1 #include <msp/gl/camera.h>
2 #include <msp/gl/framebuffer.h>
3 #include <msp/gl/mesh.h>
4 #include <msp/gl/renderer.h>
5 #include <msp/strings/format.h>
11 Water::Water(const GL::Object &o, DataFile::Collection &resources, const Region ®ion):
13 width((region.right-region.left)*100.0f),
14 height((region.top-region.bottom)*100.0f),
17 sampler(resources.get<GL::Sampler>("linear_clip.samp")),
18 sim_integrate(resources.get<GL::Program>("fluidsim_integrate.glsl.shader")),
19 sim_velocity(resources.get<GL::Program>("fluidsim_velocity.glsl.shader")),
20 sim_clamp(resources.get<GL::Program>("fluidsim_clamp.glsl.shader")),
21 normals_shader(resources.get<GL::Program>("water_normals.glsl.shader")),
22 variance_x_shader(resources.get<GL::Program>("water_variance_x.glsl.shader")),
23 variance_y_shader(resources.get<GL::Program>("water_variance_y.glsl.shader"))
25 sim_shdata.set_debug_name("Water sim params");
26 sim_shdata.uniform("delta_time", stepsize);
27 sim_shdata.uniform("velocity_damping", 0.99995f);
28 sim_shdata.uniform("gravity", 981.0f);
29 sim_shdata.uniform("max_flow_fraction", 0.9999f);
30 sim_shdata.uniform("residual_depth", 0.01f);
32 shdata.uniform("Region.scale", 1.0f/(region.right-region.left), 1.0f/(region.top-region.bottom));
33 shdata.uniform("Region.offset", -region.left/(region.right-region.left), -region.bottom/(region.top-region.bottom));
34 shdata.uniform("Region.amplitude", 0.01f);
36 bottom.storage(GL::R32F, width, height, 1);
37 bottom.set_debug_name("Water bottom");
38 for(unsigned i=0; i<2; ++i)
40 state[i].surface.storage(GL::R32F, width, height, 1);
41 state[i].surface.set_debug_name(format("Water surface[%d]", i));
42 state[i].velocity.storage(GL::RG32F, width, height, 1);
43 state[i].velocity.set_debug_name(format("Water velocity[%d]", i));
44 state[i].clamping.storage(GL::R32F, width, height, 1);
45 state[i].clamping.set_debug_name(format("Water clamping[%d]", i));
48 normals.storage(GL::RG8, width, height, 1);
49 normals.set_debug_name("Water normals");
51 variance_x.storage(GL::R16F, width, height, 1);
52 variance_x.set_debug_name("Water variance X");
53 variance_y.storage(GL::R16F, width, height, 1);
54 variance_y.set_debug_name("Water variance Y");
56 GL::Framebuffer bottom_fbo((GL::COLOR_ATTACHMENT,GL::R32F));
57 bottom_fbo.attach(GL::COLOR_ATTACHMENT, bottom);
59 GL::Camera bottom_camera;
60 bottom_camera.set_orthographic(region.right-region.left, region.top-region.bottom);
61 bottom_camera.set_position(GL::Vector3((region.left+region.right)/2, (region.bottom+region.top)/2, 0.0f));
62 bottom_camera.set_depth_clip(-10.0f, 10.0f);
64 const GL::Program &bottom_shprog = resources.get<GL::Program>("fluidsim_bottom.glsl.shader");
65 const GL::Program &fill_shprog = resources.get<GL::Program>("fluidsim_fill.glsl.shader");
67 GL::Renderer renderer;
69 renderer.set_camera(bottom_camera);
70 renderer.set_framebuffer(&bottom_fbo);
71 renderer.set_shader_program(&bottom_shprog);
72 region.terrain.draw(renderer);
74 renderer.set_shader_program(&fill_shprog);
75 renderer.set_texture("bottom", &bottom, &sampler);
76 for(unsigned i=0; i<2; ++i)
78 renderer.set_storage_texture("surface_out", &state[i].surface);
79 renderer.set_storage_texture("velocity_out", &state[i].velocity);
80 renderer.set_storage_texture("clamping_out", &state[i].clamping);
81 renderer.dispatch((width+7)/8, (height+7)/8);
86 void Water::setup_frame(GL::Renderer &renderer)
91 GL::Renderer::Push _push(renderer);
93 unsigned groups_x = (width+5)/8;
94 unsigned groups_y = (height+5)/8;
96 int drop_x = rng()%width;
97 int drop_y = rng()%height;
98 sim_shdata.uniform("drop_pos", drop_x, drop_y);
99 sim_shdata.uniform("drop_time", time);
101 renderer.add_shader_data(sim_shdata);
102 renderer.set_texture("bottom_in", &bottom, &sampler);
103 for(unsigned i=0; i<16; ++i)
105 sim_shdata.uniform("time", time);
107 renderer.set_shader_program(&sim_integrate);
108 renderer.set_storage_texture("surface_out", &next->surface);
109 renderer.set_storage_texture("velocity_out", &next->velocity);
110 renderer.set_storage_texture("clamping_out", &next->clamping);
111 renderer.set_texture("surface_in", ¤t->surface, &sampler);
112 renderer.set_texture("velocity_in", ¤t->velocity, &sampler);
113 renderer.set_texture("clamping_in", ¤t->clamping, &sampler);
114 renderer.dispatch(groups_x, groups_y);
116 renderer.set_shader_program(&sim_velocity);
117 renderer.set_texture("surface_in", &next->surface, &sampler);
118 renderer.dispatch(groups_x, groups_y);
120 renderer.set_shader_program(&sim_clamp);
121 renderer.set_texture("velocity_in", &next->velocity, &sampler);
122 renderer.dispatch(groups_x, groups_y);
128 renderer.set_shader_program(&normals_shader);
129 renderer.set_texture("surface_in", ¤t->surface, &sampler);
130 renderer.set_storage_texture("normals_out", &normals);
131 renderer.dispatch(groups_x, groups_y);
133 renderer.set_shader_program(&variance_x_shader);
134 renderer.set_texture("normals_in", &normals, &sampler);
135 renderer.set_storage_texture("variance_out", &variance_x);
136 renderer.dispatch((width-1)/8, groups_y);
138 renderer.set_shader_program(&variance_y_shader);
139 renderer.set_texture("variance_in", &variance_x, &sampler);
140 renderer.set_storage_texture("variance_out", &variance_y);
141 renderer.dispatch(groups_x, (height-1)/8);
146 void Water::finish_frame()
151 void Water::setup_render(GL::Renderer &renderer, GL::Tag tag) const
153 ObjectInstance::setup_render(renderer, tag);
154 renderer.add_shader_data(shdata);
155 renderer.set_texture("bottom", &bottom, &sampler);
156 renderer.set_texture("surface", ¤t->surface, &sampler);
157 renderer.set_texture("normals", &normals, &sampler);
158 renderer.set_texture("variance", &variance_y, &sampler);