extract time to file
This commit is contained in:
parent
5cc2c3d92b
commit
4700579877
|
@ -23,7 +23,7 @@ layout (location = 13) uniform Sphere _spheres[SPHERES];
|
|||
layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel
|
||||
layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
|
||||
|
||||
const float INF = 20.0;
|
||||
const float INF = 30.0;
|
||||
const float PI = 3.14159;
|
||||
|
||||
struct Ray
|
||||
|
@ -75,9 +75,6 @@ Ray createCameraRay(vec2 uv)
|
|||
dir = _camll + uv.x*_camh + uv.y*_camv;
|
||||
dir = normalize(dir);
|
||||
|
||||
float max_x = 5.0;
|
||||
float max_y = 5.0;
|
||||
|
||||
Ray ray;
|
||||
ray.origin = _cpos;
|
||||
ray.direction = dir;
|
||||
|
|
60
src/main.c
60
src/main.c
|
@ -1,5 +1,6 @@
|
|||
#include "main.h"
|
||||
#include "gfx.h"
|
||||
#include "time.h"
|
||||
|
||||
#include "sphere.h"
|
||||
|
||||
|
@ -11,14 +12,9 @@ const int HEIGHT = 420;
|
|||
// input
|
||||
int checkQuit();
|
||||
|
||||
// time
|
||||
float time();
|
||||
|
||||
void updateUniforms(GLuint shaderProgram);
|
||||
void updateCameraUniforms(GLuint shaderProgram);
|
||||
|
||||
void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere);
|
||||
|
||||
int main()
|
||||
{
|
||||
// create a window and opengl context
|
||||
|
@ -66,51 +62,10 @@ int main()
|
|||
return 0;
|
||||
}
|
||||
|
||||
void makeSpheres(struct Sphere *spheres, int count)
|
||||
{
|
||||
float t = time();
|
||||
|
||||
vec3 albedos[] =
|
||||
{
|
||||
{0.0,0.0,1.0},
|
||||
{0.0,1.0,0.0},
|
||||
{0.0,1.0,1.0},
|
||||
{1.0,0.0,0.0},
|
||||
{1.0,0.0,1.0},
|
||||
{1.0,1.0,0.0},
|
||||
{1.0,1.0,1.0}
|
||||
};
|
||||
|
||||
// distance from center
|
||||
float d = 6.0;
|
||||
float radius = 0.5;
|
||||
float x;
|
||||
vec3 sc = {0.0,0.0,1.0};
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
x = t*0.1 + 2.0*CGLM_PI * i/(float)count;
|
||||
sc[0] = sin(x)*d;
|
||||
sc[2] = cos(x)*d;
|
||||
|
||||
float ic = i/(float)count;
|
||||
float r = sin(ic);
|
||||
float g = sin(ic+1.0);
|
||||
float b = sin(ic+2.0);
|
||||
g = 1.0;
|
||||
b = 1.0;
|
||||
|
||||
vec3 col = {r,g,b};
|
||||
glm_vec3_scale(col, 0.5, col);
|
||||
glm_vec3_adds(col, 0.5, col);
|
||||
|
||||
spheres[i] = makeSphere(sc,radius,col);
|
||||
}
|
||||
}
|
||||
|
||||
void updateUniforms(GLuint shaderProgram)
|
||||
{
|
||||
float t = time(); // time
|
||||
float t = now();
|
||||
float sin_t = sin(t);
|
||||
int tLocation = glGetUniformLocation(shaderProgram, "_t");
|
||||
glUniform4f(tLocation, t, sin_t, (1.0 + sin_t)*0.5, 0.0f);
|
||||
|
@ -137,7 +92,7 @@ void updateCameraUniforms(GLuint shaderProgram)
|
|||
int inverseProjLocation = glGetUniformLocation(shaderProgram, "_cameraInverseProjection");
|
||||
glUniformMatrix4fv(inverseProjLocation, 1, GL_FALSE, proji[0]);
|
||||
|
||||
float t = time();
|
||||
float t = now();
|
||||
|
||||
vec3 cdir, cright, cup;
|
||||
vec3 up = {0.1*sin(t),1.0,0.2*cos(t)}; // world up
|
||||
|
@ -145,7 +100,7 @@ void updateCameraUniforms(GLuint shaderProgram)
|
|||
|
||||
// lookat vector and view matrix
|
