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cloud.cc
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cloud.cc
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/*
* This file is part of the Electron Orbital Explorer. The Electron
* Orbital Explorer is distributed under the Simplified BSD License
* (also called the "BSD 2-Clause License"), in hopes that these
* rendering techniques might be used by other programmers in
* applications such as scientific visualization, video gaming, and so
* on. If you find value in this software and use its technologies for
* another purpose, I would love to hear back from you at bjthinks (at)
* gmail (dot) com. If you improve this software and agree to release
* your modifications under the below license, I encourage you to fork
* the development tree on github and push your modifications. The
* Electron Orbital Explorer's development URL is:
* https://github.com/bjthinks/orbital-explorer
* (This paragraph is not part of the software license and may be
* removed.)
*
* Copyright (c) 2013, Brian W. Johnson
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* + Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* + Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#include <complex>
#include <vector>
#include <algorithm>
#include "oopengl.hh"
#include "cloud.hh"
#include "shaders.hh"
#include "util.hh"
Cloud::Cloud(Texture *solidDepthTex_, Texture *cloudDensityTex)
{
solidDepthTex = solidDepthTex_;
cloudProg = new Program();
cloudProg->vertexShader(cloudVertexShaderSource);
cloudProg->geometryShader(cloudGeometryShaderSource);
cloudProg->fragmentShader(cloudFragmentShaderSource);
glBindAttribLocation(*cloudProg, 0, "position");
glBindAttribLocation(*cloudProg, 1, "rim");
glBindFragDataLocation(*cloudProg, 0, "integratedValue");
cloudProg->link();
GetGLError();
glGenFramebuffers(1, &cloudFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, cloudFBO);
attachTexture(cloudDensityTex, GL_RGBA16F, GL_RGBA, GL_COLOR_ATTACHMENT0);
checkFramebufferCompleteness();
GetGLError();
cloudVAO = new VertexArrayObject();
GetGLError();
// Camera should not actually start at this location
old_camera_position = Vector<4>(0.);
primitives_changed = false;
}
Cloud::StrippedTetra Cloud::strip_sort_key(const Tetra &t)
{
StrippedTetra s;
for (int i = 0; i < 4; ++i)
s.vertex[i] = t.vertex[i];
return s;
}
void Cloud::setPrimitives(const std::vector<Vector<3> > &pos,
const std::vector<unsigned> &ind,
const Orbital *orb)
{
positions = pos;
int num_tetrahedra = ind.size() / 4;
indices.resize(num_tetrahedra);
for (int i = 0; i < num_tetrahedra; ++i) {
indices[i].sort_key = 0.0;
for (int j = 0; j < 4; ++j)
indices[i].vertex[j] = ind[4 * i + j];
}
orbital = orb;
primitives_changed = true;
}
void Cloud::depthSortClouds(const Vector<4> &camera_position)
{
// Set up tetrahedra for depth sort
for (int i = 0; i < int(indices.size()); ++i) {
Matrix<4,4> vertexMatrix;
for (int col = 0; col < 4; ++col) {
Vector<3> vert = positions[indices[i].vertex[col]];
vertexMatrix(0, col) = vert[0];
vertexMatrix(1, col) = vert[1];
vertexMatrix(2, col) = vert[2];
vertexMatrix(3, col) = 1.0;
}
Vector<4> vert_norm_sqr;
for (int col = 0; col < 4; ++col)
vert_norm_sqr[col] = norm_squared(positions[indices[i].vertex[col]]);
indices[i].sort_key =
dot_product(vert_norm_sqr, inverse(vertexMatrix) * camera_position);
}
std::sort(indices.begin(), indices.end());
}
void Cloud::uploadVertices()
{
// Vertex varying data
int num_points = positions.size();
std::vector<Varying> varyings(num_points);
for (int p = 0; p < num_points; ++p) {
varyings[p].pos = FVector<3>(positions[p]);
std::complex<double> density = (*orbital)(positions[p]);
varyings[p].rim = FVector3(density.real(), density.imag(),
abs(density));
}
cloudVAO->bind();
cloudVAO->buffer(GL_ARRAY_BUFFER, varyings);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(varyings[0]),
reinterpret_cast<void *>(myoffsetof(Varying, pos)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(varyings[0]),
reinterpret_cast<void *>(myoffsetof(Varying, rim)));
GetGLError();
}
void Cloud::uploadPrimitives()
{
int num_tetrahedra = indices.size();
std::vector<StrippedTetra> upload_indices(num_tetrahedra);
for (int i = 0; i < num_tetrahedra; ++i)
upload_indices[i] = strip_sort_key(indices[i]);
cloudVAO->bind();
cloudVAO->buffer(GL_ELEMENT_ARRAY_BUFFER, upload_indices);
GetGLError();
}
void Cloud::draw(const Matrix<4,4> &mvpm, int width, int height,
double near, double far,
const Vector<4> &camera_position,
float brightness)
{
int num_tetrahedra = indices.size();
if (primitives_changed) {
uploadVertices();
}
// Don't do this until shaders support in-order rendering
depthSortClouds(camera_position);
if (primitives_changed || camera_position != old_camera_position) {
uploadPrimitives();
}
primitives_changed = false;
old_camera_position = camera_position;
cloudProg->use();
cloudProg->uniform<Matrix<4,4> >("modelViewProjMatrix") = mvpm;
cloudProg->uniform<Vector<2> >("nearfar") = Vector2(near, far);
cloudProg->uniform<int>("solidDepth") = 0;
cloudProg->uniform<float>("brightness") = brightness;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *solidDepthTex);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, cloudFBO);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
cloudVAO->bind();
glViewport(0, 0, width, height);
glDrawElements(GL_LINES_ADJACENCY, 4 * num_tetrahedra, GL_UNSIGNED_INT, 0);
GetGLError();
}