+#include <assert.h>
#include <vector>
#include <gmath/gmath.h>
#include "game.h"
#include "screen.h"
#include "opengl.h"
#include "texture.h"
+#include "sdr.h"
/* NOTES:
* - whistle hhgg music
*/
struct Particle {
+ float radius;
float mass;
Vec2 pos;
Vec2 vel;
float angle, spread;
};
+struct Rect {
+ int x, y;
+ 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 4096
+#define GRID_SIZE 2048
#define GRID_BITS 12
#define GRID_X(idx) (((idx) >> GRID_BITS) & (GRID_SIZE - 1))
#define GRID_Y(idx) ((idx) & (GRID_SIZE - 1))
+#define GRID_DELTA ((float)FIELD_SIZE / (float)GRID_SIZE)
#define FIELD_SIZE 2048
#define MIN_CAM_DIST 1.0f
#define MAX_CAM_DIST 350.0f
+#define MASS_TO_RAD(m) log((m) + 1.0)
+
+#define CONTRIB_THRES 0.005
+#define CONTRIB_RANGE(m) sqrt((m) / CONTRIB_THRES)
+
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 std::vector<Emitter> emitters;
+static std::vector<Emitter*> emitters;
-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;
static Vec2 *targ_pos;
static Mat4 view_matrix, proj_matrix;
+// emitter placement data (filled by event handlers, completed in update)
+static bool emit_place_pending;
+static Vec2 emit_place_pos;
+
bool GameScreen::init()
{
grid_tex = new Texture;
- if(!grid_tex->load("data/purple_grid.png")) {
+ grid_tex->create(GRID_SIZE, GRID_SIZE, TEX_2D, GL_LUMINANCE32F_ARB);
+ grid_tex->set_anisotropy(glcaps.max_aniso);
+
+ gvis_tex = new Texture;
+ if(!gvis_tex->load("data/purple_grid.png")) {
+ return false;
+ }
+ gvis_tex->set_anisotropy(glcaps.max_aniso);
+
+ unsigned int vsdr, tcsdr, tesdr, psdr;
+
+ if(!(vsdr = load_vertex_shader("sdr/field.v.glsl")) ||
+ !(tcsdr = load_tessctl_shader("sdr/field.tc.glsl")) ||
+ !(tesdr = load_tesseval_shader("sdr/field.te.glsl")) ||
+ !(psdr = load_pixel_shader("sdr/field.p.glsl"))) {
return false;
}
- grid_tex->set_anisotropy(glcaps.max_aniso);
+ if(!(field_sdr = create_program_link(vsdr, tcsdr, tesdr, psdr, 0))) {
+ return false;
+ }
+ set_uniform_int(field_sdr, "gvis_tex", 0);
+ set_uniform_int(field_sdr, "field_tex", 1);
+ 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)
+{
+ int gidx = pos_to_grid(em->pos.x, em->pos.y);
+ int gx = GRID_X(gidx);
+ int gy = GRID_Y(gidx);
+ int maxrange = (int)ceil(CONTRIB_RANGE(em->mass));
+
+ int sx = gx - maxrange;
+ int sy = gy - maxrange;
+ int ex = gx + maxrange;
+ int ey = gy + maxrange;
+
+ if(ex > GRID_SIZE) ex = GRID_SIZE;
+ if(ey > GRID_SIZE) ey = GRID_SIZE;
+
+ rect->x = sx < 0 ? 0 : sx;
+ rect->y = sy < 0 ? 0 : sy;
+ rect->width = ex - sx;
+ rect->height = ey - sy;
}
static void simstep()
{
+ // calculate gravitational field - assume field within radius constant: m / r^2
+
+ // first clear the field, and then add contributions
+ memset(grid, 0, sizeof grid);
+
+ // contribution of emitters
+ int num_emitters = emitters.size();
+ for(int i=0; i<num_emitters; i++) {
+ Emitter *em = emitters[i];
+ Rect cbox;
+ calc_contrib_bounds(em, &cbox);
+ float emradius = MASS_TO_RAD(em->mass);
+
+ float *gptr = grid + cbox.y * GRID_SIZE + cbox.x;
+ Vec2 startpos = grid_to_pos(cbox.x, cbox.y);
+
+ for(int y=0; y<cbox.height; y++) {
+ for(int x=0; x<cbox.width; x++) {
+ Vec2 cellpos = Vec2(startpos.x + (float)x * GRID_DELTA, startpos.y);
+
+ Vec2 dir = cellpos - em->pos;
+ float dsq = dot(dir, dir);
+ float radsq = emradius * emradius;
+ if(dsq < radsq) {
+ dsq = radsq;
+ }
+
+ gptr[x] -= em->mass / dsq;
+ }
+
+ startpos.y += GRID_DELTA;
+ gptr += GRID_SIZE;
+ }
+ }
+
+ // update texture
+ assert(glGetError() == GL_NO_ERROR);
+ grid_tex->bind();
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GRID_SIZE, GRID_SIZE, GL_LUMINANCE,
+ GL_FLOAT, grid);
+ assert(glGetError() == GL_NO_ERROR);
}
static void update()
{
- static float interval;
+ if(emit_place_pending) {
+ emit_place_pending = false;
+ Emitter *em = new Emitter;
+ em->pos = emit_place_pos;
+ em->mass = 100;
+ em->rate = 1;
+ em->chunk = 0.05;
+ em->angle = -1;
+ em->spread = 0;
+ emitters.push_back(em);
+
+ Rect cbox;
+ calc_contrib_bounds(em, &cbox);
+ printf("bounds: %d,%d %dx%d\n", cbox.x, cbox.y, cbox.width, cbox.height);
+ }
+ // update simulation
+ static float interval;
interval += frame_dt;
if(interval >= SIM_DT) {
interval -= SIM_DT;
simstep();
+ assert(glGetError() == GL_NO_ERROR);
}
// update projection matrix
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
- bind_texture(grid_tex);
-
- 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);
- glTexCoord2f(0, 0);
- glVertex3f(-hsz, 0, -hsz);
- glTexCoord2f(maxu, 0);
- glVertex3f(hsz, 0, -hsz);
- glTexCoord2f(maxu, maxv);
- glVertex3f(hsz, 0, hsz);
- glTexCoord2f(0, maxv);
- glVertex3f(-hsz, 0, hsz);
- glEnd();
+ bind_texture(gvis_tex, 0);
+ bind_texture(grid_tex, 1);
+
+ glUseProgram(field_sdr);
+ assert(glGetError() == GL_NO_ERROR);
+
+ 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;
}
if(cam_dist <= MIN_CAM_DIST) cam_dist = MIN_CAM_DIST;
if(cam_dist > MAX_CAM_DIST) cam_dist = MAX_CAM_DIST;
}
+
+
+static int pos_to_grid(float x, float y)
+{
+ int gx = ((x / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE;
+ int gy = ((y / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE;
+
+ if(gx < 0) gx = 0;
+ if(gx >= GRID_SIZE) gx = GRID_SIZE - 1;
+ if(gy < 0) gy = 0;
+ if(gy >= GRID_SIZE) gy = GRID_SIZE - 1;
+
+ return (gx << GRID_BITS) | gy;
+}
+
+static Vec2 grid_to_pos(int gx, int gy)
+{
+ float x = (((float)gx / (float)GRID_SIZE) - 0.5f) * (float)FIELD_SIZE;
+ float y = (((float)gy / (float)GRID_SIZE) - 0.5f) * (float)FIELD_SIZE;
+
+ 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);
+}