||||
float d = 10.0 + sin(t);
|
||||
float pt = -t*0.1;
|
||||
float pt = -t;
|
||||
vec3 cpos = {sin(pt)*d,cos(0.5*t)*5.0,cos(pt)*d}; // camera pos
|
||||
vec3 tpos = {0.0,0.0,0.0}; // target pos
|
||||
glm_vec3_sub(cpos,tpos,cdir); // look dir (inverted cause opengl noises)
|
||||
|
@ -212,13 +167,6 @@ void updateCameraUniforms(GLuint shaderProgram)
|
|||
glUniform3f(camllLocation, camll[0], camll[1], camll[2]);
|
||||
}
|
||||
|
||||
|
||||
float time()
|
||||
{
|
||||
// ms / 1000.0 = seconds since start
|
||||
return (float)SDL_GetTicks() / 1000.0f;
|
||||
}
|
||||
|
||||
int checkQuit()
|
||||
{
|
||||
SDL_Event event;
|
||||
|
|
42
src/sphere.c
42
src/sphere.c
|
@ -1,5 +1,47 @@
|
|||
#include "sphere.h"
|
||||
|
||||
void makeSpheres(struct Sphere *spheres, int count)
|
||||
{
|
||||
//float t = time();
|
||||
|
||||
vec3 albedos[] =
|
||||
{
|
||||
{0.0,0.0,1.0},
|
||||
{0.0,1.0,0.0},
|
||||
{0.0,1.0,1.0},
|
||||
{1.0,0.0,0.0},
|
||||
{1.0,0.0,1.0},
|
||||
{1.0,1.0,0.0},
|
||||
{1.0,1.0,1.0}
|
||||
};
|
||||
|
||||
// distance from center
|
||||
float d = 6.0;
|
||||
float radius = 0.5;
|
||||
float x;
|
||||
vec3 sc = {0.0,0.0,1.0};
|
||||
|
||||
float t = now();
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
x = 2.0*CGLM_PI * (float)i/(float)count;
|
||||
sc[0] = sin(x)*d;
|
||||
sc[1] = sin(x*3.0-2.5*sin(t));
|
||||
sc[2] = cos(x)*d;
|
||||
|
||||
float ic = i/(float)count*CGLM_PI*2.0;
|
||||
float r = sin(ic);
|
||||
float g = sin(ic+CGLM_PI/1.5);
|
||||
float b = sin(ic+2.0*CGLM_PI/1.5);
|
||||
|
||||
vec3 col = {r,g,b};
|
||||
glm_vec3_scale(col, 0.5, col);
|
||||
glm_vec3_adds(col, 0.5, col);
|
||||
|
||||
spheres[i] = makeSphere(sc,radius,col);
|
||||
}
|
||||
}
|
||||
|
||||
struct Sphere makeSphere(vec3 center, float radius, vec3 albedo)
|
||||
{
|
||||
struct Sphere s;
|
||||
|
|
|
@ -7,12 +7,15 @@
|
|||
|
||||
#include <cglm/vec3.h>
|
||||
|
||||
#include "time.h"
|
||||
|
||||
struct Sphere
|
||||
{
|
||||
vec4 cr;
|
||||
vec3 albedo;
|
||||
};
|
||||
|
||||
void makeSpheres(struct Sphere *spheres, int count);
|
||||
struct Sphere makeSphere(vec3 center, float radius, vec3 albedo);
|
||||
void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere);
|
||||
void updateSphereUniforms(GLuint shaderProgram, struct Sphere *spheres, int count);
|
||||
|
|
|
@ -0,0 +1,6 @@
|
|||
#include "time.h"
|
||||
|
||||
float now()
|
||||
{
|
||||
return (float)SDL_GetTicks() / 1000.0;
|
||||
}
|
|
@ -0,0 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
// seconds since program start
|
||||
float now();
|
6
todo.md
6
todo.md
|
@ -17,11 +17,11 @@
|
|||
* [ ] do a 'fract
|
||||
* [-] depth
|
||||
* [x] acquire value
|
||||
* [ ] depth texture
|
||||
* [ ] acquire randomness
|
||||
* [ ] acceleration time !
|
||||
* [ ] auxiliary textures: g buffer
|
||||
* [ ] frame blending
|
||||
* [ ] auxiliary textures
|
||||
* [ ] depth buffer
|
||||
* [ ] frame blending
|
||||
* [ ] maybe do some fractals
|
||||
* [ ] mandelbrot
|
||||
* [ ] julia
|
||||
|
|
Loading…
Reference in New Issue