#include "externals.hh" #include "raymarcher.hh" #include "profiling.hh" #include "globals.hh" namespace { static const std::string Name_( "Raymarcher" ); } #define PSTART() Globals::Profiler( ).start( Name_ ) #define PEND() do { glFinish( ); Globals::Profiler( ).end( Name_ ); } while ( 0 ) T_Raymarcher::T_Raymarcher( __rd__ const uint32_t width , __rd__ const uint32_t height ) : camera_( ) , txOutput_( width , height , E_TexType::RGB16F ) , txDepth_( width , height , E_TexType::R16F ) , rtOutput_( T_RendertargetSetup( ) .add( txOutput_ ) .add( txDepth_ ) .create( ) ) { program_ = Globals::Shaders( ).pipeline({ "fullscreen.v.glsl" , "scene.f.glsl" }); } void T_Raymarcher::render( ) { if ( !rtOutput_.activate( ) || !program_.valid( ) ) { glClearColor( 0 , 0 , 0 , 1 ); glClear( GL_COLOR_BUFFER_BIT ); return; } PSTART( ); program_.enable( ); glClearColor( 0 , 0 , 0 , 1 ); glClear( GL_COLOR_BUFFER_BIT ); enum { U_TIME = 0 , U_RESOLUTION = 1 , U_CAM_POS = 2 , U_LOOK_AT = 3 , U_CAM_UP = 4 , U_NEAR_PLANE = 5 , U_RAYMARCHER = 6 , U_FOG = 7 , }; const auto id( program_.program( E_ShaderType::FRAGMENT ) ); glProgramUniform1f( id , U_TIME , 0 ); glProgramUniform2f( id , U_RESOLUTION , rtOutput_.width( ) , rtOutput_.height( ) ); glProgramUniform3fv( id , U_CAM_POS , 1 , &camera_.pos.x ); glProgramUniform3fv( id , U_LOOK_AT , 1 , &camera_.lookAt.x ); glProgramUniform3fv( id , U_CAM_UP , 1 , &camera_.up.x ); glProgramUniform1f( id , U_NEAR_PLANE , camera_.np ); glProgramUniform4f( id , U_RAYMARCHER , rmIterations , rmStep , rmEpsilon , rmMaxDist ); glProgramUniform1f( id , U_FOG , fog ); glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 ); PEND( ); } void T_Raymarcher::makeUI( ) { camera_.makeUI( ); if ( ImGui::CollapsingHeader( "Raymarcher" ) ) { ImGui::DragInt( "Iterations" , &rmIterations , .01 , 1 , 512 ); ImGui::DragFloat( "Step" , &rmStep , .00005 , .1 , 2 ); ImGui::DragFloat( "Max. dist." , &rmMaxDist , .1f , 0.01 , 1000.0 , "%.2f" ); if ( ImGui::DragFloat( "Epsilon" , &epsLog , .01f , -10 , -0.5 , "10 ^ %.2f" ) ) { rmEpsilon = pow( 10 , epsLog ); } ImGui::DragFloat( "Fog" , &fog , .000001 , 0 , 1 , "%.5f" ); } }