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[libs/gl.git] / demos / forestpond / source / water.cpp
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>
6 #include "water.h"
7
8 using namespace std;
9 using namespace Msp;
10
11 Water::Water(const GL::Object &o, DataFile::Collection &resources, const Region &region):
12         ObjectInstance(o),
13         width((region.right-region.left)*100.0f),
14         height((region.top-region.bottom)*100.0f),
15         current(&state[0]),
16         next(&state[1]),
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"))
24 {
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);
31
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);
35
36         bottom.storage(GL::R32F, width, height, 1);
37         bottom.set_debug_name("Water bottom");
38         for(unsigned i=0; i<2; ++i)
39         {
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));
46         }
47
48         normals.storage(GL::RG8, width, height, 1);
49         normals.set_debug_name("Water normals");
50
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");
55
56         GL::Framebuffer bottom_fbo((GL::COLOR_ATTACHMENT,GL::R32F));
57         bottom_fbo.attach(GL::COLOR_ATTACHMENT, bottom);
58
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);
63
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");
66
67         GL::Renderer renderer;
68         renderer.begin();
69         renderer.set_camera(bottom_camera);
70         renderer.set_framebuffer(&bottom_fbo);
71         renderer.set_shader_program(&bottom_shprog);
72         region.terrain.draw(renderer);
73
74         renderer.set_shader_program(&fill_shprog);
75         renderer.set_texture("bottom", &bottom, &sampler);
76         for(unsigned i=0; i<2; ++i)
77         {
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);
82         }
83         renderer.end();
84 }
85
86 void Water::setup_frame(GL::Renderer &renderer)
87 {
88         if(simulated)
89                 return;
90
91         GL::Renderer::Push _push(renderer);
92
93         unsigned groups_x = (width+5)/8;
94         unsigned groups_y = (height+5)/8;
95
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);
100
101         renderer.add_shader_data(sim_shdata);
102         renderer.set_texture("bottom_in", &bottom, &sampler);
103         for(unsigned i=0; i<16; ++i)
104         {
105                 sim_shdata.uniform("time", time);
106
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", &current->surface, &sampler);
112                 renderer.set_texture("velocity_in", &current->velocity, &sampler);
113                 renderer.set_texture("clamping_in", &current->clamping, &sampler);
114                 renderer.dispatch(groups_x, groups_y);
115
116                 renderer.set_shader_program(&sim_velocity);
117                 renderer.set_texture("surface_in", &next->surface, &sampler);
118                 renderer.dispatch(groups_x, groups_y);
119
120                 renderer.set_shader_program(&sim_clamp);
121                 renderer.set_texture("velocity_in", &next->velocity, &sampler);
122                 renderer.dispatch(groups_x, groups_y);
123
124                 time += stepsize;
125                 swap(current, next);
126         }
127
128         renderer.set_shader_program(&normals_shader);
129         renderer.set_texture("surface_in", &current->surface, &sampler);
130         renderer.set_storage_texture("normals_out", &normals);
131         renderer.dispatch(groups_x, groups_y);
132
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);
137
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);
142
143         simulated = true;
144 }
145
146 void Water::finish_frame()
147 {
148         simulated = false;
149 }
150
151 void Water::setup_render(GL::Renderer &renderer, GL::Tag tag) const
152 {
153         ObjectInstance::setup_render(renderer, tag);
154         renderer.add_shader_data(shdata);
155         renderer.set_texture("bottom", &bottom, &sampler);
156         renderer.set_texture("surface", &current->surface, &sampler);
157         renderer.set_texture("normals", &normals, &sampler);
158         renderer.set_texture("variance", &variance_y, &sampler);
159 }