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sf_injecting_inks.cpp
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847 lines (699 loc) · 34.1 KB
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "stb_image.h"
#define STB_IMAGE_IMPLEMENTATION
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
//#include<Windows.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <opencv2/highgui.hpp>
#include <opencv2/imgproc.hpp>
#include<vector>
#include<map>
#include "shader_m.h"
#include "camera.h"
#include "model.h"
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow* window);
unsigned int loadTexture(const char* path);
//在framebuffer.vs 的 in vec2 aTexCoords 中,location误写 =0 正确的应该是=1
//然后渲染出错
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 800;
const float gridsize = 800;
//const unsigned int SCR_HEIGHT = 600;
// 800m 800m
//dx=1m
//rdx=1m 1/dx
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LEARN OPENGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// build and compile shaders
Shader shader("5.1.framebuffers.vs", "5.1.framebuffers.fs");
Shader screenShader("5.1.framebuffers_screen.vs", "5.1.framebuffers_screen.fs");
//Shader originalDyeshader("5.1.framebuffers_screen.vs", "2gendye.fs");
//Shader gendye("5.1.framebuffers_screen.vs", "3gendye.fs");
//Shader gendye("5.1.framebuffers_screen.vs", "3gendye.fs");
//Shader advect("5.1.framebuffers_screen.vs", "2advect.fs");
//Shader advectcolor("5.1.framebuffers_screen.vs", "2advectcolor.fs");
//Shader force("5.1.framebuffers_screen.vs", "2force.fs");
Shader vboundary("5.1.framebuffers_screen.vs", "2vboundary.fs");
//Shader cboundary("5.1.framebuffers_screen.vs", "2cboundary.fs");
//Shader div("5.1.framebuffers_screen.vs", "2div.fs");
//Shader jacob("5.1.framebuffers_screen.vs", "2jacob.fs");
// Shader pboundary("5.1.framebuffers_screen.vs", "2pboundary.fs");
//Shader gradient("5.1.framebuffers_screen.vs", "2gradient.fs");
Shader vboundary2("5.1.framebuffers_screen.vs", "2vboundary2.fs");
//Shader vort("5.1.framebuffers_screen.vs", "2vort.fs");
Shader copydiv("5.1.framebuffers_screen.vs", "2copydiv.fs");
//Shader gradient2("5.1.framebuffers_screen.vs", "2testgradient.fs");
Shader gendye("5.1.framebuffers_screen.vs", "3gendye.fs");
Shader genv("5.1.framebuffers_screen.vs", "3genv.fs");
Shader copyv("5.1.framebuffers_screen.vs", "3copyv.fs");
Shader advect("5.1.framebuffers_screen.vs", "3advect.fs");
// Shader force("5.1.framebuffers_screen.vs", "3force.fs");
Shader div("5.1.framebuffers_screen.vs", "3div.fs");
Shader jacob("5.1.framebuffers_screen.vs", "3jacob.fs");
Shader jacob2("5.1.framebuffers_screen.vs", "3jacob2.fs");
Shader pboundary("5.1.framebuffers_screen.vs", "3pboundary.fs");
Shader gradient2("5.1.framebuffers_screen.vs", "32testgradient.fs");
Shader gradient("5.1.framebuffers_screen.vs", "3gradient.fs");
Shader advectcolor("5.1.framebuffers_screen.vs", "3advectcolor.fs");
Shader cboundary("5.1.framebuffers_screen.vs", "3cboundary.fs");
Shader vort("5.1.framebuffers_screen.vs", "3vort.fs");
//Shader adddye("5.1.framebuffers_screen.vs", "3forcedye.fs");//acting like force
/// <shaders in sf3>
copyv.use();
copyv.setInt("uv1", 0);
/// <the end of shaders in sf3>
shader.use();
shader.setInt("texture1", 0);
screenShader.use();
//screenShader.setInt("texture1", 0);
screenShader.setInt("screenTexture", 0);
/////////////////////// old shaders from failed project
advect.use();
advect.setInt("olduv", 1);//olduv is uv0 of dyefb, color_attachment1
advect.setFloat("gridsize", gridsize);
advectcolor.use();
advectcolor.setInt("oldcolor", 0);//dyetexcolor
advectcolor.setInt("uv0", 1);//uv0 //
advectcolor.setFloat("gridsize", gridsize);
//write to uvfb'uv5 COLOR_ATTACHMENT 2
//scene 1
Shader force("5.1.framebuffers_screen.vs", "3force.fs");
force.use();
force.setInt("uv1", 1);
Shader adddye("5.1.framebuffers_screen.vs", "3forcedye.fs");//acting like force
adddye.use();
adddye.setInt("uv1", 1);
vboundary.use();
vboundary.setInt("uv1", 0);
cboundary.use();
cboundary.setInt("uv5", 1);
div.use();
div.setInt("uv0", 0);
div.setFloat("gridsize", gridsize);
jacob.use();
jacob.setInt("p0", 2);//uv0 dyefb
jacob.setInt("div", 1);//uv3 uvfb
jacob.setFloat("gridsize", gridsize);
jacob2.use();
jacob2.setInt("p0", 2);//uv0 dyefb
jacob2.setInt("div", 1);//uv3 uvfb
jacob2.setFloat("gridsize", gridsize);
pboundary.use();
pboundary.setInt("uv1", 0);
gradient.use();//this shader works just like advect,take input from uv1 and store the output in uv0
gradient.setInt("uv0", 1);
gradient.setFloat("gridsize", gridsize);
// gradient.setInt("uv0", 1);
gradient2.use();
gradient2.setInt("uv0", 1);
vboundary.use();
vboundary.setInt("uv1", 0);
vort.use();
vort.setInt("uv0", 2);
vort.setInt("div", 1);
vort.setFloat("gridsize", gridsize);
