#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?
#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
vector<Metaball> 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;
/** 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];
m[2][0] = view[0][2];
m[2][1] = view[1][2];
m[2][2] = view[2][2];
+ return m;
}
GLuint attenuationTex;
bbColors.clear();
glDisable(GL_DEPTH_TEST);
+ // shaderOutput * 0 + buffer * shader alpha
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
glEnable(GL_BLEND);
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) {
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));
// 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);
* 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() {}
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];
// 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]));
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);
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();
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 |
precalculateBillboardTextures();
+ initClouds(&cs);
calculateMetaballs();
glGenTextures(1, &attenuationTex);
- /* glutTimerFunc(16, timer, 0); */
+ glutKeyboardFunc(keyboard);
+ glutMotionFunc(motion);
+ glutTimerFunc(16, timer, 0);
// set up billboard prog