/// LSU EE 7700-1 (Sp 2009), Graphics Processors // /// Homework 6 /// Due: Wednesday, 25 March 2009 // E-mail this file (with solution). /// Name: // $Id:$ <- This is not your student ID, don't change this line! /// Instructions // If necessary, follow the class account setup instructions linked to // the class procedures page, // http://www.ece.lsu.edu/koppel/gp/proc.html // For instructions on how to check out edit, compile, and debug, see // the "Programming Homework Work Flow" entry on the procedures page, // http://www.ece.lsu.edu/koppel/gp/proc.html. // // For those instructions you need to know that: // // This assignment is at SVN URI https://svn.ece.lsu.edu/svn/gp/hw/2009/hw6 // // The assignment instructions are in file hw6.cc. (This file.) // The OpenGL spec, needed for this assignment, is at // http://www.ece.lsu.edu/koppel/gp/refs/glspec21.pdf // For the solutions to the problems below edit this file, even if // it makes more sense to edit others (namely, coord.h). If it seems // that coord.h must be edited, contact me. /// Overview // The code in this file simulates a /balloon/: an elastic surface // that encloses a /gas/. Outside the balloon is /air/, and there // is a /platform/ for the balloon to bounce on. Many physical // parameters can be varied affecting the balloon bouncyness and // buoyancy. // The code is not fully commented and there are some parts which // are partly written. /// Keyboard Commands // /// Object (Eye, Light, Balloon) Location or Push // Arrows, Page Up, Page Down // Will move object or push balloon, depending on mode: // 'e': Move eye. // 'l': Move light. // 'b': Move balloon. (Change position but not velocity.) // 'B': Push balloon. (Add velocity.) // /// Eye Direction // Home, End, Delete, Insert // Turn the eye direction. // Home should rotate eye direction up, End should rotate eye // down, Delete should rotate eye left, Insert should rotate eye // right. The eye direction vector is displayed in the upper left. /// Simulation Options // (Also see variables below.) // // 'p' Pause simulation. (Press again to resume.) // 's' Stop balloon (but not vibration). // 'S' Freeze balloon. (Set velocity of all vertices to zero.) // 'a' Switch between CPU and GPU physics. // 'g' Turn gravity on and off. // 'n' Switch between textured and striped balloon surface. /// Variables // Selected program variables can be modified using the keyboard. // Use "Tab" to cycle through the variable to be modified, the // name of the variable is displayed next to "VAR" on the bottom // line of green text. // Use '+' (or '=') and '-' (or '_') to change the variable. // (Search for 'variable_control.insert' to find examples of how to // add your own variables.) // // VAR Light Intensity - The light intensity. // VAR Gas Amount - Amount of gas in balloon. // VAR Gravity - Gravitational acceleration. (Turn on/off using 'g'.) // VAR Temperature - Temperature of gas. // VAR Damping Factor - Ad-hoc damping. Higher is LESS damping. // VAR Air Resistance - // VAR Gas Particle Mass - Initially matches air mass. // VAR Spring Constant - Warning: watch Oversample as this is increased. // VAR Surface Mass - Warning: watch Oversample as this is reduced. /// Problem 0 // Compile and run the code. For better response run the optimized // (not debug) version. // [ ] Should see ball bouncing. // [ ] Adjust variables so balloon floats up and away. // [ ] Reduce gas amount until non-spherical, then slowly push off edge. // [ ] Stop playing and get to next problem. /// Problem 1 // A shadow is visible when the viewer is above the platform and the // balloon is below it. (To see it press pause, then move balloon // below platform.) Fix this and similar shadow problems. // [ ] Fix shadow problems. // [ ] Avoid unnecessary changes and reformatting. /// Problem 2 // A reflection is visible when the viewer is above the platform and // the balloon is below it, or vice versa. (To see it press pause, // then move balloon below platform.) Fix this and similar reflection // problems. // [ ] Fix reflection problems. // [ ] Avoid unnecessary changes and reformatting. #define GL_GLEXT_PROTOTYPES #define GLX_GLXEXT_PROTOTYPES #include <GL/gl.h> #include <GL/glext.h> #include <GL/glx.h> #include <GL/glxext.h> #include <GL/glu.h> #include <GL/freeglut.h> #include <Magick++.h> #include "util.h" #include "glextfuncs.h" #include "coord.h" #include "shader.h" #include "pstring.h" #include "misc.h" /// /// Class for managing an OpenGL ARRAY_BUFFER /// template <typename T> class pBuffer_Object { public: pBuffer_Object(){ data = NULL; init(); } ~pBuffer_Object() { if ( data ) free(data); glDeleteBuffers(created,bids); } private: void init() { btarget = GL_ARRAY_BUFFER; glGenBuffers(2, bids); current = 0; bid = bids[current]; created = 0; pError_Check(); usage_hint = GL_DYNAMIC_COPY; } public: T* alloc(int elements_p, GLenum hint = GL_DYNAMIC_COPY) { usage_hint = hint; if ( data ) pError_Msg("Double allocation of pBuffer_Object."); elements = elements_p; chars = elements * sizeof(T); data = new T[elements]; created = 1; alloc_gpu_buffer(); glBindBuffer(btarget,0); return data; } void take(PStack<T>& stack, GLenum hint = GL_DYNAMIC_COPY, GLenum default_target = GL_ARRAY_BUFFER) { usage_hint = hint; btarget = default_target; if ( data ) pError_Msg("Double allocation of pBuffer_Object."); elements = stack.occ(); chars = elements * sizeof(T); data = stack.take_storage(); created = 1; alloc_gpu_buffer(); glBindBuffer(btarget,0); } void prepare_two_buffers() { ASSERTS( created == 1 ); created = 2; bid_swap(); alloc_gpu_buffer(); bid_swap(); } private: void alloc_gpu_buffer() { bind(); glBufferData(btarget,chars,NULL,usage_hint); pError_Check(); } public: void to_gpu() { bind(); glBufferData(btarget, chars, data, usage_hint); pError_Check(); } void from_gpu() { bind(); T* const from_data = (T*)glMapBuffer(GL_ARRAY_BUFFER,GL_READ_ONLY); pError_Check(); memcpy(data,from_data,chars); glUnmapBuffer(btarget); glBindBuffer(btarget,0); } void bind(GLenum target){ glBindBuffer(target,bid); } void bind(){ glBindBuffer(btarget,bid); } GLuint bid_read() const { return bids[current]; } GLuint bid_write() { bid_swap(); alloc_gpu_buffer(); bid_swap(); return bids[1-current]; } GLuint bid_fresh() { alloc_gpu_buffer(); return bid; } void bid_swap() { current = 1 - current; bid = bids[current]; } T& operator [] (int idx) { return data[idx]; } GLuint bids[2]; GLuint bid; GLenum usage_hint; GLenum btarget; int created, current; T *data; int elements, chars; }; /// /// Ad-Hoc Class for Reading Images /// using namespace Magick; class P_Image_Read { public: P_Image_Read(const char *path, int transp): image(path),image_loaded(false),data(NULL) { width = image.columns(); height = image.rows(); size = width * height; if ( !width || !height ) return; if ( transp == 255 ) image.transparent(Color("White")); pp = image.getPixels(0,0,width,height); for ( int i = 0; i < size; i++ ) pp[i].opacity = MaxRGB - pp[i].opacity; gl_fmt = GL_BGRA; gl_type = sizeof(PixelPacket) == 8 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE; data = (unsigned char*) pp; image_loaded = true; }; void color_invert() { for ( int i = 0; i < size; i++ ) { PixelPacket& p = pp[i]; const int sum = p.red + p.blue + p.green; p.opacity = (typeof p.opacity)( MaxRGB - sum * 0.3333333 ); p.red = p.blue = p.green = MaxRGB; } } Image image; PixelPacket *pp; bool image_loaded; int width, height, maxval, size; unsigned char *data; int gl_fmt; int gl_type; private: }; /// /// Create and initialize texture object using image file. /// GLuint pBuild_Texture_File (const char *name, bool invert = false, int transp = 256 ) { // Read image from file. // P_Image_Read image(name,transp); if ( !image.image_loaded ) return 0; // Invert colors. (E.g., to show text as white on black.) // if ( invert ) image.color_invert(); GLuint tid; glGenTextures(1,&tid); glBindTexture(GL_TEXTURE_2D,tid); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, 1); // Load data into the texture object. // glTexImage2D (GL_TEXTURE_2D, 0, // Level of Detail (0 is base). GL_RGBA, // Internal format to be used for texture. image.width, image.height, 0, // Border image.gl_fmt, // GL_BGRA: Format of data read by this call. image.gl_type, // GL_UNSIGNED_BYTE: Size of component. (void*)image.data); pError_Check(); return tid; } /// /// Main Data Structures /// // // class World: All data about scene. // class Balloon: Data about a balloon. class World; struct Balloon_Triangle { int pi, qi, ri; pColor color; float length_relaxed; }; struct Balloon_Vertex { Balloon_Vertex(){ edge_out_count = edge_in_count = 0; } // Constant Data (from time step to time step) float mass_inv; float mass; int edge_out[7]; int edge_out_count; PStack<int> triangles; pCoor tex_coor; // Data changed each time step. pCoor pos; pVect vel; // Maybe generated and used in same time step. pCoor pos_prev; pVect force; pVect force_spring; pVect force_pressure; pVect surface_normal; // Only used during initialization. int edge_in_count; int edge_in[6]; double eta; double theta; int ring; }; // GPU-Computed Balloon Data for Triangles // struct BV_GPU_Data_Tri { pCoor surface_normal; // Magnitude is area of incident triangles. pCoor force; pCoor padding; }; // GPU-Computed Balloon Data for Verticies // struct BV_GPU_Data_Vtx { pCoor surface_normal; // Magnitude is area of incident triangles. pCoor vel; pCoor pos; }; // Structural Data for GPU, One per Triangle // struct BV_GPU_Plan_C_Triangle_Data { float pi, qi, ri; // Index of triangle's vertices. float length_relaxed; }; // Structural Data for GPU, One per Vertex // struct BV_GPU_Plan_C_Vertex_Data { float self_idx; float left_idx; // Not used. int16_t neighbors[8]; // Index of vertex's triangles. }; class Balloon { public: Balloon(World& w):world(w) { } ~Balloon(){ } void init(pCoor center, double radius); // Called each time user changes a configuration variable, such as gravity. void update_for_config(); // Advance (time-step) simulated time. // void time_step_cpu(int steps); void time_step_cpu_once(); void time_step_gpu(int steps); void gpu_data_to_cpu(); void cpu_data_to_gpu(); // User Interaction // void translate(pVect amt); // Instantly move balloon. void push(pVect amt); // Instantly add velocity. void stop() // Stop motion but not other motion. { pVect avg_vel = velocity_avg(); for ( int i=0; i<point_count; i++ ) points[i].vel -= avg_vel; } void freeze() // Stop all motion. { for ( int i=0; i<point_count; i++ ) points[i].vel = pVect(0,0,0); } float pressure_air(float msl) { return opt_gravity ? exp( - 0.2 * air_particle_mass * msl ) : 1.0; } float pressure_gas(float msl, float factorp = 0) { const float factor = factorp ? factorp : gas_pressure_factor; return opt_gravity ? factor * exp( - gas_m_over_temp * msl ) : factor; } pVect velocity_avg() { pVect vel_avg(0,0,0); for ( int i=0; i<point_count; i++ ) vel_avg += points[i].vel; vel_avg *= 1.0/point_count; return vel_avg; } World& world; // Structural Data // float radius; // Initial radius. float nom_volume; // Volume based on initial radius // Balloon Structure // PStack<Balloon_Vertex> points; PStack<Balloon_Triangle> triangles; pBuffer_Object<GLuint> point_indices; pBuffer_Object<float> tex_coords; int point_count; int tri_count; int tethered_idx; // Fixed (or user set) Physical Constants // float spring_constant; float air_resistance; float surface_mass; float gas_amount; float gas_particle_mass; float air_particle_mass; float temperature; float opt_gravity_accel; float damping_v; // CPU and gpu. Higher is less damping. float damping_factor; // CPU only code. // User-Set Options (in addition to physical constants above). // bool opt_gravity; // If false, no gravity. bool opt_damping; // Only used in cpu code. See also damping_v bool opt_surface_fix; // Name is completely misleading. // Computed after each change to user-set physical quantity. // float temp_ratio; // Temperature ratio. float gas_mass_per_vertex; float pressure_factor_coeff; float gas_pressure_factor; double oversample; // Harmonic (approx) divided by time step delta t. double tightness; float damping_factor_per_step; float point_mass; float point_mass_inv; // Computed each time step. // float volume; float area; pVect weight; pCoor centroid; float gas_m_over_temp; // Coefficient in pressure formula. float pressure; float density_air, density_gas; // Computed but not yet correct. // double e_spring, e_kinetic; double energy, e_zero; GLuint texid_pse, texid_syl; int cpu_iteration; bool need_cpu_iteration; bool length_relaxed_update; bool gpu_data_stale; bool cpu_data_stale; pBuffer_Object<BV_GPU_Data_Vtx> gpu_data_vtx; pBuffer_Object<BV_GPU_Data_Tri> gpu_data_tri; pBuffer_Object<BV_GPU_Plan_C_Vertex_Data> gpu_plan_c_vertex_data; pBuffer_Object<BV_GPU_Plan_C_Triangle_Data> gpu_plan_c_triangle_data; GLuint query_transform_feedback_id; GLuint gpu_data_vtx_tid; GLuint gpu_data_tri_tid; GLuint framebuffer_id, renderbuffer_id; pShader vs_plan_c; GLint sat_indices, sat_volume, sat_pos, sat_vel; GLint sun_constants_sc; GLint sun_constants_gas, sun_constants_dt, sun_platform; GLint svl_surface_normal, svl_force_or_v, svl_pos; GLint stx_data_vtx, stx_data_tri; }; class World { public: World(pOpenGL_Helper &fb):ogl_helper(fb),balloon(*this){init();} void init(); static void render_w(void *moi){ ((World*)moi)->render(); } void render(); void cb_keyboard(); void modelview_update(); void shadow_update(); void shadow_transform_create(pMatrix& m, pCoor light); pOpenGL_Helper& ogl_helper; pVariable_Control variable_control; pFrame_Timer frame_timer; double world_time; double delta_t; // Duration of time step. // Tiled platform for balloon. // float platform_xmin, platform_xmax, platform_zmin, platform_zmax; pBuffer_Object<pVect> platform_tile_coords; pBuffer_Object<float> platform_tex_coords; Balloon balloon; pCoor light_location; float opt_light_intensity; enum { MI_Eye, MI_Light, MI_Balloon, MI_Balloon_V, MI_COUNT } opt_move_item; bool opt_pause; bool opt_gpu; bool opt_surface_smooth; pCoor