Big stupid bug fixed
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51abb756a5
commit
035906e1e7
4 changed files with 36 additions and 34 deletions
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@ -23,4 +23,5 @@ void main(void)
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vec3 ripple = (1.0 + cos(In.Pos.x * PI)) * (1.0 + cos(In.Pos.y * PI)) * In.Att1.x *
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vec3(0, cos(phase), 0);
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Color = vec4(ripple, 1);
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//Color = vec4(0, In.Att1.w, 0, 1);
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}
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@ -8,8 +8,8 @@ uniform mat4 matrProj;
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/////////////////////////////////////////////////////////////////
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layout(location=0) in vec4 Pos;
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layout(location=4) in vec4 Att1;
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layout(location=8) in vec4 Att2;
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layout(location=1) in vec4 Att1;
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layout(location=2) in vec4 Att2;
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out Attribs {
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vec4 Pos;
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@ -7,8 +7,8 @@ uniform mat4 matrProj;
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/////////////////////////////////////////////////////////////////
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layout(location=0) in vec2 Vertex;
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layout(location=8) in vec2 TexCoord;
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in vec2 Vertex;
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in vec2 TexCoord;
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out Attribs {
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vec3 pos;
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61
ripple.cpp
61
ripple.cpp
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@ -143,7 +143,7 @@ const int terrainH = 1024;
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// Wave Packets
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Packets *packets;
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int packetBudget = 10000;
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int packetBudget = 100000;
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/* Wave packets:
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* vec4: xy = position, zw = direction
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* vec4: x = amplitude, y = wavelength, z = phase offset, w = enveloppe size
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@ -152,6 +152,9 @@ GLfloat packetData[PACKET_GPU_BUFFER_SIZE * 3 * 4];
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int nIndexDMM = 0;
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bool debug = false;
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int printonce = 0;
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////////////////////////////////////////
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// déclaration des variables globales //
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////////////////////////////////////////
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@ -247,26 +250,6 @@ void verifierAngles()
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void calculerPhysique( )
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{
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if ( /* enmouvement */ false)
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{
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static int sensTheta = 1;
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static int sensPhi = 1;
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thetaCam += 0.3 * sensTheta;
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phiCam += 0.5 * sensPhi;
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//if ( thetaCam <= 0. || thetaCam >= 360.0 ) sensTheta = -sensTheta;
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if ( phiCam < -90.0 || phiCam > 90.0 ) sensPhi = -sensPhi;
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static int sensAngle = 1;
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LightSource[0].spotAngle += sensAngle * 0.3;
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if ( LightSource[0].spotAngle < 5.0 ) sensAngle = -sensAngle;
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if ( LightSource[0].spotAngle > 60.0 ) sensAngle = -sensAngle;
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// De temps à autre, alterner entre le modèle d'illumination: Lambert, Gouraud, Phong
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static float type = 0;
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type += 0.005;
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varsUnif.typeIllumination = fmod(type,3);
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}
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verifierAngles();
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}
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@ -279,7 +262,8 @@ void updatePackets()
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// TODO Setup wide projection for InitiateWaveField (RasterizeWaveMeshPosition)
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heightFBO->CommencerCapture();
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if (!debug)
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heightFBO->CommencerCapture();
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int displayedPackets = 0;
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int packetChunk =0;
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/* Standard wave packets */
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@ -317,6 +301,7 @@ void updatePackets()
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}
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}
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}
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printonce++;
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// printf("PacketData[0] = %f , %f\n", packetData[0], packetData[1]);
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/* Ghost packets */
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for (int i = 0; i < packets->m_usedGhosts; ++i) {
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@ -354,8 +339,9 @@ void updatePackets()
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//displayPacketOutlined(packetChunk / 12);
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/* TODO EvaluatePackets(packetChunk) */
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addPacketDisplacement(packetChunk / 12);
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heightFBO->TerminerCapture();
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addPacketDisplacement(displayedPackets);
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if (!debug)
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heightFBO->TerminerCapture();
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/* TODO DisplayScene */
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/* TODO Get camera center */
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}
