// TODO: properly calculate this instead of whatever this is
for (int j = 0; j < 32; j++)
for (int i = 0; i < 32; i++)
- data[i + j * 32] = fmin(1.f, 0.5f + 1.f * (distance(vec2(i, j), vec2(16, 16)) / 16));
+ data[i + j * 32] = fmin(1.f, 0.5f + 2.f * (distance(vec2(i, j), vec2(16, 16)) / 16));
glGenTextures(NQ, bbTexIds);
Clouds cs;
void calculateMetaballs() {
- stepClouds(&cs);
+ /* stepClouds(&cs); */
metaballs.clear();
- for (int i = 0; i < CLOUD_DIM; i++) {
- for (int j = 0; j < CLOUD_DIM; j++) {
- for (int k = 0; k < CLOUD_DIM; k++) {
- if (cs.cld[i][j][k]) {
- /* float x = (float)rand()/(float)(RAND_MAX); */
- /* float y = (float)rand()/(float)(RAND_MAX); */
- /* float z = (float)rand()/(float)(RAND_MAX); */
- /* float r = (float)rand()/(float)(RAND_MAX); */
- /* Metaball m = {{x,y, 0.3 + z * 0.5}, r}; */
- /* metaballs.push_back(m); */
- Metaball m = {{i / (float)CLOUD_DIM, j / (float)CLOUD_DIM, k / (float)CLOUD_DIM},
- 1.f / (float)CLOUD_DIM };
- m.pos = (m.pos * vec3(2)) - vec3(1);
+ for (int i = 0; i < 256; i++) {
+ float x = ((float)rand()/(float)(RAND_MAX) - 0.5) * 2;
+ float y = ((float)rand()/(float)(RAND_MAX) - 0.5) * 2;
+ float z = ((float)rand()/(float)(RAND_MAX) - 0.5) * 2;
+ float r = (float)rand()/(float)(RAND_MAX) * 1;
+ Metaball m = {{x,y,z}, r};
metaballs.push_back(m);
}
- }
- }
- }
+ /* for (int i = 0; i < CLOUD_DIM; i++) { */
+ /* for (int j = 0; j < CLOUD_DIM; j++) { */
+ /* for (int k = 0; k < CLOUD_DIM; k++) { */
+ /* if (cs.cld[i][j][k]) { */
+ /* Metaball m = {{i / (float)CLOUD_DIM, j / (float)CLOUD_DIM, k / (float)CLOUD_DIM}, */
+ /* 1.f / (float)CLOUD_DIM }; */
+ /* m.pos = (m.pos * vec3(2)) - vec3(1); */
+ /* metaballs.push_back(m); */
+ /* } */
+ /* } */
+ /* } */
+ /* } */
fprintf(stderr, "num metaballs: %lu\n", metaballs.size());
}
-vec3 sunPos = {0, 2, 2}, viewPos = {0, 0, 0}, lookPos = {0, 0, 1};
+vec3 sunPos = {0, 2, 2}, sunDir = {0, -1, -1};
+vec3 camPos = {0, 0, -5}, viewPos = {0, 0, 0};
mat4 proj; // projection matrix
mat4 view; // view matrix
float znear = 0.001, zfar = 1000;
/** Orientates the transformation matrix to face the camera in the view matrix
*/
-void faceView(mat4 m) {
+mat4 faceView(mat4 m) {
m[0][0] = view[0][0];
m[0][1] = view[1][0];
m[0][2] = view[2][0];
m[2][0] = view[0][2];
m[2][1] = view[1][2];
m[2][2] = view[2][2];
+ return m;
}
GLuint attenuationTex;
mat4 model = scale(translate(mat4(1), k.pos), vec3(k.r) * 2.f);
// rotate the billboard so that its normal is oriented to the sun
- faceView(model);
+ model = faceView(model);
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
* vec2(width, height);
vec4 pixel;
glReadPixels(screenPos.x, screenPos.y, 1, 1, GL_RGBA, GL_FLOAT, value_ptr(pixel));
+ /* if (pixel.g == 0 && pixel.b == 0) abort(); */
/* fprintf(stderr, "pixel:"); */
/* dump(pixel); */
void renderClouds() {
// Sort metaballs in descending order from the viewpoint
sort(metaballs.begin(), metaballs.end(), [](Metaball &a, Metaball &b) {
- return distance(viewPos, a.pos) > distance(viewPos, b.pos);
+ return distance(camPos, a.pos) > distance(camPos, b.pos);
});
glDisable(GL_DEPTH_TEST);
// Place the billboard at the center of the corresponding metaball n.
