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// ocean_cufft_app.cpp : Defines the entry point for the console application.
//
#include "math_code.h"
#include "ocean_surface.h"
#include "GFSDK_WaveWorks.h"
#include <string>
#ifndef PI
#define PI 3.14159265358979323846f
#endif
OceanSurface* g_pOceanSurf = NULL;
GFSDK_WaveWorks_SimulationHandle g_hOceanSimulation = NULL;
GFSDK_WaveWorks_Simulation_Params g_ocean_simulation_param;
GFSDK_WaveWorks_Simulation_Settings g_ocean_simulation_settings;
GFSDK_WaveWorks_Quadtree_Params g_ocean_param_quadtree;
GFSDK_WaveWorks_Simulation_Stats g_ocean_stats_simulation;
GFSDK_WaveWorks_Quadtree_Stats g_ocean_stats_quadtree;
GFSDK_WaveWorks_Simulation_Stats g_ocean_stats_simulation_filtered;
GFSDK_WAVEWORKS_GLFunctions g_GLFunctions;
int g_max_detail_level;
bool g_ExitApp = false;
bool g_WindowActive = true;
bool g_PressedKeys[256]; // Array of pressed keys
int g_GLUTWindowHandle;
long long g_Microseconds;
long long g_OldMicroseconds;
int WindowWidth = 1280;
int WindowHeight = 720;
bool LButtonPressed = false;
void PrintGLInfo(void)
{
fprintf (stdout, "\nVendor: %s", glGetString (GL_VENDOR));
fprintf (stdout, "\nRenderer: %s", glGetString (GL_RENDERER));
fprintf (stdout, "\nVersion: %s", glGetString (GL_VERSION));
fprintf (stdout, "\nGLSL: %s", glGetString (GL_SHADING_LANGUAGE_VERSION));
checkError ("dumpInfo");
}
void KeyboardDownFunc(unsigned char key, int x, int y)
{
g_PressedKeys[key] = true;
}
void KeyboardUpFunc(unsigned char key, int x, int y)
{
g_PressedKeys[key] = false;
}
void ProcessKeys(void)
{
if(g_pOceanSurf)
{
float direction[3];
float strafe[3];
float up[3] = {0.0f,0.0f,1.0f};
direction[0]=g_pOceanSurf->LookAtPosition[0] - g_pOceanSurf->CameraPosition[0];
direction[1]=g_pOceanSurf->LookAtPosition[1] - g_pOceanSurf->CameraPosition[1];
direction[2]=g_pOceanSurf->LookAtPosition[2] - g_pOceanSurf->CameraPosition[2];
vec3Normalize(direction);
vec3CrossProductNormalized(strafe,up,direction);
if(g_PressedKeys[119]) //'w'
{
g_pOceanSurf->CameraPosition[0]+=0.5f*direction[0];
g_pOceanSurf->CameraPosition[1]+=0.5f*direction[1];
g_pOceanSurf->CameraPosition[2]+=0.5f*direction[2];
g_pOceanSurf->LookAtPosition[0]+=0.5f*direction[0];
g_pOceanSurf->LookAtPosition[1]+=0.5f*direction[1];
g_pOceanSurf->LookAtPosition[2]+=0.5f*direction[2];
}
if(g_PressedKeys[115]) //'s'
{
g_pOceanSurf->CameraPosition[0]-=0.5f*direction[0];
g_pOceanSurf->CameraPosition[1]-=0.5f*direction[1];
g_pOceanSurf->CameraPosition[2]-=0.5f*direction[2];
g_pOceanSurf->LookAtPosition[0]-=0.5f*direction[0];
g_pOceanSurf->LookAtPosition[1]-=0.5f*direction[1];
g_pOceanSurf->LookAtPosition[2]-=0.5f*direction[2];
}
if(g_PressedKeys[97]) //'a'
{
g_pOceanSurf->CameraPosition[0]+=0.5f*strafe[0];
g_pOceanSurf->CameraPosition[1]+=0.5f*strafe[1];
g_pOceanSurf->CameraPosition[2]+=0.5f*strafe[2];
g_pOceanSurf->LookAtPosition[0]+=0.5f*strafe[0];
g_pOceanSurf->LookAtPosition[1]+=0.5f*strafe[1];
g_pOceanSurf->LookAtPosition[2]+=0.5f*strafe[2];
}
if(g_PressedKeys[100]) //'d'
{
g_pOceanSurf->CameraPosition[0]-=0.5f*strafe[0];
g_pOceanSurf->CameraPosition[1]-=0.5f*strafe[1];
g_pOceanSurf->CameraPosition[2]-=0.5f*strafe[2];
g_pOceanSurf->LookAtPosition[0]-=0.5f*strafe[0];
g_pOceanSurf->LookAtPosition[1]-=0.5f*strafe[1];
g_pOceanSurf->LookAtPosition[2]-=0.5f*strafe[2];
}
if(g_PressedKeys[27]) // "esc"
