+#include "GL/glew.h"
#include "debug.hpp"
#include "program.hpp"
-#include "simulation.h"
-#include <GL/glew.h>
+#include "simulation.hpp"
#include <GLUT/glut.h>
#include <array>
+#include <chrono>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
-enum Mode {
- render,
- debugContDist,
- debugColor,
- debugProbExt,
- debugProbAct
-};
+enum Mode { render, debugContDist, debugColor, debugProbExt, debugProbAct };
Mode curMode = render;
using namespace std;
float r = distance(vec2(i, j), vec2(16, 16)) / 16;
float density = (float)d / NQ;
data[i + j * 32] =
- 1 - (density * 0.7 * (metaballField(r) / normalizationFactor));
+ 1 -
+ fmin(1, (3 * density * (metaballField(r) / normalizationFactor)));
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 32, 32, 0, GL_RED, GL_FLOAT, data);
glGenerateMipmap(GL_TEXTURE_2D); // required, otherwise texture is blank
-
fprintf(stderr, "\r%i out of %i densities calculated%s", d + 1, NQ,
d == NQ - 1 ? "\n" : "");
}
array<Metaball, CLOUD_DIM_X * CLOUD_DIM_Y * CLOUD_DIM_Z> metaballs;
const float cloudScale = metaballR;
-const float metaballScale = metaballR * 3.f;
+const float metaballScale = metaballR * 1.5f;
Clouds cs;
void calculateMetaballs() {
for (int i = 0; i < CLOUD_DIM_X; i++) {
for (int j = 0; j < CLOUD_DIM_Y; j++) {
for (int k = 0; k < CLOUD_DIM_Z; k++) {
- Metaball m = {
- vec3(i, j, k) * vec3(cloudScale),
- {i, j, k} };
+ Metaball m = {vec3(i, j, k) * vec3(cloudScale), {i, j, k}};
/* m.pos = (m.pos * vec3(2)) - (cloudScale / 2); */
m.pos -= vec3(CLOUD_DIM_X, CLOUD_DIM_Y, CLOUD_DIM_Z) * cloudScale / 2.f;
m.d = cs.q[i][j][k];
}
}
/* for (int z = 0; z < CLOUD_DIM_Z; z++) */
- /* metaballs[32 * CLOUD_DIM_Y * CLOUD_DIM_Z + 32 * CLOUD_DIM_Z + z].d = 1; */
+ /* metaballs[32 * CLOUD_DIM_Y * CLOUD_DIM_Z + 32 * CLOUD_DIM_Z + z].d = 1;
+ */
}
-vec3 sunPos = {0, 10, 0}, sunDir = {0, -1, 0};
-size_t sunColorIdx = 0;
-std::array<vec4, 2> sunColors = {
- vec4(1,1,1,1),
- vec4(0.988,0.309,0.677,1)
-};
-vec3 camPos = {0, 0, -5}, viewPos = {0, 0, 0};
+vec3 sunPos = {0, 5, 0}, sunDir = {0, -1, 0};
+size_t envColorIdx = 0;
+// First color is sun color, second is sky color
+std::array<std::array<vec4, 2>, 3> envColors{
+ {{vec4(1, 1, 1, 1), vec4(0.9, 1, 1, 1)},
+ {vec4(0.939, 0.632, 0.815, 1), vec4(0.9, 1, 1, 1)},
+ {vec4(0.999, 0.999, 0.519, 1), vec4(0.981, 0.667, 0.118, 1)}}};
+vec3 camPos = {0, 0, -3}, viewPos = {0, 0, 0};
mat4 proj; // projection matrix
mat4 view; // view matrix
float znear = 0.001, zfar = 1000;
-float width = 600, height = 400;
-float aspect = width / height;
+// for performance with glReadPixels these should be powers of 2!
+float width = 1200, height = 800;
void setProjectionAndViewUniforms(GLuint progId) {
GLuint projLoc = glGetUniformLocation(progId, "projection");
return m;
}
-GLuint attenuationTex;
+#define PBO
+
+/* const int shadeWidth = 256, shadeHeight = 256; */
+const int shadeWidth = 256, shadeHeight = 256;
+
+#ifdef PBO
+const int numPbos = 512;
+GLuint pboBufs[numPbos];
+GLbyte sink[shadeWidth * shadeHeight * 4];
+
+void inline mapPixelRead(int pboBuf, int metaball) {
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, pboBufs[pboBuf]);
+ GLubyte *src =
+ (GLubyte *)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0,
+ 4 * sizeof(GLubyte), GL_MAP_READ_BIT);
+ vec4 pixel = vec4(src[0], src[1], src[2], src[3]) / vec4(255.f);
+ glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
+
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+
+ // Multiply the pixel value by the sunlight color.
