X-Git-Url: https://git.lukelau.me/?a=blobdiff_plain;f=clouds.cpp;h=d5c8f6ad628ff1e1c23d22a09abfdd5e7a180bcd;hb=9059716493de4ffe224dea7477d2503ebcd0f01b;hp=7bb51e854e61c39ba8adaf1be51d15525758d70f;hpb=69b74f1d5e67236a5396b75628a6e1be0e501631;p=clouds.git diff --git a/clouds.cpp b/clouds.cpp index 7bb51e8..d5c8f6a 100644 --- a/clouds.cpp +++ b/clouds.cpp @@ -1,4 +1,5 @@ #include "debug.hpp" +#include "simulation.h" #include "program.hpp" #include #include @@ -14,12 +15,6 @@ 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); @@ -75,8 +70,6 @@ vector bbColors; 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? @@ -84,21 +77,21 @@ void calculateMetaballs() {} #define NQ 1 GLuint bbTexIds[NQ]; +// Stores attenuation ratio inside r channel +// Should be highest value at center void precalculateBillboardTextures() { float data[32 * 32]; // 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, 0.1f + 2.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); - /* GLuint captureFBO; */ - /* glGenFramebuffers(1, &captureFBO); */ for (int i = 0; i < NQ; i++) { glBindTexture(GL_TEXTURE_2D, bbTexIds[i]); - /* glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 32, 32, 0, GL_RED, */ - /* GL_FLOAT, data); */ + 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 @@ -116,7 +109,36 @@ struct Metaball { vector metaballs = {{{0, 0, 0.5}, 1.f}, {{0, 0.3, 0.3}, 0.7f}}; -vec3 sunPos = {0, 2, 2}, viewPos = {0, 0, 0}, lookPos = {0, 0, 1}; +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]) { */ + /* 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}, 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; @@ -133,7 +155,7 @@ 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]; @@ -143,6 +165,7 @@ 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; @@ -152,6 +175,7 @@ void shadeClouds() { bbColors.clear(); glDisable(GL_DEPTH_TEST); + // shaderOutput * 0 + buffer * shader alpha glBlendFunc(GL_ZERO, GL_SRC_ALPHA); glEnable(GL_BLEND); @@ -159,24 +183,11 @@ void shadeClouds() { sort(metaballs.begin(), metaballs.end(), [](Metaball &a, Metaball &b) { return distance(sunPos, a.pos) < distance(sunPos, b.pos); }); - /* GLuint fbo; */ - /* glGenFramebuffers(1, &fbo); */ - /* glBindFramebuffer(GL_FRAMEBUFFER, fbo); */ - /* glBindTexture(GL_TEXTURE_2D, attenuationTex); */ - /* glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, */ - /* GL_UNSIGNED_BYTE, NULL); */ - /* glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, */ - /* attenuationTex, 0); */ - /* assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); */ glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, bbTexIds[0]); glUniform1i(glGetUniformLocation(bbProg, "tex"), 0); -/* glClearColor(1, 1, 1, 1); */ -/* glClear(GL_COLOR_BUFFER_BIT); */ - - GLuint modelLoc = glGetUniformLocation(bbProg, "model"); for (auto k : metaballs) { @@ -184,7 +195,7 @@ void shadeClouds() { 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)); @@ -195,8 +206,9 @@ void shadeClouds() { // Map the billboard texture with GL_MODULATE. // i.e. multiply rather than add - // TODO: FIX- this crashes with invalid operation - /* glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); */ + // but glTexEnv is for the old fixed function pipeline -- + // need to just tell our fragment shader then to modulate + glUniform1i(glGetUniformLocation(bbProg, "modulate"), 1); // Render the billboard. glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); @@ -209,22 +221,20 @@ void shadeClouds() { * 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); */ // 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. - fprintf(stderr, "pixel: "); - dump(pixel); bbColors.push_back(pixel); } - /* saveFBO(); */ + saveFBO(); checkError(); - - /* glDeleteFramebuffers(1, &fbo); */ - /* glBindFramebuffer(GL_FRAMEBUFFER, 0); // render to screen */ } void renderObject() {} @@ -232,11 +242,12 @@ 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); }); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); + // shaderOutput * 1 + buffer * shader alpha glBlendFunc(GL_ONE, GL_SRC_ALPHA); for (int i = 0; i < metaballs.size(); i++) { Metaball k = metaballs[i]; @@ -246,14 +257,17 @@ 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] = {0,0,0,0.5}; */ + /* 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])); @@ -262,13 +276,17 @@ void renderClouds() { glBindTexture(GL_TEXTURE_2D, bbTexIds[0]); glUniform1i(glGetUniformLocation(bbProg, "tex"), 0); + // Don't modulate it -- blend it + glUniform1i(glGetUniformLocation(bbProg, "modulate"), 0); + // Render the billboard with the blending function. glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); } } 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); @@ -276,11 +294,11 @@ void display() { 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(); @@ -288,6 +306,43 @@ void display() { glutSwapBuffers(); } +bool needsRedisplay = false; +void timer(int _) { + /* calculateMetaballs(); */ + if (needsRedisplay) { + glutPostRedisplay(); + needsRedisplay = false; + } + glutTimerFunc(16, timer, 0); +} + +void keyboard(unsigned char key, int x, int y) { + if (key == ' ') { + calculateMetaballs(); + glutPostRedisplay(); + } +} + +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 | @@ -326,11 +381,14 @@ int main(int argc, char **argv) { precalculateBillboardTextures(); + initClouds(&cs); calculateMetaballs(); glGenTextures(1, &attenuationTex); - /* glutTimerFunc(16, timer, 0); */ + glutKeyboardFunc(keyboard); + glutMotionFunc(motion); + glutTimerFunc(16, timer, 0); // set up billboard prog