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bruneton_water.cpp
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bruneton_water.cpp
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#include "bruneton_water.h"
#include "utils.h"
#include "globals.h"
#include "world_clock.h"
#if 0
#define IRRADIANCE_UNIT 0
#define INSCATTER_UNIT 1
#define TRANSMITTANCE_UNIT 2
#define SKY_UNIT 3
#define NOISE_UNIT 4
#define SPECTRUM_1_2_UNIT 5
#define SPECTRUM_3_4_UNIT 6
#define SLOPE_VARIANCE_UNIT 7
#define FFT_A_UNIT 8
#define FFT_B_UNIT 9
#define BUTTERFLY_UNIT 10
unsigned int skyTexSize = 512;
float *spectrum12 = NULL;
float *spectrum34 = NULL;
const int N_SLOPE_VARIANCE = 10; // size of the 3d texture containing precomputed filtered slope variances
float WIND = 5.0; // wind speed in meters per second (at 10m above surface)
float OMEGA = 0.84f; // sea state (inverse wave age)
const int PASSES = 8; // number of passes needed for the FFT 6 -> 64, 7 -> 128, 8 -> 256, etc
const int FFT_SIZE = 1 << PASSES; // size of the textures storing the waves in frequency and spatial domains
float GRID1_SIZE = 5488.0; // size in meters (i.e. in spatial domain) of the first grid
float GRID2_SIZE = 392.0; // size in meters (i.e. in spatial domain) of the second grid
float GRID3_SIZE = 28.0; // size in meters (i.e. in spatial domain) of the third grid
float GRID4_SIZE = 2.0; // size in meters (i.e. in spatial domain) of the fourth grid
bool choppy = true;
float A = 1.0; // wave amplitude factor (should be one)
const float cm = 0.23f; // Eq 59
const float km = 370.0f; // Eq 59
float hdrExposure = 0.4f;
bool seaContrib = true;
bool sunContrib = true;
bool skyContrib = true;
float sqr(float x)
{
return x * x;
}
float omega(float k)
{
return sqrt(9.81f * k * (1.0f + sqr(k / km))); // Eq 24
}
long lrandom(long *seed)
{
*seed = (*seed * 1103515245 + 12345) & 0x7FFFFFFF;
return *seed;
}
float frandom(long *seed)
{
long r = lrandom(seed) >> (31 - 24);
return r / (float)(1 << 24);
}
inline float grandom(float mean, float stdDeviation, long *seed)
{
float x1, x2, w, y1;
static float y2;
static int use_last = 0;
if (use_last) {
y1 = y2;
use_last = 0;
} else {
do {
x1 = 2.0f * frandom(seed) - 1.0f;
x2 = 2.0f * frandom(seed) - 1.0f;
w = x1 * x1 + x2 * x2;
} while (w >= 1.0f);
w = sqrt((-2.0f * log(w)) / w);
y1 = x1 * w;
y2 = x2 * w;
use_last = 1;
}
return mean + y1 * stdDeviation;
}
// 1/kx and 1/ky in meters
float spectrum(float kx, float ky, bool omnispectrum = false)
{
float U10 = WIND;
float Omega = OMEGA;
// phase speed
float k = sqrt(kx * kx + ky * ky);
float c = omega(k) / k;
// spectral peak
float kp = 9.81f * sqr(Omega / U10); // after Eq 3
float cp = omega(kp) / kp;
// friction velocity
float z0 = (float)3.7e-5 * sqr(U10) / 9.81f * powf(U10 / cp, 0.9f); // Eq 66
float u_star = 0.41f * U10 / logf(10.0f / z0); // Eq 60
float Lpm = expf(-5.0f / 4.0f * sqr(kp / k)); // after Eq 3
float gamma = Omega < 1.0f ? 1.7f : 1.7f + 6.0f * logf(Omega); // after Eq 3 // log10 or log??
