929 lines
24 KiB
C
929 lines
24 KiB
C
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/************************************************************//**
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*
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* @file: main.cpp
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* @author: Martin Fouilleul
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* @date: 27/02/2022
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* @revision:
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*
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*****************************************************************/
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#include"orca.h"
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#include"glsl_shaders.h"
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//----------------------------------------------------------------
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//NOTE(martin): GL vertex struct and identifiers
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//----------------------------------------------------------------
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typedef struct Vertex { float x, y; } Vertex;
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typedef struct advect_program
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{
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GLuint prog;
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GLint pos;
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GLint src;
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GLint velocity;
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GLint delta;
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GLint dissipation;
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} advect_program;
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typedef struct div_program
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{
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GLuint prog;
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GLint pos;
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GLint src;
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} div_program;
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typedef struct jacobi_program
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{
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GLuint prog;
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GLint pos;
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GLint xTex;
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GLint bTex;
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} jacobi_program;
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typedef struct blit_residue_program
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{
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GLuint prog;
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GLint pos;
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GLint mvp;
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GLint xTex;
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GLint bTex;
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} blit_residue_program;
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typedef struct multigrid_restrict_residual_program
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{
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GLuint prog;
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GLint pos;
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GLint xTex;
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GLint bTex;
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} multigrid_restrict_residual_program;
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typedef struct multigrid_correct_program
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{
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GLuint prog;
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GLint pos;
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GLint src;
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GLint error;
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GLint invGridSize;
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} multigrid_correct_program;
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typedef struct subtract_program
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{
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GLuint prog;
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GLint pos;
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GLint src;
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GLint pressure;
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GLint invGridSize;
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} subtract_program;
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typedef struct blit_program
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{
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GLuint prog;
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GLint pos;
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GLint mvp;
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GLint gridSize;
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GLint tex;
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} blit_program;
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typedef struct splat_program
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{
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GLuint prog;
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GLint pos;
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GLint src;
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GLint splatPos;
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GLint splatColor;
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GLint radius;
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GLint additive;
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GLint blending;
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GLint randomize;