copydiv.use();
copydiv.setInt("uv3", 0);
float cubeVertices[] = {
// positions // texture Coords
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
float planeVertices[] = {
// positions // texture Coords
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
-5.0f, -0.5f, 5.0f, 0.0f, 0.0f,
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
5.0f, -0.5f, 5.0f, 2.0f, 0.0f,
-5.0f, -0.5f, -5.0f, 0.0f, 2.0f,
5.0f, -0.5f, -5.0f, 2.0f, 2.0f
};
float quadVertices[] = { // vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
// positions // texCoords
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
//cube VAO VBO
unsigned int cubeVAO, cubeVBO;
{glGenVertexArrays(1, &cubeVAO);
glBindVertexArray(cubeVAO);
glGenBuffers(1, &cubeVBO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glBindVertexArray(0); }
//plane VAO VBO
{unsigned int planeVAO, planeVBO;
glGenVertexArrays(1, &planeVAO);
glGenBuffers(1, &planeVBO);
glBindVertexArray(planeVAO);
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); }
// screen quad VAO
unsigned int quadVAO, quadVBO;
{glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); }
unsigned int cubeTexture = loadTexture("container.jpg");
unsigned int floorTexture = loadTexture("metal.png");
unsigned int framebuffer;
{glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); }
unsigned int textureColorbuffer;
{glGenTextures(1, &textureColorbuffer);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); }
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
// float borderColor[] = { 50.0f,0.f,0.0f,1.0f };
// glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
unsigned int rbo;
{ glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "ERROR:FRAMEBUFFER IS NOT COMPLETE\n";
glBindFramebuffer(GL_FRAMEBUFFER, 0); }
// the original dye field
/////the dye1 fb ///////////////////////////////////////////////////////////////////////////////////////////////////////////
unsigned int dyefb1;// color buffer
glGenFramebuffers(1, &dyefb1);
glBindFramebuffer(GL_FRAMEBUFFER, dyefb1);
unsigned int dye1;
glGenTextures(1, &dye1);
glBindTexture(GL_TEXTURE_2D, dye1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
//float dyeborderColor[] = { 1.f,1.f,1.0f,1.0f };
//glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, dyeborderColor);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dye1, 0);
unsigned int rbo2;
glGenRenderbuffers(1, &rbo2);
glBindRenderbuffer(GL_RENDERBUFFER, rbo2);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo2);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "ERROR:FRAMEBUFFER IS NOT COMPLETE\n";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//////// the end of dye1 fb/////////////////////////////////////////////////////////////////////////////////////////////////
/////the dye2 fb/////////////////////////////////////////////////////////////////////////////////////////////////////////////
unsigned int dyefb2;// another color buffer
glGenFramebuffers(1, &dyefb2);
glBindFramebuffer(GL_FRAMEBUFFER, dyefb2);
unsigned int dye2;
glGenTextures(1, &dye2);
glBindTexture(GL_TEXTURE_2D, dye2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
//float dyeborderColor[] = { 1.f,1.f,1.0f,1.0f };
//glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, dyeborderColor);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dye2, 0);
unsigned int rbo4;
glGenRenderbuffers(1, &rbo4);
glBindRenderbuffer(GL_RENDERBUFFER, rbo4);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo4);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "ERROR:FRAMEBUFFER IS NOT COMPLETE\n";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//////// the end of dye2 fb/////////////////////////////////////////////////////////////////////////////////////////////////
//the original velocity field uv0////////////////////////////////////////////////////////////////////////////////////////
unsigned int uvfb0;//
glGenFramebuffers(1, &uvfb0); //uv buffer uv0->advect->uv3
glBindFramebuffer(GL_FRAMEBUFFER, uvfb0);
unsigned int uv0;
glGenTextures(1, &uv0);
glBindTexture(GL_TEXTURE_2D, uv0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
//float uvborderColor[] = { 0.f,0.f,0.0f,1.0f };
// glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, uvborderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, uv0, 0);
unsigned int rbo3;
glGenRenderbuffers(1, &rbo3);
glBindRenderbuffer(GL_RENDERBUFFER, rbo3);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo3);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "ERROR:FRAMEBUFFER IS NOT COMPLETE\n";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
////the end of uvfb0////////////////////////////////////////////////////////////////////////////////////////////////////
