一、前言
文章不赘述OpenGL的使用入门,使用入门请参考LearnOpenGL CN(https://learnopengl-cn.github.io/)。
文章主要参考:
【1】【学习笔记】Unity 基于GPU FFT海洋的实现-理论篇(https://zhuanlan.zhihu.com/p/95482541)
【2】【学习笔记】Unity 基于GPU FFT海洋的实现-实践篇(https://zhuanlan.zhihu.com/p/96811613)
【3】fft海面模拟(二)(https://zhuanlan.zhihu.com/p/64726720)
【4】海面模拟以及渲染(计算着色器、FFT、Reflection Matrix)(https://blog.csdn.net/xiewenzhao123/article/details/79111004)
【5】一小时学会快速傅里叶变换(Fast Fourier Transform)(https://zhuanlan.zhihu.com/p/31584464)
【6】真实感水体渲染技术总结(https://zhuanlan.zhihu.com/p/95917609?utm_source=qq)
二、FFT海洋
基于快速傅立叶变换(Fast Fourier Transform,FFT)的水体渲染方法是目前广泛使用的一种海洋表面渲染方案。
三、代码
const int N = 512;
const int L = 512;
const float spacing = 10.0;
const int BUTTERFLY_STEPS = std::log2(N);
const int LOCAL_WORK_GROUP_SIZE = 32;
const int GLOBAL_WORK_GROUP_SIZE = N / LOCAL_WORK_GROUP_SIZE;
const float G = 9.81;
const float A = 0.001;//phillips谱参数,影响波浪高度
const float PI = 3.141592653589;
const glm::vec2 WindDir = glm::vec2(1.0, 2.0);//风向
int drawTest();
float GeneratePhillipsSpectrum(glm::vec2 k);
float dispersion(glm::vec2 k);
glm::vec2 ComputeGaussianRandom(int x, int y);
glm::vec2 gaussian(int x, int y);
unsigned int wangHash(unsigned int seed);
float rand(unsigned int& rngState);
float DonelanBannerDirectionalSpreading(glm::vec2 k);
int drawTest()
{
auto window = initWindow();
Ogle::Shader* heightShader = new Ogle::Shader("./0_1_GenerateHeightSpectrum.comp");
Ogle::Shader* displacementShader = new Ogle::Shader("./0_2_GenerateXZDisplacement.comp");
Ogle::Shader* normalShader = new Ogle::Shader("./0_3_GenerationNormalBubbles.comp");
Ogle::Shader* fftHorShader = new Ogle::Shader("./0_4_FFTHorizontal.comp");
Ogle::Shader* fftVerShader = new Ogle::Shader("./0_5_FFTVertical.comp");
Ogle::Shader* drawShader = new Ogle::Shader("./0_DrawTest.vert", "./0_DrawTest.frag");
float* vertices = new float[N * N * 5];
float sX = -(N - 1) * spacing / 2.0;
float sZ = (N - 1) * spacing / 2.0;
float vX = 0.0;
float vY = 0.0;
for (int i = 0; i < N; i++)
{
for (int j = 0; j < N; j++)
{
vertices[i * N * 5 + j * 5] = sX;
vertices[i * N * 5 + j * 5 + 1] = 0.0;
vertices[i * N * 5 + j * 5 + 2] = sZ;
vertices[i * N * 5 + j * 5 + 3] = vX;
vertices[i * N * 5 + j * 5 + 4] = vY;
sX += spacing;
vX += 1.0 / (N - 1);
}
sX = -(N - 1) * spacing / 2.0;
sZ -= spacing;
vX = 0.0;
vY += 1.0 / (N - 1);
}
unsigned int* indices = new unsigned int[(N - 1) * (N - 1) * 6];
for (int i = 0; i < N - 1; i++)
{
for (int j = 0; j < N - 1; j++)
{
indices[i * (N - 1) * 6 + j * 6] = i * N + j;
indices[i * (N - 1) * 6 + j * 6 + 1] = i * N + j + 1;
indices[i * (N - 1) * 6 + j * 6 + 2] = (i + 1) * N + j;
indices[i * (N - 1) * 6 + j * 6 + 3] = i * N + j + 1;
indices[i * (N - 1) * 6 + j * 6 + 4] = (i + 1) * N + j;
indices[i * (N - 1) * 6 + j * 6 + 5] = (i + 1) * N + j + 1;
}
}
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, N * N * 5 * 4, vertices, GL_STATIC_DRAW);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (N - 1) * (N - 1) * 6 * 4, indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
///
float *h0Data = new float[N * N * 2];
float *h0ConjData = new float[N * N * 2];
for (int i = 0; i < N; i++)
{
for (int j = 0; j < N; j++)
{
//glm::vec2 k(2.0f * PI * (i - N / 2) / L, 2.0f * PI * (j - N / 2) / L);
glm::vec2 k(2.0f * PI * i / N - PI, 2.0f * PI * j / N - PI);
glm::vec2 gaussian = ComputeGaussianRandom(i, j);
glm::vec2 hTilde0 = gaussian * std::sqrt(std::abs(GeneratePhillipsSpectrum(k) * DonelanBannerDirectionalSpreading(k)) / 2.0f);
//gaussian = GenerateGaussianRandom();//有可能需要不同的随机数
glm::vec2 hTilde0Conj = gaussian * std::sqrt(std::abs(GeneratePhillipsSpectrum(-k) * DonelanBannerDirectionalSpreading(-k)) / 2.0f);
hTilde0Conj.y *= -1.0f;//共轭所以y为负
h0Data[i * 2 * N + j * 2] = hTilde0.x;
