X-Git-Url: https://git.lukelau.me/?p=clouds.git;a=blobdiff_plain;f=clouds.cpp;h=5d188233fe66c9eb16bdbbfcd5a08fffd7a377cb;hp=baabcba703d4aca0e44e80f142e7eb97a82ed1c7;hb=e4bfe561fba2c32bf5ecdbf6a96067676ab313a2;hpb=92594780db1f9bb51b97e68457c526fa4287a29e diff --git a/clouds.cpp b/clouds.cpp index baabcba..5d18823 100644 --- a/clouds.cpp +++ b/clouds.cpp @@ -17,6 +17,7 @@ enum Mode { render, debugContDist, + debugColor, debugProbExt, debugProbAct }; @@ -25,7 +26,7 @@ Mode curMode = render; using namespace std; using namespace glm; -const float metaballR = 1.5f; +const float metaballR = 2.f * 1.f / 16.f; inline float metaballField(float r) { if (r > metaballR) return 0; @@ -43,7 +44,7 @@ void checkError() { } } -GLuint bbProg; +GLuint bbProg, sunProg; GLuint bbVao; // Here we need to generate n_q textures for different densities of metaballs @@ -64,10 +65,10 @@ void precalculateBillboardTextures() { for (int j = 0; j < 32; j++) { for (int i = 0; i < 32; i++) { // TODO: properly calculate this instead of whatever this is - float r = distance(vec2(i, j), vec2(16, 16)) / 16; + float r = distance(vec2(i, j), vec2(16, 16)) / 32; float density = (float)d / NQ; data[i + j * 32] = - 1 - (density * metaballField(r) / normalizationFactor); + 1 - (density * 0.01 * metaballField(r * metaballR) / normalizationFactor); } } @@ -92,12 +93,12 @@ void precalculateBillboardTextures() { struct Metaball { vec3 pos; ivec3 coords; - /** Radius, density */ - float r, d; + /** Density */ + float d; vec4 col; }; -array metaballs; +array metaballs; Clouds cs; @@ -111,22 +112,25 @@ void calculateMetaballs() { /* 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++) { + 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++) { + const float cloudScale = 1.f / 16; 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); + 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]; - metaballs[i * CLOUD_DIM * CLOUD_DIM + j * CLOUD_DIM + k] = m; + metaballs[i * CLOUD_DIM_Y * CLOUD_DIM_Z + j * CLOUD_DIM_Z + k] = m; } } } } -vec3 sunPos = {0, 2, 2}, sunDir = {0, -1, -1}; +vec3 sunPos = {0, 5, 5}, sunDir = {0, -1, -1}; +/* vec4 sunColor = {1,0,0.429,1}; */ +vec4 sunColor = {1,1,1,1}; vec3 camPos = {0, 0, -5}, viewPos = {0, 0, 0}; mat4 proj; // projection matrix mat4 view; // view matrix @@ -159,6 +163,8 @@ mat4 faceView(mat4 m) { GLuint attenuationTex; +const float metaballScale = metaballR * 1.4f; + void shadeClouds() { glDisable(GL_DEPTH_TEST); // shaderOutput * 0 + buffer * shader alpha @@ -174,14 +180,17 @@ void shadeClouds() { glUniform1i(glGetUniformLocation(bbProg, "tex"), 0); GLuint modelLoc = glGetUniformLocation(bbProg, "model"); + glUniform1i(glGetUniformLocation(bbProg, "debug"), 0); 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); + mat4 model = translate(mat4(1), k.pos); // rotate the billboard so that its normal is oriented to the sun model = faceView(model); + model = scale(model, vec3(metaballScale)); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); // Set the billboard color as RGBA = (1.0, 1.0, 1.0, 1.0). @@ -213,7 +222,6 @@ void shadeClouds() { 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. @@ -224,9 +232,20 @@ void shadeClouds() { checkError(); } -void renderObject() {} +void renderObject() { + glDisable(GL_BLEND); + // render the sun + glUseProgram(sunProg); + mat4 model = translate(mat4(1), sunPos); + /* 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)); + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); +} void renderClouds() { + glUseProgram(bbProg); + // Sort metaballs in descending order from the viewpoint sort(metaballs.begin(), metaballs.end(), [](Metaball &a, Metaball &b) { return distance(camPos, a.pos) > distance(camPos, b.pos); @@ -248,10 +267,12 @@ void renderClouds() { GLuint modelLoc = glGetUniformLocation(bbProg, "model"); // Place the billboard at the center of the corresponding metaball n. - mat4 model = scale(translate(mat4(1), k.pos), vec3(k.r) * 2.f); + mat4 model = translate(mat4(1), k.pos); // Rotate the billboard so that its normal is oriented to the viewpoint. model = faceView(model); + model = scale(model, vec3(metaballScale)); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); // Set the billboard color as C[n]. @@ -266,6 +287,7 @@ void renderClouds() { // Don't modulate it -- blend it glUniform1i(glGetUniformLocation(bbProg, "modulate"), 0); + glUniform1f(glGetUniformLocation(bbProg, "debugColor"), curMode == debugColor); if (curMode != render) { float debugVal = 0; if (curMode == debugContDist) debugVal = k.d; @@ -273,7 +295,7 @@ void renderClouds() { 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)); + model = scale(model, vec3(0.2)); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); } @@ -298,6 +320,9 @@ void display() { view = glm::lookAt(camPos, viewPos, {0, 1, 0}); proj = glm::perspective(45.f, aspect, znear, zfar); + glUseProgram(sunProg); + setProjectionAndViewUniforms(sunProg); + glUseProgram(bbProg); setProjectionAndViewUniforms(bbProg); glClearColor(0.83, 1, 1, 1); // background color @@ -322,7 +347,7 @@ void keyboard(unsigned char key, int x, int y) { if (key == ' ') { calculateMetaballs(); needsRedisplay = true; - needsReshading = true; + needsReshading = curMode == render; } if (key == '0') { curMode = render; @@ -333,10 +358,14 @@ void keyboard(unsigned char key, int x, int y) { needsRedisplay = true; } if (key == '2') { - curMode = debugProbAct; + curMode = debugColor; needsRedisplay = true; } if (key == '3') { + curMode = debugProbAct; + needsRedisplay = true; + } + if (key == '4') { curMode = debugProbExt; needsRedisplay = true; } @@ -353,7 +382,7 @@ void motion(int x, int y) { float dx = x - prevMouseX, dy = y - prevMouseY; prevMouseX = x; prevMouseY = y; - const vec3 origin(0, 18, 0); + const vec3 origin(0, 0, 0); const float sensitivity = 0.003f; auto camMat = translate(mat4(1), origin + camPos); auto rotation = rotate(rotate(mat4(1), -dx * sensitivity, {0, 1, 0}), @@ -379,11 +408,14 @@ int main(int argc, char **argv) { glewInit(); Program prog("billboardvert.glsl", "billboardfrag.glsl"); - bbProg = prog.progId; - glUseProgram(bbProg); + Program sProg("sunvert.glsl", "sunfrag.glsl"); + sunProg = sProg.progId; glGenVertexArrays(1, &bbVao); + glUseProgram(sunProg); + glBindVertexArray(bbVao); + glUseProgram(bbProg); glBindVertexArray(bbVao); GLuint vbos[2]; glGenBuffers(2, vbos);