X-Git-Url: https://git.lukelau.me/?a=blobdiff_plain;f=clouds.cpp;h=baabcba703d4aca0e44e80f142e7eb97a82ed1c7;hb=92594780db1f9bb51b97e68457c526fa4287a29e;hp=e406f5c6b7500aa06d1c055a819834a43c677ae4;hpb=c80f817e984fbabbadef14fc11bf0fa7385bc89b;p=clouds.git diff --git a/clouds.cpp b/clouds.cpp index e406f5c..baabcba 100644 --- a/clouds.cpp +++ b/clouds.cpp @@ -1,27 +1,32 @@ #include "debug.hpp" -#include "simulation.h" #include "program.hpp" +#include "simulation.h" #include #include +#include #include #include #include #include #include +#include #include #pragma clang diagnostic ignored "-Wdeprecated-declarations" +enum Mode { + render, + debugContDist, + debugProbExt, + debugProbAct +}; +Mode curMode = render; + using namespace std; using namespace glm; -// calculate continuous distribution -void calcContDist(Clouds *clds); - -float w(int i, int j, int k) { return 1; } - -const float metaballR = 1; -float metaballField(float r) { +const float metaballR = 1.5f; +inline float metaballField(float r) { if (r > metaballR) return 0; const float a = r / metaballR; @@ -29,34 +34,7 @@ float metaballField(float r) { (22.f / 9.f * powf(a, 2)) + 1; } -/* const float normalizationFactor = 748.f / 405.f * M_PI * metaballR; */ - -void calcContDist(Clouds *clds, float t) { - const int i0 = 2, j0 = 2, k0 = 2, t0 = 2; - const float divisor = - 1.f / ((2 * t0 + 1) * (2 * k0 + 1) * (2 * j0 + 1) * (2 * i0 + 1)); - float sum = 0; - for (int i = 0; i < CLOUD_DIM; i++) { - for (int j = 0; j < CLOUD_DIM; j++) { - for (int k = 0; k < CLOUD_DIM; k++) { - - // inner sums - /* for (int tp = -t0, tp < t0; tp++) { */ - for (int ip = -i0; ip < i0; ip++) { - for (int jp = -j0; jp < j0; jp++) { - for (int kp = -k0; kp < k0; kp++) { - - sum += w(ip, jp, kp) * (float)clds->cld[i + ip][j + jp][k + kp]; - } - } - } - /* } */ - - clds->contDist[i][j][k] = sum / divisor; - } - } - } -} +const float normalizationFactor = 748.f / 405.f * M_PI * metaballR; void checkError() { if (GLenum e = glGetError()) { @@ -65,8 +43,6 @@ void checkError() { } } -vector bbColors; - GLuint bbProg; GLuint bbVao; @@ -74,68 +50,84 @@ GLuint bbVao; // These textures then go on the billboards // The texture stores attenuation ratio? -#define NQ 1 +#define NQ 64 GLuint bbTexIds[NQ]; // Stores attenuation ratio inside r channel // Should be highest value at center void precalculateBillboardTextures() { + fprintf(stderr, "Calculating billboard textures...\n"); + glGenTextures(NQ, bbTexIds); + + for (int d = 0; d < NQ; d++) { float data[32 * 32]; + for (int j = 0; j < 32; j++) { + for (int i = 0; i < 32; i++) { // 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)); + float r = distance(vec2(i, j), vec2(16, 16)) / 16; + float density = (float)d / NQ; + data[i + j * 32] = + 1 - (density * metaballField(r) / normalizationFactor); + } + } - glGenTextures(NQ, bbTexIds); + mkdir("bbtex", 0777); + char path[32]; + snprintf(path, 32, "bbtex/%i.tga", d); + saveGrayscale(data, 32, 32, path); - for (int i = 0; i < NQ; i++) { - glBindTexture(GL_TEXTURE_2D, bbTexIds[i]); + glBindTexture(GL_TEXTURE_2D, bbTexIds[d]); checkError(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 32, 32, 0, GL_RED, GL_FLOAT, data); glGenerateMipmap(GL_TEXTURE_2D); // required, otherwise texture is blank checkError(); + + fprintf(stderr, "\r%i out of %i densities calculated%s", d + 1, NQ, + d == NQ - 1 ? "\n" : ""); } } struct Metaball { vec3 pos; - float r; + ivec3 coords; + /** Radius, density */ + float r, d; + vec4 col; }; -// TODO: why is the x axis flipped?? -/* vector metaballs = {{{-0.5, 0.5, 0.5}, 0.25}, */ -/* {{-0.3, 0.5, 0.3}, 0.25}}; */ -vector metaballs = {{{0, 0, 0.5}, 1.f}, - {{0, 0.3, 0.3}, 0.7f}}; + +array metaballs; Clouds cs; void calculateMetaballs() { stepClouds(&cs); - metaballs.clear(); + /* 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]) { - /* 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}, + Metaball m = { + {i / (float)CLOUD_DIM, j / (float)CLOUD_DIM, k / (float)CLOUD_DIM}, + {i, j, k}, 1.f / (float)CLOUD_DIM}; m.pos = (m.pos * vec3(2)) - vec3(1); - metaballs.push_back(m); + m.d = cs.q[i][j][k]; + metaballs[i * CLOUD_DIM * CLOUD_DIM + j * CLOUD_DIM + k] = 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; @@ -152,7 +144,7 @@ void setProjectionAndViewUniforms(GLuint progId) { /** 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]; @@ -162,14 +154,12 @@ void faceView(mat4 m) { m[2][0] = view[0][2]; m[2][1] = view[1][2]; m[2][2] = view[2][2]; + return m; } GLuint attenuationTex; void shadeClouds() { - - bbColors.clear(); - glDisable(GL_DEPTH_TEST); // shaderOutput * 0 + buffer * shader alpha glBlendFunc(GL_ZERO, GL_SRC_ALPHA); @@ -181,17 +171,16 @@ void shadeClouds() { }); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, bbTexIds[0]); glUniform1i(glGetUniformLocation(bbProg, "tex"), 0); GLuint modelLoc = glGetUniformLocation(bbProg, "model"); - for (auto k : metaballs) { + for (auto &k : metaballs) { // place the billboard at the center of k 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)); @@ -204,6 +193,8 @@ void shadeClouds() { // i.e. multiply rather than add // but glTexEnv is for the old fixed function pipeline -- // need to just tell our fragment shader then to modulate + int dIdx = k.d * NQ; + glBindTexture(GL_TEXTURE_2D, bbTexIds[dIdx]); glUniform1i(glGetUniformLocation(bbProg, "modulate"), 1); // Render the billboard. @@ -213,19 +204,20 @@ void shadeClouds() { // 1. First get position in opengl screen space: from [-1,1] // 2. Normalize to [0,1] // 3. Multiply by (width * height) - vec2 screenPos = ((vec2(proj * view * model * vec4(0,0,0,1)) + vec2(1)) / vec2(2)) - * vec2(width, height); + vec2 screenPos = + ((vec2(proj * view * model * vec4(0, 0, 0, 1)) + vec2(1)) / vec2(2)) * + vec2(width, height); vec4 pixel; - glReadPixels(screenPos.x, screenPos.y, 1, 1, GL_RGBA, GL_FLOAT, value_ptr(pixel)); - /* fprintf(stderr, "pixel:"); */ - /* dump(pixel); */ + // TODO: This is a huge bottleneck + glReadPixels(screenPos.x, screenPos.y, 1, 1, GL_RGBA, GL_FLOAT, + value_ptr(pixel)); // Multiply the pixel value by the sunlight color. vec4 sunColor = {1, 1, 0.9, 1}; pixel *= sunColor; // Store the color into an array C[k] as the color of the billboard. - bbColors.push_back(pixel); + k.col = pixel; } saveFBO(); @@ -237,13 +229,19 @@ void renderObject() {} 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); }); + glUniform1i(glGetUniformLocation(bbProg, "debug"), curMode != render); + glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); // shaderOutput * 1 + buffer * shader alpha glBlendFunc(GL_ONE, GL_SRC_ALPHA); + + glActiveTexture(GL_TEXTURE0); + glUniform1i(glGetUniformLocation(bbProg, "tex"), 0); + for (int i = 0; i < metaballs.size(); i++) { Metaball k = metaballs[i]; @@ -252,47 +250,57 @@ void renderClouds() { // 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]); */ - /* 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; + k.col.w = 1; glUniform4fv(glGetUniformLocation(bbProg, "color"), 1, - glm::value_ptr(bbColors[i])); + glm::value_ptr(k.col)); // Map the billboard texture. - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, bbTexIds[0]); - glUniform1i(glGetUniformLocation(bbProg, "tex"), 0); + int dIdx = k.d * NQ; + glBindTexture(GL_TEXTURE_2D, bbTexIds[dIdx]); // Don't modulate it -- blend it glUniform1i(glGetUniformLocation(bbProg, "modulate"), 0); + if (curMode != render) { + float debugVal = 0; + if (curMode == debugContDist) debugVal = k.d; + else if (curMode == debugProbAct) debugVal = cs.p_act[k.coords.x][k.coords.y][k.coords.z]; + else if (curMode == debugProbExt) debugVal = cs.p_ext[k.coords.x][k.coords.y][k.coords.z]; + glUniform1f(glGetUniformLocation(bbProg, "debugVal"), debugVal); + glDisable(GL_BLEND); + model = scale(model, vec3(0.02)); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); + } + // Render the billboard with the blending function. glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); } } +bool needsReshading = true; void display() { - view = glm::lookAt(sunPos, viewPos, {0, 1, 0}); + if (needsReshading) { + // 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); glClearColor(1, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT); shadeClouds(); + needsReshading = false; + } - 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(); @@ -300,17 +308,64 @@ void display() { 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) { if (key == ' ') { calculateMetaballs(); - glutPostRedisplay(); + needsRedisplay = true; + needsReshading = true; + } + if (key == '0') { + curMode = render; + needsRedisplay = true; + } + if (key == '1') { + curMode = debugContDist; + needsRedisplay = true; } + if (key == '2') { + curMode = debugProbAct; + needsRedisplay = true; + } + if (key == '3') { + curMode = debugProbExt; + needsRedisplay = true; + } +} + +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; +} + +void passiveMotion(int x, int y) { + prevMouseX = x; + prevMouseY = y; } int main(int argc, char **argv) { @@ -357,6 +412,8 @@ int main(int argc, char **argv) { glGenTextures(1, &attenuationTex); glutKeyboardFunc(keyboard); + glutMotionFunc(motion); + glutPassiveMotionFunc(passiveMotion); glutTimerFunc(16, timer, 0); // set up billboard prog