Animated fractal flames with OpenGL Compute Shader backend.
Building is done using cmake
on all platforms. Windows should not require any additional dependencies, but Linux platforms need to install xorg-dev
or whatever package provides X11 headers. All dependencies are currently pulled from repositories, built, and statically linked, but this approach will likely
change as ffmpeg
libraries are introduced to directly encode renders.
Building and running on Linux:
mkdir build
cd build
cmake ..
make
mv refrakt ..
cd ..
./refrakt
Window users can similarly run cmake ..
in a build
directory and then load refract.sln
in Visual Studio for development and debugging.
Flames are loaded from the flames/
directory. Only one is currently provided from the repo, but you can provide any others in this directory to be loaded on launch.
Not all variations and parameters are implemented yet, so not all flames will load. The current goal is structural accuracy with the flam3 renderer,
though colors and density estimation may be a bit off.