Look at all the pretty colours!

We now have color values for the field elements, which are gradually added to the particles as they move.
This commit is contained in:
Yoz Grahame 2012-11-26 18:17:00 -08:00
parent 8d47a75758
commit 9fb480e46e
4 changed files with 37 additions and 17 deletions

View file

@ -21,14 +21,20 @@ Cloud::Cloud(int num,
particles = new Particle[count];
for (i = 0; i < count; i++) {
particles[i].position.x = randFloat()*box.x;
particles[i].position.y = randFloat()*box.y;
particles[i].position.z = randFloat()*box.z;
float x = randFloat()*box.x;
float y = randFloat()*box.y;
float z = randFloat()*box.z;
particles[i].position.x = x;
particles[i].position.y = y;
particles[i].position.z = z;
particles[i].velocity.x = 0; //randFloat() - 0.5;
particles[i].velocity.y = 0; //randFloat() - 0.5;
particles[i].velocity.z = 0; //randFloat() - 0.5;
particles[i].color = glm::vec3(x*0.8f/WORLD_SIZE + 0.2f,
y*0.8f/WORLD_SIZE + 0.2f,
z*0.8f/WORLD_SIZE + 0.2f);
}
}
@ -38,7 +44,7 @@ void Cloud::render() {
float particle_attenuation_quadratic[] = { 0.0f, 0.0f, 2.0f };
glEnable( GL_TEXTURE_2D );
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, particle_attenuation_quadratic );
float maxSize = 0.0f;
@ -52,6 +58,9 @@ void Cloud::render() {
glBegin( GL_POINTS );
for (int i = 0; i < count; i++)
{
glColor3f(particles[i].color.x,
particles[i].color.y,
particles[i].color.z);
glVertex3f(particles[i].position.x,
particles[i].position.y,
particles[i].position.z);
@ -75,7 +84,7 @@ void Cloud::simulate (float deltaTime) {
// Interact with Field
const float FIELD_COUPLE = 0.0000001;
field_interact(&particles[i].position, &particles[i].velocity, FIELD_COUPLE);
field_interact(&particles[i].position, &particles[i].velocity, &particles[i].color, FIELD_COUPLE);
// Bounce or Wrap
if (wrapBounds) {

View file

@ -22,7 +22,7 @@ public:
private:
struct Particle {
glm::vec3 position, velocity;
glm::vec3 position, velocity, color;
} *particles;
unsigned int count;
glm::vec3 bounds;

View file

@ -7,15 +7,11 @@
//
#include "field.h"
#include "glm/glm.hpp"
#define FIELD_SCALE 0.00050
// A vector-valued field over an array of elements arranged as a 3D lattice
struct {
glm::vec3 val;
} field[FIELD_ELEMENTS];
int field_value(float *value, float *pos)
// sets the vector value (3 floats) to field value at location pos in space.
// returns zero if the location is outside world bounds
@ -33,7 +29,6 @@ int field_value(float *value, float *pos)
else return 0;
}
void field_init()
// Initializes the field to some random values
{
@ -43,7 +38,11 @@ void field_init()
field[i].val.x = (randFloat() - 0.5)*FIELD_SCALE;
field[i].val.y = (randFloat() - 0.5)*FIELD_SCALE;
field[i].val.z = (randFloat() - 0.5)*FIELD_SCALE;
}
// and set up the RGB values for each field element.
fieldcolors[i].rgb = glm::vec3(((i%10)*0.08) + 0.2f,
((i%100)*0.008) + 0.2f,
(i*0.0008) + 0.2f);
}
}
void field_add(float* add, float *pos)
@ -60,7 +59,7 @@ void field_add(float* add, float *pos)
}
}
void field_interact(glm::vec3 * pos, glm::vec3 * vel, float coupling) {
void field_interact(glm::vec3 * pos, glm::vec3 * vel, glm::vec3 * color, float coupling) {
int index = (int)(pos->x/WORLD_SIZE*10.0) +
(int)(pos->y/WORLD_SIZE*10.0)*10 +
@ -72,6 +71,9 @@ void field_interact(glm::vec3 * pos, glm::vec3 * vel, float coupling) {
glm::vec3 temp = *vel;
temp *= coupling;
field[index].val += temp;
// add a fraction of the field color to the particle color
*color = (*color * 0.999f) + (fieldcolors[index].rgb * 0.001f);
}
}
@ -172,3 +174,4 @@ void field_render()
}

14
field.h
View file

@ -20,14 +20,22 @@
#include "glm/glm.hpp"
// Field is a lattice of vectors uniformly distributed FIELD_ELEMENTS^(1/3) on side
const int FIELD_ELEMENTS = 1000;
struct {
glm::vec3 val;
} field[FIELD_ELEMENTS];
// Pre-calculated RGB values for each field element
struct {
glm::vec3 rgb;
} fieldcolors[FIELD_ELEMENTS];
void field_init();
int field_value(float *ret, float *pos);
void field_render();
void field_add(float* add, float *loc);
void field_interact(glm::vec3 * pos, glm::vec3 * vel, float coupling);
void field_interact(glm::vec3 * pos, glm::vec3 * vel, glm::vec3 * color, float coupling);
void field_simulate(float dt);
glm::vec3 hsv2rgb(glm::vec3 in);
#endif