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test_CLCFGO_OGL3.cpp
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378 lines (314 loc) · 11.7 KB
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#include <stdlib.h>
#include <stdio.h>
#include <GL/glew.h>
//#define GL3_PROTOTYPES 1
//#define GL_GLEXT_PROTOTYPES
//#include <GL/gl.h>
#include <SDL2/SDL.h>
#include "fastmath.h"
#include "Vec2.h"
#include "Vec3.h"
//#include "IO_utils.h"
#include "Shader.h"
#include "GLObject.h"
long timeStart;
Vec3d DEBUG_dQdp;
int DEBUG_iter = 0;
int DEBUG_log_iter = 0;
#include "Draw.h"
#include "Grid.h"
#include "GaussianBasis.h"
#include "CLCFGO.h"
#include "CLCFGO_tests.h"
#include "testUtils.h"
// ===== Globals
bool bRun = false;
double dt;
CLCFGO eff;
Shader * shWf, *shPot, *shClear;
GLObject * object1;
GLObject * object2;
const int WIDTH = 800;
const int HEIGHT = 800;
Vec2f resolution{WIDTH,HEIGHT};
Vec3f light_dir { 0.1, 0.2, -0.5 };
Vec3f lookAt { 0.0f, 0.f, 0.f};
Vec3f camPos { 0.0f, 0.f, -5.f};
float zoom = 5.0;
float isoWf = 0.1;
float isoV = 2.5;
Quat4f qCamera = Quat4fIdentity;
GLfloat vertexes[4][2] = {
{ -0.99f, -0.99f },
{ -0.99f, 0.99f },
{ 0.99f, -0.99f },
{ 0.99f, 0.99f } };
SDL_Window * window = NULL;
SDL_GLContext context = NULL;
GLuint vao; // vertex array object
const int natoms_max = 100;
int natoms = natoms_max;
GLfloat atoms[natoms_max*4];
GLfloat coefs[natoms_max*4];
bool redraw = true;
// ============= FUNCTIONS
int frameCount = 0;
bool STOP = false;
void quit();
void die ( char const *msg );
void inputHanding ();
void init();
void draw();
void loop( int niters );
void setup(){
// ==== Init eFF CLC-FGO
light_dir.normalize();
object1 = new GLObject( );
object1->draw_mode = GL_TRIANGLE_STRIP;
object1->nVert = 4;
object1->buffs[0].setup(0,2,GL_FALSE,&vertexes[0][0],'v'); // vertexes
object1->init();
//shClear=new Shader();
//shClear->init( "common_resources/shaders/plain_vert.glslv", "common_resources/shaders/clear.glslf" );
shWf=new Shader();
//shWf->init( "common_resources/shaders/plain_vert.glslv", "common_resources/shaders/CLCFGO.glslf" );
shWf->init( "common_resources/shaders/plain_vert.glslv", "common_resources/shaders/CLCFGO_dens.glslf" );
//shWf->init( "common_resources/shaders/plain_vert.glslv", "common_resources/shaders/rayMarchZero.glslf" );
shPot=new Shader();
shPot->init( "common_resources/shaders/plain_vert.glslv", "common_resources/shaders/CLCFGO_pot.glslf" );
// From test_Atoms.cpp
//char* str_glslv_Instance3D = filetobuf( "common_resources/shaders/Instance3D.glslv" );
//char* str_glslf_Sphere3D = filetobuf( "common_resources/shaders/Sphere3D.glslf" );
//char* str_glslf_Sphere3D_depth = replaceStr( str_glslf_Sphere3D, "#define CUSTOM_DEPTH_0", "#define CUSTOM_DEPTH_1");
//eff.loadFromFile( "data/H2.fgo", true);
//eff.loadFromFile( "inputs/H2.fgo", true);
eff.loadFromFile( "inputs/H2.fgo");
dt = 0.001;
//exit(0);
eff.turnAllSwitches(false);
eff.bNormalize = 1;
eff.bEvalAE = 1;
//eff.bEvalAECoulomb = 1;
//eff.bEvalCoulomb = 1;
eff.bEvalPauli = 1;
eff.bEvalKinetic = 1;
eff.bOptEPos = 1;
eff.bOptSize = 1;
eff.iPauliModel = 0;
/*
{
// MO 0
float sz=0.5;
float l = 0.25;
eff.ecoef[0]= 1.0; eff.epos[0].set(-l, 1.,0.); eff.esize[0] = sz;
eff.ecoef[1]= 1.0; eff.epos[1].set( l, 1.,0.); eff.esize[1] = sz;
// MO 1
eff.ecoef[2]= 1.0; eff.epos[2].set(-l,-1.,0.); eff.esize[2] = sz;
eff.ecoef[3]=-1.0; eff.epos[3].set( l,-1.,0.); eff.esize[3] = sz;
}
*/
eff.printAtoms();
eff.printElectrons();
//exit(0);
}
void draw(){
//glDisable( GL_DEPTH_TEST );
//glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
