demotool/raymarcher.cc

107 lines
2.7 KiB
C++

#include "externals.hh"
#include "raymarcher.hh"
#include "profiling.hh"
#include "globals.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(
__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( )
{
PSTART( );
if ( !rtOutput_.activate( ) || !program_.valid( ) ) {
glClearColor( 0 , 0 , 0 , 1 );
glClear( GL_COLOR_BUFFER_BIT );
PEND( );
return;
}
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_LIGHT_DIR = 6 ,
U_RAYMARCHER = 7 ,
};
#if 1
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 );
glProgramUniform3f( id , U_LIGHT_DIR , 0 , 1 , -1 );
glProgramUniform4f( id , U_RAYMARCHER , rmIterations , rmStep ,
rmEpsilon , rmMaxDist );
glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
glBindProgramPipeline( 0 );
#else
glUniform1f( U_TIME , 0 );
glUniform2f( U_RESOLUTION , rtOutput_.width( ) , rtOutput_.height( ) );
glUniform3fv( U_CAM_POS , 1 , &camera_.pos.x );
glUniform3fv( U_LOOK_AT , 1 , &camera_.lookAt.x );
glUniform3fv( U_CAM_UP , 1 , &camera_.up.x );
glUniform1f( U_NEAR_PLANE , camera_.np );
glUniform3f( U_LIGHT_DIR , 0 , 1 , -1 );
glUniform4f( U_RAYMARCHER , rmIterations , rmStep , rmEpsilon , rmMaxDist );
glRectf( -1 , -1 , 1 , 1 );
#endif
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 );
}
}