int main(int ac, char **av) { int fd; t_tetri list[NB_LIST_TETRI_MAX]; size_t nb_tetri; int ret; fd = 0; if (ac != 2) { usage(av[0]); return (1); } if ((fd = open(av[1], O_RDONLY)) == -1) { ft_putendl_fd("error", 2); return (1); } make_sizes(g_list_tetri); ret = read_tetris(fd, list, &nb_tetri); close(fd); if (ret == 0) algo_super(list, nb_tetri); else ft_putendl_fd("error", 2); return (ret == 0 ? 0 : 1); }
CloudExample(const ExampleParams& params) : sphere_instr(make_sphere.Instructions()) , sphere_indices(make_sphere.Indices()) , samples(25 + params.quality*params.quality*100) , positions(make_positions()) , sizes(make_sizes()) , cloud_tex(positions.size()) , light_path(make_light_path_cps()) { assert(positions.size() == sizes.size()); std::srand(123456); light_vs.Source( "#version 330\n" "in vec3 Position;" "uniform vec3 LightPos;" "uniform mat4 CameraMatrix, ProjectionMatrix;" "void main(void)" "{" " float s = 0.1;" " gl_Position = " " ProjectionMatrix*" " CameraMatrix*" " vec4(Position*s + LightPos, 1.0);" "}" ).Compile(); light_fs.Source( "#version 330\n" "out vec4 fragLight;" "void main(void)" "{" " fragLight = vec4(1.0, 1.0, 1.0, 1.0);" "}" ).Compile(); light_prog << light_vs << light_fs; light_prog.Link().Use(); light.Bind(); buffer.Bind(Buffer::Target::Array); { std::vector<GLfloat> data; GLuint n_per_vertex = make_sphere.Positions(data); Buffer::Data(Buffer::Target::Array, data); (light_prog|"Position").Setup(n_per_vertex, DataType::Float).Enable(); } cloud_vs.Source( "#version 330\n" "in vec4 Position;" "in float Size;" "uniform int SampleCount;" "uniform mat4 CameraMatrix;" "uniform vec4 ViewZ;" "out float vertZOffs;" "out float vertSize;" "void main(void)" "{" " float hp = (SampleCount-1) * 0.5;" " vertZOffs = (gl_InstanceID - hp)/hp;" " vertSize = Size;" " gl_Position = vec4(" " Position.xyz +" " ViewZ.xyz*vertZOffs*Size*0.5," " 1.0" " );" "}" ).Compile(); cloud_gs.Source( "#version 330\n" "layout(points) in;" "layout(triangle_strip, max_vertices = 4) out;" "in float vertZOffs[];" "in float vertSize[];" "uniform vec3 LightPos;" "uniform mat4 CameraMatrix, ProjectionMatrix;" "uniform vec4 ViewX, ViewY, ViewZ;" "out vec3 geomTexCoord;" "out vec3 geomLightDir;" "void main(void)" "{" " float zo = vertZOffs[0];" " float s = vertSize[0];" " float yo[2] = float[2](-1.0, 1.0);" " float xo[2] = float[2](-1.0, 1.0);" " for(int j=0;j!=2;++j)" " for(int i=0;i!=2;++i)" " {" " vec4 v = vec4(" " gl_in[0].gl_Position.xyz+" " ViewX.xyz * xo[i] * s * 0.5+" " ViewY.xyz * yo[j] * s * 0.5," " 1.0" " );" " gl_Position = ProjectionMatrix * CameraMatrix * v;" " geomLightDir = LightPos - v.xyz;" " geomTexCoord = " " vec3(0.5, 0.5, 0.5)+" " ViewX.xyz*(xo[i])*0.707+" " ViewY.xyz*(yo[j])*0.707+" " ViewZ.xyz*(zo )*0.707;" " EmitVertex();" " }" " EndPrimitive();" "}" ).Compile(); cloud_fs.Source( "#version 330\n" "uniform sampler3D CloudTex;" "in vec3 geomTexCoord;" "in vec3 geomLightDir;" "out vec4 fragColor;" "void main(void)" "{" " float d = texture(CloudTex, geomTexCoord).r;" " float o = 1.0;" " float s = 2.0/128.0;" " float r = s * 8.0;" " vec3 sampleOffs = normalize(geomLightDir) * s;" " vec3 samplePos = geomTexCoord;" " if(d > 0.01) while(o > 0.0)" " {" " if(samplePos.x<0.0 || samplePos.x>1.0)" " break;" " if(samplePos.y<0.0 || samplePos.y>1.0)" " break;" " if(samplePos.z<0.0 || samplePos.z>1.0)" " break;" " o -= texture(CloudTex, samplePos).r*r;" " samplePos += sampleOffs;" " }" " float a = 0.4 * d;" " float i = mix(0.2, 1.0, o);" " fragColor = vec4(i, i, i, a);" "}" ).Compile(); cloud_prog << cloud_vs << cloud_gs << cloud_fs; cloud_prog.Link().Use(); // bind the VAO for the clouds clouds.Bind(); // bind the VBO for the cloud positions pos_buffer.Bind(Buffer::Target::Array); { Buffer::Data(Buffer::Target::Array, positions); (cloud_prog|"Position").Setup(3, DataType::Float).Enable(); } // bind the VBO for the cloud sizes size_buffer.Bind(Buffer::Target::Array); { Buffer::Data(Buffer::Target::Array, sizes); (cloud_prog|"Size").Setup(1, DataType::Float).Enable(); } // set the number of samples cloud_prog/"SampleCount" = GLint(samples); Texture::Active(0); cloud_prog/"CloudTex" = 0; for(std::size_t i=0, n=positions.size(); i!=n; ++i) { auto bound_tex = Bind(cloud_tex[i], Texture::Target::_3D); bound_tex.Image3D( images::Cloud( 128, 128, 128, Vec3f(0.1f, -0.5f, 0.3f), 0.5f ) ); bound_tex.GenerateMipmap(); bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear); bound_tex.MagFilter(TextureMagFilter::Linear); bound_tex.BorderColor(Vec4f(0.0f, 0.0f, 0.0f, 0.0f)); bound_tex.WrapS(TextureWrap::ClampToBorder); bound_tex.WrapT(TextureWrap::ClampToBorder); bound_tex.WrapR(TextureWrap::ClampToBorder); } gl.ClearColor(0.0f, 0.1f, 0.2f, 0.0f); gl.ClearDepth(1.0f); gl.Disable(Capability::DepthTest); gl.Enable(Capability::Blend); gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::OneMinusSrcAlpha); }