h0Data[i * 2 * N + j * 2 + 1] = hTilde0.y;
h0ConjData[i * 2 * N + j * 2] = hTilde0Conj.x;
h0ConjData[i * 2 * N + j * 2 + 1] = hTilde0Conj.y;
}
}
//存储H0
unsigned int g_textureH0;
glGenTextures(1, &g_textureH0);
//glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_textureH0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, N, N, 0, GL_RG, GL_FLOAT, h0Data);
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_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//存储H0Conj
unsigned int g_textureH0Conj;
glGenTextures(1, &g_textureH0Conj);
glBindTexture(GL_TEXTURE_2D, g_textureH0Conj);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, N, N, 0, GL_RG, GL_FLOAT, h0ConjData);
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_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//存储Ht
unsigned int g_textureHt;
glGenTextures(1, &g_textureHt);
glBindTexture(GL_TEXTURE_2D, g_textureHt);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, N, N, 0, GL_RG, GL_FLOAT, 0);
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_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//存储xz便宜图谱
unsigned int g_textureDisplacement[2];
glGenTextures(1, &g_textureDisplacement[0]);//x
glBindTexture(GL_TEXTURE_2D, g_textureDisplacement[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, N, N, 0, GL_RG, GL_FLOAT, 0);
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_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &g_textureDisplacement[1]);//z
glBindTexture(GL_TEXTURE_2D, g_textureDisplacement[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, N, N, 0, GL_RG, GL_FLOAT, 0);
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_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//存储IFFT后的xyz偏移结果
unsigned int g_textureResult[3];
glGenTextures(1, &g_textureResult[0]);//x
glBindTexture(GL_TEXTURE_2D, g_textureResult[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, N, N, 0, GL_RG, GL_FLOAT, 0);
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);
glGenTextures(1, &g_textureResult[1]);//y
glBindTexture(GL_TEXTURE_2D, g_textureResult[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, N, N, 0, GL_RG, GL_FLOAT, 0);
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);
glGenTextures(1, &g_textureResult[2]);//z
glBindTexture(GL_TEXTURE_2D, g_textureResult[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, N, N, 0, GL_RG, GL_FLOAT, 0);
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);
//临时存储
unsigned int g_textureTemp;
glGenTextures(1, &g_textureTemp);
glBindTexture(GL_TEXTURE_2D, g_textureTemp);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, N, N, 0, GL_RG, GL_FLOAT, 0);
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_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//存储法线向量值
unsigned int g_textureNormal;
glGenTextures(1, &g_textureNormal);
glBindTexture(GL_TEXTURE_2D, g_textureNormal);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, N, N, 0, GL_RGBA, GL_FLOAT, 0);
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);
//使用GPU计算FFT需要先把第一次迭代的索引计算好例:N=8时 索引为(0,4) (2,6) (1,5) (3,7)
float *butterflyIndices = new float[N];
for (int i = 0; i < N / 4; i++)
{
butterflyIndices[i * 2] = i * 2;
butterflyIndices[i * 2 + 1] = i * 2 + N / 2;
butterflyIndices[i * 2 + N / 2] = i * 2 + 1;
butterflyIndices[i * 2 + N / 2 + 1] = i * 2 + N / 2 + 1;
}
//将计算好的索引值存储到贴图当中
unsigned int g_textureIndices;
glGenTextures(1, &g_textureIndices);
glBindTexture(GL_TEXTURE_1D, g_textureIndices);
glTexImage1D(GL_TEXTURE_1D, 0, GL_R32F, N, 0, GL_RED, GL_FLOAT, butterflyIndices);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
///
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window))
{
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
