Here you go! It needs a relatively powerful GPU for full frame rate (and runs extremely slowly on a Raspberry Pi). A complete code listing is below.
Code: Select all
REM 'Procedural Seascape' by Alexander Alekseev, tdmaav@gmail.com, 2014
REM BBCSDL version by Richard Russell, www.rtrussell.co.uk, 04-Jan-2019
REM Fix window size (if the version of SDL allows):
IF @platform% >= &2000500 THEN
SYS "SDL_SetWindowResizable", @hwnd%, 0, @memhdc%
ENDIF
REM Initialise window:
ScrW% = 640
ScrH% = 480
VDU 23,22,ScrW%;ScrH%;8,16,16,128
REM Install libraries:
INSTALL @lib$ + "ogllib"
REM Create arrays:
DIM Object%(0), nVert%(0), vFormat%(0), vSize%(0), Material%(0), Texture%(0)
DIM Pan(0), Tilt(0), Roll(0), Xpos(0), Ypos(0), Zpos(0), Camera(2), LookAt(2)
DIM Light%(0), Vertex$(10), Fragment$(1000)
REM Fill vertex and fragment shader arrays from DATA statements:
PROCreadshader(Vertex$())
PROCreadshader(Fragment$())
REM Create simple rectangular object:
F% = OPENOUT(@tmp$+"rectangle.fvf")
BPUT#F%,6 MOD 256 : BPUT#F%,6 DIV 256 : BPUT#F%,0 : BPUT#F%,0 : REM vertex count
BPUT#F%,2 : BPUT#F%,0 : BPUT#F%,12 : BPUT#F%,0 : REM vertex format and size
PROC4(F%,+ScrW%/ScrH%) : PROC4(F%,+1) : PROC4(F%,0)
PROC4(F%,-ScrW%/ScrH%) : PROC4(F%,+1) : PROC4(F%,0)
PROC4(F%,-ScrW%/ScrH%) : PROC4(F%,-1) : PROC4(F%,0)
PROC4(F%,-ScrW%/ScrH%) : PROC4(F%,-1) : PROC4(F%,0)
PROC4(F%,+ScrW%/ScrH%) : PROC4(F%,-1) : PROC4(F%,0)
PROC4(F%,+ScrW%/ScrH%) : PROC4(F%,+1) : PROC4(F%,0)
CLOSE #F%
REM Ensure cleanup on exit:
ON CLOSE PROCcleanup : QUIT
ON ERROR PROCcleanup : IF ERR=17 CHAIN @lib$+"../examples/tools/touchide" ELSE MODE 3 : PRINT REPORT$ : END
REM Initialise OpenGL:
pDevice% = FN_initgl(@hwnd%, 1, 0)
IF pDevice% = 0 ERROR 100, "Couldn't initialise OpenGL"
REM Get addresses of OpenGLfunctions:
`glCreateShader` = FNgpa("glCreateShader")
IF `glCreateShader` = 0 ERROR 100, "OpenGL shaders are not available on this platform"
`glAttachShader` = FNgpa("glAttachShader")
`glDeleteShader` = FNgpa("glDeleteShader")
`glShaderSource` = FNgpa("glShaderSource")
`glCompileShader` = FNgpa("glCompileShader")
`glGetShaderiv` = FNgpa("glGetShaderiv")
`glCreateProgram` = FNgpa("glCreateProgram")
`glLinkProgram` = FNgpa("glLinkProgram")
`glGetProgramiv` = FNgpa("glGetProgramiv")
`glGetShaderInfoLog` = FNgpa("glGetShaderInfoLog")
`glGetProgramInfoLog` = FNgpa("glGetProgramInfoLog")
`glUseProgram` = FNgpa("glUseProgram")
`glGetUniformLocation`= FNgpa("glGetUniformLocation")
`glUniform1fv` = FNgpa("glUniform1fv")
`glUniform2i` = FNgpa("glUniform2i")
REM Set OpenGL constants:
GL_FRAGMENT_SHADER = &8B30
GL_VERTEX_SHADER = &8B31
GL_COMPILE_STATUS = &8B81
GL_LINK_STATUS = &8B82
GL_INFO_LOG_LENGTH = &8B84
REM Create shader objects:
SYS `glCreateShader`, GL_VERTEX_SHADER, @memhdc% TO oVertex%
SYS `glCreateShader`, GL_FRAGMENT_SHADER, @memhdc% TO oFragment%
REM Compile shaders:
PROCcompileshader(oVertex%, Vertex$())
PROCcompileshader(oFragment%, Fragment$())
REM Create program object and link:
SYS `glCreateProgram`, @memhdc% TO ProgramObject%
SYS `glAttachShader`, ProgramObject%, oVertex%, @memhdc%
SYS `glAttachShader`, ProgramObject%, oFragment%, @memhdc%
SYS `glLinkProgram`, ProgramObject%, @memhdc%
