-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathClouds.cpp
More file actions
337 lines (271 loc) · 12.6 KB
/
Clouds.cpp
File metadata and controls
337 lines (271 loc) · 12.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
/* SimShip by Edouard Halbert
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
http://creativecommons.org/licenses/by-nc-nd/4.0/
Adapted from Federico Vaccaro
*/
#include "Clouds.h"
#include <random>
#define INT_CEIL(n,d) (int)ceil((float)n/d)
Clouds::Clouds(int width, int height, float windSpeedKN)
{
mVolumetricCloudsShader = make_unique<Shader>("", "", "", "Resources/Clouds/volumetric_clouds.comp");
mWeatherShader = make_unique<Shader>("", "", "", "Resources/Clouds/weather.comp");
mPostProcessingShader = make_unique<Shader>("Resources/Clouds/screen.vert", "Resources/Clouds/clouds_post.frag");
mPostProcessingScreenQuad = make_unique<ScreenQuad>();
InitVariables();
SetCloudSpeed(windSpeedKN);
//------------------------------------------------
// 0 fragColor
// 1 bloom
// 2 alphaness
// 3 cloudDistance
TexClouds = new unsigned int[4]; // Generates an array of 4 textures (TexCloudsColor), each in 32-bit RGBA format
glGenTextures(4, TexClouds);
for (unsigned int i = 0; i < 4; i++)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TexClouds[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(0, TexClouds[i], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
std::cerr << "OpenGL error after creating TexClouds[" << i << "]: " << err << std::endl;
if (err == GL_OUT_OF_MEMORY)
std::cerr << "GL_OUT_OF_MEMORY error after glTexImage2D on TexClouds[" << i << "]" << std::endl;
}
//------------------------------------------------
glGenFramebuffers(1, &mCloudsPostProcessingFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mCloudsPostProcessingFBO);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
std::cerr << "OpenGL error after setting up color attachment: " << err << std::endl;
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTex, 0);
err = glGetError();
if (err != GL_NO_ERROR)
std::cerr << "OpenGL error after setting up depth attachment: " << err << std::endl;
if (err == GL_OUT_OF_MEMORY)
std::cerr << "GL_OUT_OF_MEMORY error after creating depth texture" << std::endl;
// FBO Verification
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "Error creating FBO for the post processing of the clouds" << endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GenerateModelTextures();
}
Clouds::~Clouds()
{
if (mTexPerlin)
glDeleteTextures(1, &mTexPerlin);
if (mTexWorley32)
glDeleteTextures(1, &mTexWorley32);
if (mTexWeather)
glDeleteTextures(1, &mTexWeather);
}
void Clouds::InitVariables()
{
CloudSpeed = 200.0f;
Coverage = 0.3f;
Crispiness = 45.f;
Curliness = 0.3f;
Density = 0.02f;
Absorption = 0.6f;
Illumination = 4.0f;
SphereInnerRadius = 6000.0f;
SphereOuterRadius = 17000.0f;
PerlinFrequency = 0.8f;
bEnableGodRays = true;
bPostProcess = true;
Seed = vec3(0.0, 0.0, 0.0);
CloudColorTop = vec3(0.994, 0.876, 0.876); // 253, 223, 223
CloudColorBottom = vec3(0.04, 0.04, 0.04); //vec3(0.243, 0.263, 0.298); // 62, 67, 76
mTexWeather = 0;
mTexPerlin = 0;
mTexWorley32 = 0;
}
void Clouds::SetCloudSpeed(float windSpeedKN)
{
float wind = 1.0f;
if (windSpeedKN < 1.0) wind = 1.0;
else if (windSpeedKN > 30.0) wind = 30.0;
// Interpolation linéaire : CloudSpeed = 100 à 900 entre 1 et 30 kn
double minSpeed = 100.0;
double maxSpeed = 900.0;
double minWind = 1.0;
double maxWind = 30.0;
CloudSpeed = minSpeed + (windSpeedKN - minWind) * (maxSpeed - minSpeed) / (maxWind - minWind);
}
void Clouds::GenerateModelTextures()
{
// PERLIN texture