eye_location; pVect eye_direction; pMatrix modelview; pMatrix modelview_shadow; pMatrix transform_mirror; pShader vs_fixed; }; void World::init() { const double radius = 5; pCoor center(13.7,12,-15.4); frame_timer.work_unit_set("Steps / s"); world_time = 0; delta_t = 1.0 / ( 32 * 30 ); balloon.gpu_data_stale = true; balloon.cpu_data_stale = false; eye_location = pCoor(24.2,11.6,-38.7); eye_direction = pVect(-0.42,-0.09,0.9); opt_move_item = MI_Eye; opt_light_intensity = 100.2; opt_gpu = true; opt_surface_smooth = true; platform_xmin = -40; platform_xmax = 40; platform_zmin = -40; platform_zmax = 40; light_location = pCoor(platform_xmax,platform_xmax,platform_zmin); balloon.need_cpu_iteration = true; balloon.length_relaxed_update = true; balloon.damping_v = 0.1; balloon.cpu_iteration = 0; balloon.opt_gravity = true; balloon.opt_damping = false; balloon.opt_surface_fix = true; balloon.damping_factor = 0.2; balloon.spring_constant = 40.0; balloon.air_resistance = 0.001; balloon.gas_amount = 0; balloon.surface_mass = 1; balloon.e_zero = 0; balloon.opt_gravity_accel = 9.8; balloon.gas_particle_mass = 0.01; balloon.air_particle_mass = 0.01; balloon.temperature = 300; opt_pause = false; variable_control.insert(balloon.gas_amount,"Gas Amount"); variable_control.insert(balloon.opt_gravity_accel,"Gravity"); variable_control.insert(balloon.temperature,"Temperature"); variable_control.insert(balloon.damping_v,"Damping Factor"); variable_control.insert(balloon.air_resistance,"Air Resistance"); variable_control.insert(opt_light_intensity,"Light Intensity"); variable_control.insert(balloon.gas_particle_mass,"Gas Particle Mass"); variable_control.insert(balloon.spring_constant,"Spring Constant"); variable_control.insert(balloon.surface_mass,"Surface Mass"); balloon.init(center,radius); modelview_update(); const float tile_count = 19; const float ep = 1.00001; const float xdelta = ( platform_xmax - platform_xmin ) / tile_count * ep; const float zdelta = ( platform_zmax - platform_zmin ) / tile_count * ep; const float trmin = 0.05; const float trmax = 0.7; const float tsmin = 0; const float tsmax = 0.4; PStack<pVect> p_tile_coords; PStack<pVect> p1_tile_coords; PStack<float> p_tex_coords; bool even = true; for ( float x = platform_xmin; x < platform_xmax; x += xdelta ) for ( float z = platform_zmin; z < platform_zmax; z += zdelta ) { PStack<pVect>& t_coords = even ? p_tile_coords : p1_tile_coords; p_tex_coords += trmax; p_tex_coords += tsmax; t_coords += pVect(x,-0.01,z); p_tex_coords += trmax; p_tex_coords += tsmin; t_coords += pVect(x,-0.01,z+zdelta); p_tex_coords += trmin; p_tex_coords += tsmin; t_coords += pVect(x+xdelta,-0.01,z+zdelta); p_tex_coords += trmin; p_tex_coords += tsmax; t_coords += pVect(x+xdelta,-0.01,z); even = !even; } while ( pVect* const v = p1_tile_coords.iterate() ) p_tile_coords += *v; platform_tile_coords.take(p_tile_coords); platform_tile_coords.to_gpu(); platform_tex_coords.take(p_tex_coords); platform_tex_coords.to_gpu(); } void Balloon::init(pCoor center, double r) { radius = r; nom_volume = 4.0/3.0 * M_PI * r * r *r; const int equator_points = 60; static const double two_pi = 2 * M_PI; const double equator_interpoint_radians = two_pi / equator_points; const double equator_interpoint = r * equator_interpoint_radians; const double epsilon = 0.00001; point_count = 0; Balloon_Vertex* const pole_south = points.pushi(); pole_south->mass_inv = 1; pole_south->theta = 10; pole_south->pos = center + pVect(0,0,r); pole_south->vel = pVect(0,0,0); pole_south->ring = 0; pole_south->eta = 0; point_count++; const double first_circum = equator_interpoint * 6 + epsilon; const double first_eta = asin( first_circum / ( 2 * M_PI * r ) ); const int rings = int(0.5 + ( M_PI - 2 * first_eta ) / equator_interpoint_radians); const double delta_eta = ( M_PI - 2 * first_eta - epsilon ) / max(1,rings); int ring_count = 0; PStack<int> rings_first_idx; rings_first_idx += 0; for ( double eta = first_eta; eta <= M_PI-first_eta; eta += delta_eta ) { ring_count++; const double z = r * cos(eta); const double slice_r = r * sin(eta); const int slice_points = int( two_pi * slice_r / equator_interpoint ); const double delta_theta = two_pi / slice_points; const int ring_first_idx = point_count; const int lower_ring_first_idx = rings_first_idx.peek(); rings_first_idx += point_count; int lower_ring_idx = point_count - 1; if ( points[lower_ring_idx].theta < two_pi - delta_theta ) lower_ring_idx = lower_ring_first_idx; const int lower_ring_first_connected = lower_ring_idx; double lower_ring_angle_adj = lower_ring_idx == lower_ring_first_idx ? 0 : -two_pi; const double theta_first = ring_count & 1 ? 0 : delta_theta * 0.5; int slice_idx = 0; for ( double theta = theta_first; theta < two_pi - 0.001; theta += delta_theta ) { Balloon_Vertex* const point = points.pushi(); point->mass_inv = 1; point->ring = ring_count; point->eta = eta; point->theta = theta; point->pos = center + pVect(slice_r * cos(theta), slice_r * sin(theta), z ); point->vel = pVect(0,0,0); point->edge_out[point->edge_out_count++] = point_count - 1 + ( slice_idx ? 0 : slice_points ); const double next_theta = theta + delta_theta; while ( true ) { point->edge_out[point->edge_out_count++] = lower_ring_idx; const bool lr_last = lower_ring_idx + 1 == ring_first_idx; const int next_idx = lr_last ? lower_ring_first_idx : lower_ring_idx + 1; Balloon_Vertex* const n_lr_next = &points[next_idx]; const double next_angle_adj = lower_ring_angle_adj + ( lr_last ? two_pi : 0 ); const double lower_ring_angle = n_lr_next->theta + next_angle_adj; if ( lower_ring_angle > next_theta + 0.0001 ) break; if ( slice_idx > 1 && lower_ring_idx == lower_ring_first_connected ) break; lower_ring_idx = next_idx; lower_ring_angle_adj = next_angle_adj; } slice_idx++; point_count++; } } { Balloon_Vertex* const pole_north = points.pushi(); pole_north->mass_inv = 1; pole_north->theta = 10; pole_north->pos = center + pVect(0,0,-r); pole_north->vel = pVect(0,0,0); pole_north->ring = ++ring_count; pole_north->eta = M_PI; const int lower_ring_first_idx = rings_first_idx.peek(); for ( int lower_ring_idx = lower_ring_first_idx; lower_ring_idx != point_count; lower_ring_idx++ ) pole_north->edge_out[pole_north->edge_out_count++] = lower_ring_idx; pole_north->edge_out[pole_north->edge_out_count++] = lower_ring_first_idx; point_count++; } tethered_idx = 0; float min_y = pole_south->pos.y; for ( int idx = 0; idx < point_count; idx++ ) { Balloon_Vertex* const p = &points[idx]; ASSERTS( p->mass_inv > 0 ); p->mass = 1.0 / p->mass_inv; if ( p->pos.y < min_y ) { tethered_idx = idx; min_y = p->pos.y; } for ( int j = 0; j < p->edge_out_count; j++ ) { const int qi = p->edge_out[j]; Balloon_Vertex* const q = &points[qi]; q->edge_in[q->edge_in_count++] = idx; } } PStack<GLuint> p_indices; const double tex_eta_min = 0.25 * M_PI; const double tex_eta_max = 0.75 * M_PI; const double tex_theta_min = 0; const double tex_theta_max = two_pi; const double eta_to_s = 1.0 / ( tex_eta_max - tex_eta_min ); const double