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} splat_program;
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typedef struct frame_buffer
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{
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GLuint textures[2];
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GLuint fbos[2];
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} frame_buffer;
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advect_program advectProgram;
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div_program divProgram;
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jacobi_program jacobiProgram;
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multigrid_restrict_residual_program multigridRestrictResidualProgram;
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multigrid_correct_program multigridCorrectProgram;
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subtract_program subtractProgram;
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splat_program splatProgram;
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blit_program blitProgram;
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blit_program blitDivProgram;
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blit_residue_program blitResidueProgram;
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frame_buffer colorBuffer;
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frame_buffer velocityBuffer;
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const int MULTIGRID_COUNT = 4;
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frame_buffer pressureBuffer[4];
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frame_buffer divBuffer[4];
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GLuint vertexBuffer;
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//----------------------------------------------------------------
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//NOTE(martin): initialization
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//----------------------------------------------------------------
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GLuint compile_shader(const char* vs, const char* fs)
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{
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vs, 0);
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glCompileShader(vertexShader);
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fs, 0);
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glCompileShader(fragmentShader);
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GLuint prog = glCreateProgram();
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glAttachShader(prog, vertexShader);
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glAttachShader(prog, fragmentShader);
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glLinkProgram(prog);
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//TODO errors
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int status = 0;
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glGetProgramiv(prog, GL_LINK_STATUS, &status);
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if(status != GL_TRUE)
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{
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log_error("program failed to link: ");
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int logSize = 0;
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logSize);
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mem_arena_scope scratch = mem_scratch_begin();
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char* log = mem_arena_alloc(scratch.arena, logSize);
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glGetProgramInfoLog(prog, logSize, 0, log);
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log_error("%s\n", log);
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mem_scratch_end(scratch);
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}
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int err = glGetError();
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if(err)
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{
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log_error("gl error %i\n", err);
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}
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return(prog);
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}
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void init_advect(advect_program* program)
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{
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log_info("compiling advect...");
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program->prog = compile_shader(glsl_common_vertex, glsl_advect);
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program->pos = glGetAttribLocation(program->prog, "pos");
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program->src = glGetUniformLocation(program->prog, "src");
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program->velocity = glGetUniformLocation(program->prog, "velocity");
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program->delta = glGetUniformLocation(program->prog, "delta");
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program->dissipation = glGetUniformLocation(program->prog, "dissipation");
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}
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void init_div(div_program* program)
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{
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log_info("compiling div...");
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program->prog = compile_shader(glsl_common_vertex, glsl_divergence);
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program->pos = glGetAttribLocation(program->prog, "pos");
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program->src = glGetUniformLocation(program->prog, "src");
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}