+ pixel *= envColors[envColorIdx][0];
+
+ // Store the color for the previous set of pixels
+ metaballs[metaball].col = pixel;
+}
+
+#endif
void shadeClouds() {
+
glDisable(GL_DEPTH_TEST);
// shaderOutput * 0 + buffer * shader alpha
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
GLuint modelLoc = glGetUniformLocation(bbProg, "model");
glUniform1i(glGetUniformLocation(bbProg, "debug"), 0);
- /* GLuint pboBuf; */
- /* glGenBuffers(1, &pboBuf); */
- /* glBindBuffer(GL_PIXEL_PACK_BUFFER, pboBuf); */
-
- /* glViewport(0, 0, shadeWidth, shadeHeight); */
+ glViewport(0, 0, shadeWidth, shadeHeight);
+#ifdef PBO
+ int pboIdx = 0;
+#endif
+ auto begin_time = std::chrono::system_clock::now();
size_t i = 0;
for (auto &k : metaballs) {
- fprintf(stderr, "\rShading cloud %lu/%lu...", i++, metaballs.size());
+ /* fprintf(stderr, "\rShading metaball %lu/%lu...", i, metaballs.size()); */
// place the billboard at the center of k
mat4 model = translate(mat4(1), k.pos);
// 1. First get position in opengl screen space: from [-1,1]
// 2. Normalize to [0,1]
// 3. Multiply by (width * height)
- vec2 screenPos =
+ ivec2 screenPos =
((vec2(proj * view * model * vec4(0, 0, 0, 1)) + vec2(1)) / vec2(2)) *
- vec2(width, height);
+ vec2(shadeWidth, shadeHeight);
+
+#ifndef PBO
vec4 pixel;
// TODO: This is a huge bottleneck
- glReadPixels(screenPos.x, screenPos.y, 1, 1, GL_RGBA, GL_FLOAT,
- value_ptr(pixel));
+ glReadPixels(screenPos.x, screenPos.y, 1, 1, GL_RGBA, GL_FLOAT, &pixel);
// Multiply the pixel value by the sunlight color.
- pixel *= sunColors[sunColorIdx % sunColors.size()];
+ pixel *= envColors[envColorIdx][0];
// Store the color into an array C[k] as the color of the billboard.
k.col = pixel;
+#else
+
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, pboBufs[pboIdx]);
+ // It would be nice if this worked. But it doesn't
+ // macOS driver does this synchronously
+ /* glReadPixels(screenPos.x, screenPos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
+ */
+ /* NULL); */
+ glReadPixels(screenPos.x, screenPos.y, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ int nextPbo = (pboIdx + 1) % numPbos;
+ if (i >= numPbos - 1) {
+ // start mapping the read values back
+ mapPixelRead(nextPbo, i - numPbos + 1);
}
- fprintf(stderr, "\n");
+ pboIdx = nextPbo;
+#endif
+
+ i++;
+ }
+ /* fprintf(stderr, "\n"); */
+
+#ifdef PBO
+ // sink remaining reads
+ for (int i = 0; i < numPbos; i++) {
+ mapPixelRead(i, metaballs.size() - numPbos + i);
+ }
+#endif
+
+ auto elapsed = std::chrono::system_clock::now() - begin_time;
+ double elapsed_seconds =
+ std::chrono::duration_cast<std::chrono::duration<double>>(elapsed)
+ .count();
+ fprintf(stderr, "Time taken to shade: %fs\n", elapsed_seconds);
saveFBO();
checkError();
- /* glViewport(0, 0, width, height); */
+ glViewport(0, 0, width, height);
}
void renderObject() {
// render the sun
glUseProgram(sunProg);
mat4 model = translate(mat4(1), sunPos);
- /* model = lookAt(sunPos, sunPos + sunDir, {0, 1, 0}) * model; */
+ model = lookAt(sunPos, sunPos + sunDir, {0, 1, 0}) * model;
model = translate(scale(translate(model, -sunPos), vec3(0.3)), sunPos);
- glUniformMatrix4fv(glGetUniformLocation(sunProg, "model"), 1, GL_FALSE, glm::value_ptr(model));
+ glUniformMatrix4fv(glGetUniformLocation(sunProg, "model"), 1, GL_FALSE,
+ glm::value_ptr(model));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
/* glBlendColor(1.f,1.f,1.f,1.f); */
- /* glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_SRC_ALPHA); */
+ /* glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_SRC_ALPHA);
