#include "externals.hh" #include "utilities.hh" #include "texture.hh" #include "rendertarget.hh" #include "programs.hh" #include "raymarcher.hh" #include "profiling.hh" namespace { static const std::string Name_( "Raymarcher" ); } #define PSTART() T_Profiler::Profiler.start( Name_ ) #define PEND() do { glFinish( ); T_Profiler::Profiler.end( Name_ ); } while ( 0 ) T_Raymarcher::T_Raymarcher( __rw__ T_FilesWatcher& watcher , __rd__ const uint32_t width , __rd__ const uint32_t height ) : camera_( ) , program_( GL_FRAGMENT_SHADER , watcher ) , txOutput_( width , height , E_TexType::RGB16F ) , txDepth_( width , height , E_TexType::R16F ) , rtOutput_( T_RendertargetSetup( ) .add( txOutput_ ) .add( txDepth_ ) .create( ) ) { glGenProgramPipelines( 1 , &pipeline_ ); program_.addFile( "raymarch-header.glsl" ); program_.addFile( "map.glsl" ); program_.addFile( "raymarcher.glsl" ); program_.load( ); auto& fsq( T_ShaderProgram::FullscreenQuad( watcher ) ); glUseProgramStages( pipeline_ , GL_VERTEX_SHADER_BIT , fsq.id( ) ); glUseProgramStages( pipeline_ , GL_FRAGMENT_SHADER_BIT , program_.id( ) ); assert( glGetError( ) == GL_NO_ERROR ); } void T_Raymarcher::render( ) { PSTART( ); if ( ! rtOutput_.activate( ) ) { PEND( ); return; } glBindProgramPipeline( pipeline_ ); 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_LIGHT_DIR = 6 , U_RAYMARCHER = 7 , }; glProgramUniform1f( program_.id( ) , U_TIME , 0 ); glProgramUniform2f( program_.id( ) , U_RESOLUTION , rtOutput_.width( ) , rtOutput_.height( ) ); glProgramUniform3fv( program_.id( ) , U_CAM_POS , 1 , &camera_.pos.x ); glProgramUniform3fv( program_.id( ) , U_LOOK_AT , 1 , &camera_.lookAt.x ); glProgramUniform3fv( program_.id( ) , U_CAM_UP , 1 , &camera_.up.x ); glProgramUniform1f( program_.id( ) , U_NEAR_PLANE , camera_.np ); glProgramUniform3f( program_.id( ) , U_LIGHT_DIR , 0 , 1 , 1 ); glProgramUniform4f( program_.id( ) , U_RAYMARCHER , rmIterations , rmStep , rmEpsilon , rmMaxDist ); glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 ); glBindProgramPipeline( 0 ); PEND( ); } void T_Raymarcher::makeUI( ) { camera_.makeUI( ); if ( !ImGui::CollapsingHeader( "Raymarcher" ) ) { return; } ImGui::DragInt( "Iterations" , &rmIterations , .1 , 1 , 512 ); ImGui::DragFloat( "Step" , &rmStep , .005 , .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 ); } }