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void init_jacobi(jacobi_program* program)
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{
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log_info("compiling jacobi...");
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program->prog = compile_shader(glsl_common_vertex, glsl_jacobi_step);
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program->pos = glGetAttribLocation(program->prog, "pos");
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program->xTex = glGetUniformLocation(program->prog, "xTex");
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program->bTex = glGetUniformLocation(program->prog, "bTex");
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}
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void init_multigrid_restrict_residual(multigrid_restrict_residual_program* program)
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{
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log_info("compiling multigrid restrict residual...");
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program->prog = compile_shader(glsl_common_vertex, glsl_multigrid_restrict_residual);
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program->pos = glGetAttribLocation(program->prog, "pos");
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program->xTex = glGetUniformLocation(program->prog, "xTex");
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program->bTex = glGetUniformLocation(program->prog, "bTex");
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}
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void init_multigrid_correct(multigrid_correct_program* program)
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{
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log_info("compiling multigrid correct...");
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program->prog = compile_shader(glsl_common_vertex, glsl_multigrid_correct);
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program->pos = glGetAttribLocation(program->prog, "pos");
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program->src = glGetUniformLocation(program->prog, "src");
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program->error = glGetUniformLocation(program->prog, "error");
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program->invGridSize = glGetUniformLocation(program->prog, "invGridSize");
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}
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void init_subtract(subtract_program* program)
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{
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log_info("compiling subtract...");
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program->prog = compile_shader(glsl_common_vertex, glsl_subtract_pressure);
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program->pos = glGetAttribLocation(program->prog, "pos");
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program->src = glGetUniformLocation(program->prog, "src");
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program->pressure = glGetUniformLocation(program->prog, "pressure");
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program->invGridSize = glGetUniformLocation(program->prog, "invGridSize");
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}
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void init_splat(splat_program* program)
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{
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log_info("compiling splat...");
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program->prog = compile_shader(glsl_common_vertex, glsl_splat);
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program->pos = glGetAttribLocation(program->prog, "pos");
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program->src = glGetUniformLocation(program->prog, "src");
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program->splatPos = glGetUniformLocation(program->prog, "splatPos");
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program->splatColor = glGetUniformLocation(program->prog, "splatColor");
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program->radius = glGetUniformLocation(program->prog, "radius");
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program->additive = glGetUniformLocation(program->prog, "additive");
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program->blending = glGetUniformLocation(program->prog, "blending");
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program->randomize = glGetUniformLocation(program->prog, "randomize");
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}
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void init_blit(blit_program* program)
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{
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log_info("compiling blit...");
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program->prog = compile_shader(glsl_blit_vertex, glsl_blit_fragment);
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program->pos = glGetAttribLocation(program->prog, "pos");
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program->mvp = glGetUniformLocation(program->prog, "mvp");
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program->tex = glGetUniformLocation(program->prog, "tex");
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program->gridSize = glGetUniformLocation(program->prog, "gridSize");
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}
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void init_blit_div(blit_program* program)
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{
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log_info("compiling blit div...");
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program->prog = compile_shader(glsl_blit_div_vertex, glsl_blit_div_fragment);
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program->pos = glGetAttribLocation(program->prog, "pos");
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program->mvp = glGetUniformLocation(program->prog, "mvp");