float sigma = 0.08f * (1.0f + 4.0f / powf(Omega, 3.0f)); // after Eq 3
float Gamma = expf(-1.0f / (2.0f * sqr(sigma)) * sqr(sqrt(k / kp) - 1.0f));
float Jp = pow(gamma, Gamma); // Eq 3
float Fp = Lpm * Jp * exp(- Omega / sqrt(10.0f) * (sqrt(k / kp) - 1.0f)); // Eq 32
float alphap = 0.006f * sqrt(Omega); // Eq 34
float Bl = 0.5f * alphap * cp / c * Fp; // Eq 31
float alpham = 0.01f * (u_star < cm ? 1.0f + logf(u_star / cm) : 1.0f + 3.0f * logf(u_star / cm)); // Eq 44
float Fm = expf(-0.25f * sqr(k / km - 1.0f)); // Eq 41
float Bh = 0.5f * alpham * cm / c * Fm * Lpm; // Eq 40 (fixed)
if (omnispectrum) {
return A * (Bl + Bh) / (k * sqr(k)); // Eq 30
}
float a0 = logf(2.0f) / 4.0f; float ap = 4.0f; float am = 0.13f * u_star / cm; // Eq 59
float Delta = tanh(a0 + ap * powf(c / cp, 2.5f) + am * powf(cm / c, 2.5f)); // Eq 57
float phi = atan2(ky, kx);
if (kx < 0.0f) {
return 0.0f;
} else {
Bl *= 2.0f;
Bh *= 2.0f;
}
return A * (Bl + Bh) * (1.0f + Delta * cosf(2.0f * phi)) / (2.0f * PI * sqr(sqr(k))); // Eq 67
}
void getSpectrumSample(int i, int j, float lengthScale, float kMin, float *result)
{
static long seed = 1234;
float dk = 2.0f * PI / lengthScale;
float kx = i * dk;
float ky = j * dk;
if (abs(kx) < kMin && abs(ky) < kMin) {
result[0] = 0.0f;
result[1] = 0.0f;
} else {
float S = spectrum(kx, ky);
float h = sqrt(S / 2.0f) * dk;
float phi = frandom(&seed) * 2.0f * PI;
result[0] = h * cos(phi);
result[1] = h * sin(phi);
}
}
// generates the waves spectrum
void generateWavesSpectrum()
{
if (spectrum12 != NULL) {
delete[] spectrum12;
delete[] spectrum34;
}
spectrum12 = new float[FFT_SIZE * FFT_SIZE * 4];
spectrum34 = new float[FFT_SIZE * FFT_SIZE * 4];
for (int y = 0; y < FFT_SIZE; ++y)
{
for (int x = 0; x < FFT_SIZE; ++x)
{
int offset = 4 * (x + y * FFT_SIZE);
int i = x >= FFT_SIZE / 2 ? x - FFT_SIZE : x;
int j = y >= FFT_SIZE / 2 ? y - FFT_SIZE : y;
getSpectrumSample(i, j, GRID1_SIZE, PI / GRID1_SIZE, spectrum12 + offset);
getSpectrumSample(i, j, GRID2_SIZE, PI * FFT_SIZE / GRID1_SIZE, spectrum12 + offset + 2);
getSpectrumSample(i, j, GRID3_SIZE, PI * FFT_SIZE / GRID2_SIZE, spectrum34 + offset);
getSpectrumSample(i, j, GRID4_SIZE, PI * FFT_SIZE / GRID3_SIZE, spectrum34 + offset + 2);
}
}
glActiveTexture(GL_TEXTURE0 + SPECTRUM_1_2_UNIT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, FFT_SIZE, FFT_SIZE, 0, GL_RGBA, GL_FLOAT, spectrum12);
glActiveTexture(GL_TEXTURE0 + SPECTRUM_3_4_UNIT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, FFT_SIZE, FFT_SIZE, 0, GL_RGBA, GL_FLOAT, spectrum34);
}
float getSlopeVariance(float kx, float ky, float *spectrumSample)
{
const float kSquare = kx * kx + ky * ky;
const float real = spectrumSample[0];
const float img = spectrumSample[1];
const float hSquare = real * real + img * img;
return kSquare * hSquare * 2.0f;
}
// precomputes filtered slope variances in a 3d texture, based on the wave spectrum
void BrunetonWater::computeSlopeVarianceTex()
{
// slope variance due to all waves, by integrating over the full spectrum
float theoreticSlopeVariance = 0.0;
float k = (float)5e-3;
while (k < 1e3) {
float nextK = k * 1.001f;
theoreticSlopeVariance += k * k * spectrum(k, 0, true) * (nextK - k);
k = nextK;
}
// slope variance due to waves, by integrating over the spectrum part
// that is covered by the four nested grids. This can give a smaller result
// than the theoretic total slope variance, because the higher frequencies
