-clouds: clouds.cpp program.cpp
- clang++ -std=c++17 $^ -o $@ \
+clouds: clouds.cpp program.cpp simulation.cpp
+ clang++ -std=c++17 $^ -Ofast -o $@ \
-Wall -g \
-I/usr/local/include -L/usr/local/lib \
-framework OpenGL -framework glut -lglew
uniform bool modulate;
void main() {
// Cf = color from fragment, Ct = color from texture
- // Cc = color from texture environment(?) assume to be 0?
+ // Cc = color from texture environment -- not set, defaults to (0,0,0,0)
// Af = alpha from fragment, At = alpha from texture
// C = output color, A = output alpha
float f = texture(tex, texCoord).r;
#include "debug.hpp"
+#include "simulation.h"
#include "program.hpp"
#include <GL/glew.h>
#include <GLUT/glut.h>
using namespace std;
using namespace glm;
-static const int CLOUD_DIM = 16;
-struct Clouds {
- char cld[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM];
- float contDist[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM];
-};
-
// calculate continuous distribution
void calcContDist(Clouds *clds);
GLuint bbProg;
GLuint bbVao;
-void calculateMetaballs() {}
-
// Here we need to generate n_q textures for different densities of metaballs
// These textures then go on the billboards
// The texture stores attenuation ratio?
// 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, 0.3f + 2.f * (distance(vec2(i, j), vec2(16, 16)) / 16));
+ data[i + j * 32] = fmin(1.f, 0.5f + 1.f * (distance(vec2(i, j), vec2(16, 16)) / 16));
glGenTextures(NQ, bbTexIds);
vector<Metaball> metaballs = {{{0, 0, 0.5}, 1.f},
{{0, 0.3, 0.3}, 0.7f}};
+Clouds cs;
+
+void calculateMetaballs() {
+ 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);
+ 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};
mat4 proj; // projection matrix
mat4 view; // view matrix
* vec2(width, height);
vec4 pixel;
glReadPixels(screenPos.x, screenPos.y, 1, 1, GL_RGBA, GL_FLOAT, value_ptr(pixel));
+ /* fprintf(stderr, "pixel:"); */
+ /* dump(pixel); */
// Multiply the pixel value by the sunlight color.
vec4 sunColor = {1, 1, 0.9, 1};
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; */
bbColors[i].w = 1;
glUniform4fv(glGetUniformLocation(bbProg, "color"), 1,
glm::value_ptr(bbColors[i]));
glutSwapBuffers();
}
+void timer(int _) {
+ /* calculateMetaballs(); */
+ /* glutPostRedisplay(); */
+ /* glutTimerFunc(16, timer, 0); */
+}
+
+void keyboard(unsigned char key, int x, int y) {
+ if (key == ' ') {
+ calculateMetaballs();
+ glutPostRedisplay();
+ }
+}
+
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB |
precalculateBillboardTextures();
+ initClouds(&cs);
calculateMetaballs();
glGenTextures(1, &attenuationTex);
- /* glutTimerFunc(16, timer, 0); */
+ glutKeyboardFunc(keyboard);
+ glutTimerFunc(16, timer, 0);
// set up billboard prog
--- /dev/null
+#include "simulation.h"
+#include <cstdlib>
+#include <glm/glm.hpp>
+
+inline float randf() {
+ return (float)rand()/(float)(RAND_MAX);
+}
+
+// Helper to account for bounds
+inline void set(float x[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM], int i, int j, int k, float y) {
+ if (i < 0 || i >= CLOUD_DIM ||
+ j < 0 || j >= CLOUD_DIM ||
+ k < 0 || k >= CLOUD_DIM)
+ return;
+ x[i][j][k] = y;
+}
+
+#define P_EXT 0.1
+#define P_HUM 0.1
+#define P_ACT 0.001
+
+void initClouds(Clouds *cs) {