float timeValue = glfwGetTime();
processInput(window);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//同时清除深度缓冲区
/
//使用HeightSpectrum计算着色器计算高度
glUseProgram(heightShader->id);
glBindImageTexture(0, g_textureH0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(1, g_textureH0Conj, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(2, g_textureHt, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RG32F);
//传递运行时间
glUniform1f(glGetUniformLocation(heightShader->id, "time"), timeValue);
//创建一个N*N大小的工作组,即同时计算所有的顶点高度值
glDispatchCompute(GLOBAL_WORK_GROUP_SIZE, GLOBAL_WORK_GROUP_SIZE, 1);
//确保所有的数据都写入到贴图里了
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
//使用XZDisplacement计算着色器计算xz方向偏移
glUseProgram(displacementShader->id);
glBindImageTexture(0, g_textureHt, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(1, g_textureDisplacement[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RG32F);
glBindImageTexture(2, g_textureDisplacement[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RG32F);
//创建一个N*N大小的工作组,即同时计算所有的顶点高度值
glDispatchCompute(GLOBAL_WORK_GROUP_SIZE, GLOBAL_WORK_GROUP_SIZE, 1);
//确保所有的数据都写入到贴图里了
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
//使用FFT计算着色器对结果进行逆变换
//y
//Horizontal
glUseProgram(fftHorShader->id);
glUniform1i(glGetUniformLocation(fftHorShader->id, "u_steps"), BUTTERFLY_STEPS);
//绑定索引贴图、上个计算着色器所得结果的波浪函数贴图、将要存储偏移值的贴图
glBindImageTexture(0, g_textureHt, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(1, g_textureTemp, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RG32F);
glBindImageTexture(2, g_textureIndices, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32F);
// 先对每一行进行逆变换
glDispatchCompute(1, N, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
//Vertical
glUseProgram(fftVerShader->id);
glUniform1i(glGetUniformLocation(fftVerShader->id, "u_steps"), BUTTERFLY_STEPS);
//绑定索引贴图、上个计算着色器所得结果的波浪函数贴图、将要存储偏移值的贴图
glBindImageTexture(0, g_textureTemp, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(1, g_textureResult[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RG32F);
glBindImageTexture(2, g_textureIndices, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32F);
// 再对每一列进行逆变换
glDispatchCompute(N, 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
//使用FFT计算着色器对结果进行逆变换
//x
//Horizontal
glUseProgram(fftHorShader->id);
glUniform1i(glGetUniformLocation(fftHorShader->id, "u_steps"), BUTTERFLY_STEPS);
//绑定索引贴图、上个计算着色器所得结果的波浪函数贴图、将要存储偏移值的贴图
glBindImageTexture(0, g_textureDisplacement[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(1, g_textureTemp, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RG32F);
glBindImageTexture(2, g_textureIndices, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32F);
// 先对每一行进行逆变换
glDispatchCompute(1, N, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
//Vertical
glUseProgram(fftVerShader->id);
glUniform1i(glGetUniformLocation(fftVerShader->id, "u_steps"), BUTTERFLY_STEPS);
//绑定索引贴图、上个计算着色器所得结果的波浪函数贴图、将要存储偏移值的贴图
glBindImageTexture(0, g_textureTemp, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(1, g_textureResult[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RG32F);
glBindImageTexture(2, g_textureIndices, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32F);
// 再对每一列进行逆变换
glDispatchCompute(N, 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
//使用FFT计算着色器对结果进行逆变换
//z
//Horizontal
glUseProgram(fftHorShader->id);
glUniform1i(glGetUniformLocation(fftHorShader->id, "u_steps"), BUTTERFLY_STEPS);
//绑定索引贴图、上个计算着色器所得结果的波浪函数贴图、将要存储偏移值的贴图
glBindImageTexture(0, g_textureDisplacement[1], 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(1, g_textureTemp, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RG32F);