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program->tex = glGetUniformLocation(program->prog, "tex");
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}
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void init_blit_residue(blit_residue_program* program)
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{
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log_info("compiling blit residue...");
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program->prog = compile_shader(glsl_blit_div_vertex, glsl_blit_residue_fragment);
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program->pos = glGetAttribLocation(program->prog, "pos");
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program->mvp = glGetUniformLocation(program->prog, "mvp");
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program->xTex = glGetUniformLocation(program->prog, "xTex");
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program->bTex = glGetUniformLocation(program->prog, "bTex");
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}
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GLuint create_texture(int width, int height, GLenum internalFormat, GLenum format, GLenum type, char* initData)
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{
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, initData);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return(texture);
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}
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GLuint create_fbo(GLuint texture)
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{
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GLuint fbo;
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindTexture(GL_TEXTURE_2D, texture);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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return(fbo);
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}
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void init_frame_buffer(frame_buffer* framebuffer,
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int width,
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int height,
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GLenum internalFormat,
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GLenum format,
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GLenum type,
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char* initData)
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{
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for(int i=0; i<2; i++)
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{
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framebuffer->textures[i] = create_texture(width, height, internalFormat, format, type, initData);
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framebuffer->fbos[i] = create_fbo(framebuffer->textures[i]);
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}
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GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if(err != GL_FRAMEBUFFER_COMPLETE)
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{
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log_info("Frame buffer incomplete, %i", err);
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}
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}
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void frame_buffer_swap(frame_buffer* buffer)
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{
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GLuint tmp = buffer->fbos[0];
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buffer->fbos[0] = buffer->fbos[1];
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buffer->fbos[1] = tmp;
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tmp = buffer->textures[0];
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buffer->textures[0] = buffer->textures[1];
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buffer->textures[1] = tmp;
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}
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//----------------------------------------------------------------
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//NOTE(martin): entry point
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//----------------------------------------------------------------
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#define texWidth (256)
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#define texHeight (256)
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float colorInitData[texWidth][texHeight][4] = {0};
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float velocityInitData[texWidth][texHeight][4] = {0};
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const float EPSILON = 1.,
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INV_GRID_SIZE = 1./(float)texWidth,
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DELTA = 1./120.;
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const GLenum TEX_INTERNAL_FORMAT = GL_RGBA32F;
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const GLenum TEX_FORMAT = GL_RGBA;
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const GLenum TEX_TYPE = GL_FLOAT;
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#define square(x) ((x)*(x))
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/*
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void reset_texture(GLuint texture, float width, float height, char* initData)
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{
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, TEX_INTERNAL_FORMAT, width, height, 0, TEX_FORMAT, TEX_TYPE, initData);
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}
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static bool resetCmd = false;
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void reset()
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{
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// resetCmd = true;
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log_info("reset");
