From: John Tsiombikas Date: Tue, 14 Aug 2018 19:09:05 +0000 (+0300) Subject: tesselation as a function of distance X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=ld42_outofspace;a=commitdiff_plain;h=79148ed519ea06cb506b512ffd2718c4b03f6f11 tesselation as a function of distance --- diff --git a/sdr/field.p.glsl b/sdr/field.p.glsl index b021a55..84d2321 100644 --- a/sdr/field.p.glsl +++ b/sdr/field.p.glsl @@ -10,6 +10,7 @@ void main() float foo = texture2D(field_tex, gl_TexCoord[0].st).x; - gl_FragColor.rgb = gridcol.rgb + vec3(0.0, foo, 0.0); + vec3 amb = gl_LightModel.ambient.rgb; + gl_FragColor.rgb = amb + gridcol.rgb + vec3(0.0, foo, 0.0); gl_FragColor.a = 1.0; } diff --git a/sdr/field.tc.glsl b/sdr/field.tc.glsl index 71d6560..e742def 100644 --- a/sdr/field.tc.glsl +++ b/sdr/field.tc.glsl @@ -4,17 +4,23 @@ layout(vertices = 4) out; uniform int tess_level; +in float dist[gl_MaxPatchVertices]; + void main() { gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; gl_out[gl_InvocationID].gl_TexCoord[0] = gl_in[gl_InvocationID].gl_TexCoord[0]; gl_out[gl_InvocationID].gl_TexCoord[1] = gl_in[gl_InvocationID].gl_TexCoord[1]; - gl_TessLevelInner[0] = tess_level; - gl_TessLevelInner[1] = tess_level; + const float min_tess_dist = 800.0; + float t = clamp(1.0 - dist[0] / min_tess_dist, 0.0, 1.0); + int tess = int(t * float(tess_level - 1.0)) + 1; + + gl_TessLevelInner[0] = tess; + gl_TessLevelInner[1] = tess; - gl_TessLevelOuter[0] = tess_level; - gl_TessLevelOuter[1] = tess_level; - gl_TessLevelOuter[2] = tess_level; - gl_TessLevelOuter[3] = tess_level; + gl_TessLevelOuter[0] = tess; + gl_TessLevelOuter[1] = tess; + gl_TessLevelOuter[2] = tess; + gl_TessLevelOuter[3] = tess; } diff --git a/sdr/field.v.glsl b/sdr/field.v.glsl index cecfabb..dbbbdfb 100644 --- a/sdr/field.v.glsl +++ b/sdr/field.v.glsl @@ -1,7 +1,11 @@ #version 410 compatibility +out float dist; + void main() { + dist = -(gl_ModelViewMatrix * gl_Vertex).z; + gl_Position = gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; } diff --git a/src/gamescr.cc b/src/gamescr.cc index 638032c..06b0429 100644 --- a/src/gamescr.cc +++ b/src/gamescr.cc @@ -11,9 +11,7 @@ /* NOTES: * - whistle hhgg music - * - colliding particles merge * - select objects and center camera on them - * - tesselate only where necessary */ struct Particle { @@ -71,6 +69,8 @@ struct QuadMesh { /* gravitational strength */ #define GRAV_STR 16.0f +static int pos_to_grid_x_noclamp(float x); +static int pos_to_grid_y_noclamp(float y); static int pos_to_grid(float x, float y); static Vec2 grid_to_pos(int gx, int gy); @@ -112,6 +112,8 @@ static float cam_dist = 100.0f; static Vec2 *targ_pos; static Mat4 view_matrix, proj_matrix; +static bool wireframe; + // emitter placement data (filled by event handlers, completed in update) static bool emit_place_pending; static Vec2 emit_place_pos; @@ -185,6 +187,18 @@ static void simstep() p->vel += grad * SIM_DT; p->pos += p->vel * SIM_DT; + // if it moved outside of the simulation field, remove it + int gx = pos_to_grid_x_noclamp(p->pos.x); + int gy = pos_to_grid_y_noclamp(p->pos.y); + if(gx < 0 || gx >= GRID_SIZE || gy < 0 || gy >= GRID_SIZE) { + Particle *next = p->next; + grid_part[gidx] = 0; + remove_particle(p); + free_particle(p); + p = next; + continue; + } + // find the grid cell it's moving to int gidx_next = pos_to_grid(p->pos.x, p->pos.y); p->vis_height = 0.0f;//-grid[gidx_next] * field_scale; @@ -343,11 +357,17 @@ void GameScreen::draw() glMatrixMode(GL_MODELVIEW); glLoadMatrixf(view_matrix[0]); - glPushAttrib(GL_ENABLE_BIT); - glDisable(GL_CULL_FACE); - // draw gravitational field - glEnable(GL_TEXTURE_2D); + if(wireframe) { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + + float amb[] = {0.5, 0.5, 0.5, 1.0}; + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb); + } else { + float amb[] = {0.01, 0.01, 0.01, 1.0}; + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb); + } + bind_texture(gvis_tex, 0); bind_texture(grid_tex, 1); @@ -355,6 +375,10 @@ void GameScreen::draw() glPatchParameteri(GL_PATCH_VERTICES, 4); draw_quadmesh(&field_mesh, GL_PATCHES); + if(wireframe) { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } + // draw particles glUseProgram(particle_sdr); @@ -374,8 +398,6 @@ void GameScreen::draw() glUseProgram(0); - glPopAttrib(); - assert(glGetError() == GL_NO_ERROR); } @@ -426,6 +448,10 @@ void GameScreen::keyboard(int key, bool pressed) set_uniform_float(field_sdr, "field_scale", field_scale); break; + case 'w': + wireframe = !wireframe; + break; + default: break; } @@ -459,11 +485,20 @@ void GameScreen::mwheel(int dir, int x, int y) if(cam_dist > MAX_CAM_DIST) cam_dist = MAX_CAM_DIST; } +static int pos_to_grid_x_noclamp(float x) +{ + return ((x / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE; +} + +static int pos_to_grid_y_noclamp(float y) +{ + return ((y / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE; +} 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; + int gx = pos_to_grid_x_noclamp(x); + int gy = pos_to_grid_y_noclamp(y); if(gx < 0) gx = 0; if(gx >= GRID_SIZE) gx = GRID_SIZE - 1; @@ -613,9 +648,9 @@ static void gen_quad_plane(QuadMesh *m, float width, float height, int usub, int int idx = i * vverts + j; *iptr++ = idx; - *iptr++ = idx + vverts; - *iptr++ = idx + vverts + 1; *iptr++ = idx + 1; + *iptr++ = idx + vverts + 1; + *iptr++ = idx + vverts; } v += dv;