//the another velocity field uv1/////////////////////////////////////////////////////////////////////////////
unsigned int uvfb1;//
glGenFramebuffers(1, &uvfb1);
glBindFramebuffer(GL_FRAMEBUFFER, uvfb1);
unsigned int uv1;
glGenTextures(1, &uv1);
glBindTexture(GL_TEXTURE_2D, uv1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); //should be gl_nearest
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
//float uvborderColor[] = { 0.f,0.f,0.0f,1.0f };
// glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, uvborderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, uv1, 0);
unsigned int rbo5;
glGenRenderbuffers(1, &rbo5);
glBindRenderbuffer(GL_RENDERBUFFER, rbo5);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo5);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "ERROR:FRAMEBUFFER IS NOT COMPLETE\n";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
////the end of uvfb1 ////////////////////////////////////////////////////////////////////////////////////////////////////
//the another velocity field uv1/////////////////////////////////////////////////////////////////////////////
unsigned int uvfb3;//
glGenFramebuffers(1, &uvfb3);
glBindFramebuffer(GL_FRAMEBUFFER, uvfb3);
unsigned int uv3;
glGenTextures(1, &uv3);
glBindTexture(GL_TEXTURE_2D, uv3);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); //should be gl_nearest
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
//float uvborderColor[] = { 0.f,0.f,0.0f,1.0f };
// glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, uvborderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, uv3, 0);
unsigned int rbo7;
glGenRenderbuffers(1, &rbo7);
glBindRenderbuffer(GL_RENDERBUFFER, rbo7);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo7);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "ERROR:FRAMEBUFFER IS NOT COMPLETE\n";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
////the end of uvfb1 ////////////////////////////////////////////////////////////////////////////////////////////////////
//the uvfb2 store div and curl ////////////////////////////////////////////////////////////////////////////////
unsigned int uvfb2;// this buffer stores div and curl GL_NEAREST
glGenFramebuffers(1, &uvfb2);
glBindFramebuffer(GL_FRAMEBUFFER, uvfb2);
unsigned int uv2; // copy div curl
glGenTextures(1, &uv2);
glBindTexture(GL_TEXTURE_2D, uv2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
// float uvborderColor[] = { 0.f,0.f,0.0f,1.0f };
// glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, uvborderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, uv2, 0);
unsigned int rbo6;
glGenRenderbuffers(1, &rbo6);
glBindRenderbuffer(GL_RENDERBUFFER, rbo6);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo6);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "ERROR:FRAMEBUFFER IS NOT COMPLETE\n";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
////the end of uvfb2 ////////////////////////////////////////////////////////////////////////////////////////////////////
//initialize the dye field and velocity field
glBindFramebuffer(GL_FRAMEBUFFER, dyefb1);
glEnable(GL_DEPTH_TEST); //
glDepthFunc(GL_ALWAYS);
// glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//gen original dye field
glBindFramebuffer(GL_FRAMEBUFFER, dyefb1);
gendye.use();
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//gen original v field
glBindFramebuffer(GL_FRAMEBUFFER, uvfb0);//shoule be ubfb0 in final version
genv.use();
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
/*glBindFramebuffer(GL_FRAMEBUFFER, uvfb1);
copyv.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, uv0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindFramebuffer(GL_FRAMEBUFFER, 0);*/
/*glBindFramebuffer(GL_FRAMEBUFFER, uvfb0);
copyv.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, uv1);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindFramebuffer(GL_FRAMEBUFFER, 0);*/
cout << GL_MAX_TEXTURE_SIZE;
while (!glfwWindowShouldClose(window))
{
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// ADVECT VELOCITY ////////////////////////////////////////////////////////
//advect the uv use uv0 to compute the new uv3
glBindFramebuffer(GL_FRAMEBUFFER, uvfb3);
advect.use();
glBindVertexArray(quadVAO);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, uv0);
glDrawArrays(GL_TRIANGLES, 0, 6);
//copy
/*glBindFramebuffer(GL_FRAMEBUFFER, uvfb0);
copyv.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, uv3);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindFramebuffer(GL_FRAMEBUFFER, 0);*/
//the end of advect velocity//////////////////////////////////////////////
//ADVECT COLOR////////////////////////////////////////////////////
glBindFramebuffer(GL_FRAMEBUFFER, dyefb2);
advectcolor.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, dye1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, uv0);
