mandag den 18. oktober 2010

Frustum implementation

frustum.h

#ifndef FRUSTUM_H
#define FRUSTUM_H

#include "vector.h"

class Frustum {

public:

void initialize(float angle, float ratio, float nearDistance);
void destroy();

void update(VECTOR3D position);

VECTOR3D up;
VECTOR3D right;
VECTOR3D orientation;

VECTOR3D nearCenter;
VECTOR3D nearTopLeft;
VECTOR3D nearTopRight;
VECTOR3D nearBottomLeft;
VECTOR3D nearBottomRight;

float modelview[4*4];

float view[3];
float position[3];

float nearDistance;

float nearHeight;
float nearWidth;

private:

};

#endif


frustum.cpp

#include <gl.h>
#include <math.h>
#include "mymath.h"
#include "frustum.h"

void Frustum::initialize(float angle, float ratio, float nearDistance) {

// Register parameters
this->nearDistance = nearDistance;

// Compute the width and height of the near and far plane sections
float tang = (float) tan((PI / 180.0f) * angle);

nearHeight = nearDistance * tang;
nearWidth = nearHeight * ratio;
}

void Frustum::destroy() {
}

void Frustum::update(VECTOR3D position) {

// Calculate up- and right-vector
glGetFloatv(GL_MODELVIEW_MATRIX, modelview);

up.x = modelview[1];
up.y = modelview[5];
up.z = modelview[9];

right.x = modelview[0];
right.y = modelview[4];
right.z = modelview[8];

orientation.crossProduct(up,right);

// Normalize vectors
up.normalize();
right.normalize();
orientation.normalize();

// Calculate center of near frustum
nearCenter = (orientation * nearDistance * 1.2f);

// Calculate corners of near frustum
nearTopLeft = nearCenter + (up * (nearHeight / 2.0f)) - (right * (nearWidth / 2.0f));
nearTopRight = nearCenter + (up * (nearHeight / 2.0f)) + (right * (nearWidth / 2.0f));
nearBottomLeft = nearCenter - (up * (nearHeight / 2.0f)) - (right * (nearWidth / 2.0f));
nearBottomRight = nearCenter - (up * (nearHeight / 2.0f)) + (right * (nearWidth / 2.0f));

// Calculate view vector
view[0] = nearCenter.x;
view[1] = nearCenter.y;
view[2] = nearCenter.z;

// Calculate position vector
Frustum::position[0] = position.x;
Frustum::position[1] = position.y;
Frustum::position[2] = position.z;
}

Implementation of Real-Time Fog using Post-processing in OpenGL



Based on the paper "Real-Time Fog using Post-processing in OpenGL" (which can be found at http://cs.gmu.edu/~jchen/cs662/fog.pdf) I made a simple implementation of real-time fog in OpenGL/GLSL.

The basic idea is to render the scene, grab the depth buffer and then draw the fog onto a fullscreen, alpha-enabled quad textured with the overlaying fog using the information from the depth buffer. That is, for each fragment we reconstruct the coordinate in world coordinates. Then we integrate along the line of sight, that is, from eye coordinate to fragment world coordinate, to get the fog density.

So what we need to do is this:

1) Enable framebuffer and render the scene to the color and depth textures.
2) Draw quad with color texture to screen.
3) Enable shader program and draw a textured quad (with depth texture as input) blending wih the fog alpha (and possible color) calculated by the shader.

Step 2 can obviously be done as part of step 3.

Initialization:

We initialize the framebuffer and attach to it a depth texture. Then we create the shader program and initialize the frustum (see Frustum Implementation for implementation of a frustum).

// Generate framebuffer
glGenFramebuffersEXT(1, &framebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);

// Create color buffer
glGenTextures(1, &colorBufferTextureIndex);
glBindTexture(GL_TEXTURE_2D, colorBufferTextureIndex);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, VIDEO_TEXTURE_WIDTH, VIDEO_TEXTURE_WIDTH, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);

// Create depth buffer
glGenTextures(1, &depthBufferTextureIndex);
glBindTexture(GL_TEXTURE_2D, depthBufferTextureIndex);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);

glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, VIDEO_TEXTURE_WIDTH, VIDEO_TEXTURE_WIDTH, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL);

// Create vertex shader from "const char *vertexFogShaderCode[]"
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, vertexFogShaderCodeLines, vertexFogShaderCode, NULL);
glCompileShader(vertexShader);

// Create fragment shader from "const char *fragmentFogShaderCode[]"
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, fragmentFogShaderCodeLines, fragmentFogShaderCode, NULL);
glCompileShader(fragmentShader);

// Create program, attach shaders and then link it
program = glCreateProgram();

glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);

glLinkProgram(program);

// Create frustum
frustum = new Frustum;
frustum->initialize(45.0f, (float) VIDEO_SCREEN_WIDTH / (float) VIDEO_SCREEN_HEIGHT, 5.0f * WORLD_SCALE);


Main loop:

In the main loop we first render the scene with framebuffer enabled and set to depth buffer.