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reset_texture(colorBuffer.textures[0], texWidth, texHeight, (char*)colorInitData);
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reset_texture(colorBuffer.textures[1], texWidth, texHeight, (char*)colorInitData);
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reset_texture(velocityBuffer.textures[0], texWidth, texHeight, (char*)velocityInitData);
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reset_texture(velocityBuffer.textures[1], texWidth, texHeight, (char*)velocityInitData);
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int gridFactor = 1;
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for(int i=0; i<MULTIGRID_COUNT; i++)
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{
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reset_texture(pressureBuffer[i].textures[0], texWidth/gridFactor, texHeight/gridFactor, 0);
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reset_texture(pressureBuffer[i].textures[1], texWidth/gridFactor, texHeight/gridFactor, 0);
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gridFactor *= 2;
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}
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}
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*/
|
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typedef struct mouse_input
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{
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float x;
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float y;
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float deltaX;
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float deltaY;
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bool down;
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} mouse_input;
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mouse_input mouseInput = {0};
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int frameWidth = 800;
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int frameHeight = 600;
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ORCA_EXPORT void OnMouseDown(int button)
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{
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mouseInput.down = true;
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}
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ORCA_EXPORT void OnMouseUp(int button)
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{
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mouseInput.down = false;
|
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}
|
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|
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ORCA_EXPORT void OnMouseMove(float x, float y, float dx, float dy)
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{
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mouseInput.x = x * 2;
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mouseInput.y = y * 2;
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mouseInput.deltaX = dx * 2;
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mouseInput.deltaY = dy * 2;
|
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}
|
||
|
|
||
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void init_color_checker()
|
||
|
{
|
||
|
for(int i=0; i<texHeight; i++)
|
||
|
{
|
||
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for(int j=0; j<texWidth; j++)
|
||
|
{
|
||
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float u = j/(float)texWidth;
|
||
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float v = i/(float)texWidth;
|
||
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float value = ((int)(u*10)%2) == ((int)(v*10)%2) ? 1. : 0.;
|
||
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|
||
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for(int k = 0; k<3; k++)
|
||
|
{
|
||
|
colorInitData[i][j][k] = value;
|
||
|
}
|
||
|
colorInitData[i][j][3] = 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void init_velocity_vortex()
|
||
|
{
|
||
|
for(int i=0; i<texHeight; i++)
|
||
|
{
|
||
|
for(int j=0; j<texWidth; j++)
|
||
|
{
|
||
|
float x = 2*j/(float)texWidth - 1;
|
||
|
float y = 2*i/(float)texWidth - 1;
|
||
|
velocityInitData[i][j][0] = sinf(2*M_PI*y);
|
||
|
velocityInitData[i][j][1] = sinf(2*M_PI*x);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void apply_splat(float splatPosX, float splatPosY, float radius, float splatVelX, float splatVelY, float r, float g, float b, bool randomize)
|
||
|
{
|
||
|
glUseProgram(splatProgram.prog);
|
||
|
|
||
|
if(randomize)
|
||
|
{
|
||
|
glUniform1f(splatProgram.randomize, 1.);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
glUniform1f(splatProgram.randomize, 0.);
|
||
|
}
|
||
|
|
||
|
// force
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, velocityBuffer.fbos[1]);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, velocityBuffer.textures[0]);
|
||
|
glUniform1i(splatProgram.src, 0);
|
||
|
|
||
|
glUniform2f(splatProgram.splatPos, splatPosX, splatPosY);
|
||
|
glUniform3f(splatProgram.splatColor, splatVelX, splatVelY, 0);
|
||
|
glUniform1f(splatProgram.additive, 1);
|
||
|
glUniform1f(splatProgram.blending, 0);
|
||
|
|
||
|
glUniform1f(splatProgram.radius, radius);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
frame_buffer_swap(&velocityBuffer);
|
||
|
|
||
|
// dye
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, colorBuffer.fbos[1]);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, colorBuffer.textures[0]);
|
||
|
glUniform1i(splatProgram.src, 0);
|
||
|
|
||
|
glUniform2f(splatProgram.splatPos, splatPosX, splatPosY);
|
||
|
glUniform3f(splatProgram.splatColor, r, g, b);
|
||
|
glUniform1f(splatProgram.additive, 0);
|
||
|
glUniform1f(splatProgram.blending, 1);
|
||
|
glUniform1f(splatProgram.radius, radius);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
frame_buffer_swap(&colorBuffer);
|
||
|
|
||
|
}
|
||
|
|
||
|
void jacobi_solve(frame_buffer* x, frame_buffer* b, float invGridSize, int iterationCount)
|
||
|
{
|
||
|
glUseProgram(jacobiProgram.prog);
|
||
|
|
||
|