glBindImageTexture(2, g_textureIndices, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32F);
// 先对每一行进行逆变换
glDispatchCompute(1, N, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
//Vertical
glUseProgram(fftVerShader->id);
glUniform1i(glGetUniformLocation(fftVerShader->id, "u_steps"), BUTTERFLY_STEPS);
//绑定索引贴图、上个计算着色器所得结果的波浪函数贴图、将要存储偏移值的贴图
glBindImageTexture(0, g_textureTemp, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(1, g_textureResult[2], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RG32F);
glBindImageTexture(2, g_textureIndices, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32F);
// 再对每一列进行逆变换
glDispatchCompute(N, 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
//更新法线向量
glUseProgram(normalShader->id);
glBindImageTexture(0, g_textureResult[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(1, g_textureResult[1], 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(2, g_textureResult[2], 0, GL_FALSE, 0, GL_READ_ONLY, GL_RG32F);
glBindImageTexture(3, g_textureNormal, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
glDispatchCompute(GLOBAL_WORK_GROUP_SIZE, GLOBAL_WORK_GROUP_SIZE, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
/
glUseProgram(drawShader->id);
glUniform3f(glGetUniformLocation(drawShader->id, "lightColor"), 1.0, 1.0, 1.0);
glUniform3f(glGetUniformLocation(drawShader->id, "lightPos"), 100.0, 300.0, 100.0);
glUniform3f(glGetUniformLocation(drawShader->id, "viewPos"), camera.Position.x, camera.Position.y, camera.Position.z);
glm::mat4 model = glm::mat4(1.0);
glm::mat4 view = glm::mat4(1.0);
glm::mat4 projection = glm::mat4(1.0);
view = camera.GetViewMatrix();
projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 10000.0f);
glUniformMatrix4fv(glGetUniformLocation(drawShader->id, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(drawShader->id, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(drawShader->id, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
/
//将波浪高度贴图绑定在GL_TEXTURE0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_textureResult[0]);//x
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, g_textureResult[1]);//y
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, g_textureResult[2]);//z
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, g_textureNormal);
/
glBindVertexArray(VAO);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawElements(GL_TRIANGLES, (N - 1) * (N - 1) * 6, GL_UNSIGNED_INT, (void*)0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(drawShader->id);
glfwTerminate();
return 0;
}
float GeneratePhillipsSpectrum(glm::vec2 k)
{
float kLength = glm::length(k);
kLength = std::max(0.001f, kLength);
//kLength = 1;
float kLength2 = kLength * kLength;
float kLength4 = kLength2 * kLength2;
//
float k_dot_w = glm::dot(glm::normalize(k), glm::normalize(WindDir));
float k_dot_w2 = k_dot_w * k_dot_w;
//
float windLength = glm::length(WindDir);
float l = windLength * windLength / G;
float l2 = l * l;
//修正因子(Phillips在|k|较大时收敛性较差,使用最后的exp修正参数来抑制较小波浪)
float damping = 0.001;
float L2 = l2 * damping * damping;
//Phillips谱
return A * exp(-1.0f / (kLength2 * l2)) / kLength4 /** k_dot_w2*/ * exp(-kLength2 * L2);
//*k_dot_w2为方向拓展,可以替换为Donelan-Banner定向传播*
}
float dispersion(glm::vec2 k)
{
return std::sqrt(G * glm::length(k));
}
///
glm::vec2 ComputeGaussianRandom(int x, int y)
{
glm::vec2 g = gaussian(x, y);
return g;
}
glm::vec2 gaussian(int x, int y)
{
//均匀分布随机数
unsigned int rngState = wangHash(y * N + x);
float x1 = rand(rngState);
float x2 = rand(rngState);
x1 = std::max(1e-6f, x1);
x2 = std::max(1e-6f, x2);
//计算两个相互独立的高斯随机数
float g1 = sqrt(-2.0f * log(x1)) * cos(2.0f * PI * x2);
float g2 = sqrt(-2.0f * log(x1)) * sin(2.0f * PI * x2);
return glm::vec2(g1, g2);
}
unsigned int wangHash(unsigned int seed)
