ref: 6af5bb94f6feedb6c929eb6cafc57da4a1be64bc
dir: /procgen.c/
/*
* Greek Sunset
*
* based on Morgan McGuire's work:
* - https://casual-effects.com/research/McGuire2019ProcGen/McGuire2019ProcGen.pdf
* - https://www.shadertoy.com/view/WsdXWr
*/
#include <u.h>
#include <libc.h>
#include <thread.h>
#include <draw.h>
#include <memdraw.h>
#include <mouse.h>
#include <keyboard.h>
#include <geometry.h>
#include "libgraphics/graphics.h"
#include "fns.h"
Renderer *rctl;
Camera *cam;
Scene *scn;
Entity *ent;
Model *mdl;
Primitive quad[2];
static int doprof;
static Color
getskycolor(double x, double y)
{
Color c;
double h;
h = max(0, 1.4 - y - pow(fabs(x - 0.5), 3));
c.r = pow(h, 3);
c.g = pow(h, 7);
c.b = 0.2 + pow(max(0, h - 0.1), 10);
c.a = 1;
return c;
}
static double
fract(double x)
{
double n;
return modf(x, &n);
}
static double
hash(double x)
{
return fract(sin(x) * 1e4);
}
static double
noise(double x)
{
double i, f, u;
i = floor(x);
f = fract(x);
u = f*f * (3 - 2*f);
return 2 * flerp(hash(i), hash(i + 1), u) - 1;
}
static double
terrain(double x)
{
double y, k;
int oct;
y = 0;
for(oct = 0; oct < 10; oct++){
k = 1<<oct;
y += noise(x*k)/k;
}
return y * 0.3 + 0.36;
}
static double
water(double x, double dt)
{
return (sin(71*x - 7*dt) * 0.5 + sin(200*x - 8*dt)) * 0.002 + 0.25;
}
static double
tree(double x, double h)
{
if(h < 0.5)
return 0;
else
return 0.2 * max(0, max(max(
fabs(sin(x * 109)),
fabs(sin(x * 150))),
fabs(sin(x * 117))) +
noise(37 * x) +
noise(64 * x + 100) - 1.6);
}
static Point3
vs(Shaderparams *sp)
{
return sp->v->p;
}
static Color
fs(Shaderparams *sp)
{
Vertexattr *va;
Point2 uv;
double dt, shift, h, time;
uv = Pt2(sp->p.x,sp->p.y,1);
uv.x /= Dx(sp->su->fb->r);
uv.y /= Dy(sp->su->fb->r);
uv.y = 1 - uv.y; /* make [0 0] the bottom-left corner */
va = sp->getuniform(sp, "time");
time = va == nil? 0: va->n;
dt = time/1e9;
shift = 0.09*dt + 0.2;
uv.x += shift;
h = max(water(uv.x, dt), terrain(uv.x));
h += tree(uv.x, h);
if(uv.y < h)
return Pt3(0,0,0,1);
return srgb2linear(getskycolor(uv.x, uv.y));
}
Shadertab shaders = {
.vs = vs,
.fs = fs
};
void
usage(void)
{
fprint(2, "usage: %s [-s frames] [dx [dy]]\n", argv0);
exits("usage");
}
void
threadmain(int argc, char *argv[])
{
Memimage *out;
Point dim;
int skip;
dim = Pt(800,400);
skip = 0;
ARGBEGIN{
case 's': skip = strtoul(EARGF(usage()), nil, 10); break;
case 'p': doprof++; break;
default: usage();
}ARGEND;
if(argc > 0)
switch(argc){
case 1: dim.x = dim.y = strtoul(argv[0], nil, 10); break;
case 2:
dim.x = strtoul(argv[0], nil, 10);
dim.y = strtoul(argv[1], nil, 10);
break;
default: usage();
}
if(memimageinit() != 0)
sysfatal("memimageinit: %r");
if((rctl = initgraphics()) == nil)
sysfatal("initgraphics: %r");
rctl->doprof = doprof;
scn = newscene(nil);
mdl = newmodel();
ent = newentity(nil, mdl);
out = eallocmemimage(Rect(0,0,dim.x,dim.y), XRGB32);
cam = Cam(out->r, rctl, ORTHOGRAPHIC, 40*DEG, 1, 10);
placecamera(cam, scn, Pt3(0,0,0,1), Vec3(0,0,-1), Vec3(0,1,0));
quad[0].type = quad[1].type = PTriangle;
quad[0].v[0].p = vcs2clip(cam, viewport2vcs(cam, Pt3(out->r.min.x, out->r.max.y, 1, 1)));
quad[0].v[1].p = vcs2clip(cam, viewport2vcs(cam, Pt3(out->r.max.x, out->r.min.y, 1, 1)));
quad[0].v[2].p = vcs2clip(cam, viewport2vcs(cam, Pt3(out->r.min.x, out->r.min.y, 1, 1)));
quad[1].v[0].p = quad[0].v[0].p;
quad[1].v[1].p = vcs2clip(cam, viewport2vcs(cam, Pt3(out->r.max.x, out->r.max.y, 1, 1)));
quad[1].v[2].p = quad[0].v[1].p;
mdl->addprim(mdl, quad[0]);
mdl->addprim(mdl, quad[1]);
scn->addent(scn, ent);
do shootcamera(cam, &shaders); while(skip--);
cam->view->memdraw(cam->view, out, nil);
writememimage(1, out);
threadexitsall(nil);
}