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Projective texture mapping; see http://www.reedbeta.com/blog/2012/05/26/quadrilateral-interpolation-part-1/ for more information
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#include <swnt/Effects.h> | |
#include <swnt/effects/Mist.h> | |
template<class T> | |
inline bool intersect(const Vec3<T>& p0, const Vec3<T>& p1, const Vec3<T>& p2, const Vec3<T>& p3, Vec3<T>& result) { | |
Vec3<T> s1 = p1 - p0; | |
Vec3<T> s2 = p3 - p2; | |
float s, t; | |
s = (-s1.y * (p0.x - p2.x) + s1.x * (p0.y - p2.y)) / (-s2.x * s1.y + s1.x * s2.y); | |
t = ( s2.x * (p0.y - p2.y) - s2.y * (p0.x - p2.x)) / (-s2.x * s1.y + s1.x * s2.y); | |
if(s >= 0.0f && s <= 1.0f && t >= 0.0f && t <= 1.0f) { | |
result.x = p0.x + (t * s1.x); | |
result.y = p0.y + (t * s1.y); | |
return true; | |
} | |
return false; | |
} | |
void MistShape::reset() { | |
scale_speed = rx_random(1.05f, 1.1f); | |
rotate_speed = rx_random(0.1, 0.15f); | |
lifetime = rx_random(3.5f, 7.5f); | |
die_time = rx_millis() + lifetime; | |
} | |
Mist::Mist(Effects& effects) | |
:BaseEffect(effects, EFFECT_MIST) | |
,bytes_allocated(0) | |
,vert(0) | |
,frag(0) | |
,prog(0) | |
,vbo(0) | |
,vao(0) | |
,mist_tex(0) | |
,u_time(0) | |
,u_perc(0) | |
,needs_update(false) | |
{ | |
} | |
Mist::~Mist() { | |
} | |
bool Mist::setup() { | |
vert = rx_create_shader(GL_VERTEX_SHADER, MIST_VS); | |
frag = rx_create_shader(GL_FRAGMENT_SHADER, MIST_FS); | |
prog = rx_create_program(vert, frag); | |
glBindAttribLocation(prog, 0, "a_pos"); | |
glBindAttribLocation(prog, 1, "a_tex"); | |
glLinkProgram(prog); | |
rx_print_shader_link_info(prog); | |
glUseProgram(prog); | |
glUniform1i(glGetUniformLocation(prog, "u_tex"), 0); | |
u_time = glGetUniformLocation(prog, "u_time"); | |
u_perc = glGetUniformLocation(prog, "u_perc"); | |
assert(u_time >= 0); | |
assert(u_perc >= 0); | |
glGenVertexArrays(1, &vao); | |
glBindVertexArray(vao); | |
glEnableVertexAttribArray(0); | |
glEnableVertexAttribArray(1); | |
glGenBuffers(1, &vbo); | |
glBindBuffer(GL_ARRAY_BUFFER, vbo); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexPT3), (GLvoid*)0); | |
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexPT3), (GLvoid*)12); | |
createRing(1024 * 0.5, 768 * 0.5, 110.0f, 150.0); | |
MistShape shape; | |
shape.reset(); | |
shape.offset = offsets.back(); | |
shape.count = counts.back(); | |
shape.x = 1024 * 0.5; | |
shape.y = 768 * 0.5; | |
shapes.push_back(shape); | |
mist_tex = rx_create_texture(rx_to_data_path("images/mist.png")); // , GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); | |
if(!mist_tex) { | |
printf("Error: cannot create the mist texture.\n"); | |
return false; | |
} | |
return true; | |
} | |
void Mist::update() { | |
if(!needs_update) { | |
return; | |
} | |
size_t needed = sizeof(VertexPT3) * vertices.size(); | |
if(!needed) { | |
return; | |
} | |
glBindBuffer(GL_ARRAY_BUFFER, vbo); | |
if(needed > bytes_allocated) { | |
glBufferData(GL_ARRAY_BUFFER, needed, vertices[0].ptr(), GL_DYNAMIC_DRAW); | |
bytes_allocated = needed; | |
} | |
else { | |
glBufferSubData(GL_ARRAY_BUFFER, 0, needed, vertices[0].ptr()); | |
} | |
needs_update = false; | |
} | |
void Mist::draw() { | |
#if USE_MIST_DEBUG | |
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | |
#endif | |
glEnable(GL_BLEND); | |
glBlendFunc(GL_ONE, GL_ONE); | |
glActiveTexture(GL_TEXTURE0); | |
glBindTexture(GL_TEXTURE_2D, mist_tex); | |
glUseProgram(prog); | |
glBindVertexArray(vao); | |
glUniformMatrix4fv(glGetUniformLocation(prog, "u_pm"), 1, GL_FALSE, effects.ortho_pm.ptr()); | |
for(std::vector<MistShape>::iterator it = shapes.begin(); it != shapes.end(); ++it) { | |
MistShape& shape = *it; | |
glUniform1f(u_time, rx_millis() * shape.rotate_speed); | |
glUniform1f(u_perc, perc); | |
shape.mm.identity(); | |
