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Author Topic: Experimental MB3D-version with integrated formula-compiler (JIT)  (Read 4527 times)
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Snicker02
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« Reply #15 on: October 26, 2015, 11:33:09 PM »

huh?huh?huh?huh?huh? what did you want to achieve by that?

@andreas i think it is just fine to NOT include it, but keeping a record of the exact version of a formula might be needed, since now the available formulas will get spread to infinity, regarding dynamic formula writing i believe an online archive of available formulas is the way to go, similar to what ultrafractal does with automatic downloading and such wink
That is what I was told to do
Currently, you must edit them outside of MB3D with a text-editor, e.g. Notepad++


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thargor6
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« Reply #16 on: October 27, 2015, 12:25:18 AM »

That is what I was told to do
You can not find them, you must/can create them. This is why I said it is not for users (who just want use a ready software), it is for developers to extend the software, so please ignore it unless you know what to do cheesy

Cheers!
« Last Edit: October 27, 2015, 12:34:03 AM by thargor6 » Logged
thargor6
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« Reply #17 on: October 27, 2015, 12:31:01 AM »

what i find a bit tricky is that 2 mandelbulb renderers have completely different formula definition syntax (delphi/glsl) some sort of meta language to be transformed into both output formats would be worth a thought ... just sayin'
Agree, I also had a discussion with Lyc about that. My idea is to have two layers, the lowlevel-layer, which allows anything, even modification of internal state as it is needed/wanted by some formula, and some highlevel layer where you just define a formula in a more abstract way. The current implementation is the lowlevel layer in the hope to simplify the creation of formulas by "wizards". The higher layer is for users (and should not expose MB3D-interna), we spoke about Lua, but it was just an idea.

Cheers!
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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #18 on: October 27, 2015, 04:30:13 AM »

Little lazy question. Is there a way to display the compiled assembly to get a m3f without a sweat drop? cheesy No eh... wink
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No sweat, guardian of wisdom!
M Benesi
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« Reply #19 on: October 27, 2015, 05:49:34 AM »

What Luca said!  cheesy  Quick compiled assembly... wow..  The last formula I wrote would be the last I had to do lots of hard work on! 
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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #20 on: November 05, 2015, 06:22:17 PM »

Would be a too big luxury for us smiley wink
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teeanDy
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« Reply #21 on: November 30, 2015, 04:27:57 PM »


Thanks a lot for this version.

 afro
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thargor6
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« Reply #22 on: December 14, 2015, 03:12:28 AM »

If I add an user variable to a custom formula how do I access it? Like
Support for accessing variables and constants is added now, as well as an integrated editor:

Because of performance-reasons you must access the variables/constants the same way as MB3D-code does.
The first constant is located at Base+0, the second at Base + <size>, e.g. Base + 8 (see the screenshot for example, Base is called PVar).
The variables start Base-16, and increase in the inverse direction, i. e. second variable is at  Base-16-<size>, e.g. Base - 24

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cKleinhuis
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« Reply #23 on: December 14, 2015, 10:36:57 AM »

+1 for style and functionality

are the constants program globals or code locals? hehe why not call this field "magic constants"  tease smiley
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thargor6
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« Reply #24 on: December 14, 2015, 11:40:35 AM »

are the constants program globals or code locals? hehe why not call this field "magic constants"  tease smiley
Those constants are maintained on a per-formula-basis. Not all values must be classic "magic constants", you may provide any pre-calculated value in order to speedup the formula-calculation.
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cKleinhuis
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« Reply #25 on: December 14, 2015, 11:59:57 AM »

Those constants are maintained on a per-formula-basis. Not all values must be classic "magic constants", you may provide any pre-calculated value in order to speedup the formula-calculation.

isnt this was magic constanst are? wink i meant the lack of a name for these constants
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divide and conquer - iterate and rule - chaos is No random!
thargor6
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« Reply #26 on: December 14, 2015, 01:30:53 PM »

i meant the lack of a name for these constants
Unfortunatly, there is no room for a name of constants in the *.m3f-file, so the names could not be saved (unless we would further extend the format, but I do not want to do this in this case)
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cKleinhuis
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« Reply #27 on: December 14, 2015, 01:33:27 PM »

that is understandable, i wonder how they are referenced then in the program by index? const[1..n] ?
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divide and conquer - iterate and rule - chaos is No random!
thargor6
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« Reply #28 on: December 14, 2015, 01:48:17 PM »

i wonder how they are referenced then in the program by index? const[1..n] ?
By just navigating from the base pointer (not all must have the same size, so its not even an array). You can see this in the screenshot, where sqrt_1_2, sqrt_1_3 and sqrt_2_3 are populated using the provided 3 constant-values
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cyseal
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« Reply #29 on: December 15, 2015, 12:52:46 PM »

Support for accessing variables and constants is added now, as well as an integrated editor:
<Quoted Image Removed>
Because of performance-reasons you must access the variables/constants the same way as MB3D-code does.
The first constant is located at Base+0, the second at Base + <size>, e.g. Base + 8 (see the screenshot for example, Base is called PVar).
The variables start Base-16, and increase in the inverse direction, i. e. second variable is at  Base-16-<size>, e.g. Base - 24




How to get this editor running ? I can't find it.
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