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@ -490,7 +476,6 @@ void chargerNuanceurs()
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locmatrModelAPD = getloc( progAddPacketDisplacement, "matrModel" , LocUniform);
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locmatrVisuAPD = getloc( progAddPacketDisplacement, "matrVisu" , LocUniform);
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locmatrProjAPD = getloc( progAddPacketDisplacement, "matrProj" , LocUniform);
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locTexAPD = getloc( progAddPacketDisplacement, "tex" , LocUniform);
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}
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// Load DisplayPacketOutlined shader
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@ -596,8 +581,8 @@ void initPacketMesh()
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glBindBuffer(GL_ARRAY_BUFFER, vboPacket);
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glBufferData(GL_ARRAY_BUFFER, sizeof(packetData), NULL, GL_DYNAMIC_DRAW);
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glVertexAttribPointer(locPosAPD, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)0);
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glVertexAttribPointer(locAtt1APD, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)4);
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glVertexAttribPointer(locAtt2APD, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)8);
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glVertexAttribPointer(locAtt1APD, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)(4*sizeof(GLfloat)));
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glVertexAttribPointer(locAtt2APD, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)(8*sizeof(GLfloat)));
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glEnableVertexAttribArray(locPosAPD);
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glEnableVertexAttribArray(locAtt1APD);
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glEnableVertexAttribArray(locAtt2APD);
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@ -606,8 +591,8 @@ void initPacketMesh()
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glBindBuffer(GL_ARRAY_BUFFER, vboPacket);
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/* No need to initialize the buffer a second time */
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glVertexAttribPointer(locPosDPO, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)0);
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glVertexAttribPointer(locAtt1DPO, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)4);
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glVertexAttribPointer(locAtt2DPO, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)8);
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glVertexAttribPointer(locAtt1DPO, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)(4*sizeof(GLfloat)));
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glVertexAttribPointer(locAtt2DPO, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)(8*sizeof(GLfloat)));
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glEnableVertexAttribArray(locPosDPO);
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glEnableVertexAttribArray(locAtt1DPO);
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glEnableVertexAttribArray(locAtt2DPO);
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@ -807,7 +792,8 @@ void afficherModele()
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updatePackets();
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glClearColor( 0.5, 0.6, 0.8, 0.0 );
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displayTerrain();
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displayMicroMesh();
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if (!debug)
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displayMicroMesh();
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} matrModel.PopMatrix();
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}
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@ -958,6 +944,11 @@ void FenetreTP::clavier( TP_touche touche )
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goD = 1;
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break;
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case TP_h:
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debug = !debug;
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printf("Debug is %s!\n", (debug ? "active" : "inactive"));
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break;
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case TP_x: // Activer/désactiver l'affichage des axes
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afficheAxes = !afficheAxes;
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std::cout << "// Affichage des axes ? " << ( afficheAxes ? "OUI" : "NON" ) << std::endl;
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@ -969,20 +960,29 @@ void FenetreTP::clavier( TP_touche touche )
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break;
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case TP_r:
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packets->Reset();
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printonce = 0;
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printf("Reseting...\n");
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break;
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case TP_e:
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// Send one wave front "One ping only."
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packets->CreateCircularWavefront(0.0, 0.0, 2.0, 0.2, 1.0, 10000);
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printonce = 0;
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printf("Sending a circular wavefront...\n");
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break;
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case TP_f:
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// Send one wave front "One ping only."
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packets->CreateLinearWavefront(0.0, 0.0, 1.0, 0.0, 2.0, 0.2, 1.0, 10000);
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printonce = 0;
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printf("Sending a linear wavefront...\n");
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break;
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case TP_a:
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// Send one packet
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packets->CreateSpreadingPacket(0.0, 0.0, 1.0, 0.0, 1.0, 2.0, 0.2, 1.0, 10000);
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printonce = 0;
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printf("Sending a spreading packet...\n");
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break;
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@ -997,6 +997,7 @@ void FenetreTP::clavier( TP_touche touche )
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case TP_p: // Permuter la rotation automatique du modèle
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enmouvement = !enmouvement;
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printf("Simulation %s\n", (enmouvement ? "running" : "stopped"));
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break;
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default:
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