{
throw "time to exit";
}
}
}
void RenderFrame(void)
{
// Fill the simulation pipeline - this loop should execute once in all cases except the first
// iteration, when the simulation pipeline is first 'primed'
do {
GFSDK_WaveWorks_Simulation_SetTime(g_hOceanSimulation, g_pOceanSurf->total_time);
GFSDK_WaveWorks_Simulation_KickGL2(g_hOceanSimulation,NULL);
} while(gfsdk_waveworks_result_NONE == GFSDK_WaveWorks_Simulation_GetStagingCursor(g_hOceanSimulation,NULL));
// getting simulation timings
GFSDK_WaveWorks_Simulation_GetStats(g_hOceanSimulation,g_ocean_stats_simulation);
g_pOceanSurf->Render(g_hOceanSimulation, g_ocean_simulation_settings);
glutSwapBuffers();
// timing
timeval time;
gettimeofday(&time,NULL);
g_Microseconds = time.tv_sec*1000000 + time.tv_usec;
g_pOceanSurf->delta_time = (float)(g_Microseconds - g_OldMicroseconds)/1000000.0f;
g_pOceanSurf->total_time += g_pOceanSurf->delta_time;
if(g_pOceanSurf->total_time>=36000.0f) g_pOceanSurf->total_time=0;
g_OldMicroseconds = g_Microseconds;
g_pOceanSurf->frame_number++;
ProcessKeys();
}
void MouseFunc(int Button, int State, int MouseX, int MouseY)
{
if((Button == GLUT_LEFT_BUTTON) && (State == GLUT_DOWN)) LButtonPressed = true;
if((Button == GLUT_LEFT_BUTTON) && (State == GLUT_UP)) LButtonPressed = false;
g_pOceanSurf->MouseX = MouseX;
g_pOceanSurf->MouseY = MouseY;
}
void MouseMotionFunc(int MouseX, int MouseY)
{
if(g_pOceanSurf)
{
float initial_direction[4]={1.0f,0.0f,0.0f,1.0f};
float direction[4];
float r1[4][4],r2[4][4],rotation[4][4];
if(LButtonPressed)
{
g_pOceanSurf->MouseDX = (float)MouseX - (float)g_pOceanSurf->MouseX;
g_pOceanSurf->MouseDY = (float)MouseY - (float)g_pOceanSurf->MouseY;
}
else
{
g_pOceanSurf->MouseDX = 0;
g_pOceanSurf->MouseDY = 0;
}
g_pOceanSurf->MouseX = MouseX;
g_pOceanSurf->MouseY = MouseY;
g_pOceanSurf->Alpha+=g_pOceanSurf->MouseDX*0.002f;
g_pOceanSurf->Beta+=g_pOceanSurf->MouseDY*0.002f;
if(g_pOceanSurf->Beta>PI*0.49f)g_pOceanSurf->Beta = PI*0.49f;
if(g_pOceanSurf->Beta<-PI*0.49f)g_pOceanSurf->Beta = -PI*0.49f;
mat4CreateRotation(r1,g_pOceanSurf->Alpha,'z');
mat4CreateRotation(r2,-g_pOceanSurf->Beta,'y');
mat4Mat4Mul(rotation,r1,r2);
vec4Mat4Mul(direction,initial_direction,rotation);
g_pOceanSurf->LookAtPosition[0]=g_pOceanSurf->CameraPosition[0]+direction[0];
g_pOceanSurf->LookAtPosition[1]=g_pOceanSurf->CameraPosition[1]+direction[1];
g_pOceanSurf->LookAtPosition[2]=g_pOceanSurf->CameraPosition[2]+direction[2];
}
}
void Reshape(int w, int h)
{
g_pOceanSurf->ScreenWidth = w;
g_pOceanSurf->ScreenHeight = h;
}
int main(int argc, char* argv[])
{
// changing the current directory to executable directory
char currentdir[65536];
char dir[65536];
char file[65536];
getcwd(currentdir,65536);
splitToDirAndFile(argv[0],dir,file);
chdir(dir);
gfsdk_waveworks_result res;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_3_2_CORE_PROFILE);
glutInitWindowSize((int) WindowWidth, (int) WindowHeight);
/* create the window and store the handle to it */
g_GLUTWindowHandle = glutCreateWindow("OpenGL Test Application");
std::string cmdline;
for(int i=0 ; i<argc ; i++)
{
cmdline += argv[i];
cmdline += " ";
}
PrintGLInfo();
g_ocean_simulation_settings.use_texture_arrays = true;
// Creating OceanSurface instance
g_pOceanSurf = new OceanSurface(g_ocean_simulation_settings.use_texture_arrays);
