int width, height;
};
+struct QuadMesh {
+ Vec3 *v;
+ Vec2 *uv;
+ uint16_t *idx;
+
+ int num_verts, num_idx, num_quads;
+
+ unsigned int vbo_v, vbo_uv, ibo;
+};
+
#define SIM_DT 0.016
#define GRID_SIZE 2048
static int pos_to_grid(float x, float y);
static Vec2 grid_to_pos(int gx, int gy);
+static void destroy_quadmesh(QuadMesh *m);
+static void draw_quadmesh(const QuadMesh *m, unsigned int prim = GL_QUADS);
+static void gen_quad_plane(QuadMesh *mesh, float width, float height, int usub, int vsub);
+
static float grid[GRID_SIZE * GRID_SIZE];
static Particle grid_part[GRID_SIZE * GRID_SIZE];
static Texture *grid_tex;
static Texture *gvis_tex; // texture tile for visualizing a grid
static unsigned int field_sdr;
+static int tess_level = 32;
+static float field_scale = 16.0f;
+
+static QuadMesh field_mesh;
static float cam_theta;
static float cam_dist = 100.0f;
}
set_uniform_int(field_sdr, "gvis_tex", 0);
set_uniform_int(field_sdr, "field_tex", 1);
- set_uniform_int(field_sdr, "tess_level", 2);
+ set_uniform_float(field_sdr, "gvis_scale", FIELD_SIZE / 32.0f);
+ set_uniform_int(field_sdr, "tess_level", tess_level);
+ set_uniform_float(field_sdr, "field_scale", field_scale);
+
+ gen_quad_plane(&field_mesh, FIELD_SIZE, FIELD_SIZE, 32, 32);
// XXX DBG
emit_place_pos = Vec2(0, 0);
emit_place_pending = true;
+ assert(glGetError() == GL_NO_ERROR);
return true;
}
void GameScreen::destroy()
{
+ free_program(field_sdr);
delete gvis_tex;
+ delete grid_tex;
+ destroy_quadmesh(&field_mesh);
}
static void calc_contrib_bounds(const Emitter *em, Rect *rect)
bind_texture(grid_tex, 1);
glUseProgram(field_sdr);
+ assert(glGetError() == GL_NO_ERROR);
- float maxu = FIELD_SIZE / 32.0f;
- float maxv = FIELD_SIZE / 32.0f;
- float hsz = FIELD_SIZE * 0.5f;
-
- glBegin(GL_QUADS);
- glColor3f(1, 1, 1);
-
- glMultiTexCoord2f(0, 0, 0);
- glMultiTexCoord2f(1, 0, 0);
- glVertex3f(-hsz, 0, -hsz);
-
- glMultiTexCoord2f(0, maxu, 0);
- glMultiTexCoord2f(1, 1, 0);
- glVertex3f(hsz, 0, -hsz);
-
- glMultiTexCoord2f(0, maxu, maxv);
- glMultiTexCoord2f(1, 1, 1);
- glVertex3f(hsz, 0, hsz);
-
- glMultiTexCoord2f(0, 0, maxv);
- glMultiTexCoord2f(1, 0, 1);
- glVertex3f(-hsz, 0, hsz);
- glEnd();
+ glPatchParameteri(GL_PATCH_VERTICES, 4);
+ draw_quadmesh(&field_mesh, GL_PATCHES);
glUseProgram(0);
glPopAttrib();
+
+ assert(glGetError() == GL_NO_ERROR);
}
void GameScreen::reshape(int x, int y)
pop_screen();
break;
+ case ']':
+ if(tess_level < glcaps.max_tess_level) {
+ tess_level++;
+ printf("tessellation level: %d\n", tess_level);
+ set_uniform_int(field_sdr, "tess_level", tess_level);
+ glUseProgram(0);
+ }
+ break;
+
+ case '[':
+ if(tess_level > 1) {
+ tess_level--;
+ printf("tessellation level: %d\n", tess_level);
+ set_uniform_int(field_sdr, "tess_level", tess_level);
+ glUseProgram(0);
+ }
+ break;
+
+ case '=':
+ field_scale += 0.5;
+ printf("field scale: %f\n", field_scale);
+ set_uniform_float(field_sdr, "field_scale", field_scale);
+ break;
+
+ case '-':
+ field_scale -= 0.5;
+ if(field_scale < 0.0f) {
+ field_scale = 0.0f;
+ }
+ printf("field scale: %f\n", field_scale);
+ set_uniform_float(field_sdr, "field_scale", field_scale);
+ break;
+
default:
break;
}
return Vec2(x, y);
}
+
+static void destroy_quadmesh(QuadMesh *m)
+{
+ glDeleteBuffers(1, &m->vbo_v);
+ glDeleteBuffers(1, &m->vbo_uv);
+ glDeleteBuffers(1, &m->ibo);
+
+ delete [] m->v;
+ delete [] m->uv;
+ delete [] m->idx;
+}
+
+static void draw_quadmesh(const QuadMesh *m, unsigned int prim)
+{
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glBindBuffer(GL_ARRAY_BUFFER, m->vbo_v);
+ glVertexPointer(3, GL_FLOAT, 0, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, m->vbo_uv);
+ glTexCoordPointer(2, GL_FLOAT, 0, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m->ibo);
+ glDrawElements(prim, m->num_idx, GL_UNSIGNED_SHORT, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+static void gen_quad_plane(QuadMesh *m, float width, float height, int usub, int vsub)
+{
+ Vec3 *vptr;
+ Vec2 *uvptr;
+ uint16_t *iptr;
+
+ if(usub < 1) usub = 1;
+ if(vsub < 1) vsub = 1;
+
+ int uverts = usub + 1;
+ int vverts = vsub + 1;
+ m->num_verts = uverts * vverts;
+ m->num_quads = usub * vsub;
+ m->num_idx = m->num_quads * 4;
+
+ vptr = m->v = new Vec3[m->num_verts];
+ uvptr = m->uv = new Vec2[m->num_verts];
+ iptr = m->idx = new uint16_t[m->num_idx];
+
+ float du = 1.0f / (float)usub;
+ float dv = 1.0f / (float)vsub;
+
+ float u = 0.0f;
+ for(int i=0; i<uverts; i++) {
+ float x = (u - 0.5f) * width;
+ float v = 0.0f;
+ for(int j=0; j<vverts; j++) {
+ float y = (v - 0.5f) * height;
+
+ *vptr++ = Vec3(x, 0, y);
+ *uvptr++ = Vec2(u, v);
+
+ if(i < usub && j < vsub) {
+ int idx = i * vverts + j;
+
+ *iptr++ = idx;
+ *iptr++ = idx + vverts;
+ *iptr++ = idx + vverts + 1;
+ *iptr++ = idx + 1;
+ }
+
+ v += dv;
+ }
+ u += du;
+ }
+
+ glGenBuffers(1, &m->vbo_v);
+ glBindBuffer(GL_ARRAY_BUFFER, m->vbo_v);
+ glBufferData(GL_ARRAY_BUFFER, m->num_verts * 3 * sizeof(float), m->v, GL_STATIC_DRAW);
+
+ glGenBuffers(1, &m->vbo_uv);
+ glBindBuffer(GL_ARRAY_BUFFER, m->vbo_uv);
+ glBufferData(GL_ARRAY_BUFFER, m->num_verts * 2 * sizeof(float), m->uv, GL_STATIC_DRAW);
+
+ glGenBuffers(1, &m->ibo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m->ibo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, m->num_idx * sizeof(uint16_t), m->idx, GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+}