+ */
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(bbProg, "tex"), 0);
// Don't modulate it -- blend it
glUniform1i(glGetUniformLocation(bbProg, "modulate"), 0);
- glUniform1f(glGetUniformLocation(bbProg, "debugColor"), curMode == debugColor);
+ glUniform1f(glGetUniformLocation(bbProg, "debugColor"),
+ curMode == debugColor);
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];
+ if (curMode == debugContDist)
+ debugVal = k.d;
+ else if (curMode == debugProbAct)
+ debugVal = cs.p_act[k.coords.x][k.coords.y][k.coords.z] / P_ACT;
+ else if (curMode == debugProbExt)
+ debugVal = cs.p_ext[k.coords.x][k.coords.y][k.coords.z] / P_EXT;
glUniform1f(glGetUniformLocation(bbProg, "debugVal"), debugVal);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- model = scale(model, vec3(0.2));
+ model = scale(model, vec3(0.1));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
}
}
}
-bool needsReshading = true;
+bool curBeenShaded = false;
+
void display() {
- if (needsReshading) {
+ if (!curBeenShaded && (curMode == render || curMode == debugColor)) {
// TODO: find a way to make sure there's no clipping
view = glm::lookAt(sunPos + sunDir * vec3(100.f), sunPos, {0, 0, 1});
// TODO: calculate bounds so everything is covered
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
shadeClouds();
- needsReshading = false;
+ curBeenShaded = true;
}
view = glm::lookAt(camPos, viewPos, {0, 1, 0});
+ const float aspect = width / height;
proj = glm::perspective(45.f, aspect, znear, zfar);
glUseProgram(sunProg);
setProjectionAndViewUniforms(sunProg);
glUseProgram(bbProg);
setProjectionAndViewUniforms(bbProg);
- glClearColor(0.83, 1, 1, 1); // background color
+ vec4 skyColor = envColors[envColorIdx][1];
+ glClearColor(skyColor.r, skyColor.g, skyColor.b,
+ skyColor.a); // background color
glClear(GL_COLOR_BUFFER_BIT);
renderObject(); // render things that aren't clouds
renderClouds();
bool needsRedisplay = false;
void timer(int _) {
- /* calculateMetaballs(); */
if (needsRedisplay) {
glutPostRedisplay();
}
if (key == ' ') {
calculateMetaballs();
needsRedisplay = true;
- needsReshading = curMode == render;
+ curBeenShaded = false;
}
if (key == '0') {
- needsReshading = curMode != render;
curMode = render;
needsRedisplay = true;
}
needsRedisplay = true;
}
if (key == 's') {
- sunColorIdx++;
+ envColorIdx = (envColorIdx + 1) % envColors.size();
needsRedisplay = true;
- needsReshading = true;
+ curBeenShaded = false;
}
}
prevMouseY = y;
}
+void reshape(int w, int h) {
+ width = w;
+ height = h;
+}
+
int main(int argc, char **argv) {
glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB |
+ glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA | GLUT_ALPHA |
GLUT_3_2_CORE_PROFILE);
glutInitWindowSize(width, height);
glutCreateWindow("Clouds");
glutDisplayFunc(display);
+ glutReshapeFunc(reshape);
+ glutKeyboardFunc(keyboard);
+ glutMotionFunc(motion);
+ glutPassiveMotionFunc(passiveMotion);
+ glutTimerFunc(16, timer, 0);
glewInit();
initClouds(&cs);
calculateMetaballs();
- glGenTextures(1, &attenuationTex);
-
- glutKeyboardFunc(keyboard);
- glutMotionFunc(motion);
- glutPassiveMotionFunc(passiveMotion);
- glutTimerFunc(16, timer, 0);
-
- // set up billboard prog
+#ifdef PBO
+ // setup PBOs for buffering readPixels
+ glGenBuffers(numPbos, pboBufs);
+ for (int i = 0; i < numPbos; i++) {
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, pboBufs[i]);
+ glBufferData(GL_PIXEL_PACK_BUFFER, 64 * 64 * 4, NULL,
+ GL_DYNAMIC_READ);
+ }
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+#endif
glutMainLoop();