for(int i=0; i<iterationCount; i++)
|
||
|
{
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, x->fbos[1]);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, x->textures[0]);
|
||
|
glUniform1i(jacobiProgram.xTex, 0);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE1);
|
||
|
glBindTexture(GL_TEXTURE_2D, b->textures[0]);
|
||
|
glUniform1i(jacobiProgram.bTex, 1);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
frame_buffer_swap(x);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void multigrid_coarsen_residual(frame_buffer* output, frame_buffer* x, frame_buffer* b, float invFineGridSize)
|
||
|
{
|
||
|
//NOTE: compute residual and downsample to coarser grid, put result in coarser buffer
|
||
|
glUseProgram(multigridRestrictResidualProgram.prog);
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, output->fbos[1]);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, x->textures[0]);
|
||
|
glUniform1i(multigridRestrictResidualProgram.xTex, 0);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE1);
|
||
|
glBindTexture(GL_TEXTURE_2D, b->textures[0]);
|
||
|
glUniform1i(multigridRestrictResidualProgram.bTex, 1);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
frame_buffer_swap(output);
|
||
|
}
|
||
|
|
||
|
void multigrid_prolongate_and_correct(frame_buffer* x, frame_buffer* error, float invFineGridSize)
|
||
|
{
|
||
|
//NOTE: correct finer pressure
|
||
|
glUseProgram(multigridCorrectProgram.prog);
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, x->fbos[1]);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, x->textures[0]);
|
||
|
glUniform1i(multigridCorrectProgram.src, 0);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE1);
|
||
|
glBindTexture(GL_TEXTURE_2D, error->textures[0]);
|
||
|
glUniform1i(multigridCorrectProgram.error, 1);
|
||
|
|
||
|
glUniform1f(multigridCorrectProgram.invGridSize, invFineGridSize);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
frame_buffer_swap(x);
|
||
|
}
|
||
|
|
||
|
void multigrid_clear(frame_buffer* error)
|
||
|
{
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, error->fbos[0]);
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
}
|
||
|
|
||
|
void input_splat(float t)
|
||
|
{
|
||
|
//NOTE: apply force and dye
|
||
|
if(mouseInput.down && (mouseInput.deltaX || mouseInput.deltaY))
|
||
|
{
|
||
|
// account for margin
|
||
|
float margin = 32;
|
||
|
|
||
|
float offset = margin/texWidth;
|
||
|
float ratio = 1 - 2*margin/texWidth;
|
||
|
|
||
|
float splatPosX = (mouseInput.x/frameWidth)*ratio + offset;
|
||
|
float splatPosY = (1 - mouseInput.y/frameHeight)*ratio + offset;
|
||
|
|
||
|
float splatVelX = (10000.*DELTA*mouseInput.deltaX/frameWidth)*ratio;
|
||
|
float splatVelY = (-10000.*DELTA*mouseInput.deltaY/frameWidth)*ratio;
|
||
|
|
||
|
float intensity = 100*sqrtf(square(ratio*mouseInput.deltaX/frameWidth) + square(ratio*mouseInput.deltaY/frameHeight));
|
||
|
|
||
|
float r = intensity * (sinf(2*M_PI*0.1*t) + 1);
|
||
|
float g = 0.5*intensity * (cosf(2*M_PI*0.1/M_E*t + 654) + 1);
|
||
|
float b = intensity * (sinf(2*M_PI*0.1/M_SQRT2*t + 937) + 1);
|
||
|
|
||
|
float radius = 0.005;
|
||
|
|
||
|
apply_splat(splatPosX, splatPosY, radius, splatVelX, splatVelY, r, g, b, false);
|
||
|
|
||
|
mouseInput.deltaX = 0;
|
||
|
mouseInput.deltaY = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float testDiv[texWidth/2][texWidth/2][4];
|
||
|
|
||
|
mg_surface surface;
|
||
|
|
||
|
ORCA_EXPORT void OnInit()
|
||
|
{
|
||
|
log_info("Hello, world (from C)");
|
||
|
|
||
|
surface = mg_surface_gles();
|
||
|
mg_surface_prepare(surface);
|
||
|
|
||
|
// init_color_checker();
|
||
|
// init_velocity_vortex();
|
||
|
|
||
|
// init programs
|
||
|
init_advect(&advectProgram);
|
||
|
init_div(&divProgram);
|
||
|
init_jacobi(&jacobiProgram);
|
||
|
init_multigrid_restrict_residual(&multigridRestrictResidualProgram);
|
||
|
init_multigrid_correct(&multigridCorrectProgram);
|
||
|
init_blit_residue(&blitResidueProgram);
|
||
|
|
||
|
init_subtract(&subtractProgram);
|
||
|
init_splat(&splatProgram);
|
||
|
init_blit(&blitProgram);
|
||
|
init_blit_div(&blitDivProgram);
|
||
|
|
||
|
// init frame buffers
|
||
|
log_info("create color buffer");
|
||
|
init_frame_buffer(&colorBuffer, texWidth, texHeight, TEX_INTERNAL_FORMAT, TEX_FORMAT, TEX_TYPE, (char*)colorInitData);
|
||
|
log_info("create velocity buffer");
|
||
|
init_frame_buffer(&velocityBuffer, texWidth, texHeight, TEX_INTERNAL_FORMAT, TEX_FORMAT, TEX_TYPE, (char*)velocityInitData);
|
||
|
|
||
|
int gridFactor = 1;
|
||
|
for(int i=0; i<MULTIGRID_COUNT; i++)
|
||
|
{
|
||
|
log_info("create div buffer %i", i);
|
||
|
init_frame_buffer(&divBuffer[i], texWidth/gridFactor, texHeight/gridFactor, TEX_INTERNAL_FORMAT, TEX_FORMAT, TEX_TYPE, 0);
|
||
|
log_info("create pressure buffer %i", i);
|
||
|
init_frame_buffer(&pressureBuffer[i], texWidth/gridFactor, texHeight/gridFactor, TEX_INTERNAL_FORMAT, TEX_FORMAT, TEX_TYPE, 0);
|
||
|
gridFactor *= 2;
|
||
|
}
|
||
|
|
||
|
// init vertex buffer
|
||
|
static Vertex vertices[6] =
|
||
|
{
|
||
|
{-1, -1},
|
||
|
{ 1, -1},
|
||
|
{ 1, 1},
|
||
|
{-1, -1},
|
||
|
{ 1, 1},
|
||
|
{ -1, 1}
|
||
|
};
|
||
|
|
||
|
//WARN: we assume blitProgram.pos == advectProgram.pos, is there a situation where it wouldn't be true??
|
||
|
GLuint vertexBuffer = 0;
|
||
|
glGenBuffers(1, &vertexBuffer);
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
|
||
|
glBufferData(GL_ARRAY_BUFFER, 6*sizeof(Vertex), vertices, GL_STATIC_DRAW);
|
||
|
|
||
|
glEnableVertexAttribArray(0);
|
||
|
glVertexAttribPointer(blitProgram.pos, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||
|
|
||
|
|
||
|
for(int i=0; i<texWidth/2; i++)
|
||
|
{
|
||
|
for(int j=0; j<texHeight/2; j++)
|
||
|
{
|
||
|
testDiv[i][j][0] = 0.5 + 0.5*cosf(j/100.*3.14159 + i/100.*1.2139);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ORCA_EXPORT void OnFrameResize(u32 width, u32 height)
|
||
|
{
|
||
|
frameWidth = width*2;
|
||
|
frameHeight = height*2;
|
||
|
}
|
||
|
|
||
|
ORCA_EXPORT void OnFrameRefresh()
|
||
|
{
|
||
|
float aspectRatio = texWidth/texHeight; //TODO replace with actual aspect ratio?