glDrawArrays(GL_TRIANGLES, 0, 6);
/*glBindFramebuffer(GL_FRAMEBUFFER, dyefb1);
cboundary.use();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, dye2);
glDrawArrays(GL_TRIANGLES, 0, 6);*/
// the end of advect color ///////////////////////////////////////
//FORCE //////////////////////////////////////////////////////////////
//take uv3 and add force ->uv1 apply force to uv1 then use uv1 to compute div
glBindFramebuffer(GL_FRAMEBUFFER, uvfb1);
force.use(); // set p0 for the begin of pressure jacob iteration
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, uv3);
glDrawArrays(GL_TRIANGLES, 0, 6);
//copy
/*glBindFramebuffer(GL_FRAMEBUFFER, uvfb3);
copyv.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, uv1);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindFramebuffer(GL_FRAMEBUFFER, 0);*/
//the end of FORCE ////////////////////////////////////////////////////
//ADD DYE JUST LIKE ADDING FORCE////////////////////////////
glBindFramebuffer(GL_FRAMEBUFFER, dyefb1);
adddye.use();
float r = sin(0.4*currentFrame) * 0.5 + 0.5;
float g = sin(0.6*currentFrame) * 0.5 + 0.5;
float b = sin(0.8*currentFrame) * 0.5 + 0.5;
adddye.setFloat("r", r);
adddye.setFloat("g", g);
adddye.setFloat("b", b);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, dye2);
glDrawArrays(GL_TRIANGLES, 0, 6);
////////////////////////////////////////////////////////////
// DIV CURL /////////////////////////////////////////////////////////////////
//compute curl in div.fs in div.fs
glBindFramebuffer(GL_FRAMEBUFFER, uvfb2);
glClearColor(1.0f, 1.0f, 0.1f, 1.0f);
div.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, uv1);
glDrawArrays(GL_TRIANGLES, 0, 6);
//copy div
/*glBindFramebuffer(GL_FRAMEBUFFER, dyefb);
//glDrawBuffer(GL_COLOR_ATTACHMENT2);
glClearColor(1.0f, 1.0f, 0.1f, 1.0f);
copydiv.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, uv3);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, uv2);
glDrawArrays(GL_TRIANGLES, 0, 6);*/
//the end of compute DIV and CURL///////////////////////////////////////////////
//jacob iteration,to compute the p use uv1,bind uvfb,write into uv3.z //////////////////
for (int i = 0; i < 170; i++) // 200 is fine
{
glBindFramebuffer(GL_FRAMEBUFFER, uvfb3);
jacob.use();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, uv2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, uv1);
glDrawArrays(GL_TRIANGLES, 0, 6);
// copy back
/*glBindFramebuffer(GL_FRAMEBUFFER, uvfb1);
pboundary.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, uv3);
glDrawArrays(GL_TRIANGLES, 0, 6);*/
//another jacobi iteration
glBindFramebuffer(GL_FRAMEBUFFER, uvfb1);
jacob2.use();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, uv2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, uv3);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
// after p jacob uv1 is just the same as uv3 !!!!!!!!! jacob p
//THE END OF JOCAB PRESSURE //////////////////////////////////////////////////////
//gradient ///////////////////////////////////////////////////////////////////
//after p jacob,uv0->enhance vort->uv1 uv1->subtract gradient->uv0
glBindFramebuffer(GL_FRAMEBUFFER, uvfb3);
gradient.use();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, uv1);
glDrawArrays(GL_TRIANGLES, 0, 6);
//test gradient show the gradient in uv1
/*glBindFramebuffer(GL_FRAMEBUFFER, uvfb3);
//glDrawBuffer(GL_COLOR_ATTACHMENT0);
gradient2.use();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, uv1);
glDrawArrays(GL_TRIANGLES, 0, 6);*/
//THE END OF SUBTRACT GRADIENT ///////////////////////////////////////////////
//enhancement vorticity ///////////////////////////////////////////////////////////////
//if dont enhance,in this step just simply copy from uv3 to uv0
glBindFramebuffer(GL_FRAMEBUFFER, uvfb0);
vort.use();
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, uv3); // currenty set uv1 for test
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, uv2);
glDrawArrays(GL_TRIANGLES, 0, 6);
//THE END OF ENHANCE VORTICITY /////////////////////////////////////////////////////////
glBindVertexArray(0);
//the final output
glBindFramebuffer(GL_FRAMEBUFFER, 0);
screenShader.use();
glBindVertexArray(quadVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, dye1);//dye1
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(static_cast<float>(yoffset));
}
// utility function for loading a 2D texture from file
// ---------------------------------------------------
unsigned int loadTexture(char const* path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT); // for this tutorial: use GL_CLAMP_TO_EDGE to prevent semi-transparent borders. Due to interpolation it takes texels from next repeat
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}