h, double rug) {
int i;
double* map;
SDL_Surface* sur;
uint32_t* pix;
glTexture* tex;
double c;
map = pf_genFractalMap(w, h, rug);
sur = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RGBAMASK);
pix = sur->pixels;
/* Convert from mapping to actual colours. */
SDL_LockSurface(sur);
for(i = 0; i < h*w; i++) {
c = map[i];
pix[i] = RMASK + BMASK + GMASK + (AMASK & (uint32_t)(AMASK*c));
}
SDL_UnlockSurface(sur);
free(map);
tex = gl_loadImage(sur);
return tex;
}
static double* pf_genFractalMap(const int w, const int h, double rug) {
double* map; /* We'll use it to map out the fractal before saving. */
double cx, cy;
map = malloc(w*h * sizeof(double));
if(map == NULL) {
WARN("Out of memory");
return NULL;
}
/* Set up initial values. */
cx = (double)w/2;
cy = (double)h/2;
/* Start by doing the four squares. */
pf_divFractal(map, 0, 0, cx, cy, w, h, 0., 0., 1., 0., rug);
pf_divFractal(map, cx, 0, cx, cy, w, h, 0., 0., 0., 1., rug);
pf_divFractal(map, cx, cy, cx, cy, w, h, 1., 0., 0., 0., rug);
pf_divFractal(map, 0, cy, cx, cy, w, h, 0., 1., 0., 0., rug);
return map;
}
static void pf_divFractal(double* map, const double x, const double y,
const double w, const double h, const double rw,
const double rh, double c1, double c2, double c3,
double c4, double rug) {
double nw, nh; /* New dimensions. */
double m, e1, e2, e3, e4; /* Middle and edges. */
/* Still need to subdivide. */
if((w>1.) || (h>1.)) {
/* Calculate new dimensions. */
nw = w/2.;
nh = h/2.;
/* Edges. */
m = (c1 + c2 + c3 + c4)/4.;
e1 = (c1 + c2)/2.;
e2 = (c2 + c3)/2.;
e3 = (c3 + c4)/2.;
e4 = (c4 + c1)/2.;
/* Now change the middle colour. */
/*DEBUG("%f + %f", m, rug*(RNGF()-0.5) * ((nw+nh)/(rw+rh)*1000)); */
m += rug*(RNGF()-0.5)*((nw+nh)/(rw+rh)*3.);
if(m < 0.) m = 0.;
else if(m>1.) m = 1.;
/* Recursivation. */
pf_divFractal(map, x, y, nw, nh, rw, rh, c1, e1, m, e4, rug);
pf_divFractal(map, x+nw, y, nw, nh, rw, rh, e1, c2, e2, m, rug);
pf_divFractal(map, x+nw, y+nh, nw, nh, rw, rh, m, e2, c3, e3, rug);
pf_divFractal(map, x, y+nh, nw, nh, rw, rh, e4, m, e3, c4, rug);
} else
/* Actually write the pixel. */
map[(int)y*(int)rw + (int)x] = (c1 + c2 + c3 + c4)/4.;
}