shape.mm.translate(shape.x, shape.y, 0.0f); | |
glUniformMatrix4fv(glGetUniformLocation(prog, "u_mm"), 1, GL_FALSE, shape.mm.ptr()); | |
glDrawArrays(GL_TRIANGLES, shape.offset, shape.count); | |
} | |
} | |
void Mist::createRing(float x, float y, float radius, float width) { | |
offsets.push_back(vertices.size()); | |
float resolution = 16.0; | |
float angle = TWO_PI/resolution; | |
float outer_radius = radius + width; | |
for(int i = 0; i < resolution; ++i) { | |
float c0 = cos( (i + 0) * angle); | |
float s0 = sin( (i + 0) * angle); | |
float c1 = cos( (i + 1) * angle); | |
float s1 = sin( (i + 1) * angle); | |
// positions | |
vec3 pa(c0 * radius, s0 * radius, 0.0f); | |
vec3 pb(c1 * radius, s1 * radius, 0.0f); | |
vec3 pc(c1 * outer_radius, s1 * outer_radius, 0.0f); | |
vec3 pd(c0 * outer_radius, s0 * outer_radius, 0.0f); | |
// texcoords | |
float u0 = float(i+0)/resolution; | |
float u1 = float(i+1)/resolution; | |
vec3 ta(u0, 0.0f, 1.0f); | |
vec3 tb(u1, 0.0f, 1.0f); | |
vec3 tc(u1, 1.0f, 1.0f); | |
vec3 td(u0, 1.0f, 1.0f); | |
// calculate distances from the corners to the centers | |
vec3 intersection; | |
if(!intersect(pa, pc, pb, pd, intersection)) { | |
printf("The vertices of the dist do not intersect. Error.\n"); | |
::exit(EXIT_FAILURE); | |
} | |
float d0 = length(pa - intersection); | |
float d1 = length(pb - intersection); | |
float d2 = length(pc - intersection); | |
float d3 = length(pd - intersection); | |
ta = ta * ((d0 + d2)/d2); | |
tb = tb * ((d1 + d3)/d3); | |
tc = tc * ((d2 + d0)/d0); | |
td = td * ((d3 + d1)/d1); | |
// store the vertices | |
VertexPT3 a(pa,ta); | |
VertexPT3 b(pb,tb); | |
VertexPT3 c(pc,tc); | |
VertexPT3 d(pd,td); | |
vertices.push_back(a); | |
vertices.push_back(b); | |
vertices.push_back(c); | |
vertices.push_back(a); | |
vertices.push_back(c); | |
vertices.push_back(d); | |
} | |
counts.push_back(vertices.size()-offsets.back()); | |
needs_update = true; | |
} |
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#ifndef SWNT_MIST_EFFECT_H | |
#define SWNT_MIST_EFFECT_H | |
#define USE_MIST_DEBUG 0 | |
#include <swnt/Types.h> | |
#include <swnt/effects/BaseEffect.h> | |
#include <vector> | |
static const char* MIST_VS = "" | |
"#version 150\n" | |
"uniform mat4 u_pm;" | |
"uniform mat4 u_mm;" | |
"in vec4 a_pos;" | |
"in vec3 a_tex;" | |
"out vec3 v_tex;" | |
"void main() {" | |
" gl_Position = u_pm * u_mm * a_pos; " | |
// " gl_Position = vec4(2.0 * a_tex - vec2(1.0), 0.0, 1.0);" // check if texture coords are mapped correctly | |
" v_tex = a_tex;" | |
"}" | |
""; | |
static const char* MIST_FS = "" | |
"#version 150\n" | |
"uniform sampler2D u_tex;" | |
"uniform float u_time;" | |
"uniform float u_perc;" | |
"out vec4 fragcolor;" | |
"in vec3 v_tex;" | |
"void main() {" | |
" vec4 diffuse_color = texture(u_tex, v_tex.xy / v_tex.z);" | |
" fragcolor.rgb = diffuse_color.rgb;" | |
" fragcolor.a = sin(3.1415 * 0.5 * u_perc);" | |
"}" | |
""; | |
struct MistShape { | |
void reset(); | |
size_t offset; | |
size_t count; | |
mat4 mm; | |
float scale_speed; | |
float rotate_speed; | |
float die_time; | |
float lifetime; | |
float x; | |
float y; | |
}; | |
class Mist : public BaseEffect { | |
public: | |
Mist(Effects& effects); | |
~Mist(); | |
bool setup(); | |
void update(); | |
void draw(); | |
private: | |
void createRing(float x, float y, float radius, float width); | |
private: | |
GLuint vert; | |
GLuint frag; | |
GLuint prog; | |
GLuint vbo; | |
GLuint vao; | |
GLuint mist_tex; | |
GLint u_time; | |
GLint u_perc; | |
std::vector<VertexPT3> vertices; | |
std::vector<GLsizei> counts; | |
std::vector<GLint> offsets; | |
std::vector<MistShape> shapes; | |
size_t bytes_allocated; | |
bool needs_update; | |
}; | |
#endif |
Author
roxlu
commented
Jan 7, 2014
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