// may not be covered by the four nested grid. Hence the difference between
// the two is added as a "delta" slope variance in the "variances" shader,
// to be sure not to lose the variance due to missing wave frequencies in
// the four nested grids
float totalSlopeVariance = 0.0;
for (int y = 0; y < FFT_SIZE; ++y) {
for (int x = 0; x < FFT_SIZE; ++x) {
int offset = 4 * (x + y * FFT_SIZE);
float i = 2.0f * PI * (x >= FFT_SIZE / 2 ? x - FFT_SIZE : x);
float j = 2.0f * PI * (y >= FFT_SIZE / 2 ? y - FFT_SIZE : y);
totalSlopeVariance += getSlopeVariance(i / GRID1_SIZE, j / GRID1_SIZE, spectrum12 + offset);
totalSlopeVariance += getSlopeVariance(i / GRID2_SIZE, j / GRID2_SIZE, spectrum12 + offset + 2);
totalSlopeVariance += getSlopeVariance(i / GRID3_SIZE, j / GRID3_SIZE, spectrum34 + offset);
totalSlopeVariance += getSlopeVariance(i / GRID4_SIZE, j / GRID4_SIZE, spectrum34 + offset + 2);
}
}
glBindVertexArray(m_variancesProgram.m_vertexArray.m_id);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_variancesFbo.m_id);
glViewport(0, 0, N_SLOPE_VARIANCE, N_SLOPE_VARIANCE);
glUseProgram(m_variancesProgram.m_program->m_id);
glUniform4f(m_variancesProgram.m_locId_gridSizes, GRID1_SIZE, GRID2_SIZE, GRID3_SIZE, GRID4_SIZE);
glUniform1f(m_variancesProgram.m_locId_slopeVarianceDelta, 0.5f * (theoreticSlopeVariance - totalSlopeVariance));
for (int layer = 0; layer < N_SLOPE_VARIANCE; ++layer)
{
glFramebufferTexture3D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_3D, m_slopeVarianceTex.m_id, 0, layer);
glUniform1f(m_variancesProgram.m_locId_c, (float)layer);
m_variancesProgram.drawQuad();
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// ----------------------------------------------------------------------------
// WAVES GENERATION AND ANIMATION (using FFT on GPU)
// ----------------------------------------------------------------------------
int bitReverse(int i, int N)
{
int j = i;
int M = N;
int Sum = 0;
int W = 1;
M = M / 2;
while (M != 0) {
j = (i & M) > M - 1;
Sum += j * W;
W *= 2;
M = M / 2;
}
return Sum;
}
void computeWeight(int N, int k, float &wr, float &wi)
{
wr = cosf(2.0f * PI * k / float(N));
wi = sinf(2.0f * PI * k / float(N));
}
float *computeButterflyLookupTexture()
{
float *data = new float[FFT_SIZE * PASSES * 4];
for (int i = 0; i < PASSES; i++) {
int nBlocks = (int) powf(2.0, float(PASSES - 1 - i));
int nHInputs = (int) powf(2.0, float(i));
for (int j = 0; j < nBlocks; j++) {
for (int k = 0; k < nHInputs; k++) {
int i1, i2, j1, j2;
if (i == 0) {
i1 = j * nHInputs * 2 + k;
i2 = j * nHInputs * 2 + nHInputs + k;
j1 = bitReverse(i1, FFT_SIZE);
j2 = bitReverse(i2, FFT_SIZE);
} else {
i1 = j * nHInputs * 2 + k;
i2 = j * nHInputs * 2 + nHInputs + k;
j1 = i1;
j2 = i2;
}
float wr, wi;
computeWeight(FFT_SIZE, k * nBlocks, wr, wi);
int offset1 = 4 * (i1 + i * FFT_SIZE);
data[offset1 + 0] = (j1 + 0.5f) / FFT_SIZE;
data[offset1 + 1] = (j2 + 0.5f) / FFT_SIZE;
data[offset1 + 2] = wr;
data[offset1 + 3] = wi;
int offset2 = 4 * (i2 + i * FFT_SIZE);
data[offset2 + 0] = (j1 + 0.5f) / FFT_SIZE;
data[offset2 + 1] = (j2 + 0.5f) / FFT_SIZE;
data[offset2 + 2] = -wr;
data[offset2 + 3] = -wi;
}
}
}
return data;
}
InitProgram::InitProgram() :
m_program(new ShaderProgram({ ShaderStages::Vertex::bruneton_init, ShaderStages::Fragment::bruneton_init }))
{
glBindVertexArray(m_vertexArray.m_id);
glBindBuffer(GL_ARRAY_BUFFER, m_fullscreenQuadVertexBuffer.m_id);
glm::vec4 quadVertexes[4] = {
glm::vec4(-1.0, -1.0, 0.0, 0.0),
