From 061bf9f7e4836820fe3dd3a57d0ef19abb5c7e46 Mon Sep 17 00:00:00 2001 From: John Tsiombikas Date: Mon, 13 Aug 2018 08:36:07 +0300 Subject: [PATCH] crappy emitters, half-assed sim update --- sdr/field.p.glsl | 2 +- sdr/sph.p.glsl | 5 + sdr/sph.v.glsl | 4 + src/gamescr.cc | 269 ++++++++++++++++++++++++++++++++++++++++++++---------- 4 files changed, 232 insertions(+), 48 deletions(-) create mode 100644 sdr/sph.p.glsl create mode 100644 sdr/sph.v.glsl diff --git a/sdr/field.p.glsl b/sdr/field.p.glsl index 1969702..e14ba6f 100644 --- a/sdr/field.p.glsl +++ b/sdr/field.p.glsl @@ -6,7 +6,7 @@ uniform float gvis_scale; void main() { vec2 uv = gl_TexCoord[0].st * vec2(gvis_scale, gvis_scale); - vec4 gridcol = texture2D(gvis_tex, uv); + vec3 gridcol = texture2D(gvis_tex, uv).rgb; gl_FragColor.rgb = gridcol.rgb; gl_FragColor.a = 1.0; diff --git a/sdr/sph.p.glsl b/sdr/sph.p.glsl new file mode 100644 index 0000000..2ed95b5 --- /dev/null +++ b/sdr/sph.p.glsl @@ -0,0 +1,5 @@ +void main() +{ + gl_FragColor.rgb = vec3(1.0, 0.0, 0.0); + gl_FragColor.a = 1.0; +} diff --git a/sdr/sph.v.glsl b/sdr/sph.v.glsl new file mode 100644 index 0000000..2612ec3 --- /dev/null +++ b/sdr/sph.v.glsl @@ -0,0 +1,4 @@ +void main() +{ + gl_Position = ftransform(); +} diff --git a/src/gamescr.cc b/src/gamescr.cc index 032b3b9..d0fae08 100644 --- a/src/gamescr.cc +++ b/src/gamescr.cc @@ -6,11 +6,14 @@ #include "opengl.h" #include "texture.h" #include "sdr.h" +#include "mesh.h" +#include "meshgen.h" /* NOTES: * - whistle hhgg music * - colliding particles merge * - select objects and center camera on them + * - tesselate only where necessary */ struct Particle { @@ -18,6 +21,8 @@ struct Particle { float mass; Vec2 pos; Vec2 vel; + + Particle *next, *prev; }; struct Emitter { @@ -25,6 +30,8 @@ struct Emitter { float mass; float rate, chunk; float angle, spread; + + float spawn_pending; }; struct Rect { @@ -45,7 +52,7 @@ struct QuadMesh { #define SIM_DT 0.016 #define GRID_SIZE 2048 -#define GRID_BITS 12 +#define GRID_BITS 11 #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) @@ -54,7 +61,7 @@ struct QuadMesh { #define MIN_CAM_DIST 1.0f #define MAX_CAM_DIST 350.0f -#define MASS_TO_RAD(m) log((m) + 1.0) +#define MASS_TO_RADIUS(m) log((m) + 1.0) #define CONTRIB_THRES 0.005 #define CONTRIB_RANGE(m) sqrt((m) / CONTRIB_THRES) @@ -62,14 +69,27 @@ struct QuadMesh { static int pos_to_grid(float x, float y); static Vec2 grid_to_pos(int gx, int gy); +static void calc_contrib_bounds(const Vec2 &pos, float mass, Rect *rect); +static void add_influence(const Vec2 &pos, float mass, float radius, const Rect &cbox); + 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 void spawn_particle(const Vec2 &pos, const Vec2 &vel, float mass); +static void add_particle(Particle *p, int grid_idx); +static void remove_particle(Particle *p, int grid_idx); +static Particle *alloc_particle(); +void free_particle(Particle *p); + static float grid[GRID_SIZE * GRID_SIZE]; -static Particle grid_part[GRID_SIZE * GRID_SIZE]; +static