{
auto s = (seed ^ 61) ^ (seed >> 16);
s *= 9;
s = s ^ (s >> 4);
s *= 0x27d4eb2d;
s = s ^ (s >> 15);
return s;
}
float rand(unsigned int& rngState)
{
// Xorshift算法
rngState ^= (rngState << 13);
rngState ^= (rngState >> 17);
rngState ^= (rngState << 5);
return rngState / 4294967296.0f;;
}
//Donelan-Banner方向拓展
float DonelanBannerDirectionalSpreading(glm::vec2 k)
{
float betaS;
float omegap = 0.855f * G / glm::length(WindDir);
float ratio = dispersion(k) / omegap;
if (ratio < 0.95f)
{
betaS = 2.61f * std::pow(ratio, 1.3f);
}
if (ratio >= 0.95f && ratio < 1.6f)
{
betaS = 2.28f * std::pow(ratio, -1.3f);
}
if (ratio > 1.6f)
{
float epsilon = -0.4f + 0.8393f * std::exp(-0.567f * std::log(ratio * ratio));
betaS = std::pow(10, epsilon);
}
float theta = std::atan2(k.y, k.x) - std::atan2(WindDir.y, WindDir.x);
return betaS / std::max(1e-7, 2.0f * std::tanh(betaS * PI) * std::pow(std::cosh(betaS * theta), 2));
}
HeightSpectrum计算着色器:
#version 440 core
const int LOCAL_WORK_GROUP_SIZE = 32;
const int L = 512;
const int N = 512;
const float G = 9.81;
const float PI = 3.141592653589;
layout(binding = 0 ,rg32f) uniform image2D u_imageH0;
layout(binding = 1 ,rg32f) uniform image2D u_imageH0Conj;
layout(binding = 2 ,rg32f) uniform image2D u_imageOut;
uniform float time;
layout(local_size_x = LOCAL_WORK_GROUP_SIZE, local_size_y = LOCAL_WORK_GROUP_SIZE, local_size_z = 1) in;
float dispersion(vec2 k);
vec2 ComplexMultiply(vec2 complex_1, vec2 complex_2);
void main()
{
//通过gl_GlobalInvocationID来得知当前执行单元在全局工作组中的位置
ivec2 storePos = ivec2(int(gl_GlobalInvocationID.x), int(gl_GlobalInvocationID.y));
//vec2 k = vec2(2.0f * PI * (storePos.x - N/2) / L, 2.0f * PI * (storePos.y - N/2) / L);
vec2 k = vec2(2.0f * PI * storePos.x / N - PI, 2.0f * PI * storePos.y / N - PI);
//根据位置storePos在贴图中采样得到数据
vec2 h0 = imageLoad(u_imageH0, storePos).xy;
vec2 h0Conj = imageLoad(u_imageH0Conj, storePos).xy;
float omegat = dispersion(k) * time;
float c = cos(omegat);
float s = sin(omegat);
vec2 e1 = vec2(c,s);
vec2 e2 = vec2(c,-s);
vec2 h1 = ComplexMultiply(h0, e1);
vec2 h2 = ComplexMultiply(h0Conj, e2);
vec2 HTilde = h1 + h2;
//将算出来的高度值存储到贴图当中
imageStore(u_imageOut, storePos, vec4(HTilde, 0.0, 0.0));
}
float dispersion(vec2 k)
{
return sqrt(G * length(k));
}
vec2 ComplexMultiply(vec2 complex_1, vec2 complex_2)
{
float real = complex_1.x * complex_2.x + complex_1.y * complex_2.y * -1.0;
float imag = complex_1.x * complex_2.y + complex_1.y * complex_2.x;
return vec2(real, imag);
}
XZDisplacement计算着色器:
#version 440 core
const int LOCAL_WORK_GROUP_SIZE = 32;
const int L = 512;
const int N = 512;
const float PI = 3.141592653589;
layout(binding = 0 ,rg32f) uniform image2D u_imageHt;
layout(binding = 1 ,rg32f) uniform image2D u_imageDx;
layout(binding = 2 ,rg32f) uniform image2D u_imageDz;
layout(local_size_x = LOCAL_WORK_GROUP_SIZE, local_size_y = LOCAL_WORK_GROUP_SIZE, local_size_z = 1) in;
vec2 ComplexMultiply(vec2 complex_1, vec2 complex_2);
void main()
{
//通过gl_GlobalInvocationID来得知当前执行单元在全局工作组中的位置
ivec2 storePos = ivec2(int(gl_GlobalInvocationID.x), int(gl_GlobalInvocationID.y));
//vec2 k = vec2(2.0f * PI * (storePos.x - N/2) / L, 2.0f * PI * (storePos.y - N/2) / L);
vec2 k = vec2(2.0f * PI * storePos.x / N - PI, 2.0f * PI * storePos.y / N - PI);
k /= max(0.001f, length(k));
//根据位置storePos在贴图中采样得到数据
vec2 ht = imageLoad(u_imageHt, storePos).xy;
vec2 xHTilde = ComplexMultiply(vec2(0.0,-k.x), ht);
vec2 zHTilde = ComplexMultiply(vec2(0.0,-k.y), ht);
//按公式还差e^ik·x不知道为什么没乘
//将算出来的高度值存储到贴图当中
imageStore(u_imageDx, storePos, vec4(xHTilde, 0.0, 0.0));
imageStore(u_imageDz, storePos, vec4(zHTilde, 0.0, 0.0));
}
vec2 ComplexMultiply(vec2 complex_1, vec2 complex_2)
{
float real = complex_1.x * complex_2.x + complex_1.y * complex_2.y * -1.0;