// Initializing GL functions to be passed to WaveWorks
g_GLFunctions.glGetError = glGetError;
g_GLFunctions.glGetIntegerv = glGetIntegerv;
g_GLFunctions.glTexParameterf = glTexParameterf;
g_GLFunctions.glTexParameteri = glTexParameteri;
g_GLFunctions.glTexImage2D = glTexImage2D;
g_GLFunctions.glTexSubImage2D = glTexSubImage2D;
g_GLFunctions.glClear = glClear;
g_GLFunctions.glClearColor = glClearColor;
g_GLFunctions.glColorMask = glColorMask;
g_GLFunctions.glDisable = glDisable;
g_GLFunctions.glViewport = glViewport;
g_GLFunctions.glBindTexture = glBindTexture;
g_GLFunctions.glDeleteTextures = glDeleteTextures;
g_GLFunctions.glGenTextures = glGenTextures;
g_GLFunctions.glDrawElements = glDrawElements;
g_GLFunctions.glActiveTexture = glActiveTexture;
g_GLFunctions.glBindBuffer = glBindBuffer;
g_GLFunctions.glDeleteBuffers = glDeleteBuffers;
g_GLFunctions.glGenBuffers = glGenBuffers;
g_GLFunctions.glBufferData = glBufferData;
g_GLFunctions.glMapBufferRange = glMapBufferRange;
g_GLFunctions.glUnmapBuffer = glUnmapBuffer;
g_GLFunctions.glAttachShader = glAttachShader;
g_GLFunctions.glCompileShader = glCompileShader;
g_GLFunctions.glCreateProgram = glCreateProgram;
g_GLFunctions.glCreateShader = glCreateShader;
g_GLFunctions.glDeleteProgram = glDeleteProgram;
g_GLFunctions.glDeleteShader = glDeleteShader;
g_GLFunctions.glDisableVertexAttribArray = glDisableVertexAttribArray;
g_GLFunctions.glEnableVertexAttribArray = glEnableVertexAttribArray;
g_GLFunctions.glGetAttribLocation = glGetAttribLocation;
g_GLFunctions.glGetProgramiv = glGetProgramiv;
g_GLFunctions.glGetProgramInfoLog = glGetProgramInfoLog;
g_GLFunctions.glGetShaderiv = glGetShaderiv;
g_GLFunctions.glGetShaderInfoLog = glGetShaderInfoLog;
g_GLFunctions.glGetUniformLocation = glGetUniformLocation;
g_GLFunctions.glLinkProgram = glLinkProgram;
g_GLFunctions.glShaderSource = glShaderSource;
g_GLFunctions.glUseProgram = glUseProgram;
g_GLFunctions.glUniform1f = glUniform1f;
g_GLFunctions.glUniform1i = glUniform1i;
g_GLFunctions.glUniform3fv = glUniform3fv;
g_GLFunctions.glUniform4fv = glUniform4fv;
g_GLFunctions.glVertexAttribPointer = glVertexAttribPointer;
g_GLFunctions.glUniformMatrix3x4fv = glUniformMatrix3x4fv;
g_GLFunctions.glBindFramebuffer = glBindFramebuffer;
g_GLFunctions.glDeleteFramebuffers = glDeleteFramebuffers;
g_GLFunctions.glGenFramebuffers = glGenFramebuffers;
g_GLFunctions.glCheckFramebufferStatus = glCheckFramebufferStatus;
g_GLFunctions.glGenerateMipmap = glGenerateMipmap;
g_GLFunctions.glFramebufferTexture2D = glFramebufferTexture2D;
g_GLFunctions.glPatchParameteri = glPatchParameteri;
g_GLFunctions.glGenQueries = glGenQueries;
g_GLFunctions.glDeleteQueries = glDeleteQueries;
g_GLFunctions.glQueryCounter = glQueryCounter;
g_GLFunctions.glGetQueryObjectui64v = glGetQueryObjectui64v;
g_GLFunctions.glGetActiveAttrib = glGetActiveAttrib;
g_GLFunctions.glFramebufferTextureLayer = glFramebufferTextureLayer;
g_GLFunctions.glBlitFramebuffer = glBlitFramebuffer;
g_GLFunctions.glTexImage3D = glTexImage3D;
g_GLFunctions.glReadBuffer = glReadBuffer;
g_GLFunctions.glDrawBuffers = glDrawBuffers;
// initializing WaveWorks
fprintf(stdout, "\nInitializing:\n");
res = GFSDK_WaveWorks_InitGL2(&g_GLFunctions, NULL, GFSDK_WAVEWORKS_API_GUID);
if(res == gfsdk_waveworks_result_OK)
{
fprintf(stdout, "GFSDK_WaveWorks_InitGL2: OK\n");
}
else
{
