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 normals_shader(resources.get<GL::Program>("water_normals.glsl.shader")),
21 variance_x_shader(resources.get<GL::Program>("water_variance_x.glsl.shader")),
22 variance_y_shader(resources.get<GL::Program>("water_variance_y.glsl.shader"))
24 sim_shdata.set_debug_name("Water sim params");
25 sim_shdata.uniform("delta_time", stepsize);
26 sim_shdata.uniform("velocity_damping", 0.99995f);
27 sim_shdata.uniform("gravity", 981.0f);
28 sim_shdata.uniform("max_flow_fraction", 0.9999f);
29 sim_shdata.uniform("residual_depth", 0.01f);
31 shdata.uniform("Region.scale", 1.0f/(region.right-region.left), 1.0f/(region.top-region.bottom));
32 shdata.uniform("Region.offset", -region.left/(region.right-region.left), -region.bottom/(region.top-region.bottom));
33 shdata.uniform("Region.amplitude", 0.01f);
35 bottom.storage(GL::R32F, width, height, 1);
36 bottom.set_debug_name("Water bottom");
37 for(unsigned i=0; i<2; ++i)
39 state[i].surface.storage(GL::R32F, width, height, 1);
40 state[i].surface.set_debug_name(format("Water surface[%d]", i));
41 state[i].velocity.storage(GL::RG32F, width, height, 1);
42 state[i].velocity.set_debug_name(format("Water velocity[%d]", i));
45 normals.storage(GL::RG8, width, height, 1);
46 normals.set_debug_name("Water normals");
48 variance_x.storage(GL::R16F, width, height, 1);
49 variance_x.set_debug_name("Water variance X");
50 variance_y.storage(GL::R16F, width, height, 1);
51 variance_y.set_debug_name("Water variance Y");
53 GL::Framebuffer bottom_fbo((GL::COLOR_ATTACHMENT,GL::R32F));
54 bottom_fbo.attach(GL::COLOR_ATTACHMENT, bottom);
56 GL::Camera bottom_camera;
57 bottom_camera.set_orthographic(region.right-region.left, region.top-region.bottom);
58 bottom_camera.set_position(GL::Vector3((region.left+region.right)/2, (region.bottom+region.top)/2, 0.0f));
59 bottom_camera.set_depth_clip(-10.0f, 10.0f);
61 const GL::Program &bottom_shprog = resources.get<GL::Program>("fluidsim_bottom.glsl.shader");
62 const GL::Program &fill_shprog = resources.get<GL::Program>("fluidsim_fill.glsl.shader");
64 GL::Renderer renderer;
66 renderer.set_camera(bottom_camera);
67 renderer.set_framebuffer(&bottom_fbo);
68 renderer.set_shader_program(&bottom_shprog);
69 region.terrain.draw(renderer);
71 renderer.set_shader_program(&fill_shprog);
72 renderer.set_texture("bottom", &bottom, &sampler);
73 for(unsigned i=0; i<2; ++i)
75 renderer.set_storage_texture("surface_out", &state[i].surface);
76 renderer.set_storage_texture("velocity_out", &state[i].velocity);
77 renderer.dispatch((width+7)/8, (height+7)/8);
82 void Water::setup_frame(GL::Renderer &renderer)
87 GL::Renderer::Push _push(renderer);
89 unsigned groups_x = (width+5)/8;
90 unsigned groups_y = (height+5)/8;
92 int drop_x = rng()%width;
93 int drop_y = rng()%height;
94 sim_shdata.uniform("drop_pos", drop_x, drop_y);
95 sim_shdata.uniform("drop_time", time);
97 renderer.add_shader_data(sim_shdata);
98 renderer.set_texture("bottom_in", &bottom, &sampler);
99 for(unsigned i=0; i<16; ++i)
101 sim_shdata.uniform("time", time);
103 renderer.set_shader_program(&sim_integrate);
104 renderer.set_storage_texture("surface_out", &next->surface);
105 renderer.set_storage_texture("velocity_out", &next->velocity);
106 renderer.set_texture("surface_in", ¤t->surface, &sampler);
107 renderer.set_texture("velocity_in", ¤t->velocity, &sampler);
108 renderer.dispatch(groups_x, groups_y);
110 renderer.set_shader_program(&sim_velocity);
111 renderer.set_texture("surface_in", &next->surface, &sampler);
112 renderer.dispatch(groups_x, groups_y);
118 renderer.set_shader_program(&normals_shader);
119 renderer.set_texture("surface_in", ¤t->surface, &sampler);
120 renderer.set_storage_texture("normals_out", &normals);
121 renderer.dispatch(groups_x, groups_y);
123 renderer.set_shader_program(&variance_x_shader);
124 renderer.set_texture("normals_in", &normals, &sampler);
125 renderer.set_storage_texture("variance_out", &variance_x);
126 renderer.dispatch((width-1)/8, groups_y);
128 renderer.set_shader_program(&variance_y_shader);
129 renderer.set_texture("variance_in", &variance_x, &sampler);
130 renderer.set_storage_texture("variance_out", &variance_y);
131 renderer.dispatch(groups_x, (height-1)/8);
136 void Water::finish_frame()
141 void Water::setup_render(GL::Renderer &renderer, GL::Tag tag) const
143 ObjectInstance::setup_render(renderer, tag);
144 renderer.add_shader_data(shdata);
145 renderer.set_texture("bottom", &bottom, &sampler);
146 renderer.set_texture("surface", ¤t->surface, &sampler);
147 renderer.set_texture("normals", &normals, &sampler);
148 renderer.set_texture("variance", &variance_y, &sampler);