float imag = complex_1.x * complex_2.y + complex_1.y * complex_2.x;
return vec2(real, imag);
}
NormalBubbles计算着色器:
#version 440 core
const int LOCAL_WORK_GROUP_SIZE = 32;
const int L = 5110;
const int N = 512;
const float PI = 3.141592653589;
layout(binding = 0 ,rg32f) uniform image2D u_imageDx;
layout(binding = 1 ,rg32f) uniform image2D u_imageDy;
layout(binding = 2 ,rg32f) uniform image2D u_imageDz;
layout(binding = 3 ,rgba32f) uniform image2D u_imageNormal;
//layout(binding = 4 ,rgba32f) uniform image2D u_imageBubbles;
layout(local_size_x = LOCAL_WORK_GROUP_SIZE, local_size_y = LOCAL_WORK_GROUP_SIZE, local_size_z = 1) in;
void main()
{
//通过gl_GlobalInvocationID来得知当前执行单元在全局工作组中的位置
ivec2 storePos = ivec2(int(gl_GlobalInvocationID.x), int(gl_GlobalInvocationID.y));
//计算法线
float uintLength = L / (N - 1.0f);//两点间单位长度
//获取当前点,周围4个点的uv坐标
ivec2 uvX1 = ivec2((storePos.x - 1 + N) % N, storePos.y);
ivec2 uvX2 = ivec2((storePos.x + 1 + N) % N, storePos.y);
ivec2 uvZ1 = ivec2(storePos.x, (storePos.y - 1 + N) % N);
ivec2 uvZ2 = ivec2(storePos.x, (storePos.y + 1 + N) % N);
//以当前点为中心,获取周围4个点的偏移值
vec3 x1D = vec3(imageLoad(u_imageDx, uvX1).x, imageLoad(u_imageDy, uvX1).x, imageLoad(u_imageDz, uvX1).x);
vec3 x2D = vec3(imageLoad(u_imageDx, uvX2).x, imageLoad(u_imageDy, uvX2).x, imageLoad(u_imageDz, uvX2).x);
vec3 z1D = vec3(imageLoad(u_imageDx, uvZ1).x, imageLoad(u_imageDy, uvZ1).x, imageLoad(u_imageDz, uvZ1).x);
vec3 z2D = vec3(imageLoad(u_imageDx, uvZ2).x, imageLoad(u_imageDy, uvZ2).x, imageLoad(u_imageDz, uvZ2).x);
//以当前点为原点,构建周围4个点的坐标
vec3 x1 = vec3(x1D.x - uintLength, x1D.yz);
vec3 x2 = vec3(x2D.x + uintLength, x2D.yz);
vec3 z1 = vec3(z1D.xy, z1D.z - uintLength);
vec3 z2 = vec3(z2D.xy, z2D.z + uintLength);
//计算两个切向量
vec3 tangentX = x2 - x1;
vec3 tangentZ = z2 - z1;
//计算法线
vec3 normal = normalize(cross(tangentZ, tangentX));
//计算泡沫
vec3 ddx = x2D - x1D;
vec3 ddz = z2D - z1D;
//雅可比行列式
float jacobian = (1.0f + ddx.x) * (1.0f + ddz.z) - ddx.z * ddz.x;
//jacobian = saturate(max(0, BubblesThreshold - saturate(jacobian)) * BubblesScale);
imageStore(u_imageNormal, storePos, vec4(normal, 0.0));
//imageStore(u_imageBubbles, storePos, vec4(jacobian, jacobian, jacobian, 0.0));
}
FFTHorizontal计算着色器:
#version 440 core
const int LOCAL_WORK_GROUP_SIZE = 32;
const int L = 512;
const int N = 512;
const float PI = 3.141592653589;
uniform int u_steps;
layout (binding = 0, rg32f) uniform image2D u_imageIn;
layout (binding = 1, rg32f) uniform image2D u_imageOut;
layout (binding = 2, r32f) uniform image1D u_imageIndices;
//如果一个变量被声明为shared,那么它将被保存到特定的位置,从而对同一个本地工作组内的所有计算着色器请求可见,通常访问共享shared变量的性能会远远好于访问图像或者着色器存储缓存(例如主内存)的性能
shared vec2 sharedStore[N];
layout (local_size_x = LOCAL_WORK_GROUP_SIZE * 8, local_size_y = 1, local_size_z = 1) in;
vec2 ComplexMultiply(vec2 complex_1, vec2 complex_2);
vec2 RootOfUnitVector(int n, int k);
void main()
{
int xIndex = int(gl_GlobalInvocationID.x);
int yIndex = int(gl_GlobalInvocationID.y);
int leftStoreIndex = 2 * xIndex;
int rightStoreIndex = 2 * xIndex + 1;
//读取索引(每一组有两个索引例如(0,4))
int leftLoadIndex = int(imageLoad(u_imageIndices, leftStoreIndex).r);
int rightLoadIndex = int(imageLoad(u_imageIndices, rightStoreIndex).r);
ivec2 leftLoadPos;
ivec2 rightLoadPos;
leftLoadPos = ivec2(leftLoadIndex, yIndex);
rightLoadPos = ivec2(rightLoadIndex, yIndex);
ivec2 leftStorePos;
ivec2 rightStorePos;
leftStorePos = ivec2(leftStoreIndex, yIndex);
rightStorePos = ivec2(rightStoreIndex, yIndex);
//从贴图中读取数据
vec2 leftValue = imageLoad(u_imageIn, leftLoadPos).xy;
vec2 rightValue = imageLoad(u_imageIn, rightLoadPos).xy;
//放入到共享缓存中
sharedStore[leftStoreIndex] = leftValue;
sharedStore[rightStoreIndex] = rightValue;
//确保所有数据都存储完毕(否则后续逻辑将无法读到所需的数据,即要保证时序)
memoryBarrierShared();