+ for (int i = 0; i < CLOUD_DIM; i++) {
+ for (int j = 0; j < CLOUD_DIM; j++) {
+ for (int k = 0; k < CLOUD_DIM; k++) {
+ cs->act[i][j][k] = rand() % 8 == 0;
+ cs->cld[i][j][k] = false;
+ cs->hum[i][j][k] = rand() % 9 == 0;
+ cs->p_ext[i][j][k] = 0.f;
+ cs->p_hum[i][j][k] = 0.f;
+ cs->p_act[i][j][k] = 0.f;
+ }
+ }
+ }
+
+ // generate ellipsoids of probability
+ for (int n = 0; n < 6; n++) {
+ const float maxSize = 5;
+ int width = randf() * maxSize, height = randf() * maxSize, depth = randf() * maxSize;
+ int x = randf() * CLOUD_DIM, y = randf() * CLOUD_DIM, z = randf() * CLOUD_DIM;
+ glm::vec3 center(x + width / 2, y + height / 2, z + depth / 2);
+
+ for (int i = x; i < x + width; i++) {
+ for (int j = y; j < y + height; j++) {
+ for (int k = z; k < z + depth; k++) {
+ set(cs->p_ext, x, y, z, P_EXT * glm::distance(glm::vec3(x,y,z), center) / maxSize);
+ set(cs->p_hum, x, y, z, P_HUM * (1.f - glm::distance(glm::vec3(x,y,z), center) / maxSize));
+ set(cs->p_act, x, y, z, P_ACT * (1.f - glm::distance(glm::vec3(x,y,z), center) / maxSize));
+ }
+ }
+ }
+ }
+}
+
+// Helper to account for bounds
+inline bool get(bool x[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM], int i, int j, int k) {
+ if (i < 0 || i >= CLOUD_DIM ||
+ j < 0 || j >= CLOUD_DIM ||
+ k < 0 || k >= CLOUD_DIM)
+ return false;
+ return x[i][j][k];
+}
+
+inline bool f_act(Clouds *cs, int i, int j, int k) {
+ return get(cs->act, i + 1, j, k) || get(cs->act, i, j + 1, k)
+ || get(cs->act, i, j, k + 1) || get(cs->act, i - 1, j, k) || get(cs->act, i, j - 1, k)
+ || get(cs->act, i , j, k - 1) || get(cs->act, i - 2, j, k) || get(cs->act, i + 2, j , k)
+ || get(cs->act, i, j - 2, k) || get(cs->act, i , j + 2, k) || get(cs->act, i, j, k - 2);
+}
+
+void growth(Clouds *cs) {
+ Clouds ncs;
+
+ for (int i = 0; i < CLOUD_DIM; i++) {
+ for (int j = 0; j < CLOUD_DIM; j++) {
+ for (int k = 0; k < CLOUD_DIM; k++) {
+ ncs.hum[i][j][k] = cs->hum[i][j][k] && !cs->act[i][j][k];
+ ncs.cld[i][j][k] = cs->cld[i][j][k] || cs->act[i][j][k];
+ ncs.act[i][j][k] = !cs->act[i][j][k] && cs->hum[i][j][k] && f_act(cs, i, j, k);
+ }
+ }
+ }
+
+ *cs = ncs;
+}
+
+void extinction(Clouds *cs) {
+ Clouds ncs;
+ for (int i = 0; i < CLOUD_DIM; i++) {
+ for (int j = 0; j < CLOUD_DIM; j++) {
+ for (int k = 0; k < CLOUD_DIM; k++) {
+ ncs.cld[i][j][k] = cs->cld[i][j][k] && (randf() > cs->p_ext[i][j][k]);
+ ncs.hum[i][j][k] = cs->hum[i][j][k] || (randf() < cs->p_hum[i][j][k]);
+ ncs.act[i][j][k] = cs->act[i][j][k] || (randf() < cs->p_act[i][j][k]);
+ }
+ }
+ }
+ *cs = ncs;
+}
+
+void stepClouds(Clouds *cs) {
+ growth(cs);
+ extinction(cs);
+}
--- /dev/null
+#define CLOUD_DIM 16
+struct Clouds {
+ // TODO: make more efficient
+ bool hum[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM];
+ bool cld[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM];
+ bool act[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM];
+ float p_ext[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM];
+ float p_hum[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM];
+ float p_act[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM];
+ float contDist[CLOUD_DIM][CLOUD_DIM][CLOUD_DIM];
+};
+
+void initClouds(Clouds *cs);
+
+void stepClouds(Clouds *cs);