First, we initialize the framebuffer and frustum and render the scene as normal.

// Enable framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);

// Attach depth and color texture to framebuffer
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthBufferTextureIndex, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorBufferTextureIndex, 0);

// Initialize view
...

// Update frustum
frustum->update(view);

// Render scene
...

// Disable framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);


Then we render the color buffer to the screen. You can avoid this step if you pass on the color texture directly to the shader program.

 // Specify orthogornal projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, VIDEO_SCREEN_WIDTH, 0, VIDEO_SCREEN_HEIGHT, -1.0f, 1.0f);

// Prepare render state
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glDisable(GL_DEPTH_TEST);

glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, colorBufferTextureIndex);

glColor3f(1.0f, 1.0f, 1.0f);

glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f ); glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(VIDEO_TEXTURE_RATIO_X, 0.0f ); glVertex3f(VIDEO_SCREEN_WIDTH, 0.0f, 0.0f);
glTexCoord2f(VIDEO_TEXTURE_RATIO_X, VIDEO_TEXTURE_RATIO_Y); glVertex3f(VIDEO_SCREEN_WIDTH, VIDEO_SCREEN_HEIGHT, 0.0f);
glTexCoord2f(0.0f, VIDEO_TEXTURE_RATIO_Y); glVertex3f(0.0f, VIDEO_SCREEN_HEIGHT, 0.0f);
glEnd();

// Reset state
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);


Finally, we render the fog using the shader program.

// Enable shader
glUseProgram(program);

// Pass view vector to shader
GLint viewLocation = glGetUniformLocation(program, "c_view");
glUniform3fv(viewLocation, 1, frustum->view);

// Pass position vector to shader
GLint positionLocation = glGetUniformLocation(program, "c_position");
glUniform3fv(positionLocation, 1, frustum->position);

// Prepare render state
glDisable(GL_DEPTH_TEST);

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, depthBufferTextureIndex);

// Draw texture with shader
glBegin(GL_QUADS);
glNormal3f(frustum->nearBottomLeft.x, frustum->nearBottomLeft.y, frustum->nearBottomLeft.z ); glTexCoord2f(0.0f, 0.0f ); glVertex3f(-1.0f, -1.0f, 1.0f);
glNormal3f(frustum->nearBottomRight.x, frustum->nearBottomRight.y, frustum->nearBottomRight.z ); glTexCoord2f(VIDEO_TEXTURE_RATIO_X, 0.0f ); glVertex3f( 1.0f, -1.0f, 1.0f);
glNormal3f(frustum->nearTopRight.x, frustum->nearTopRight.y, frustum->nearTopRight.z ); glTexCoord2f(VIDEO_TEXTURE_RATIO_X, VIDEO_TEXTURE_RATIO_Y); glVertex3f( 1.0f, 1.0f, 1.0f);
glNormal3f(frustum->nearTopLeft.x, frustum->nearTopLeft.y, frustum->nearTopLeft.z ); glTexCoord2f(0.0f, VIDEO_TEXTURE_RATIO_Y); glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();

// Reset state
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);

// Disable shader
glUseProgram(NULL);


Vertex shader:

The vertex shader is very simple. It just passes on the vectors to the fragment shader, in interpolated form.

varying vec3 fragmentvec;
varying vec3 positionvec;
varying vec3 viewvec;
uniform vec3 c_view;
uniform vec3 c_position;

void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;

gl_FrontColor = gl_Color;
gl_BackColor = gl_Color;

gl_Position = gl_Vertex;

positionvec = c_position * -2.0;
fragmentvec = gl_Normal;
viewvec = c_view;
}


Fragment shader:

The fragment shader is a bit more complicated. This is where the fragment position is reconstructed to world coordinates and the integral calculated. Have a look at the paper for detailed explanations of how the calculations works.

The integral function should be replaced to fit your needs. You might want to let it depend on time - which lets you have dynamic fog!

uniform sampler2D tex;
varying vec3 fragmentvec;
varying vec3 viewvec;
varying vec3 positionvec;

void main()
{
vec4 zbuffer = texture2D(tex, gl_TexCoord[0].st);

vec3 fragmentunitvec = normalize(fragmentvec);
vec3 viewunitvec = normalize(viewvec);

float z = -50.0625 / (zbuffer.z - 1.0025); // z = -p34 / (z' + p33) = -((-2f*n)/(f-n)) / (z' + (f+n)/(n-f))
float u = z / dot(fragmentunitvec, viewunitvec);
vec3 worldfragment = positionvec + (u * fragmentunitvec);

vec4 fragmentcolor = vec4(1.0,1.0,1.0,0.0);

float integral = 0.02 * -(exp(-positionvec.y*0.01)-exp(-worldfragment.y*0.01)); // integral(e^(worldfragment.y))
float F = u * integral / (positionvec.y - worldfragment.y);

fragmentcolor.a = 1.0 - exp(-F);
gl_FragColor = fragmentcolor;
}


That's it!

I hope it was useful!