|
||
|
|
||
|
static float t = 0;
|
||
|
t += 1./60.;
|
||
|
|
||
|
mg_surface_prepare(surface);
|
||
|
|
||
|
glViewport(0, 0, texWidth, texHeight);
|
||
|
|
||
|
//NOTE: advect velocity thru itself
|
||
|
glUseProgram(advectProgram.prog);
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, velocityBuffer.fbos[1]);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, velocityBuffer.textures[0]);
|
||
|
glUniform1i(advectProgram.src, 0);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE1);
|
||
|
glBindTexture(GL_TEXTURE_2D, velocityBuffer.textures[0]);
|
||
|
glUniform1i(advectProgram.velocity, 1);
|
||
|
|
||
|
glUniform1f(advectProgram.delta, DELTA);
|
||
|
glUniform1f(advectProgram.dissipation, 0.01);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
frame_buffer_swap(&velocityBuffer);
|
||
|
|
||
|
/*
|
||
|
//DEBUG
|
||
|
static bool splatTrig = false;
|
||
|
static bool splat = false;
|
||
|
static float splatStart = 0;
|
||
|
static int splatDir = 0;
|
||
|
|
||
|
static int frameCount = 0;
|
||
|
|
||
|
if(resetCmd)
|
||
|
{
|
||
|
frameCount = 0;
|
||
|
splat = true;
|
||
|
splatStart = frameT;
|
||
|
}
|
||
|
|
||
|
if(splat)
|
||
|
{
|
||
|
if(frameT - splatStart >= 0.5)
|
||
|
{
|
||
|
splat = false;
|
||
|
splatDir++;
|
||
|
splatDir = splatDir % 3;
|
||
|
}
|
||
|
float dirX = 0;
|
||
|
float dirY = 0;
|
||
|
if(splatDir == 0)
|
||
|
{
|
||
|
dirX = 0;
|
||
|
dirY = 0.3;
|
||
|
}
|
||
|
if(splatDir == 1)
|
||
|
{
|
||
|
dirX = 0.3;
|
||
|
dirY = 0;
|
||
|
}
|
||
|
if(splatDir == 2)
|
||
|
{
|
||
|
dirX = 0.2121;
|
||
|
dirY = 0.2121;
|
||
|
}
|
||
|
apply_splat(0.5, 0.5, dirX, dirY, 1.5, 1., 0.1, false);
|
||
|
}
|
||
|
resetCmd = false;
|
||
|
|
||
|
if(frameCount>20)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
frameCount++;
|
||
|
*/
|
||
|
|
||
|
input_splat(t);
|
||
|
|
||
|
|
||
|
//NOTE: compute divergence of advected velocity
|
||
|
glUseProgram(divProgram.prog);
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, divBuffer[0].fbos[1]);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, velocityBuffer.textures[0]);
|
||
|
glUniform1i(divProgram.src, 0);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
frame_buffer_swap(&divBuffer[0]);
|
||
|
|
||
|
//NOTE: compute pressure
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, pressureBuffer[0].fbos[1]);
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
|
||
|
#if 0
|
||
|
multigrid_clear(&pressureBuffer[0]);
|
||
|
jacobi_solve(&pressureBuffer[0], &divBuffer[0], INV_GRID_SIZE, texWidth*texHeight);
|
||
|
#else
|
||
|
multigrid_clear(&pressureBuffer[0]);
|
||
|
|
||
|
for(int i=0; i<1; i++)
|
||
|
{
|
||
|
jacobi_solve(&pressureBuffer[0], &divBuffer[0], INV_GRID_SIZE, 2);
|
||
|
multigrid_coarsen_residual(&divBuffer[1], &pressureBuffer[0], &divBuffer[0], INV_GRID_SIZE);
|
||
|
|
||
|
multigrid_clear(&pressureBuffer[1]);
|
||
|
jacobi_solve(&pressureBuffer[1], &divBuffer[1], 2*INV_GRID_SIZE, 2);
|
||
|
multigrid_coarsen_residual(&divBuffer[2], &pressureBuffer[1], &divBuffer[1], 2*INV_GRID_SIZE);
|
||
|
|
||
|
multigrid_clear(&pressureBuffer[2]);
|
||
|
jacobi_solve(&pressureBuffer[2], &divBuffer[2], 4*INV_GRID_SIZE, 30);
|
||
|
|
||
|
multigrid_prolongate_and_correct(&pressureBuffer[1], &pressureBuffer[2], 2*INV_GRID_SIZE);
|
||
|
jacobi_solve(&pressureBuffer[1], &divBuffer[1], 2*INV_GRID_SIZE, 8);
|
||
|
|
||
|
multigrid_prolongate_and_correct(&pressureBuffer[0], &pressureBuffer[1], INV_GRID_SIZE);
|
||
|
