terrain

Real-time terrain generation using marching cubes
git clone git://git.christianermann.dev/terrain
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commit aaa37db9d511804e41d0957522557ec227363d0f
parent 981f0f9c0b582d41d40809e00d9a4e22322e4b1f
Author: Christian Ermann <christianermann@gmail.com>
Date:   Sun, 29 May 2022 16:27:50 -0700

Compute normals in vertex shader, added more shading options.

Diffstat:
Minclude/shader.h | 2++
Mshaders/basic.fs | 59+++++++++++++++++++++++++++++++++--------------------------
Mshaders/basic.vs | 155+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++--
Msrc/main.c | 25++++++++++++++++++++++++-
Msrc/marching_cubes.c | 6+++---
Msrc/shader.c | 15+++++++++++++--
6 files changed, 227 insertions(+), 35 deletions(-)

diff --git a/include/shader.h b/include/shader.h @@ -14,6 +14,8 @@ void Shader_use(Shader *shader); void Shader_reload(Shader *shader); +void Shader_setInt(const Shader *shader, const char *name, int i); +void Shader_setFloat(const Shader *shader, const char *name, float f); void Shader_setVec3(const Shader *shader, const char *name, Vec3 v); void Shader_setMat4(const Shader *shader, const char *name, Mat4 m); diff --git a/shaders/basic.fs b/shaders/basic.fs @@ -7,36 +7,43 @@ out vec4 frag_color; const vec3 light_color = vec3(1.0, 1.0, 1.0); +uniform int shade_normals; uniform vec3 view_pos; uniform vec3 pointlight_pos; void main() { - vec3 dx = dFdx(frag_pos); - vec3 dy = dFdy(frag_pos); - vec3 normal = normalize(cross(dy, dx)); - - float slope = (normal.y + 1.0) * 0.5; - - normal = mix(normal, -frag_norm, 1 - slope); - vec3 object_color = mix(vec3(0.6, 0.7, 0.5), vec3(0.5, 0.6, 0.7), slope); - - float d = length(pointlight_pos - frag_pos); - float attenuation = 1.0 / (1.0 + 0.022 * d + 0.0019 * d * d); - - vec3 light_dir = normalize(frag_pos - pointlight_pos); - vec3 view_dir = normalize(view_pos - frag_pos); - vec3 reflect_dir = reflect(-light_dir, normal); - - float ambient_strength = 0.1; - vec3 ambient = ambient_strength * light_color * attenuation; - - float diffuse_strength = max(dot(normal, light_dir), 0.0); - vec3 diffuse = diffuse_strength * light_color * attenuation; - - float specular_strength = 0.5; - float spec = pow(max(dot(view_dir, reflect_dir), 0.0), 32); - vec3 specular = specular_strength * spec * light_color * attenuation; + if (shade_normals == 1) + { + frag_color = vec4(0.5 * (frag_norm + 1.0), 1.0); + } + else + { + vec3 dx = dFdx(frag_pos); + vec3 dy = dFdy(frag_pos); + vec3 normal = normalize(cross(dy, dx)); + + float slope = (normal.y + 1.0) * 0.5; + normal = mix(normal, -frag_norm, 1 - slope); + vec3 object_color = mix(vec3(0.6, 0.7, 0.5), vec3(0.5, 0.6, 0.7), slope); + + float d = length(pointlight_pos - frag_pos); + float attenuation = 1.0 / (1.0 + 0.022 * d + 0.0019 * d * d); + + vec3 light_dir = normalize(frag_pos - pointlight_pos); + vec3 view_dir = normalize(view_pos - frag_pos); + vec3 reflect_dir = reflect(-light_dir, normal); + + float ambient_strength = 0.1; + vec3 ambient = ambient_strength * light_color * attenuation; + + float diffuse_strength = max(dot(normal, light_dir), 0.0); + vec3 diffuse = diffuse_strength * light_color * attenuation; + + float specular_strength = 0.5; + float spec = pow(max(dot(view_dir, reflect_dir), 0.0), 32); + vec3 specular = specular_strength * spec * light_color * attenuation; - frag_color = vec4((ambient + diffuse + specular) * object_color, 1.0); + frag_color = vec4((ambient + diffuse + specular) * object_color, 1.0); + } } diff --git a/shaders/basic.vs b/shaders/basic.vs @@ -1,16 +1,165 @@ #version 330 core layout(location = 0) in vec3 in_position; -layout(location = 1) in vec3 in_normal; out vec3 frag_pos; out vec3 frag_norm; uniform mat4 camera; +uniform int time; + +const int p[512] = int[512]( + 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, + 