SYS `glGetProgramiv`, ProgramObject%, GL_LINK_STATUS, ^linked%, @memhdc%
IF linked% = 0 THEN
SYS `glGetProgramiv`, ProgramObject%, GL_INFO_LOG_LENGTH, ^blen%, @memhdc%
DIM plog%% blen%
SYS `glGetProgramInfoLog`, ProgramObject%, blen%, ^slen%, plog%%, @memhdc%
ERROR 100, "Program object failed to link:" + CHR$&D + CHR$&A + LEFT$($$plog%%,220)
ENDIF
REM Load dummy 3D object:
Object%(0) = FN_load3d(pDevice%, @tmp$+"rectangle.fvf", nVert%(0), vFormat%(0), vSize%(0))
IF Object%(0) = 0 ERROR 100, "Couldn't load rectangle.fvf"
REM Use shaders:
SYS `glUseProgram`, ProgramObject%, @memhdc%
SYS `glGetUniformLocation`, ProgramObject%, "iTime", @memhdc% TO pTime%
SYS `glGetUniformLocation`, ProgramObject%, "iMouse", @memhdc% TO pMouse%
SYS `glGetUniformLocation`, ProgramObject%, "iResolution", @memhdc% TO pResolution%
REM Render:
fov = 0.4
mindist = 0.1
maxdist = 10
camroll = 0
Camera() = 0, 0, -5.0
LookAt() = 0, 0, 0
aspect = ScrW% / ScrH%
REPEAT
MOUSE X%,Y%,B%
ftime% = FN_f4(TIME/100)
SYS `glUniform1fv`, pTime%, 1, ^ftime%, @memhdc%
SYS `glUniform2i`, pMouse%, X%, Y%, @memhdc%
SYS `glUniform2i`, pResolution%, ScrW%, INT(ScrH%*0.8), @memhdc%
PROC_render(pDevice%, &00385080, 0, Light%(), 1, Material%(), Texture%(), Object%(), \
\ nVert%(), vFormat%(), vSize%(), Pan(), Tilt(), Roll(), Xpos(), Ypos(), Zpos(), \
\ Camera(), LookAt(), fov, aspect, mindist, maxdist, camroll)
WAIT 2
UNTIL FALSE
END
DEF PROCcleanup
ON ERROR OFF
*REFRESH ON
IF !^Object%() : IF Object%(0) PROC_release(Object%(0))
oVertex% += 0 : IF oVertex% SYS `glDeleteShader`, oVertex%, @memhdc%
oFragment% += 0 : IF oFragment% SYS `glDeleteShader`, oFragment%, @memhdc%
pDevice% += 0 : IF pDevice% PROC_release(pDevice%)
ENDPROC
DEF PROCreadshader(shader$())
LOCAL I%, a$
REPEAT
READ a$
shader$(I%) = a$ + CHR$&A : REM LF-terminate
I% += 1
UNTIL a$ = ""
ENDPROC
DEF PROCcompileshader(object%, shader$())
LOCAL compiled%, blen%, slen%, code%%, plog%%, code$
code$ = SUM(shader$()) + CHR$0
code%% = PTR(code$)
SYS `glShaderSource`, object%, 1, ^code%%, FALSE, @memhdc%
SYS `glCompileShader`, object%, @memhdc%
SYS `glGetShaderiv`, object%, GL_COMPILE_STATUS, ^compiled%, @memhdc%
IF compiled% = 0 THEN
SYS `glGetShaderiv`, object%, GL_INFO_LOG_LENGTH, ^blen%, @memhdc%
DIM plog%% blen%
SYS `glGetShaderInfoLog`, object%, blen%, ^slen%, plog%%, @memhdc%
ERROR 100, "Shader failed to compile:" + CHR$&D + CHR$&A + LEFT$($$plog%%,220)
ENDIF
ENDPROC
DEF FNgpa(function$)
LOCAL function%%
SYS "SDL_GL_GetProcAddress", function$, @memhdc% TO function%%
IF @platform% AND &40 ELSE function%% = !^function%%
= function%%
DEF PROC4(F%,a) : LOCAL A% : A%=FN_f4(a)
BPUT #F%,A% : BPUT #F%,A%>>8 : BPUT#F%,A%>>16 : BPUT#F%,A%>>24
ENDPROC
REM Minimal 'default' vertex shader:
DATA "#version 120"
DATA "void main()"
DATA "{"
DATA "gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;"
DATA "}"
DATA ""
REM Fragment Shader code from https://www.shadertoy.com/view/Ms2SD1
DATA "#version 120"
DATA "uniform float iTime;"
DATA "uniform ivec2 iMouse;"
DATA "uniform ivec2 iResolution;"
DATA "/*"
DATA "* 'Seascape' by Alexander Alekseev aka TDM - 2014"
DATA "* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License."