fprintf(stdout, "GFSDK_WaveWorks_InitGL2 ERROR: %i, exiting..\n", res);
return res;
}
// initializing QuadTree
g_ocean_param_quadtree.min_patch_length = 40.0f;
g_ocean_param_quadtree.upper_grid_coverage = 64.0f;
g_ocean_param_quadtree.mesh_dim = 128;
g_ocean_param_quadtree.sea_level = 0.f;
g_ocean_param_quadtree.auto_root_lod = 10;
g_ocean_param_quadtree.tessellation_lod = 100.0f;
g_ocean_param_quadtree.geomorphing_degree = 1.f;
g_ocean_param_quadtree.enable_CPU_timers = true;
res = g_pOceanSurf->InitQuadTree(g_ocean_param_quadtree);
if(res == gfsdk_waveworks_result_OK)
{
fprintf(stdout, "InitQuadTree: OK\n");
}
else
{
fprintf(stdout, "InitQuadTree ERROR: %i, exiting..\n", res);
return res;
}
// checking available detail level
int detail_level = 0;
for(; detail_level != Num_GFSDK_WaveWorks_Simulation_DetailLevels; ++detail_level) {
if(!GFSDK_WaveWorks_Simulation_DetailLevelIsSupported_GL2((GFSDK_WaveWorks_Simulation_DetailLevel)detail_level))
break;
}
if(0 == detail_level)
return false;
g_max_detail_level = (GFSDK_WaveWorks_Simulation_DetailLevel)(detail_level - 1);
// initializing simulation
g_ocean_simulation_param.time_scale = 0.5f;
g_ocean_simulation_param.wave_amplitude = 1.0f;
g_ocean_simulation_param.wind_dir.x = 0.8f;
g_ocean_simulation_param.wind_dir.y = 0.6f;
g_ocean_simulation_param.wind_speed = 9.0f;
g_ocean_simulation_param.wind_dependency = 0.98f;
g_ocean_simulation_param.choppy_scale = 1.f;
g_ocean_simulation_param.small_wave_fraction = 0.f;
g_ocean_simulation_param.foam_dissipation_speed = 0.6f;
g_ocean_simulation_param.foam_falloff_speed = 0.985f;
g_ocean_simulation_param.foam_generation_amount = 0.12f;
g_ocean_simulation_param.foam_generation_threshold = 0.37f;
g_ocean_simulation_settings.fft_period = 1000.0f;
g_ocean_simulation_settings.detail_level = GFSDK_WaveWorks_Simulation_DetailLevel_Normal;
g_ocean_simulation_settings.readback_displacements = false;
g_ocean_simulation_settings.aniso_level = 4;
g_ocean_simulation_settings.CPU_simulation_threading_model = GFSDK_WaveWorks_Simulation_CPU_Threading_Model_2;
g_ocean_simulation_settings.use_Beaufort_scale = true;
g_ocean_simulation_settings.num_GPUs = 1;
res = GFSDK_WaveWorks_Simulation_CreateGL2(g_ocean_simulation_settings, g_ocean_simulation_param, (void*) 1 /*g_hRC*/, &g_hOceanSimulation);
if(res == gfsdk_waveworks_result_OK)
{
fprintf(stdout, "GFSDK_WaveWorks_Simulation_CreateGL2: OK\n");
}
else
{
fprintf(stdout, "GFSDK_WaveWorks_Simulation_CreateGL2 ERROR: %i, exiting..\n", res);
return res;
}
GFSDK_WaveWorks_Simulation_UpdateProperties(g_hOceanSimulation, g_ocean_simulation_settings, g_ocean_simulation_param);
GFSDK_WaveWorks_Quadtree_SetFrustumCullMargin(g_pOceanSurf->m_hOceanQuadTree, GFSDK_WaveWorks_Simulation_GetConservativeMaxDisplacementEstimate(g_hOceanSimulation));
fprintf(stdout, "Entering main loop\n");
// entering main loop
glutIdleFunc(RenderFrame);
glutDisplayFunc(RenderFrame);
glutReshapeFunc(Reshape);
glutMouseFunc(MouseFunc);
glutMotionFunc(MouseMotionFunc);
glutKeyboardFunc(KeyboardDownFunc);
glutKeyboardUpFunc(KeyboardUpFunc);
try
{
glutMainLoop();
}
catch (const char* msg)
{
// do nothing, just exit GLUT main loop
}
// Cleanup WaveWorks
delete g_pOceanSurf;
GFSDK_WaveWorks_Simulation_Destroy(g_hOceanSimulation);
GFSDK_WaveWorks_ReleaseGL2();
}
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