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, + 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, + 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, + 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, + 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, + 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, + 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, + 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, + 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, + 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, + 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, + 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, + 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, + 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, + 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, + 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, + 180, + 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, + 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, + 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, + 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, + 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, + 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, + 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, + 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, + 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, + 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, + 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, + 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, + 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, + 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, + 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, + 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, + 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, + 180 +); + +const vec3 g[16] = vec3[16]( + vec3( 1, 1, 0), + vec3(-1, 1, 0), + vec3( 1, -1, 0), + vec3(-1, -1, 0), + vec3( 1, 0, 1), + vec3(-1, 0, 1), + vec3( 1, 0, -1), + vec3(-1, 0, -1), + vec3( 0, 1, 1), + vec3( 0, -1, 1), + vec3( 0, 1, -1), + vec3( 0, -1, -1), + vec3( 1, 1, 0), + vec3( 0, -1, 1), + vec3(-1, 1, 0), + vec3( 0, -1, -1) +); + +float fade(float t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +float lerp(float t, float a, float b) +{ + return a + t * (b - a); +} + +float grad(int hash, float x, float y, float z) +{ + int h = hash & 15; + return g[h].x * x + g[h].y * y + g[h].z * z; +} + +float perlin(float x, float y, float z) +{ + int X = int(floor(x)) & 255; + int Y = int(floor(y)) & 255; + int Z = int(floor(z)) & 255; + + x -= floor(x); + y -= floor(y); + z -= floor(z); + + float u = fade(x); + float v = fade(y); + float w = fade(z); + + int a = p[p[p[X ] + Y ] + Z]; + int b = p[p[p[X + 1] + Y ] + Z]; + int c = p[p[p[X ] + Y + 1] + Z]; + int d = p[p[p[X + 1] + Y + 1] + Z]; + int e = p[p[p[X ] + Y ] + Z + 1]; + int f = p[p[p[X + 1] + Y ] + Z + 1]; + int g = p[p[p[X ] + Y + 1] + Z + 1]; + int h = p[p[p[X + 1] + Y + 1] + Z + 1]; + + return lerp(w, lerp(v, lerp(u, grad(a, x , y , z ), + grad(b, x - 1, y , z )), + lerp(u, grad(c, x , y - 1, z ), + grad(d, x - 1, y - 1, z ))), + lerp(v, lerp(u, grad(e, x , y , z - 1), + grad(f, x - 1, y , z - 1)), + lerp(u, grad(g, x , y - 1, z - 1), + grad(h, x - 1, y - 1, z - 1)))); +} + +float perlinSDF(vec3 p) +{ + float o1 = perlin(p[0] * 0.01, p[1] * 0.01, p[2] * 0.01); + float o2 = perlin(p[0] * 0.05, p[1] * 0.05, p[2] * 0.05) * 0.5; + float o3 = perlin(p[0] * 0.10, p[1] * 0.10, p[2] * 0.10) * 0.1; + return o1 + o2 + o3; +} + +float terrainSDF(const vec3 p) +{ + float o1 = perlin(p.x * 0.005, 0.0, p.z * 0.005) * 50.0; + float o2 = perlin(p.x * 0.050, 0.0, p.z * 0.050) * 2.0; + float o3 = perlin(p.x * 0.005, 0.0, p.z * 0.005) * 1.0; + + float surface = p[1] - o1 - o2 - o3; + float cave = perlinSDF(p); + + float k = 32.0; + float h = 0.5 - 0.5 * (cave - surface ) / k; + h = clamp(h, 0.0, 1.0); + + float a = cave * (1.0 - h) + surface * h; + float b = k * h * (1.0 - h); + + return a + b; +} + +vec3 normal(vec3 p) +{ + const float h = 0.01; + const vec2 k = vec2(1.0, -1.0); + return normalize( + k.xyy * terrainSDF(p + k.xyy * h) + + k.yyx * terrainSDF(p + k.yyx * h) + + k.yxy * terrainSDF(p + k.yxy * h) + + k.xxx * terrainSDF(p + k.xxx * h) + ); +} void main() { - frag_pos = in_position; - frag_norm = in_normal; + float displacement = 0.2 * cos(0.01 * time + in_position.x) + 0.2 * sin(0.01 * time + in_position.z); + vec3 norm = normal(in_position); + frag_pos = in_position + norm * displacement; + frag_norm = norm; gl_Position = camera * vec4(frag_pos, 1.0); } + diff --git a/src/main.c b/src/main.c @@ -86,6 +86,9 @@ int main(int argc, char** argv) Shader *shader = Shader_make("shaders/basic.vs", "shaders/basic.fs"); Shader_use(shader); + Shader_setInt(shader, "shade_normals", 0); + + int loop_count = 0; while (!glfwWindowShouldClose(app->window)) { @@ -101,7 +104,26 @@ int main(int argc, char** argv) { Shader_reload(shader); Shader_use(shader); - break; + } + if (glfwGetKey(app->window, GLFW_KEY_Z) == GLFW_PRESS) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } + if (glfwGetKey(app->window, GLFW_KEY_X) == GLFW_PRESS) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + if (glfwGetKey(app->window, GLFW_KEY_N) == GLFW_PRESS) + { + Shader_setInt(shader, "shade_normals", 1); + } + if (glfwGetKey(app->window, GLFW_KEY_M) == GLFW_PRESS) + { + Shader_setInt(shader, "shade_normals", 0); + } + if (glfwGetKey(app->window, GLFW_KEY_Q) == GLFW_PRESS) + { + glfwSetWindowShouldClose(app->window, GLFW_TRUE); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); @@ -109,6 +131,7 @@ int main(int argc, char** argv) UserInput_update(&input, app->window); Camera_move(camera, &input); + Shader_setInt(shader, "time", loop_count); Shader_setMat4(shader, "camera", camera->matrix); Shader_setVec3(shader, "view_pos", camera->position); Shader_setVec3(shader, "pointlight_pos", camera->position); diff --git a/src/marching_cubes.c b/src/marching_cubes.c @@ -371,7 +371,7 @@ int MC_vertices(const Vec3 corners[8], SDF f, float isolevel, int mc_index, isolevel, vertices[0].position ); - MC_normal(vertices[0].position, f, vertices[0].normal); + //MC_normal(vertices[0].position, f, vertices[0].normal); } if (EDGE_TABLE[mc_index] & 8) { @@ -382,7 +382,7 @@ int MC_vertices(const Vec3 corners[8], SDF f, float isolevel, int mc_index, isolevel, vertices[1].position ); - MC_normal(vertices[1].position, f, vertices[1].normal); + //MC_normal(vertices[1].position, f, vertices[1].normal); } if (EDGE_TABLE[mc_index] & 256) { @@ -393,7 +393,7 @@ int MC_vertices(const Vec3 corners[8], SDF f, float isolevel, int mc_index, isolevel, vertices[2].position ); - MC_normal(vertices[2].position, f, vertices[2].normal); + //MC_normal(vertices[2].position, f, vertices[2].normal); } return 3; } diff --git a/src/shader.c b/src/shader.c @@ -150,6 +150,18 @@ void Shader_reload(Shader* shader) } } +void Shader_setInt(const Shader *shader, const char *name, int i) +{ + GLint uniform_loc = glGetUniformLocation(shader->program, name); + glUniform1i(uniform_loc, i); +} + +void Shader_setFloat(const Shader *shader, const char *name, float f) +{ + GLint uniform_loc = glGetUniformLocation(shader->program, name); + glUniform1f(uniform_loc, f); +} + void Shader_setVec3(const Shader *shader, const char *name, Vec3 v) { GLint uniform_loc = glGetUniformLocation(shader->program, name); @@ -160,4 +172,4 @@ void Shader_setMat4(const Shader *shader, const char *name, Mat4 m) { GLint uniform_loc = glGetUniformLocation(shader->program, name); glUniformMatrix4fv(uniform_loc, 1, GL_FALSE, m[0]); -} -\ No newline at end of file +}