Particle *grid_part[GRID_SIZE * GRID_SIZE]; static Texture *grid_tex; +#define NUM_PARTICLE_LISTS 16 +static Particle *plist[NUM_PARTICLE_LISTS]; +#define GRID_IDX_PLIST(idx) ((idx) * NUM_PARTICLE_LISTS / (GRID_SIZE * GRID_SIZE)) + static std::vector emitters; static Texture *gvis_tex; // texture tile for visualizing a grid @@ -79,6 +99,9 @@ static float field_scale = 16.0f; static QuadMesh field_mesh; +static Mesh *pmesh; +static unsigned int particle_sdr; + static float cam_theta; static float cam_dist = 100.0f; static Vec2 *targ_pos; @@ -121,6 +144,13 @@ bool GameScreen::init() gen_quad_plane(&field_mesh, FIELD_SIZE, FIELD_SIZE, 32, 32); + pmesh = new Mesh; + gen_geosphere(pmesh, 1.0, 2); + + if(!(particle_sdr = create_program_load("sdr/sph.v.glsl", "sdr/sph.p.glsl"))) { + return false; + } + // XXX DBG emit_place_pos = Vec2(0, 0); emit_place_pending = true; @@ -135,63 +165,68 @@ void GameScreen::destroy() delete gvis_tex; delete grid_tex; destroy_quadmesh(&field_mesh); + delete pmesh; } -static void calc_contrib_bounds(const Emitter *em, Rect *rect) +static void simstep() { - 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)); + // spawn particles + int num_emitters = emitters.size(); + for(int i=0; ispawn_pending += em->rate * SIM_DT; + while(em->spawn_pending >= 1.0f && em->mass > 0.0f) { + Vec2 pvel; // XXX calc eject velocity - int sx = gx - maxrange; - int sy = gy - maxrange; - int ex = gx + maxrange; - int ey = gy + maxrange; + float angle = (float)rand() / (float)RAND_MAX * (M_PI * 2.0); + float emradius = MASS_TO_RADIUS(em->mass); + Vec2 ppos = em->pos + Vec2(cos(angle), sin(angle)) * emradius * 1.00001; - if(ex > GRID_SIZE) ex = GRID_SIZE; - if(ey > GRID_SIZE) ey = GRID_SIZE; + float pmass = em->chunk > em->mass ? em->mass : em->chunk; + spawn_particle(ppos, pvel, pmass); + em->mass -= pmass; - rect->x = sx < 0 ? 0 : sx; - rect->y = sy < 0 ? 0 : sy; - rect->width = ex - sx; - rect->height = ey - sy; -} + em->spawn_pending -= 1.0f; + } + } + + // remove dead emitters + std::vector::iterator it = emitters.begin(); + while(it != emitters.end()) { + Emitter *em = *it; + + if(em->mass <= 0.0f) { + printf("emitter depleted\n"); + it = emitters.erase(it); + delete em; + } else { + it++; + } + } -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; imass); - - float *gptr = grid + cbox.y * GRID_SIZE + cbox.x; - Vec2 startpos = grid_to_pos(cbox.x, cbox.y); - - for(int y=0; ypos; - float dsq = dot(dir, dir); - float radsq = emradius * emradius; - if(dsq < radsq) { - dsq = radsq; - } + calc_contrib_bounds(em->pos, em->mass, &cbox); + float emradius = MASS_TO_RADIUS(em->mass); - gptr[x] -= em->mass / dsq; - } + add_influence(em->pos, -em->mass, emradius, cbox); + } - startpos.y += GRID_DELTA; - gptr += GRID_SIZE; + // contribution of particles + for(int i=0; ipos, p->mass, &cbox); + add_influence(p->pos, p->mass, p->radius, cbox); + p = p->next; } } @@ -211,13 +246,14 @@ static void update() em->pos = emit_place_pos; em->mass = 100; em->rate = 1; - em->chunk = 0.05; + em->chunk = 0.05 * em->mass; em->angle = -1; em->spread = 0; + em->spawn_pending = 0; emitters.push_back(em); Rect cbox; - calc_contrib_bounds(em, &cbox); + calc_contrib_bounds(em->pos, em->mass, &cbox); printf("bounds: %d,%d %dx%d\n", cbox.x, cbox.y, cbox.width, cbox.height); } @@ -260,19 +296,36 @@ void GameScreen::draw() glLoadMatrixf(view_matrix[0]); glPushAttrib(GL_ENABLE_BIT); - glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); + // draw gravitational field glEnable(GL_TEXTURE_2D); 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); + // draw particles + glUseProgram(particle_sdr); + + for(int i=0; ipos.x, p->pos.y); + + glPushMatrix(); + glTranslatef(p->pos.x, -grid[gidx] * field_scale, p->pos.y); + glScalef(p->radius, p->radius, p->radius); + + pmesh->draw(); + + glPopMatrix(); + p = p->next; + } + } + glUseProgram(0); glPopAttrib(); @@ -382,6 +435,52 @@ static Vec2 grid_to_pos(int gx, int gy) return Vec2(x, y); } +static void calc_contrib_bounds(const Vec2 &pos, float mass, Rect *rect) +{ + int gidx = pos_to_grid(pos.x, pos.y); + int gx = GRID_X(gidx); + int gy = GRID_Y(gidx); + int maxrange = (int)ceil(CONTRIB_RANGE(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 add_influence(const Vec2 &pos, float mass, float radius, const Rect &cbox) +{ + float *gptr = grid + cbox.y * GRID_SIZE + cbox.x; + Vec2 startpos = grid_to_pos(cbox.x, cbox.y); + + for(int y=0; yvbo_v); @@ -475,3 +574,79 @@ static void gen_quad_plane(QuadMesh *m, float width, float height, int usub, int glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } + +static void spawn_particle(const Vec2 &pos, const Vec2 &vel, float mass) +{ + int gidx = pos_to_grid(pos.x, pos.y); + + if(grid_part[gidx]) { + // merge with existing + Particle *p = grid_part[gidx]; + p->vel += vel; + p->mass += mass; + p->radius = MASS_TO_RADIUS(p->mass); + + } else { + Particle *p = alloc_particle(); + p->pos = pos; + p->vel = vel; + p->mass = mass; + p->radius = MASS_TO_RADIUS(mass); + grid_part[gidx] = p; + + add_particle(p, gidx); + } +} + +static void add_particle(Particle *p, int grid_idx) +{ + int listidx = GRID_IDX_PLIST(grid_idx); + p->next = plist[listidx]; + p->prev = 0; + plist[listidx] = p; +} + +static void remove_particle(Particle *p, int grid_idx) +{ + Particle *prev = p->prev; + Particle *next = p->next; + + p->prev = p->next = 0; + if(next) next->prev = prev; + + if(prev) { + prev->next = next; + } else { + int listidx = GRID_IDX_PLIST(grid_idx); + plist[listidx] = next; + } +} + +// particle allocator +#define MAX_PFREE_SIZE 256 +static Particle *pfree_list; +static int pfree_size; + +static Particle *alloc_particle() +{ + if(pfree_list) { + Particle *p = pfree_list; + pfree_list = pfree_list->next; + pfree_size--; + return p; + } + + return new Particle; +} + +void free_particle(Particle *p) +{ + if(pfree_size < MAX_PFREE_SIZE) { + p->next = pfree_list; + p->prev = 0; + pfree_list = p; + pfree_size++; + } else { + delete p; + } +} -- 1.7.10.4