theta_to_s = 1.0 / ( tex_theta_max - tex_theta_min ); PStack<float> gpu_tex_coords; for ( int idx = 0; idx < point_count; idx++ ) { Balloon_Vertex* const p = &points[idx]; pColor color; p->tex_coor.x = 1 - ( p->theta - tex_theta_min ) * theta_to_s; p->tex_coor.y = 1 - ( p->eta - tex_eta_min ) * eta_to_s; gpu_tex_coords += p->tex_coor.x; gpu_tex_coords += p->tex_coor.y; switch ( p->ring & 0x3 ) { case 0: color = pColor(0.9,.1,.1); break; case 1: color = pColor(0.1,0.9,0.1); break; case 2: color = pColor(0.1,0.1,0.9); break; case 3: color = pColor(0.1,0.9,0.9); break; default: color = pColor(0.5,0.5,0.5); break; } const bool within_ring_first = !idx || p->ring != points[idx-1].ring; const bool within_ring_last = idx + 1 == point_count || p->ring != points[idx+1].ring; for ( int e = 0; e < p->edge_out_count - 1; e++ ) { const int qi = p->edge_out[e]; Balloon_Vertex* const q = &points[qi]; const int ri = p->edge_out[e+1]; Balloon_Vertex* const r = &points[ri]; for ( int qe=0; qe < q->edge_out_count-1; qe++ ) { ASSERTS( q->edge_out[qe] != ri ); } for ( int re=0; re < r->edge_out_count-1; re++ ) { ASSERTS( r->edge_out[re] != idx ); } const int tri_idx = triangles.occ(); Balloon_Triangle* const tri = triangles.pushi(); tri->pi = idx; tri->qi = qi; tri->ri = ri; tri->color = within_ring_first && e == 0 ? pColor(0.9,0.9,0.9) : within_ring_last && e == p->edge_out_count -2 ? pColor(0.1,0.1,0.1) : color; p->triangles += tri_idx; p_indices += idx; p_indices += qi; p_indices += ri; } } tri_count = triangles.occ(); for ( int idx=0; idx<tri_count; idx++ ) { Balloon_Triangle* const tri = &triangles[idx]; points[tri->qi].triangles += idx; points[tri->ri].triangles += idx; } texid_pse = pBuild_Texture_File("mult.png",false,255); tex_coords.take(gpu_tex_coords,GL_STATIC_DRAW); tex_coords.to_gpu(); texid_syl = pBuild_Texture_File("gp.png",false,255); point_indices.take(p_indices,GL_STATIC_DRAW,GL_ELEMENT_ARRAY_BUFFER); point_indices.to_gpu(); gpu_data_vtx.alloc(point_count,GL_DYNAMIC_COPY); gpu_data_vtx.prepare_two_buffers(); gpu_data_tri.alloc(tri_count,GL_DYNAMIC_COPY); gpu_data_tri.prepare_two_buffers(); gpu_plan_c_vertex_data.alloc(point_count,GL_STATIC_DRAW); gpu_plan_c_triangle_data.alloc(tri_count,GL_STATIC_DRAW); for ( int idx = 0; idx < point_count; idx++ ) { Balloon_Vertex* const p = &points[idx]; BV_GPU_Plan_C_Vertex_Data* const vd = &gpu_plan_c_vertex_data[idx]; vd->self_idx = float( 3 * idx ); vd->left_idx = 0.5; int np = 0; for ( int ti = 0; p->triangles.iterate(ti); ) { vd->neighbors[np++] = 3 * ti; } ASSERTS( np < 8 ); while ( np < 8 ) vd->neighbors[np++] = 1; } for ( int idx=0; idx<tri_count; idx++ ) { Balloon_Triangle* const tri = &triangles[idx]; BV_GPU_Plan_C_Triangle_Data* const td = &gpu_plan_c_triangle_data[idx]; td->pi = float(tri->pi * 3); td->qi = float(tri->qi * 3); td->ri = float(tri->ri * 3); td->length_relaxed = tri->length_relaxed; } } void Balloon::update_for_config() { if ( !world.opt_gpu ) { gpu_data_stale = true; } temp_ratio = temperature / 300; point_mass = surface_mass / point_count; point_mass_inv = 1.0 / point_mass; damping_factor_per_step = pow(damping_factor,world.delta_t); const double ell = pow(volume,1/3.); const double a = sqrt( 2.0 * ell * spring_constant * point_mass_inv ); oversample = M_PI / ( 2 * a * world.delta_t ); tightness = a; gas_m_over_temp = 0.2 * gas_particle_mass / temp_ratio; pressure_factor_coeff = gas_amount * temp_ratio; const double mass_gas = ( pressure_gas(centroid.y - 0.5, pressure_factor_coeff) - pressure_gas(centroid.y + 0.5, pressure_factor_coeff) ) / opt_gravity_accel; gas_mass_per_vertex = mass_gas / point_count; } void World::modelview_update() { pMatrix_Translate center_eye(-eye_location); pMatrix_Rotation rotate_eye(eye_direction,pVect(0,0,-1)); modelview = rotate_eye * center_eye; shadow_update(); } void World::shadow_update() { // These routines need to be made more general. pCoor platform_point(platform_xmin,0,platform_zmin); pVect platform_normal(0,1,0); shadow_transform_create(modelview_shadow,light_location); pCoor eye_loc_mirror(eye_location.x, -eye_location.y, eye_location.z); pMatrix reflect; reflect.set_identity(); reflect.rc(1,1) = -1; transform_mirror = modelview * reflect * invert(modelview); } void World::shadow_transform_create(pMatrix& m, pCoor light_location) { pVect platform_normal(0,1,0); pVect eye_normal(0,0,-1); pMatrix_Translate center_light(-light_location); pNorm axis(-platform_normal,eye_normal); const double angle = asin(axis.magnitude); pMatrix_Rotation rotate_platform(axis,angle); pMatrix frustum; frustum.set_zero(); #if 0 const bool light_at_infinity = light_location.w == 0; if ( light_at_infinity ) { frustum.rc(0,0) = frustum.rc(1,1) = frustum.rc(3,3) = 1; } else #endif { frustum.rc(0,0) = frustum.rc(1,1) = light_location.y; frustum.rc(3,2) = -1; } pMatrix_Translate restore_z(0,0,-light_location.y); pMatrix step1 = rotate_platform * center_light; pMatrix to_platform = restore_z * frustum * rotate_platform * center_light; pMatrix_Rotation un_rotate_platform(axis,-angle); pMatrix_Translate un_center_light(light_location); pMatrix from_platform = un_center_light * un_rotate_platform; pMatrix project = from_platform * to_platform; modelview_shadow = modelview * from_platform * to_platform; // Compute coordinates to help with debugging. // pCoor test_pt(1.1,0,2.2); pCoor test_pt2(1.1,1,2.2); pCoor test_pt_a = step1 * test_pt; pCoor test_pt_b = to_platform * test_pt; test_pt_b.homogenize(); pCoor test_pt_pr = project * test_pt; test_pt_pr.homogenize(); pCoor test_pt2_pr = project * test_pt2; test_pt2_pr.homogenize(); } void Balloon::translate(pVect amt) { gpu_data_to_cpu(); for ( int idx = 0; idx < point_count; idx++ ) points[idx].pos += amt; gpu_data_stale = true; } void Balloon::push(pVect amt) { gpu_data_to_cpu(); for ( int idx = 0; idx < point_count; idx++ ) points[idx].vel += amt; gpu_data_stale = true; } void Balloon::time_step_cpu(int steps) { for ( int i=0; i<steps; i++ ) time_step_cpu_once(); } void Balloon::time_step_cpu_once() { const double friction_coefficient = 0.04; const double bounce_factor = 0.0; const double delta_t = world.delta_t; pVect gravity(0,-opt_gravity_accel,0); if ( !opt_gravity ) gravity = pVect(0,0,0); const bool first_iteration = cpu_iteration == 0; cpu_iteration++; need_cpu_iteration = false; double volume_x2 = 0; double area_x2 = 0; double kinetic_energy_total = 0; double spring_energy_factor_total = 0; pVect surface_error2(0,0,0); centroid = pCoor(0,0,0,0); weight = pVect(0,0,0); for ( int idx = 0; idx < point_count; idx++ ) { Balloon_Vertex* const p = &points[idx]; centroid += p->pos; kinetic_energy_total += p->vel.mag(); p->force_spring = pVect(0,0,0); p->surface_normal = pVect(0,0,0); } centroid.homogenize(); for ( int i = 0; i < tri_count; i++ ) { Balloon_Triangle* const tri = &triangles[i]; Balloon_Vertex* const p = &points[tri->pi]; Balloon_Vertex* const q = &points[tri->qi]; Balloon_Vertex* const r = &points[tri->ri]; pCoor center = 1./3 * ( p->pos + q->pos + r->pos ); pVect pqr_cross(q->pos,p->pos,r->pos); p->surface_normal += pqr_cross; q->surface_normal += pqr_cross; r->surface_normal += pqr_cross; surface_error2 += pqr_cross; const float tower_volume_x2 = -pqr_cross.y * center.y; volume_x2 += tower_volume_x2; const float triangle_area_x2 = pqr_cross.mag(); area_x2 += triangle_area_x2; pVect p_to_c(p->pos,center); pVect q_to_c(q->pos,center); pVect r_to_c(r->pos,center); const float perimeter = p_to_c.mag() + q_to_c.mag() + r_to_c.mag(); if ( length_relaxed_update ) { tri->length_relaxed = first_iteration ? perimeter * 0.5 : perimeter; } const float eff_length = max(0.0f, perimeter - tri->length_relaxed ); const float spring_force = eff_length * spring_constant; p->force_spring += spring_force * p_to_c; q->force_spring += spring_force * q_to_c; r->force_spring += spring_force * r_to_c; const double spring_energy = eff_length; spring_energy_factor_total += spring_energy; } length_relaxed_update = false; volume = volume_x2 / 2.0; area = area_x2 / 2.0; const float exp_air = pressure_air(centroid.y); const float exp_gas = pressure_gas(centroid.y,1); if ( first_iteration ) { double pf_sum = 0; // Pressure factor. double area_sum_x6 = 0; for ( int i=0; i<point_count; i++ ) { Balloon_Vertex* const p = &points[i]; pNorm inward(p->surface_normal); const double pf_balance = dot(p->force_spring,inward); pf_sum += pf_balance; area_sum_x6 += inward.magnitude; } const double area_sum = area_sum_x6 / 6; gas_amount = damping_v * ( pf_sum / area_sum + exp_air ) * volume / ( temp_ratio * exp_gas ); update_for_config(); // Recompute pressure_factor_coeff. } const float eff_volume = fabs( volume ); gas_pressure_factor = pressure_factor_coeff / eff_volume; pressure = gas_pressure_factor * exp_gas / exp_air; density_air = ( pressure_air(centroid.y - 0.5) - pressure_air(centroid.y + 0.5) ) / opt_gravity_accel; density_gas = ( pressure_gas(centroid.y - 0.5) - pressure_gas(centroid.y + 0.5) ) / opt_gravity_accel; const double spring_energy = 12 * pow(point_mass,-0.5) * spring_energy_factor_total; const double kinetic_energy = point_mass * kinetic_energy_total; e_spring = spring_energy; e_kinetic = kinetic_energy; energy = e_spring + e_kinetic; pVect surface_error(0,0,0); for ( int i=0; i<point_count; i++ ) { Balloon_Vertex* const p = &points[i]; surface_error += p->surface_normal; } for ( int i=0; i<point_count; i++ ) { Balloon_Vertex* const p = &points[i]; const float gas_pressure = pressure_gas(p->pos.y); const float air_pressure = pressure_air(p->pos.y); p->surface_normal *= 1./6; p->force_pressure = ( air_pressure - gas_pressure ) * p->surface_normal; p->force = p->force_pressure; pNorm vel_norm(-p->vel); const float facing_area = max(0.0f,dot(vel_norm,p->surface_normal)); pVect force_ar = - air_resistance * facing_area * p->vel; pVect gforce = point_mass * p->mass * gravity; p->force += gforce; weight += p->force; p->force += force_ar; pVect force_ns = p->force; // Force non-spring. p->force += p->force_spring; const float mass_wgas_inv_dt = delta_t / ( point_mass * p->mass + gas_mass_per_vertex ); pVect delta_vns = mass_wgas_inv_dt * force_ns; pVect delta_vs = mass_wgas_inv_dt * p->force_spring; pVect delta_v = delta_vns + delta_vs; // pVect pos_verlet = p->pos - pos_prev + delta_t * delta_v; p->pos_prev = p->pos; p->pos += ( p->vel + 0.5 * delta_v ) * delta_t; p->vel += damping_v * delta_vs + delta_vns; } if ( opt_damping ) { pVect vel_avg = velocity_avg(); for ( int i=0; i<point_count; i++ ) { Balloon_Vertex* const p = &points[i]; pVect local_vel = p->vel - vel_avg; p->vel = damping_factor_per_step * local_vel; } pVect vel_avg2 = velocity_avg(); pVect vel_fix = vel_avg - vel_avg2; for ( int i=0; i<point_count; i++ ) points[i].vel += vel_fix; } if ( first_iteration ) e_zero = energy; for ( int idx = 0; idx < point_count; idx++ ) { Balloon_Vertex* const p = &points[idx]; if ( p->pos.x < world.platform_xmin || p->pos.x > world.platform_xmax || p->pos.z < world.platform_zmin || p->pos.z > world.platform_zmax ) continue; if ( p->pos.y > 0 ) continue; if ( p->pos_prev.y < 0 ) continue; p->pos.y = 0; p->vel.y = - bounce_factor * p->vel.y; const float gas_pressure = pressure_gas(p->pos.y); pVect gforce = point_mass * p->mass * gravity; const float f_y = gforce.y + p->force_spring.y - gas_pressure * p->surface_normal.y; if ( f_y >= 0 ) continue; const float friction_force = -f_y * friction_coefficient; const float delta_v = friction_force * delta_t / ( point_mass*p->mass ); const pNorm xzvel(p->vel.x,0,p->vel.z); if ( xzvel.magnitude <= delta_v ) { p->vel.x = 0; p->vel.z = 0; } else p->vel -= delta_v * xzvel; } if ( cpu_iteration == 240 ) printf("E change = %.4f\n", energy / e_zero); } #define TRY_XF_FEEDBACK(routine,vertex_count) \ for ( int feedback_tries = 0; ; feedback_tries++ ) \ { \ bool check = false; \ glBeginTransformFeedbackNV(GL_POINTS); pError_Check(); \ if ( check ) \ glBeginQuery \ (GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV, \ query_transform_feedback_id ); \ routine; \ glEndTransformFeedbackNV(); pError_Check(); \ if ( !check ) break; \ glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV); \ int done_points = -1; \ glGetQueryObjectiv \ (query_transform_feedback_id,GL_QUERY_RESULT,&done_points); \ pError_Check(); \ if ( vertex_count == done_points ) break; \ printf("Warning, xf only got %d points, trying again.\n",done_points); \ if ( feedback_tries > 10 ) pError_Exit(); \ } void Balloon::time_step_gpu(int steps) { static bool gpu_init = false; if ( !gpu_init ) { gpu_init = true; glGenTextures(1,&gpu_data_tri_tid); glGenTextures(1,&gpu_data_vtx_tid); pError_Check(); glGenQueries(1,&query_transform_feedback_id); pError_Check(); glGenFramebuffersEXT(1,&framebuffer_id); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_id); glGenRenderbuffersEXT(1, &renderbuffer_id); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer_id); // GL_MAX_RENDERBUFFER_SIZE_EXT Maximum size of either dimension. glRenderbufferStorageEXT // p 610 (GL_RENDERBUFFER_EXT, GL_FLOAT_RGBA_NV, 2, 2); glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, renderbuffer_id); // p 640: Examples of rendering to two textures. // glCheckFramebufferStatus(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0 ); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0 ); pError_Check(); // pixel buffer object? vs_plan_c.init("cube6-shader.cc","main_physics_plan_c();"); stx_data_vtx = vs_plan_c.uniform_location("tex_data_vtx"); stx_data_tri = vs_plan_c.uniform_location("tex_data_tri"); sun_constants_sc = vs_plan_c.uniform_location("constants_sc"); sun_constants_gas = vs_plan_c.uniform_location("constants_gas"); sun_constants_dt = vs_plan_c.uniform_location("constants_dt"); sun_platform = vs_plan_c.uniform_location("platform"); sat_volume = vs_plan_c.attribute_location("volume"); sat_indices = vs_plan_c.attribute_location("in_indices"); sat_pos = vs_plan_c.attribute_location("in_pos"); sat_vel = vs_plan_c.attribute_location("in_vel"); svl_surface_normal = vs_plan_c.varying_location("out_surface_normal"); svl_force_or_v = vs_plan_c.varying_location("out_force_or_v"); svl_pos = vs_plan_c.varying_location("out_pos"); vs_plan_c.print_active_varying(); vs_plan_c.validate_once(); } cpu_data_to_gpu(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_id); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_2D); glDisable(GL_ALPHA_TEST); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE,GL_ONE); glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB,GL_FALSE); pError_Check(); glClearColor( 0.0, 0.0, 0.0, 0.0 ); pError_Check(); vs_plan_c.use(); glUniform1i(stx_data_vtx,0); glUniform1i(stx_data_tri,1); glUniform4f (sun_constants_sc,spring_constant,damping_v, pressure_factor_coeff, gas_m_over_temp); glUniform4f (sun_constants_gas, air_resistance, gas_mass_per_vertex, air_particle_mass, opt_gravity ? opt_gravity_accel : 0.0 ); glUniform4f (sun_constants_dt, world.delta_t, 0.0, point_mass, point_mass_inv); glUniform4f (sun_platform, world.platform_xmin, world.platform_xmax, world.platform_zmin, world.platform_zmax); const GLint svl_p1[] = { svl_surface_normal, svl_force_or_v, svl_pos }; glTransformFeedbackVaryingsNV (vs_plan_c.pobject, 3, &svl_p1[0], GL_INTERLEAVED_ATTRIBS_NV); pError_Check(); BV_GPU_Data_Vtx before = gpu_data_vtx.data[0]; if ( steps ) cpu_data_stale = true; pError_Check(); glEnableClientState(GL_VERTEX_ARRAY); glActiveTexture(GL_TEXTURE0); pError_Check(); glBindTexture(GL_TEXTURE_BUFFER_EXT,gpu_data_vtx_tid); pError_Check(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER_EXT,gpu_data_tri_tid); pError_Check(); for ( int i=0; i<steps; i++ ) { const bool skip_volume = i + 1 != steps && true && ( i & 0x3 ); // // Pass 1, Triangles // glActiveTexture(GL_TEXTURE0); glTexBufferEXT // Attaches to the active buffer texture. (GL_TEXTURE_BUFFER_EXT, GL_RGBA32F_ARB, gpu_data_vtx.bid_read()); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER_EXT,0); gpu_plan_c_triangle_data.bind(); glVertexPointer(4, GL_FLOAT, sizeof(gpu_plan_c_triangle_data[0]), 0); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBufferBaseNV (GL_TRANSFORM_FEEDBACK_BUFFER_NV, 0, gpu_data_tri.bid_fresh()); pError_Check(); if ( skip_volume ) { glEnable(GL_RASTERIZER_DISCARD_NV); } else { glDisable(GL_RASTERIZER_DISCARD_NV); glClear(GL_COLOR_BUFFER_BIT); } TRY_XF_FEEDBACK( glDrawArrays(GL_POINTS,0,tri_count), tri_count); if ( !skip_volume ) { glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); pError_Check(); pCoor pb[4]; glReadPixels(0,0,2,2,GL_RGBA,GL_FLOAT,&pb[0]); pError_Check(); centroid = (1.0/tri_count)*pb[0]; volume = 0.5 * pb[0].w; } if ( false ) { gpu_data_tri.from_gpu(); BV_GPU_Data_Tri after_sf = gpu_data_tri.data[0]; pError_Msg("Check."); } // // Pass 2, Vertices // glEnable(GL_RASTERIZER_DISCARD_NV); glVertexAttrib1f(sat_volume,volume); pError_Check(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER_EXT,0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER_EXT,gpu_data_tri_tid); pError_Check(); glTexBufferEXT (GL_TEXTURE_BUFFER_EXT, GL_RGBA32F_ARB, gpu_data_tri.bid); pError_Check(); gpu_plan_c_vertex_data.bind(); const int vstride = sizeof(gpu_plan_c_vertex_data[0]); glVertexPointer(2, GL_FLOAT, vstride, 0); glVertexAttribIPointerEXT(sat_indices, 4, GL_INT, vstride, (void*)8); glEnableVertexAttribArray(sat_indices); const int dvstride = sizeof(BV_GPU_Data_Vtx); gpu_data_vtx.bind(); glVertexAttribPointer(sat_vel, 4, GL_FLOAT, false, dvstride, (void*)16); glVertexAttribPointer(sat_pos, 4, GL_FLOAT, false, dvstride, (void*)32); glEnableVertexAttribArray(sat_pos); glEnableVertexAttribArray(sat_vel); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBufferBaseNV (GL_TRANSFORM_FEEDBACK_BUFFER_NV, 0, gpu_data_vtx.bid_write()); pError_Check(); TRY_XF_FEEDBACK( glDrawArrays(GL_POINTS,0,point_count), point_count); glDisableVertexAttribArray(sat_indices); glDisableVertexAttribArray(sat_pos); glDisableVertexAttribArray(sat_vel); gpu_data_vtx.bid_swap(); } if ( false ) { BV_GPU_Data_Vtx after = gpu_data_vtx.data[0]; pError_Msg("Check."); } world.vs_fixed.use(); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER,0); glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB,GL_TRUE); glDisable(GL_RASTERIZER_DISCARD_NV); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER_EXT,0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER_EXT,0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0 ); pError_Check(); } void Balloon::gpu_data_to_cpu() { if ( !cpu_data_stale ) return; cpu_data_stale = false; gpu_data_vtx.from_gpu(); for ( int idx=0; idx<point_count; idx++ ) { Balloon_Vertex* const p = &points[idx]; BV_GPU_Data_Vtx* const g = &gpu_data_vtx[idx]; p->pos = g->pos; p->vel = g->vel; p->surface_normal = g->surface_normal; } } void Balloon::cpu_data_to_gpu() { if ( !gpu_data_stale ) return; gpu_data_stale = false; for ( int idx=0; idx<point_count; idx++ ) { Balloon_Vertex* const p = &points[idx]; BV_GPU_Data_Vtx* const g = &gpu_data_vtx[idx]; g->pos = p->pos; g->vel = p->vel; } for ( int idx=0; idx<tri_count; idx++ ) { Balloon_Triangle* const tri = &triangles[idx]; BV_GPU_Plan_C_Triangle_Data* const td = &gpu_plan_c_triangle_data[idx]; td->length_relaxed = tri->length_relaxed; } gpu_data_vtx.to_gpu(); gpu_plan_c_vertex_data.to_gpu(); gpu_plan_c_triangle_data.to_gpu(); glBindBuffer(GL_ARRAY_BUFFER,0); } // Display a tetrahedron, used to indicate light position. // void insert_tetrahedron(pCoor& loc, float size) { pCoor v0(loc.x,loc.y,loc.z); pCoor v1(loc.x,loc.y-size,loc.z+size); pCoor v2(loc.x-.866*size,loc.y-size,loc.z-0.5*size); pCoor v3(loc.x+.866*size,loc.y-size,loc.z-0.5*size); static pColor c1(0xffffff); static pColor c2(0xff00); glDisable(GL_LIGHTING); #define TRI(va,vb,vc) \ { \ pVect n = cross(va,vb,vc); \ glNormal3fv(n); \ glColor3fv(c1); glVertex3fv(va); \ glColor3fv(c2); glVertex3fv(vb); \ glVertex3fv(vc); \ } glBegin(GL_TRIANGLES); TRI(v0,v1,v2); TRI(v0,v2,v3); TRI(v0,v3,v1); glEnd(); # undef TRI glEnable(GL_LIGHTING); } void tube_tapered(pCoor base, float radius, pVect to_apex) { const int sides = 10; const double delta_theta = 2 * M_PI / sides; const double base_radius = 1; const double apex_radius = 0.1; const double apex_height = 1; const double alpha = atan2(apex_height,base_radius-apex_radius); const double vec_z = sin(alpha); const float to_height = to_apex.mag(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); pVect from_apex(0,0,1); pVect rn(from_apex,to_apex); const float rot_angle = pangle(from_apex,to_apex); glTranslatef(base.x,base.y,base.z); glRotatef(rot_angle * 180.0 / M_PI,rn.x,rn.y,rn.z); glScalef(radius,radius,to_height); glBegin(GL_QUAD_STRIP); for ( int i=0; i<=sides; i++ ) { const double theta = delta_theta * i; const double cos_t = cos(theta); const double sin_t = sin(theta); glNormal3f( cos_t, sin_t, vec_z ); glVertex3f( apex_radius * cos_t, apex_radius * sin_t, apex_height); glVertex3f( base_radius * cos_t, base_radius * sin_t, 0); } glEnd(); glPopMatrix(); } void World::render() { cb_keyboard(); frame_timer.frame_start(); if ( !opt_gpu ) balloon.gpu_data_to_cpu(); if ( world_time == 0 ) world_time = time_wall_fp(); if ( opt_pause ) { world_time = time_wall_fp(); } else { // Advance simulated time. // const double time_start = time_wall_fp(); const double sim_time_needed = time_start - world_time; delta_t = 1.0 / ( 30 * ( opt_gpu ? 