glGenTextures(1, &mTexPerlin);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexPerlin);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 128, 128, 128, 0, GL_RGBA, GL_FLOAT, NULL);
GLenum err = glGetError();
if (err == GL_OUT_OF_MEMORY)
std::cerr << "GL_OUT_OF_MEMORY error after glTexImage3D Perlin texture" << std::endl; glGenerateMipmap(GL_TEXTURE_3D);
glBindImageTexture(0, mTexPerlin, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
Shader comp("", "", "", "Resources/Clouds/perlinworley.comp");
comp.use();
comp.setVec3("u_resolution", vec3(128, 128, 128));
glActiveTexture(GL_TEXTURE0);
comp.setInt("outVolTex", 0);
glBindTexture(GL_TEXTURE_3D, this->mTexPerlin);
glBindImageTexture(0, this->mTexPerlin, 0, GL_TRUE, 0, GL_READ_WRITE, GL_RGBA8);
glDispatchCompute(INT_CEIL(128, 4), INT_CEIL(128, 4), INT_CEIL(128, 4));
err = glGetError();
if (err != GL_NO_ERROR)
std::cerr << "OpenGL error after dispatching Perlin compute shader: " << err << std::endl;
glGenerateMipmap(GL_TEXTURE_3D);
// WORLEY texture
glGenTextures(1, &mTexWorley32);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexWorley32);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 32, 32, 32, 0, GL_RGBA, GL_FLOAT, NULL);
glGenerateMipmap(GL_TEXTURE_3D);
glBindImageTexture(0, mTexWorley32, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
Shader worley_git("", "", "", "Resources/Clouds/worley.comp");
worley_git.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, this->mTexWorley32);
glBindImageTexture(0, this->mTexWorley32, 0, GL_TRUE, 0, GL_READ_WRITE, GL_RGBA8);
glDispatchCompute(INT_CEIL(32, 4), INT_CEIL(32, 4), INT_CEIL(32, 4));
err = glGetError();
if (err != GL_NO_ERROR)
std::cerr << "OpenGL error after dispatching Worley compute shader: " << err << std::endl;
glGenerateMipmap(GL_TEXTURE_3D);
// WEATHER texture
glGenTextures(1, &mTexWeather);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexWeather);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1024, 1024, 0, GL_RGBA, GL_FLOAT, NULL);
glBindImageTexture(0, mTexWeather, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
Seed = vec3(0.0f);
Shader weather("", "", "", "Resources/Clouds/weather.comp");
weather.use();
weather.setVec3("seed", Seed);
weather.setFloat("perlinFrequency", PerlinFrequency);
glDispatchCompute(INT_CEIL(1024, 8), INT_CEIL(1024, 8), 1);
err = glGetError();
if (err != GL_NO_ERROR)
std::cerr << "OpenGL error after dispatching Weather compute shader: " << err << std::endl;
if (err == GL_OUT_OF_MEMORY)
std::cerr << "GL_OUT_OF_MEMORY error after dispatching weather compute shader" << std::endl;
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
void Clouds::GenerateWeatherMap()
{
std::random_device rd; // Will be used to obtain a seed for the random number engine
std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
std::uniform_real_distribution<> dis(.0, 100.);
float x, y, z;
x = dis(gen);
y = dis(gen);
z = dis(gen);
Seed = vec3(x, y, z);
glBindImageTexture(0, mTexWeather, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
Shader weather("", "", "", "Resources/Clouds/weather.comp");
weather.use();
weather.setVec3("seed", Seed);
weather.setFloat("perlinFrequency", PerlinFrequency);
glDispatchCompute(INT_CEIL(1024, 8), INT_CEIL(1024, 8), 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
void Clouds::Render(Camera& camera, Sky* sky, vec2 wind)
{
for (int i = 0; i < 4; ++i)
glBindImageTexture(i, TexClouds[i], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
int width = camera.GetViewportWidth();
int height = camera.GetViewportHeight();