DATA "* Contact: tdmaav@gmail.com"
DATA "*/"
DATA "const int NUM_STEPS = 8;"
DATA "const float PI = 3.141592;"
DATA "const float EPSILON= 1e-3;"
DATA "#define EPSILON_NRM (0.1 / iResolution.x)"
DATA "// sea"
DATA "const int ITER_GEOMETRY = 3;"
DATA "const int ITER_FRAGMENT = 5;"
DATA "const float SEA_HEIGHT = 0.6;"
DATA "const float SEA_CHOPPY = 4.0;"
DATA "const float SEA_SPEED = 0.8;"
DATA "const float SEA_FREQ = 0.16;"
DATA "const vec3 SEA_BASE = vec3(0.1,0.19,0.22);"
DATA "const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);"
DATA "#define SEA_TIME (1.0 + iTime * SEA_SPEED)"
DATA "const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);"
DATA "// math"
DATA "mat3 fromEuler(vec3 ang) {"
DATA "vec2 a1 = vec2(sin(ang.x),cos(ang.x));"
DATA "vec2 a2 = vec2(sin(ang.y),cos(ang.y));"
DATA "vec2 a3 = vec2(sin(ang.z),cos(ang.z));"
DATA "mat3 m;"
DATA "m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);"
DATA "m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);"
DATA "m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);"
DATA "return m;"
DATA "}"
DATA "float hash( vec2 p ) {"
DATA "float h = dot(p,vec2(127.1,311.7));"
DATA "return fract(sin(h)*43758.5453123);"
DATA "}"
DATA "float noise( in vec2 p ) {"
DATA "vec2 i = floor( p );"
DATA "vec2 f = fract( p );"
DATA "vec2 u = f*f*(3.0-2.0*f);"
DATA "return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),"
DATA "hash( i + vec2(1.0,0.0) ), u.x),"
DATA "mix( hash( i + vec2(0.0,1.0) ),"
DATA "hash( i + vec2(1.0,1.0) ), u.x), u.y);"
DATA "}"
DATA "// lighting"
DATA "float diffuse(vec3 n,vec3 l,float p) {"
DATA "return pow(dot(n,l) * 0.4 + 0.6,p);"
DATA "}"
DATA "float specular(vec3 n,vec3 l,vec3 e,float s) {"
DATA "float nrm = (s + 8.0) / (PI * 8.0);"
DATA "return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;"
DATA "}"
DATA "// sky"
DATA "vec3 getSkyColor(vec3 e) {"
DATA "e.y = max(e.y,0.0);"
DATA "return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4);"
DATA "}"
DATA "// sea"
DATA "float sea_octave(vec2 uv, float choppy) {"
DATA "uv += noise(uv);"
DATA "vec2 wv = 1.0-abs(sin(uv));"
DATA "vec2 swv = abs(cos(uv));"
DATA "wv = mix(wv,swv,wv);"
DATA "return pow(1.0-pow(wv.x * wv.y,0.65),choppy);"
DATA "}"
DATA "float map(vec3 p) {"
DATA "float freq = SEA_FREQ;"
DATA "float amp = SEA_HEIGHT;"
DATA "float choppy = SEA_CHOPPY;"
DATA "vec2 uv = p.xz; uv.x *= 0.75;"
DATA "float d, h = 0.0;"
DATA "for(int i = 0; i < ITER_GEOMETRY; i++) {"
DATA "d = sea_octave((uv+SEA_TIME)*freq,choppy);"
DATA "d += sea_octave((uv-SEA_TIME)*freq,choppy);"
DATA "h += d * amp;"
DATA "uv *= octave_m; freq *= 1.9; amp *= 0.22;"
DATA "choppy = mix(choppy,1.0,0.2);"
DATA "}"
DATA "return p.y - h;"
DATA "}"
DATA "float map_detailed(vec3 p) {"