//glDepthMask (GL_TRUE);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
double E = eff.eval();
//float F2 = eff.moveGD(dt);
GLuint uloc;
bool bAlphaBlend = true;
//bool bAlphaBlend = false;
if(bAlphaBlend){
glDisable( GL_DEPTH_TEST );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}else{
//glDisable( GL_DEPTH_TEST );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LESS );
}
Mat3f mouseMat;
qCamera.toMatrix(mouseMat);
camPos = lookAt + mouseMat.c * -5.;
{
shPot->use();
uloc = glGetUniformLocation( shPot->shaderprogram, "iso" ); glUniform1fv(uloc, 1, &isoV );
uloc = glGetUniformLocation( shPot->shaderprogram, "zoom" ); glUniform1fv(uloc, 1, &zoom );
uloc = glGetUniformLocation( shPot->shaderprogram, "lookAt" ); glUniform3fv(uloc, 1, (float*)&lookAt );
uloc = glGetUniformLocation( shPot->shaderprogram, "camPos" ); glUniform3fv(uloc, 1, (float*)&camPos );
uloc = glGetUniformLocation( shPot->shaderprogram, "resolution" ); glUniform2fv(uloc, 1, (float*)&resolution );
uloc = glGetUniformLocation( shPot->shaderprogram, "light_dir" ); glUniform3fv(uloc, 1, (float*)&light_dir );
uloc = glGetUniformLocation( shPot->shaderprogram, "natoms" ); glUniform1iv(uloc, 1, &eff.natom );
GLuint uloc_atoms = glGetUniformLocation( shWf->shaderprogram, "atoms" );
GLuint uloc_coefs = glGetUniformLocation( shWf->shaderprogram, "coefs" );
GLuint uloc_color = glGetUniformLocation( shWf->shaderprogram, "color" );
Quat4f atoms[eff.natom];
Quat4f coefs[eff.natom];
Vec3f color={0.5,0.5,0.5}; //Draw::color_of_hash(i*4546+544+i,color);
glUniform3fv(uloc_color, 1, (float*)&color );
//printf( "natom %i \n", eff.natom );
for(int i=0; i<eff.natom; i++){
atoms[i].f = (Vec3f)eff.apos[i];
//atoms[i].e = eff.aQsize[i];
atoms[i].e = eff.aPars[i].y;
coefs[i].f = Vec3fZero; // ToDo : we can use this for Pauli-repulsion coeficients
//coefs[i].e = eff.aQs[i];
coefs[i].e = eff.aPars[i].x;
//atoms[j].set(j*0.25,0,0,0.1);
//coefs[j].set(0,0,0,1.0 - 2*(j%2) );
}
glUniform4fv(uloc_atoms, natoms, (float*)atoms );
glUniform4fv(uloc_coefs, natoms, (float*)coefs );
glEnableVertexAttribArray(0);
object1->draw();
}
//shClear->use();
//uloc = glGetUniformLocation( shWf->shaderprogram, "iso" ); glUniform1fv(uloc, 1, &iso );
//uloc = glGetUniformLocation( shWf->shaderprogram, "zoom" ); glUniform1fv(uloc, 1, &zoom );
//object1->draw();
// Wave-Functions
{
shWf->use();
uloc = glGetUniformLocation( shWf->shaderprogram, "iso" ); glUniform1fv(uloc, 1, &isoWf );
uloc = glGetUniformLocation( shWf->shaderprogram, "zoom" ); glUniform1fv(uloc, 1, &zoom );
uloc = glGetUniformLocation( shWf->shaderprogram, "lookAt" ); glUniform3fv(uloc, 1, (float*)&lookAt );
uloc = glGetUniformLocation( shWf->shaderprogram, "camPos" ); glUniform3fv(uloc, 1, (float*)&camPos );
uloc = glGetUniformLocation( shWf->shaderprogram, "resolution" ); glUniform2fv(uloc, 1, (float*)&resolution );
uloc = glGetUniformLocation( shWf->shaderprogram, "light_dir" ); glUniform3fv(uloc, 1, (float*)&light_dir );
uloc = glGetUniformLocation( shWf->shaderprogram, "natoms" ); glUniform1iv(uloc, 1, &eff.perOrb );
GLuint uloc_atoms = glGetUniformLocation( shWf->shaderprogram, "atoms" );
GLuint uloc_coefs = glGetUniformLocation( shWf->shaderprogram, "coefs" );
GLuint uloc_color = glGetUniformLocation( shWf->shaderprogram, "color" );
Quat4f atoms[eff.perOrb];
Quat4f coefs[eff.perOrb];
for(int i=0; i<eff.nOrb; i++){
//for(int i=0; i<1; i++){
Vec3f color; Draw::color_of_hash(i*4546+544+i,color);
glUniform3fv(uloc_color, 1, (float*)&color );
int io0 = eff.getOrbOffset(i);
//for(int j=0; j<eff.perOrb; j++){
for(int j=0; j<2; j++){
atoms[j].f = (Vec3f)eff.epos [io0+j];