jacobi_solve(&pressureBuffer[0], &divBuffer[0], INV_GRID_SIZE, 4);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//NOTE: subtract pressure gradient to advected velocity
|
||
|
glUseProgram(subtractProgram.prog);
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, velocityBuffer.fbos[1]);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, velocityBuffer.textures[0]);
|
||
|
glUniform1i(subtractProgram.src, 0);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE1);
|
||
|
glBindTexture(GL_TEXTURE_2D, pressureBuffer[0].textures[0]);
|
||
|
glUniform1i(subtractProgram.pressure, 1);
|
||
|
|
||
|
glUniform1f(subtractProgram.invGridSize, INV_GRID_SIZE);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
frame_buffer_swap(&velocityBuffer);
|
||
|
|
||
|
//NOTE: Advect color through corrected velocity field
|
||
|
glUseProgram(advectProgram.prog);
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, colorBuffer.fbos[1]);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, colorBuffer.textures[0]);
|
||
|
glUniform1i(advectProgram.src, 0);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE1);
|
||
|
glBindTexture(GL_TEXTURE_2D, velocityBuffer.textures[0]);
|
||
|
glUniform1i(advectProgram.velocity, 1);
|
||
|
|
||
|
glUniform1f(advectProgram.delta, DELTA);
|
||
|
|
||
|
glUniform1f(advectProgram.dissipation, 0.001);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
frame_buffer_swap(&colorBuffer);
|
||
|
|
||
|
//NOTE: Blit color texture to screen
|
||
|
|
||
|
//NOTE: blit residue to screen
|
||
|
glViewport(0, 0, frameWidth, frameHeight);
|
||
|
|
||
|
float displayMatrix[16] = {
|
||
|
1/aspectRatio, 0, 0, 0,
|
||
|
0, 1, 0, 0,
|
||
|
0, 0, 1, 0,
|
||
|
0, 0, 0, 1 };
|
||
|
|
||
|
/*
|
||
|
glUseProgram(blitResidueProgram.prog);
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, pressureBuffer[0].textures[0]);
|
||
|
glUniform1i(blitResidueProgram.xTex, 0);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE1);
|
||
|
glBindTexture(GL_TEXTURE_2D, divBuffer[0].textures[0]);
|
||
|
glUniform1i(blitResidueProgram.bTex, 1);
|
||
|
|
||
|
glUniformMatrix4fv(blitResidueProgram.mvp, 1, GL_FALSE, displayMatrix);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
//*/
|
||
|
//*
|
||
|
glUseProgram(blitProgram.prog);
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, colorBuffer.textures[0]);
|
||
|
glUniform1i(blitProgram.tex, 0);
|
||
|
|
||
|
glUniform2i(blitProgram.gridSize, texWidth, texHeight);
|
||
|
|
||
|
glUniformMatrix4fv(blitProgram.mvp, 1, GL_FALSE, displayMatrix);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
/*/
|
||
|
|
||
|
//NOTE: recompute divergence of (corrected) velocity
|
||
|
glUseProgram(divProgram.prog);
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, divBuffer[0].fbos[1]);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, velocityBuffer.textures[0]);
|
||
|
glUniform1i(divProgram.src, 0);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
frame_buffer_swap(&divBuffer[0]);
|
||
|
|
||
|
//NOTE: Blit divergence to screen
|
||
|
glViewport(0, 0, canvas_width(), canvas_height());
|
||
|
glUseProgram(blitDivProgram.prog);
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||
|
|
||
|
glActiveTexture(GL_TEXTURE0);
|
||
|
glBindTexture(GL_TEXTURE_2D, divBuffer[0].textures[0]);
|
||
|
glUniform1i(blitDivProgram.tex, 0);
|
||
|
|
||
|
glUniformMatrix4fv(blitDivProgram.mvp, 1, GL_FALSE, displayMatrix);
|
||
|
|
||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
|
|
||
|
//*/
|
||
|
|
||
|
mg_surface_present(surface);
|
||
|
}
|