barrier();
int numberButterfliesInSection = 1;
int currentSection = xIndex;
int currentButterfly = 0;
//计算FFT
for (int currentStep = 0; currentStep < u_steps; currentStep++)
{
//根据位置来获取该组所需的两个索引
int leftIndex = currentButterfly + currentSection * numberButterfliesInSection * 2;
int rightIndex = currentButterfly + numberButterfliesInSection + currentSection * numberButterfliesInSection * 2;
//从共享缓存中获得数据
leftValue = sharedStore[leftIndex];
rightValue = sharedStore[rightIndex];
vec2 currentW = RootOfUnitVector(numberButterfliesInSection * 2, currentButterfly);
vec2 multiply;
vec2 addition;
vec2 subtraction;
multiply = ComplexMultiply(currentW, rightValue);
addition = leftValue + multiply;
subtraction = leftValue - multiply;
if(currentStep == u_steps-1)
{
sharedStore[leftIndex] = -addition;
sharedStore[rightIndex] = -subtraction;
}
else
{
sharedStore[leftIndex] = addition;
sharedStore[rightIndex] = subtraction;
}
//确保所有数据计算并存储完毕
memoryBarrierShared();
//根据蝴蝶算法来改变参数
numberButterfliesInSection *= 2;
currentSection /= 2;
currentButterfly = xIndex % numberButterfliesInSection;
//确保所有的计算着色器都计算完毕
barrier();
}
int x1 = leftStoreIndex - N/2;
int x2 = rightStoreIndex - N/2;
int c1 = abs(x1)%2==0?1:-1;
int c2 = abs(x2)%2==0?1:-1;
imageStore(u_imageOut, leftStorePos, vec4(c1 * sharedStore[leftStoreIndex], 0.0, 0.0));
imageStore(u_imageOut, rightStorePos, vec4(c2 * sharedStore[rightStoreIndex], 0.0, 0.0));
}
vec2 ComplexMultiply(vec2 complex_1, vec2 complex_2)
{
float real = complex_1.x * complex_2.x + complex_1.y * complex_2.y * -1.0;
float imag = complex_1.x * complex_2.y + complex_1.y * complex_2.x;
return vec2(real, imag);
}
//转换成单位根向量
vec2 RootOfUnitVector(int n, int k)
{
vec2 result;
result.x = cos(2.0 * PI * float(k) / float(n));
result.y = sin(2.0 * PI * float(k) / float(n));
return result;
}
FFTVertical计算着色器:
#version 440 core
const int LOCAL_WORK_GROUP_SIZE = 32;
const int L = 512;
const int N = 512;
const float PI = 3.141592653589;
uniform int u_steps;
layout (binding = 0, rg32f) uniform image2D u_imageIn;
layout (binding = 1, rg32f) uniform image2D u_imageOut;
layout (binding = 2, r32f) uniform image1D u_imageIndices;
//如果一个变量被声明为shared,那么它将被保存到特定的位置,从而对同一个本地工作组内的所有计算着色器请求可见,通常访问共享shared变量的性能会远远好于访问图像或者着色器存储缓存(例如主内存)的性能
shared vec2 sharedStore[N];
layout (local_size_x = 1, local_size_y = LOCAL_WORK_GROUP_SIZE * 8, local_size_z = 1) in;
vec2 ComplexMultiply(vec2 complex_1, vec2 complex_2);
vec2 RootOfUnitVector(int n, int k);
void main()
{
int xIndex = int(gl_GlobalInvocationID.x);
int yIndex = int(gl_GlobalInvocationID.y);
int leftStoreIndex = 2 * yIndex;
int rightStoreIndex = 2 * yIndex + 1;
//读取索引(每一组有两个索引例如(0,4))
int leftLoadIndex = int(imageLoad(u_imageIndices, leftStoreIndex).r);
int rightLoadIndex = int(imageLoad(u_imageIndices, rightStoreIndex).r);
ivec2 leftLoadPos;
ivec2 rightLoadPos;
leftLoadPos = ivec2(xIndex, leftLoadIndex);
rightLoadPos = ivec2(xIndex, rightLoadIndex);
ivec2 leftStorePos;
ivec2 rightStorePos;
leftStorePos = ivec2(xIndex, leftStoreIndex);
rightStorePos = ivec2(xIndex, rightStoreIndex);
//从贴图中读取数据
vec2 leftValue = imageLoad(u_imageIn, leftLoadPos).xy;
vec2 rightValue = imageLoad(u_imageIn, rightLoadPos).xy;
//放入到共享缓存中
sharedStore[leftStoreIndex] = leftValue;
sharedStore[rightStoreIndex] = rightValue;
//确保所有数据都存储完毕(否则后续逻辑将无法读到所需的数据,即要保证时序)
memoryBarrierShared();
barrier();
int numberButterfliesInSection = 1;
int currentSection = yIndex;
int currentButterfly = 0;
//计算FFT
for (int currentStep = 0; currentStep < u_steps; currentStep++)
{
//根据位置来获取该组所需的两个索引
int leftIndex = currentButterfly + currentSection * numberButterfliesInSection * 2;
int rightIndex = currentButterfly + numberButterfliesInSection + currentSection * numberButterfliesInSection * 2;