atoms[j].e = eff.esize[io0+j];
coefs[j].f = Vec3fZero;
coefs[j].e = eff.ecoef[io0+j];
//atoms[j].set(j*0.25,0,0,0.1);
//coefs[j].set(0,0,0,1.0 - 2*(j%2) );
}
glUniform4fv(uloc_atoms, natoms, (float*)atoms );
glUniform4fv(uloc_coefs, natoms, (float*)coefs );
glEnableVertexAttribArray(0);
object1->draw();
}
}
SDL_GL_SwapWindow(window);
//redraw = false;
}
/*
// FUNCTION ====== inputHanding
void inputHanding(){
SDL_Event event;
while(SDL_PollEvent(&event)){
if( event.type == SDL_KEYDOWN ){
if(event.key.keysym.sym == SDLK_ESCAPE ) { quit(); }
if(event.key.keysym.sym == SDLK_SPACE ) { STOP=!STOP; }
redraw = true;
}
if( event.type == SDL_QUIT){ quit(); };
}
}
*/
// FUNCTION ====== inputHanding
void inputHanding(){
float posstep = 0.1;
SDL_Event event;
const Uint8 *keys = SDL_GetKeyboardState(NULL);
//Vec3d& v = lookAt;
Vec3f& v = camPos;
if( keys[ SDL_SCANCODE_W ] ){ v.y += posstep; }
if( keys[ SDL_SCANCODE_S ] ){ v.y -= posstep; }
if( keys[ SDL_SCANCODE_A ] ){ v.x -= posstep; }
if( keys[ SDL_SCANCODE_D ] ){ v.x += posstep; }
if( keys[ SDL_SCANCODE_Q ] ){ v.z += posstep; }
if( keys[ SDL_SCANCODE_E ] ){ v.z -= posstep; }
//if( keys[ SDL_SCANCODE_KP_PLUS ] ){ resolution.mul( 1.1); }
//if( keys[ SDL_SCANCODE_KP_MINUS ] ){ resolution.mul(1/1.1); }
if( keys[ SDL_SCANCODE_KP_PLUS ] ){ zoom /= 1.1; }
if( keys[ SDL_SCANCODE_KP_MINUS ] ){ zoom *= 1.1; }
while(SDL_PollEvent(&event)){
if( event.type == SDL_KEYDOWN ){
switch( event.key.keysym.sym ){
case SDLK_ESCAPE: quit(); break;
}
}
if( event.type == SDL_QUIT){ quit(); };
}
int mouseX,mouseY;
float mouseRotSpeed = 0.01;
int dmx,dmy;
SDL_GetMouseState( &mouseX, &mouseY );
Uint32 buttons = SDL_GetRelativeMouseState( &dmx, &dmy);
//printf( " %i %i \n", mx,my );
if ( buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) {
Quat4f q; q.fromTrackball( 0, 0, dmx*mouseRotSpeed, dmy*mouseRotSpeed );
//printf( " %i %i (%3.3f,%3.3f,%3.3f,%3.3f) \n", dmx,dmy, q.x,q.y,q.z,q.w );
//qCamera.qmul_T( q );
qCamera.qmul( q );
//qCamera.normalize();
}
//printf( "input handling camPos(%g,%g,%g) lookAt(%g,%g,%g) \n", camPos.x,camPos.y,camPos.z, lookAt.x,lookAt.y,lookAt.z );
}
void loop( int nframes ){
for ( int iframe=1; iframe<nframes; iframe++) {
if( !STOP ) draw();
inputHanding();
frameCount++;
//SDL_Delay(100);
SDL_Delay(20);
}
}
int main(int argc, char *argv[]){
init();
setup();
loop( 100000 );
quit();
return 0;
}
void init(){
if (SDL_Init(SDL_INIT_VIDEO) < 0) die( "Unable to initialize SDL" );
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); // Opengl 3.2
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); // Opengl 3.2
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
//SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0); // Helps with glClear()
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
window = SDL_CreateWindow("Tutorial2", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WIDTH, HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
if ( !window ) die("Unable to create window");
context = SDL_GL_CreateContext( window );
SDL_GL_SetSwapInterval(1);
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
quit();
//return -1;
}
// vertex array object
glGenVertexArrays(1, &vao); // Allocate and assign a Vertex Array Object to our handle
glBindVertexArray(vao); // Bind our Vertex Array Object as the current used object
}
void quit(){
glDeleteVertexArrays(1, &vao);
if( context != NULL ) SDL_GL_DeleteContext( context );
if( window != NULL ) SDL_DestroyWindow ( window );
SDL_Quit();
exit(0);
};
void die( char const *msg ){
printf("%s: %s\n", msg, SDL_GetError());
SDL_Quit();
exit(1);
}