mat4 model = scale(translate(mat4(1), k.pos), vec3(k.r) * 2.f);
// Rotate the billboard so that its normal is oriented to the viewpoint.
- faceView(model);
+ model = faceView(model);
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
// Set the billboard color as C[n].
- /* fprintf(stderr, "bbColors[i]: "); */
- /* dump(bbColors[i]); */
+ fprintf(stderr, "bbColors[i]: ");
+ dump(bbColors[i]);
/* bbColors[i].x = 1 - bbColors[i].x; */
/* bbColors[i].y = 1 - bbColors[i].y; */
/* bbColors[i].z = 1 - bbColors[i].z; */
}
void display() {
- view = glm::lookAt(sunPos, viewPos, {0, 1, 0});
+ // TODO: find a way to make sure there's no clipping
+ view = glm::lookAt(sunPos + sunDir * vec3(20), sunPos, {0, 1, 0});
proj = glm::ortho(1.f * aspect, -1.f * aspect, -1.f, 1.f, znear, zfar);
setProjectionAndViewUniforms(bbProg);
glClear(GL_COLOR_BUFFER_BIT);
shadeClouds();
- view = glm::lookAt(viewPos, lookPos, {0, 1, 0});
- proj = glm::perspective(60.f, aspect, znear, zfar);
+ view = glm::lookAt(camPos, viewPos, {0, 1, 0});
+ proj = glm::perspective(45.f, aspect, znear, zfar);
setProjectionAndViewUniforms(bbProg);
- glClearColor(0.73,1,1,1); // background color
+ glClearColor(0.83,1,1,1); // background color
glClear(GL_COLOR_BUFFER_BIT);
renderObject(); // render things that aren't clouds
renderClouds();
glutSwapBuffers();
}
+bool needsRedisplay = false;
void timer(int _) {
/* calculateMetaballs(); */
- /* glutPostRedisplay(); */
- /* glutTimerFunc(16, timer, 0); */
+ if (needsRedisplay) {
+ glutPostRedisplay();
+ needsRedisplay = false;
+ }
+ glutTimerFunc(16, timer, 0);
}
void keyboard(unsigned char key, int x, int y) {
}
}
+int prevMouseX, prevMouseY;
+bool firstMouse = true;
+void motion(int x, int y) {
+ if (firstMouse) {
+ prevMouseX = x;
+ prevMouseY = y;
+ firstMouse = false;
+ }
+ float dx = x - prevMouseX, dy = y - prevMouseY;
+ prevMouseX = x; prevMouseY = y;
+ const vec3 origin(0,18,0);
+ const float sensitivity = 0.003f;
+ auto camMat = translate(mat4(1), origin + camPos);
+ auto rotation = rotate(rotate(mat4(1), -dx * sensitivity, {0, 1, 0}),
+ -dy * sensitivity, {1, 0, 0});
+ auto rotAroundOrig = camMat * rotation * translate(mat4(1), origin - camPos);
+ camPos = rotAroundOrig * glm::vec4(camPos, 0);
+ needsRedisplay = true;
+}
+
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB |
glGenTextures(1, &attenuationTex);
glutKeyboardFunc(keyboard);
+ glutMotionFunc(motion);
glutTimerFunc(16, timer, 0);
// set up billboard prog