DATA "float freq = SEA_FREQ;"
DATA "float amp = SEA_HEIGHT;"
DATA "float choppy = SEA_CHOPPY;"
DATA "vec2 uv = p.xz; uv.x *= 0.75;"
DATA "float d, h = 0.0;"
DATA "for(int i = 0; i < ITER_FRAGMENT; i++) {"
DATA "d = sea_octave((uv+SEA_TIME)*freq,choppy);"
DATA "d += sea_octave((uv-SEA_TIME)*freq,choppy);"
DATA "h += d * amp;"
DATA "uv *= octave_m; freq *= 1.9; amp *= 0.22;"
DATA "choppy = mix(choppy,1.0,0.2);"
DATA "}"
DATA "return p.y - h;"
DATA "}"
DATA "vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {"
DATA "float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);"
DATA "fresnel = pow(fresnel,3.0) * 0.65;"
DATA "vec3 reflected = getSkyColor(reflect(eye,n));"
DATA "vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;"
DATA "vec3 color = mix(refracted,reflected,fresnel);"
DATA "float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);"
DATA "color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;"
DATA "color += vec3(specular(n,l,eye,60.0));"
DATA "return color;"
DATA "}"
DATA "// tracing"
DATA "vec3 getNormal(vec3 p, float eps) {"
DATA "vec3 n;"
DATA "n.y = map_detailed(p);"
DATA "n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;"
DATA "n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;"
DATA "n.y = eps;"
DATA "return normalize(n);"
DATA "}"
DATA "float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {"
DATA "float tm = 0.0;"
DATA "float tx = 1000.0;"
DATA "float hx = map(ori + dir * tx);"
DATA "if(hx > 0.0) return tx;"
DATA "float hm = map(ori + dir * tm);"
DATA "float tmid = 0.0;"
DATA "for(int i = 0; i < NUM_STEPS; i++) {"
DATA "tmid = mix(tm,tx, hm/(hm-hx));"
DATA "p = ori + dir * tmid;"
DATA "float hmid = map(p);"
DATA "if(hmid < 0.0) {"
DATA "tx = tmid;"
DATA "hx = hmid;"
DATA "} else {"
DATA "tm = tmid;"
DATA "hm = hmid;"
DATA "}"
DATA "}"
DATA "return tmid;"
DATA "}"
DATA "// main"
DATA "void main() {"
DATA "vec2 uv = gl_FragCoord.xy / iResolution.xy;"
DATA "uv = uv * 2.0 - 1.0;"
DATA "uv.x *= iResolution.x / iResolution.y;"
DATA "float time = iTime * 0.3 + iMouse.x*0.01;"
DATA "// ray"
DATA "vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);"
DATA "vec3 ori = vec3(0.0,3.5,time*5.0);"
DATA "vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;"
DATA "dir = normalize(dir) * fromEuler(ang);"
DATA "// tracing"
DATA "vec3 p;"
DATA "heightMapTracing(ori,dir,p);"
DATA "vec3 dist = p - ori;"
DATA "vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);"
DATA "vec3 light = normalize(vec3(0.0,1.0,0.8));"
DATA "// color"
DATA "vec3 color = mix("
DATA "getSkyColor(dir),"
DATA "getSeaColor(p,n,light,dir,dist),"
DATA "pow(smoothstep(0.0,-0.05,dir.y),0.3));"
DATA "// post"
DATA "gl_FragColor = vec4(pow(color,vec3(0.75)), 1.0);"
DATA "}"
DATA ""