40 : 20 ) ) ; const int time_steps_needed = int( sim_time_needed / delta_t ); const int time_steps = min(time_steps_needed,100); balloon.update_for_config(); if ( opt_gpu && ( balloon.need_cpu_iteration || balloon.opt_surface_fix ) ) balloon.time_step_cpu_once(); if ( opt_gpu ) balloon.time_step_gpu(time_steps); else balloon.time_step_cpu(time_steps); frame_timer.work_amt_set(time_steps); world_time += delta_t * time_steps; } // Rescue balloon if it is sinking into the abyss. // if ( balloon.centroid.y < -50 ) { pVect rescue_vector = pCoor(0,12,-12) - balloon.centroid; balloon.translate(rescue_vector); } const int win_width = ogl_helper.get_width(); const int win_height = ogl_helper.get_height(); const float aspect = float(win_width) / win_height; glMatrixMode(GL_MODELVIEW); glLoadTransposeMatrixf(modelview); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Frustum: left, right, bottom, top, near, far glFrustum(-.8,.8,-.8/aspect,.8/aspect,1,5000); glViewport(0, 0, win_width, win_height); pError_Check(); glClearColor(0,0,0,0.5); glClearDepth(1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDisable(GL_BLEND); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1); glLightfv(GL_LIGHT0, GL_POSITION, light_location); glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.3); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 1.0); glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0); pColor white(0xffffff); pColor gray(0x303030); pColor dark(0); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gray); glLightfv(GL_LIGHT0, GL_DIFFUSE, white * opt_light_intensity); glLightfv(GL_LIGHT0, GL_AMBIENT, dark); glLightfv(GL_LIGHT0, GL_SPECULAR, white * opt_light_intensity); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE); glShadeModel(GL_SMOOTH); pColor color_ball(0x777777); pColor scolor_ball(0xffffff); const float shininess_ball = 5; // Common to all textures. // glActiveTexture(GL_TEXTURE0); glEnable(GL_TEXTURE_2D); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); insert_tetrahedron(light_location,0.05); glEnable(GL_RESCALE_NORMAL); glEnable(GL_NORMALIZE); ogl_helper.fbprintf("%s\n",frame_timer.frame_rate_text_get()); ogl_helper.fbprintf ("Eye location: [%5.1f, %5.1f, %5.1f] " "Eye direction: [%+.2f, %+.2f, %+.2f]\n", eye_location.x, eye_location.y, eye_location.z, eye_direction.x, eye_direction.y, eye_direction.z); pCoor cent = balloon.centroid; pCoor vel = balloon.velocity_avg(); ogl_helper.fbprintf ("Centroid [%5.1f,%5.1f,%5.1f] Vel [%+5.1f,%+5.1f,%+5.1f] " "Gas Amt %.2f Volume %.2f Pressure %.2f\n", cent.x,cent.y,cent.z, vel.x,vel.y,vel.z, balloon.gas_amount, balloon.volume / balloon.nom_volume, balloon.pressure ); ogl_helper.fbprintf ("Weight (Surf+Gas-Displ Air=W) (%6.2f + %6.2f - %6.2f = %6.2f) " "Net Force [%+6.1f,%+8.1f,%+6.1f]\n", balloon.opt_gravity_accel * balloon.surface_mass, balloon.opt_gravity_accel * balloon.volume * balloon.density_gas, balloon.opt_gravity_accel * balloon.volume * balloon.density_air, balloon.opt_gravity_accel * balloon.surface_mass + balloon.opt_gravity_accel * balloon.volume * balloon.density_gas - balloon.opt_gravity_accel * balloon.volume * balloon.density_air, balloon.weight.x, balloon.weight.y, balloon.weight.z ); ogl_helper.fbprintf ("E %.3f, %6.0f = S %6.0f + K %6.0f Oversample %3.1f Tightness %3.1f " "Damping %d\n", balloon.energy / balloon.e_zero, balloon.energy, balloon.e_spring, balloon.e_kinetic, balloon.oversample, balloon.tightness, balloon.opt_damping ); pVariable_Control_Elt* const cvar = variable_control.current; ogl_helper.fbprintf("VAR %s = %.5f (+/- to adjust)\n", cvar->name,cvar->var[0]); const int half_elements = platform_tile_coords.elements >> 3 << 2; const int vstride = sizeof(Balloon_Vertex); if ( opt_surface_smooth ) { // // Render balloon reflection. (Will be blended with dark tiles.) // // Write stencil at location of dark (mirrored) tiles. // glDisable(GL_LIGHTING); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_NEVER,2,2); glStencilOp(GL_REPLACE,GL_KEEP,GL_KEEP); platform_tile_coords.bind(); glVertexPointer(3, GL_FLOAT, sizeof(platform_tile_coords.data[0]), 0); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(GL_QUADS,half_elements+4,half_elements-4); glEnable(GL_LIGHTING); // Prepare to write only stenciled locations. // glStencilFunc(GL_EQUAL,2,2); glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); // Use a transform that reflects objects to other size of platform. // glMatrixMode(GL_PROJECTION); glPushMatrix(); glMultTransposeMatrixf(transform_mirror); // Reflected front face should still be treated as the front face. // glFrontFace(GL_CW); glColor3fv(color_ball); glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,scolor_ball); glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,shininess_ball); glBindTexture(GL_TEXTURE_2D,balloon.texid_pse); balloon.tex_coords.bind(); glTexCoordPointer(2,GL_FLOAT,0,NULL); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if ( opt_gpu && !balloon.gpu_data_stale ) { balloon.gpu_data_vtx.bind(); glVertexPointer (3, GL_FLOAT, sizeof(balloon.gpu_data_vtx[0]), (void*)( 2 * sizeof(pCoor) )); glNormalPointer (GL_FLOAT, sizeof(balloon.gpu_data_vtx[0]), NULL ); } else { glBindBuffer(GL_ARRAY_BUFFER,0); glVertexPointer(4, GL_FLOAT, vstride, &balloon.points[0].pos); glNormalPointer(GL_FLOAT, vstride, &balloon.points[0].surface_normal); } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); balloon.point_indices.bind(GL_ELEMENT_ARRAY_BUFFER); glDrawElements (GL_TRIANGLES,balloon.point_indices.elements,GL_UNSIGNED_INT, NULL); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glBindBuffer(GL_ARRAY_BUFFER,0); glFrontFace(GL_CCW); glPopMatrix(); glDisable(GL_STENCIL_TEST); } { // // Write framebuffer stencil with ball's shadow. // // Use transform that maps vertices to platform surface. // glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadTransposeMatrixf(modelview_shadow); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_NEVER,1,-1); // ref, mask glStencilOp(GL_REPLACE,GL_KEEP,GL_KEEP); // sfail, dfail, dpass if ( opt_gpu && !balloon.gpu_data_stale ) { balloon.gpu_data_vtx.bind(); glVertexPointer (3, GL_FLOAT, sizeof(balloon.gpu_data_vtx[0]), (void*)( 2 * sizeof(pCoor) )); } else glVertexPointer(4, GL_FLOAT, vstride, &balloon.points[0].pos); glEnableClientState(GL_VERTEX_ARRAY); balloon.point_indices.bind(GL_ELEMENT_ARRAY_BUFFER); glDrawElements (GL_TRIANGLES,balloon.point_indices.elements,GL_UNSIGNED_INT, NULL); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER,0); glEnable(GL_LIGHTING); glDisable(GL_STENCIL_TEST); glPopMatrix(); } // Setup texture for platform. // glBindTexture(GL_TEXTURE_2D,balloon.texid_syl); // Blend dark tiles with