#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