mVolumetricCloudsShader->use(); // Clouds/volumetric_clouds.comp
mVolumetricCloudsShader->setSampler3D("cloud", mTexPerlin, 0);
mVolumetricCloudsShader->setSampler3D("worley32", mTexWorley32, 1);
mVolumetricCloudsShader->setSampler2D("weatherTex", mTexWeather, 2);
mVolumetricCloudsShader->setSampler2D("sky", sky->GetTexture(), 3);
mVolumetricCloudsShader->setFloat("FOV", camera.GetZoom());
mVolumetricCloudsShader->setVec2("iResolution", vec2(width, height));
mVolumetricCloudsShader->setFloat("iTime", glfwGetTime());
mVolumetricCloudsShader->setMat4("inv_view", glm::inverse(camera.GetView()));
mVolumetricCloudsShader->setMat4("inv_proj", glm::inverse(camera.GetProjection()));
mVolumetricCloudsShader->setMat4("invViewProj", glm::inverse(camera.GetViewProjection()));
mVolumetricCloudsShader->setVec3("cameraPosition", camera.GetPosition());
mVolumetricCloudsShader->setVec3("lightColor", sky->SunDiffuse);
mVolumetricCloudsShader->setVec3("lightDirection", glm::normalize(sky->SunPosition - camera.GetPosition()));
mVolumetricCloudsShader->setFloat("coverage_multiplier", Coverage);
mVolumetricCloudsShader->setFloat("cloudSpeed", CloudSpeed);
mVolumetricCloudsShader->setFloat("crispiness", Crispiness);
mVolumetricCloudsShader->setFloat("illumination", Illumination);
mVolumetricCloudsShader->setFloat("curliness", Curliness);
mVolumetricCloudsShader->setFloat("absorption", Absorption * 0.01);
mVolumetricCloudsShader->setFloat("densityFactor", Density);
mVolumetricCloudsShader->setVec3("wind", vec3(wind.x, 0.0, wind.y));
mVolumetricCloudsShader->setVec3("cloudColorTop", CloudColorTop);
mVolumetricCloudsShader->setVec3("cloudColorBottom", CloudColorBottom);
mVolumetricCloudsShader->setFloat("sphereInnerRadius", SphereInnerRadius);
mVolumetricCloudsShader->setFloat("sphereOuterRadius", SphereOuterRadius);
glDispatchCompute(INT_CEIL(width, 16), INT_CEIL(height, 16), 1);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
std::cerr << "OpenGL error after dispatching volumetric clouds compute shader: " << err << std::endl;
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
if (bPostProcess)
{
// Cloud post processing filtering
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mCloudsPostProcessingFBO);
glViewport(0, 0, width, height);
mPostProcessingShader->use(); // Clouds/screen.vert, Clouds/clouds_post.frag
mPostProcessingShader->setSampler2D("clouds", TexClouds[0], 0); // Color
mPostProcessingShader->setSampler2D("emissions", TexClouds[1], 1); // Bloom
mPostProcessingShader->setVec2("cloudRenderResolution", vec2(width, height));
mPostProcessingShader->setVec2("resolution", vec2(width, height));
mat4 lightModel;
lightModel = glm::translate(lightModel, sky->SunPosition);
vec4 pos = camera.GetViewProjection() * lightModel * vec4(0.0, 60.0, 0.0, 1.0);
pos = pos / pos.w;
pos = pos * 0.5f + 0.5f;
mPostProcessingShader->setVec4("lightPos", pos);
bool isLightInFront = false;
float lightDotCameraFront = glm::dot(glm::normalize(sky->SunPosition - camera.GetPosition()), glm::normalize(camera.GetAt()));
if (lightDotCameraFront > 0.2)
isLightInFront = true;
mPostProcessingShader->setBool("isLightInFront", isLightInFront);
mPostProcessingShader->setBool("enableGodRays", bEnableGodRays);
mPostProcessingShader->setFloat("lightDotCameraFront", lightDotCameraFront);
mPostProcessingShader->setFloat("time", glfwGetTime());
mPostProcessingShader->setFloat("exposure", sky->Exposure);
mPostProcessingScreenQuad->Render();
//SaveTexture2D(tex, width, height, 4, GL_RGBA, "Outputs/clouds.png");
err = glGetError();
if (err != GL_NO_ERROR)
std::cerr << "OpenGL error after post-processing: " << err << std::endl;
}
}