glm::vec4(+1.0, -1.0, 1.0, 0.0),
glm::vec4(-1.0, +1.0, 0.0, 1.0),
glm::vec4(+1.0, +1.0, 1.0, 1.0)
};
glBufferData(GL_ARRAY_BUFFER, 4*sizeof(glm::vec4), (void*)quadVertexes, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), 0);
glUseProgram(m_program->m_id);
m_locId_spectrum_1_2_Sampler = m_program->getUniformLocationId("spectrum_1_2_Sampler");
m_locId_spectrum_3_4_Sampler = m_program->getUniformLocationId("spectrum_3_4_Sampler");
m_locId_fftSize = m_program->getUniformLocationId("FFT_SIZE");
m_locId_inverseGridSizes = m_program->getUniformLocationId("INVERSE_GRID_SIZES");
m_locId_t = m_program->getUniformLocationId("t");
glUniform1i(m_locId_spectrum_1_2_Sampler, SPECTRUM_1_2_UNIT);
glUniform1i(m_locId_spectrum_3_4_Sampler, SPECTRUM_3_4_UNIT);
glBindVertexArray(0);
}
void InitProgram::drawQuad()
{
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/////////////////////////////////////////////////
FFTProgram::FFTProgram(bool isX) :
m_program(
new ShaderProgram({
ShaderStages::Vertex::bruneton_fft,
ShaderStages::Geometry::bruneton_fft,
isX ? ShaderStages::Fragment::bruneton_fftx : ShaderStages::Fragment::bruneton_ffty
})
)
{
glBindVertexArray(m_vertexArray.m_id);
glBindBuffer(GL_ARRAY_BUFFER, m_fullscreenQuadVertexBuffer.m_id);
glm::vec4 quadVertexes[4] = {
glm::vec4(-1.0, -1.0, 0.0, 0.0),
glm::vec4(+1.0, -1.0, 1.0, 0.0),
glm::vec4(-1.0, +1.0, 0.0, 1.0),
glm::vec4(+1.0, +1.0, 1.0, 1.0)
};
glBufferData(GL_ARRAY_BUFFER, 4*sizeof(glm::vec4), (void*)quadVertexes, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), 0);
glUseProgram(m_program->m_id);
m_locId_butterflySampler = m_program->getUniformLocationId("butterflySampler");
m_locId_nLayers = m_program->getUniformLocationId("nLayers");
m_locId_pass = m_program->getUniformLocationId("pass");
m_locId_imgSampler = m_program->getUniformLocationId("imgSampler");
glUniform1i(m_locId_butterflySampler, BUTTERFLY_UNIT);
glBindVertexArray(0);
}
void FFTProgram::drawQuad()
{
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/////////////////////////////////////////////////
VariancesProgram::VariancesProgram() :
m_program(new ShaderProgram({ ShaderStages::Vertex::bruneton_variances, ShaderStages::Fragment::bruneton_variances }))
{
glBindVertexArray(m_vertexArray.m_id);
glBindBuffer(GL_ARRAY_BUFFER, m_fullscreenQuadVertexBuffer.m_id);
glm::vec4 quadVertexes[4] = {
glm::vec4(-1.0, -1.0, 0.0, 0.0),
glm::vec4(+1.0, -1.0, 1.0, 0.0),
glm::vec4(-1.0, +1.0, 0.0, 1.0),
glm::vec4(+1.0, +1.0, 1.0, 1.0)
};
glBufferData(GL_ARRAY_BUFFER, 4*sizeof(glm::vec4), (void*)quadVertexes, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), 0);
glUseProgram(m_program->m_id);
m_locId_nSlopeVariance = m_program->getUniformLocationId("N_SLOPE_VARIANCE");
m_locId_spectrum_1_2_Sampler = m_program->getUniformLocationId("spectrum_1_2_Sampler");
m_locId_spectrum_3_4_Sampler = m_program->getUniformLocationId("spectrum_3_4_Sampler");
m_locId_fftSize = m_program->getUniformLocationId("FFT_SIZE");
m_locId_gridSizes = m_program->getUniformLocationId("GRID_SIZES");
m_locId_slopeVarianceDelta = m_program->getUniformLocationId("slopeVarianceDelta");
m_locId_c = m_program->getUniformLocationId("c");
glUniform1f(m_locId_nSlopeVariance, (float)N_SLOPE_VARIANCE);
glUniform1i(m_locId_spectrum_1_2_Sampler, SPECTRUM_1_2_UNIT);
glUniform1i(m_locId_spectrum_1_2_Sampler, SPECTRUM_3_4_UNIT);
glUniform1i(m_locId_fftSize, FFT_SIZE);
glBindVertexArray(0);
}
void VariancesProgram::drawQuad()