existing balloon reflection. // glEnable(GL_STENCIL_TEST); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_CONSTANT_ALPHA,GL_ONE_MINUS_CONSTANT_ALPHA); // src, dst glBlendColor(0,0,0,0.5); glDepthFunc(GL_ALWAYS); glNormal3f(0,1,0); if ( opt_surface_smooth ) { glEnable(GL_TEXTURE_2D); platform_tex_coords.bind(); glTexCoordPointer(2, GL_FLOAT,2*sizeof(float), 0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } platform_tile_coords.bind(); glVertexPointer (3, GL_FLOAT,sizeof(platform_tile_coords.data[0]), 0); glEnableClientState(GL_VERTEX_ARRAY); for ( int pass = 0; pass < 2; pass++ ) { if ( pass == 0 ) { // Prepare to write unshadowed parts of frame buffer. // glStencilFunc(GL_NOTEQUAL,1,1); } else { // Prepare to write shadowed parts of frame buffer. // glStencilFunc(GL_EQUAL,1,1); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 4.0); } if ( opt_surface_smooth ) glEnable(GL_TEXTURE_2D); // Write lighter-colored, textured tiles. // glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,gray); glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,2.0); glColor3f(0.5,0.5,0.5); glDrawArrays(GL_QUADS,0,half_elements+4); // Write darker-colored, untextured, mirror tiles. // glEnable(GL_BLEND); glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,white); glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,20); glDisable(GL_TEXTURE_2D); glColor3f(0.2,0.2,0.2); glDrawArrays(GL_QUADS,half_elements+4,half_elements-4); glDisable(GL_BLEND); } glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER,0); glDepthFunc(GL_LESS); glDisable(GL_TEXTURE_2D); glDisable(GL_STENCIL_TEST); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 1.0); glMaterialf(GL_BACK,GL_SHININESS,shininess_ball); // // Render Balloon // if ( opt_surface_smooth ) { // With Textures const int vstride = sizeof(Balloon_Vertex); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,balloon.texid_pse); glColor3fv(color_ball); glMaterialfv(GL_BACK,GL_SPECULAR,scolor_ball); glColorMaterial(GL_BACK,GL_AMBIENT_AND_DIFFUSE); pColor color_red(0.9,0.2,0.2); glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,color_red); glMaterialfv(GL_FRONT,GL_SPECULAR,dark); balloon.tex_coords.bind(); glTexCoordPointer(2,GL_FLOAT,0,NULL); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if ( opt_gpu && !balloon.gpu_data_stale ) { balloon.gpu_data_vtx.bind(); glVertexPointer (3, GL_FLOAT, sizeof(balloon.gpu_data_vtx[0]), (void*)( 2 * sizeof(pCoor) )); glNormalPointer (GL_FLOAT, sizeof(balloon.gpu_data_vtx[0]), NULL ); } else { glBindBuffer(GL_ARRAY_BUFFER,0); glVertexPointer(4, GL_FLOAT, vstride, &balloon.points[0].pos); glNormalPointer(GL_FLOAT, vstride, &balloon.points[0].surface_normal); } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); balloon.point_indices.bind(GL_ELEMENT_ARRAY_BUFFER); glDrawElements (GL_TRIANGLES,balloon.point_indices.elements,GL_UNSIGNED_INT, NULL); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); glBindBuffer(GL_ARRAY_BUFFER,0); } else { // With Colored Stripes balloon.gpu_data_to_cpu(); glBegin(GL_TRIANGLES); for ( int idx = 0; idx < balloon.tri_count; idx++ ) { Balloon_Triangle* const tri = &balloon.triangles[idx]; Balloon_Vertex* const p = &balloon.points[tri->pi]; Balloon_Vertex* const q = &balloon.points[tri->qi]; Balloon_Vertex* const r = &balloon.points[tri->ri]; glColor3fv(tri->color); glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,tri->color); const bool true_normal = false; if ( !true_normal ) { pVect norm(q->pos,p->pos,r->pos); norm.normalize(); glNormal3fv(norm); } if ( true_normal ) glNormal3fv(p->surface_normal); glVertex4fv(p->pos); if ( true_normal ) glNormal3fv(q->surface_normal); glVertex4fv(q->pos); if ( true_normal ) glNormal3fv(r->surface_normal); glVertex4fv(r->pos); } glEnd(); } pError_Check(); #if 0 for ( int idx = 0; idx < balloon.points.occ(); idx++ ) { Balloon_Vertex* const p = &balloon.points[idx]; switch ( p->ring & 0x3 ) { case 0: glColor3f(1,.1,.1); break; case 1: glColor3f(0.1,1,0.1); break; case 2: glColor3f(0.1,0.1,1); break; case 3: glColor3f(0.1,1,1); break; // Cyan default: glColor3f(0.5,0.5,0.5); break; } tube_tapered(p->pos,0.06,-p->surface_normal); } #endif pError_Check(); glColor3f(0,1,0); // This sets the text color. Don't know why. frame_timer.frame_end(); glutSwapBuffers(); } void World::cb_keyboard() { if ( !ogl_helper.keyboard_key ) return; pVect adjustment(0,0,0); pVect user_rot_axis(0,0,0); const float move_amt = 0.4; balloon.gpu_data_stale = true; balloon.gpu_data_to_cpu(); switch ( ogl_helper.keyboard_key ) { case FB_KEY_LEFT: adjustment.x = -move_amt; break; case FB_KEY_RIGHT: adjustment.x = move_amt; break; case FB_KEY_PAGE_UP: adjustment.y = move_amt; break; case FB_KEY_PAGE_DOWN: adjustment.y = -move_amt; break; case FB_KEY_DOWN: adjustment.z = move_amt; break; case FB_KEY_UP: adjustment.z = -move_amt; break; case FB_KEY_DELETE: user_rot_axis.y = 1; break; case FB_KEY_INSERT: user_rot_axis.y = -1; break; case FB_KEY_HOME: user_rot_axis.x = 1; break; case FB_KEY_END: user_rot_axis.x = -1; break; case 'a': opt_gpu = !opt_gpu; break; case 'b': opt_move_item = MI_Balloon; break; case 'B': opt_move_item = MI_Balloon_V; break; case 'd': case 'D': balloon.opt_damping = !balloon.opt_damping; break; case 'e': case 'E': opt_move_item = MI_Eye; break; case 'g': case 'G': balloon.opt_gravity = !balloon.opt_gravity; break; case 'l': case 'L': opt_move_item = MI_Light; break; case 'n': case 'N': opt_surface_smooth = !opt_surface_smooth; break; case 'p': case 'P': opt_pause = !opt_pause; break; case 'r': case 'R': balloon.length_relaxed_update = true; break; case 's': balloon.stop(); break; case 'S': balloon.freeze(); break; case 'x': balloon.opt_surface_fix = !balloon.opt_surface_fix; break; case 9: variable_control.switch_var_right(); break; case '-':case '_': variable_control.adjust_lower(); break; case '+':case '=': variable_control.adjust_higher(); break; default: printf("Unknown key\n"); break; } // Update eye_direction based on keyboard command. // if ( user_rot_axis.x || user_rot_axis.y ) { pMatrix_Rotation rotall(eye_direction,pVect(0,0,-1)); user_rot_axis *= invert(rotall); eye_direction *= pMatrix_Rotation(user_rot_axis, M_PI * 0.03); modelview_update(); } // Update eye_location based on keyboard command. // if ( adjustment.x || adjustment.y || adjustment.z ) { // pMatrix_Rotation rotall(eye_direction,pVect(0,0,-1)); const double angle = fabs(eye_direction.y) > 0.99 ? 0 : atan2(eye_direction.x,-eye_direction.z); pMatrix_Rotation rotall(pVect(0,1,0),-angle); adjustment *= rotall; switch ( opt_move_item ){ case MI_Balloon: balloon.translate(adjustment); break; case MI_Balloon_V: balloon.push(adjustment); break; case MI_Light: light_location += adjustment; break; case MI_Eye: eye_location += adjustment; break; default: break; } modelview_update(); } } int main(int argv, char **argc) { pOpenGL_Helper popengl_helper(argv,argc); World world(popengl_helper); popengl_helper.rate_set(30); popengl_helper.display_cb_set(world.render_w,&world); }