//从共享缓存中获得数据
leftValue = sharedStore[leftIndex];
rightValue = sharedStore[rightIndex];
vec2 currentW = RootOfUnitVector(numberButterfliesInSection * 2, currentButterfly);
vec2 multiply;
vec2 addition;
vec2 subtraction;
multiply = ComplexMultiply(currentW, rightValue);
addition = leftValue + multiply;
subtraction = leftValue - multiply;
if(currentStep == u_steps-1)
{
sharedStore[leftIndex] = -addition;
sharedStore[rightIndex] = -subtraction;
}
else
{
sharedStore[leftIndex] = addition;
sharedStore[rightIndex] = subtraction;
}
//确保所有数据计算并存储完毕
memoryBarrierShared();
//根据蝴蝶算法来改变参数
numberButterfliesInSection *= 2;
currentSection /= 2;
currentButterfly = yIndex % numberButterfliesInSection;
//确保所有的计算着色器都计算完毕
barrier();
}
int z1 = leftStoreIndex - N/2;
int z2 = rightStoreIndex - N/2;
int c1 = abs(z1)%2==0?1:-1;
int c2 = abs(z2)%2==0?1:-1;
imageStore(u_imageOut, leftStorePos, vec4(c1 * sharedStore[leftStoreIndex], 0.0, 0.0));
imageStore(u_imageOut, rightStorePos, vec4(c2 * sharedStore[rightStoreIndex], 0.0, 0.0));
}
vec2 ComplexMultiply(vec2 complex_1, vec2 complex_2)
{
float real = complex_1.x * complex_2.x + complex_1.y * complex_2.y * -1.0;
float imag = complex_1.x * complex_2.y + complex_1.y * complex_2.x;
return vec2(real, imag);
}
//转换成单位根向量
vec2 RootOfUnitVector(int n, int k)
{
vec2 result;
result.x = cos(2.0 * PI * float(k) / float(n));
result.y = sin(2.0 * PI * float(k) / float(n));
return result;
}
顶点和片元着色器:
#version 440 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout(binding = 0) uniform sampler2D u_displacementMapX;
layout(binding = 1) uniform sampler2D u_displacementMapY;
layout(binding = 2) uniform sampler2D u_displacementMapZ;
layout(binding = 3) uniform sampler2D u_normal;
out vec2 textureCoord;
out vec3 verNormal;
out vec3 FragPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
vec3 displacementX = vec3(texture(u_displacementMapX, aTexCoord).r, 0.0, 0.0);
vec3 displacementY = vec3(0.0, texture(u_displacementMapY, aTexCoord).r, 0.0);
vec3 displacementZ = vec3(0.0, 0.0, texture(u_displacementMapZ, aTexCoord).r);
vec3 normal = texture(u_normal,aTexCoord).rgb;
gl_Position = projection*view*model*vec4(aPos+displacementX+displacementY+displacementZ, 1.0);
textureCoord = aTexCoord;
verNormal = normal;
FragPos = (model*vec4(aPos+displacementX+displacementY+displacementZ, 1.0)).xyz;
}
#version 440 core
in vec2 textureCoord;
in vec3 verNormal;
in vec3 FragPos;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
out vec4 FragColor;
void main()
{
//环境光
vec3 ambient = lightColor * 0.6;
//漫反射
vec3 norm = normalize(verNormal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
//镜面光
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = 0.5 * spec * lightColor;
//菲涅尔
float R0 = 0.02;
float cosTheta = dot(viewDir, norm);
float R = R0 + (1 - R0) * pow(1 - cosTheta, 5.0);
vec3 fresnel = vec3(R);
vec3 re = (ambient + diffuse + specular) * vec4(0.0627, 0.145, 0.25, 1.0).xyz;
re += fresnel * lightColor * 0.5;
FragColor = vec4(re, 1.0);
}
四、实现效果
实现效果比较基本和简单,波浪效果感觉不算特别理想,并且只添加了基本的光照效果,后续再继续完善。
五、2023年5月14日纠错
1、蝴蝶变换的起始索引计算有误,之前没仔细看,参考8 point蝶形网络单纯当成了将索引奇偶对半分然后相互交错的规律(8 point的情况:0、4、2、6、1、5、3、7),再看了一遍,发现其实是将原索引值bit反序算出的新索引。
图源:参考文章【3】
所以这里新增函数:(随便写写,因为整个索引只算一次就不考虑算法效率了,大佬见谅)
int bitreverse(int bit, int in)
{
int* v = new int[bit];
int t = in;
for (int i = bit - 1; i >= 0; i--)
{
int s = t / 2;
v[i] = t % 2;
t = s;
}
t = 0;
for (int j = bit - 1; j >= 0; j--)
{
if (v[j] == 1)
{
t += std::pow(2, j);
}
}
delete[] v;
return t;
}
以及修改原来的索引计算:
float* butterflyIndices = new float[N];
for (int i = 0; i < N; i++)
{
butterflyIndices[i] = bitreverse(BUTTERFLY_STEPS, i);
}
2、修改参数WindDir为(10.0, 20.0),修改参数A为0.00005,最终效果:
波浪整体都有了较大的起伏,不再像原来那样是一种许多小水波的感觉,接近了参考文章【1】中的效果。