{
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/////////////////////////////////////////////////
RenderProgram::RenderProgram(
ShaderProgram* program,
const glm::vec4& seaColour,
float stretch,
float scale
) :
m_program(program), m_seaColour(seaColour), m_stretch(stretch), m_scale(scale)
{
glUseProgram(m_program->m_id);
m_locId_M = m_program->getUniformLocationId("M");
m_locId_MVP = m_program->getUniformLocationId("MVP");
m_locId_worldCamera = m_program->getUniformLocationId("worldCamera"); // camera position in world space
m_locId_worldSunDir = m_program->getUniformLocationId("worldSunDir"); // sun direction in world space
m_locId_gridSize = m_program->getUniformLocationId("gridSize");
m_locId_choppy = m_program->getUniformLocationId("choppy");
m_locId_fftWavesSampler = m_program->getUniformLocationId("fftWavesSampler");
m_locId_GRID_SIZES = m_program->getUniformLocationId("GRID_SIZES");
m_locId_slopeVarianceSampler = m_program->getUniformLocationId("slopeVarianceSampler");
m_locId_seaColour = m_program->getUniformLocationId("seaColour");
m_locId_f_depthCoef = m_program->getUniformLocationId("f_depthCoef");
m_locId_stretch = m_program->getUniformLocationId("stretch");
m_locId_scale = m_program->getUniformLocationId("scale");
glUniform1i(m_locId_fftWavesSampler, FFT_A_UNIT);
glUniform1i(m_locId_slopeVarianceSampler, SLOPE_VARIANCE_UNIT);
glUniform4f(m_locId_GRID_SIZES, GRID1_SIZE, GRID2_SIZE, GRID3_SIZE, GRID4_SIZE);
glUniform2f(m_locId_gridSize, 0.01f, 0.01f);
glUniform1f(m_locId_choppy, choppy);
glUniform4f(m_locId_seaColour, m_seaColour.r, m_seaColour.g, m_seaColour.b, m_seaColour.a);
glUniform1f(m_locId_stretch, m_stretch);
glUniform1f(m_locId_scale, m_scale);
}
/////////////////////////////////////////////////
BrunetonWater::BrunetonWater(const glm::vec4& seaColour, float stretch, float scale) :
Water(new ShaderProgram({ ShaderStages::Vertex::bruneton_render, ShaderStages::Fragment::bruneton_render })),
m_renderProgram(m_program, seaColour, stretch, scale),
m_fftXProgram(true),
m_fftYProgram(false)
{
/*
m_overlay_bar = TwNewBar("Ocean");
TwAddVarCB(m_overlay_bar, "Wind speed", TW_TYPE_FLOAT, setFloat, getFloat, &WIND, "min=3.0 max=21.0 step=1.0 group=Spectrum");
TwAddVarCB(m_overlay_bar, "Inv. wave age", TW_TYPE_FLOAT, setFloat, getFloat, &OMEGA, "min=0.84 max=5.0 step=0.1 group=Spectrum");
TwAddVarCB(m_overlay_bar, "Amplitude", TW_TYPE_FLOAT, setFloat, getFloat, &A, "min=0.01 max=1000.0 step=0.01 group=Spectrum");
TwAddButton(m_overlay_bar, "Generate", _computeSlopeVarianceTex, NULL, "group=Spectrum");
TwAddVarRW(m_overlay_bar, "Sea color", TW_TYPE_COLOR4F, &seaColor, "group=Rendering");
TwAddVarRW(m_overlay_bar, "Exposure", TW_TYPE_FLOAT, &hdrExposure, "min=0.01 max=4.0 step=0.01 group=Rendering");
TwAddVarRW(m_overlay_bar, "Choppy", TW_TYPE_BOOL8, &choppy, "group=Rendering");
TwAddVarCB(m_overlay_bar, "Sea", TW_TYPE_BOOL8, setBool, getBool, &seaContrib, "group=Rendering");
TwAddVarCB(m_overlay_bar, "Sun", TW_TYPE_BOOL8, setBool, getBool, &sunContrib, "group=Rendering");
TwAddVarCB(m_overlay_bar, "Sky", TW_TYPE_BOOL8, setBool, getBool, &skyContrib, "group=Rendering");
*/
float *data = new float[16*64*3];
FILE* f;
fopen_s(&f, "bruneton_irradiance.raw", "rb");
fread(data, 1, 16*64*3*sizeof(float), f);
fclose(f);
glActiveTexture(GL_TEXTURE0 + IRRADIANCE_UNIT);
glBindTexture(GL_TEXTURE_2D, m_irradianceTex.m_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F_ARB, 64, 16, 0, GL_RGB, GL_FLOAT, data);
delete[] data;
int res = 64;
int nr = res / 2;
int nv = res * 2;
int nb = res / 2;
int na = 8;
fopen_s(&f, "bruneton_inscatter.raw", "rb");
data = new float[nr*nv*nb*na*4];
fread(data, 1, nr*nv*nb*na*4*sizeof(float), f);
fclose(f);
glActiveTexture(GL_TEXTURE0 + INSCATTER_UNIT);
glBindTexture(GL_TEXTURE_3D, m_inscatterTex.m_id);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F_ARB, na*nb, nv, nr, 0, GL_RGBA, GL_FLOAT, data);
delete[] data;
data = new float[256*64*3];
fopen_s(&f, "bruneton_transmittance.raw", "rb");
fread(data, 1, 256*64*3*sizeof(float), f);
fclose(f);
glActiveTexture(GL_TEXTURE0 + TRANSMITTANCE_UNIT);
glBindTexture(GL_TEXTURE_2D, m_transmittanceTex.m_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F_ARB, 256, 64, 0, GL_RGB, GL_FLOAT, data);
delete[] data;
float maxAnisotropy;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
glActiveTexture(GL_TEXTURE0 + SKY_UNIT);
glBindTexture(GL_TEXTURE_2D, m_skyTex.m_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, skyTexSize, skyTexSize, 0, GL_RGBA, GL_FLOAT, NULL);
glGenerateMipmap(GL_TEXTURE_2D);
unsigned char* img = new unsigned char[512 * 512 + 38];
fopen_s(&f, "bruneton_noise.pgm", "rb");
fread(img, 1, 512 * 512 + 38, f);
fclose(f);
glActiveTexture(GL_TEXTURE0 + NOISE_UNIT);
glBindTexture(GL_TEXTURE_2D, m_noiseTex.m_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 512, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img + 38);
glGenerateMipmap(GL_TEXTURE_2D);
delete[] img;
glActiveTexture(GL_TEXTURE0 + SPECTRUM_1_2_UNIT);
glBindTexture(GL_TEXTURE_2D, m_spectrum12Tex.m_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, FFT_SIZE, FFT_SIZE, 0, GL_RGB, GL_FLOAT, NULL);
glActiveTexture(GL_TEXTURE0 + SPECTRUM_3_4_UNIT);
glBindTexture(GL_TEXTURE_2D, m_spectrum34Tex.m_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, FFT_SIZE, FFT_SIZE, 0, GL_RGB, GL_FLOAT, NULL);
glActiveTexture(GL_TEXTURE0 + SLOPE_VARIANCE_UNIT);
glBindTexture(GL_TEXTURE_3D, m_slopeVarianceTex.m_id);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE_ALPHA16F_ARB, N_SLOPE_VARIANCE, N_SLOPE_VARIANCE, N_SLOPE_VARIANCE, 0, GL_LUMINANCE_ALPHA, GL_FLOAT, NULL);
glActiveTexture(GL_TEXTURE0 + FFT_A_UNIT);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, m_fftaTex.m_id);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy);
glTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA16F_ARB, FFT_SIZE, FFT_SIZE, 5, 0, GL_RGB, GL_FLOAT, NULL);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY_EXT);
glActiveTexture(GL_TEXTURE0 + FFT_B_UNIT);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, m_fftbTex.m_id);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy);
glTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA16F_ARB, FFT_SIZE, FFT_SIZE, 5, 0, GL_RGB, GL_FLOAT, NULL);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY_EXT);
glActiveTexture(GL_TEXTURE0 + BUTTERFLY_UNIT);
glBindTexture(GL_TEXTURE_2D, m_butterflyTex.m_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
data = computeButterflyLookupTexture();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, FFT_SIZE, PASSES, 0, GL_RGBA, GL_FLOAT, data);
delete[] data;
generateWavesSpectrum();
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_variancesFbo.m_id);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fftFbo1.m_id);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
GLenum drawBuffers[5] = {
GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT,
GL_COLOR_ATTACHMENT2_EXT,
GL_COLOR_ATTACHMENT3_EXT,
GL_COLOR_ATTACHMENT4_EXT
};
glDrawBuffers(5, drawBuffers);
for (int i = 0; i < 5; ++i) {
glFramebufferTextureLayer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, m_fftaTex.m_id, 0, i);
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fftFbo2.m_id);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glFramebufferTexture(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, m_fftaTex.m_id, 0);
glFramebufferTexture(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, m_fftbTex.m_id, 0);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo.m_id);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
computeSlopeVarianceTex();
}
void BrunetonWater::update(const WorldClock& worldClock)
{
glBindVertexArray(m_initProgram.m_vertexArray.m_id);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fftFbo1.m_id);
glViewport(0, 0, FFT_SIZE, FFT_SIZE);
glUseProgram(m_initProgram.m_program->m_id);
glUniform1f(m_initProgram.m_locId_fftSize, (float)FFT_SIZE);
glUniform4f(m_initProgram.m_locId_inverseGridSizes,
2.0f * PI * FFT_SIZE / GRID1_SIZE,
2.0f * PI * FFT_SIZE / GRID2_SIZE,
2.0f * PI * FFT_SIZE / GRID3_SIZE,
2.0f * PI * FFT_SIZE / GRID4_SIZE);
glUniform1f(m_initProgram.m_locId_t, (float)worldClock.getT());
m_initProgram.drawQuad();
glBindVertexArray(0);
// FFT passes
glBindVertexArray(m_fftXProgram.m_vertexArray.m_id);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fftFbo2.m_id);
glUseProgram(m_fftXProgram.m_program->m_id);
glUniform1i(m_fftXProgram.m_locId_nLayers, choppy ? 5 : 3);
for (int i = 0; i < PASSES; ++i)
{
glUniform1f(m_fftXProgram.m_locId_pass, float(i + 0.5) / PASSES);
if (i%2 == 0)
{
glUniform1i(m_fftXProgram.m_locId_imgSampler, FFT_A_UNIT);
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
}
else
{
glUniform1i(m_fftXProgram.m_locId_imgSampler, FFT_B_UNIT);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
}
m_fftXProgram.drawQuad();
}
glBindVertexArray(m_fftYProgram.m_vertexArray.m_id);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fftFbo2.m_id);
glUseProgram(m_fftYProgram.m_program->m_id);
glUniform1i(m_fftYProgram.m_locId_nLayers, choppy ? 5 : 3);
for (int i = PASSES; i < 2 * PASSES; ++i)
{
glUniform1f(m_fftYProgram.m_locId_pass, float(i - PASSES + 0.5) / PASSES);
if (i%2 == 0)
{
glUniform1i(m_fftYProgram.m_locId_imgSampler, FFT_A_UNIT);
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
}
else
{
glUniform1i(m_fftYProgram.m_locId_imgSampler, FFT_B_UNIT);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
}
m_fftYProgram.drawQuad();
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glActiveTexture(GL_TEXTURE0 + FFT_A_UNIT);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY_EXT);
glViewport(0, 0, GLOBALS.getWindowWidth(), GLOBALS.getWindowHeight());
}
void BrunetonWater::addToOverlayBar(TwBar* bar)
{
TwAddVarRW(bar, "Colour", TW_TYPE_COLOR4F, &m_renderProgram.m_seaColour, " group=Water ");
TwAddVarRW(bar, "Stretch", TW_TYPE_FLOAT, &m_renderProgram.m_stretch, " group=Water ");
TwAddVarRW(bar, "Scale", TW_TYPE_FLOAT, &m_renderProgram.m_scale, " group=Water ");
}
BrunetonWater* BrunetonWater::buildFromXMLNode(XMLNode& node)
{
XMLChildFinder finder(node);
return new BrunetonWater(
finder.required("Colour", buildFVec4FromXMLNode),
finder.required("Stretch", buildFloatFromXMLNode),
finder.required("Scale", buildFloatFromXMLNode)
);
}
#endif