- vao.Bind();
- const glm::mat4 &MV = assets.shaders.planet_surface.MV();
- assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 0);
- assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(1.0f, 0.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 1);
- assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 2);
- assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 3);
- assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(-1.0f, 0.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 4);
- assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, -1.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 5);
-}
-
-
-void GenerateTest(Planet &p) {
+ if (!vao) return;
+
+ vao->Bind();
+ vao->DrawTriangles(TilesTotal() * 6);
+}
+
+
+void GenerateEarthlike(const Set<TileType> &tiles, Planet &p) noexcept {
+ math::SimplexNoise elevation_gen(0);
+ math::SimplexNoise variation_gen(45623752346);
+
+ const int ice = tiles["ice"].id;
+ const int ocean = tiles["ocean"].id;
+ const int water = tiles["water"].id;
+ const int sand = tiles["sand"].id;
+ const int grass = tiles["grass"].id;
+ const int tundra = tiles["tundra"].id;
+ const int taiga = tiles["taiga"].id;
+ const int desert = tiles["desert"].id;
+ const int mntn = tiles["mountain"].id;
+ const int algae = tiles["algae"].id;
+ const int forest = tiles["forest"].id;
+ const int jungle = tiles["jungle"].id;
+ const int rock = tiles["rock"].id;
+ const int wheat = tiles["wheat"].id;
+
+ constexpr double ocean_thresh = -0.2;
+ constexpr double water_thresh = 0.0;
+ constexpr double beach_thresh = 0.05;
+ constexpr double highland_thresh = 0.4;
+ constexpr double mountain_thresh = 0.5;
+
+ const glm::dvec3 axis(glm::dvec4(0.0, 1.0, 0.0, 0.0) * glm::eulerAngleXY(p.SurfaceTilt().x, p.SurfaceTilt().y));
+ const double cap_thresh = std::abs(std::cos(p.AxialTilt().x));
+ const double equ_thresh = std::abs(std::sin(p.AxialTilt().x)) / 2.0;
+ const double fzone_start = equ_thresh - (equ_thresh - cap_thresh) / 3.0;
+ const double fzone_end = cap_thresh + (equ_thresh - cap_thresh) / 3.0;
+
+ for (int surface = 0; surface <= 5; ++surface) {
+ for (int y = 0; y < p.SideLength(); ++y) {
+ for (int x = 0; x < p.SideLength(); ++x) {
+ glm::dvec3 to_tile = p.TileCenter(surface, x, y);
+ double near_axis = std::abs(glm::dot(glm::normalize(to_tile), axis));
+ if (near_axis > cap_thresh) {
+ p.TileAt(surface, x, y).type = ice;
+ continue;
+ }
+ float elevation = math::OctaveNoise(
+ elevation_gen,
+ to_tile / p.Radius(),
+ 3, // octaves
+ 0.5, // persistence
+ 5 / p.Radius(), // frequency
+ 2, // amplitude
+ 2 // growth
+ );
+ float variation = math::OctaveNoise(
+ variation_gen,
+ to_tile / p.Radius(),
+ 3, // octaves
+ 0.5, // persistence
+ 16 / p.Radius(), // frequency
+ 2, // amplitude
+ 2 // growth
+ );
+ if (elevation < ocean_thresh) {
+ p.TileAt(surface, x, y).type = ocean;
+ } else if (elevation < water_thresh) {
+ if (variation > 0.3) {
+ p.TileAt(surface, x, y).type = algae;
+ } else {
+ p.TileAt(surface, x, y).type = water;
+ }
+ } else if (elevation < beach_thresh) {
+ p.TileAt(surface, x, y).type = sand;
+ } else if (elevation < highland_thresh) {
+ if (near_axis < equ_thresh) {
+ if (variation > 0.6) {
+ p.TileAt(surface, x, y).type = grass;
+ } else if (variation > 0.2) {
+ p.TileAt(surface, x, y).type = sand;
+ } else {
+ p.TileAt(surface, x, y).type = desert;
+ }
+ } else if (near_axis < fzone_start) {
+ if (variation > 0.4) {
+ p.TileAt(surface, x, y).type = forest;
+ } else if (variation < -0.5) {
+ p.TileAt(surface, x, y).type = jungle;
+ } else if (variation > -0.02 && variation < 0.02) {
+ p.TileAt(surface, x, y).type = wheat;
+ } else {
+ p.TileAt(surface, x, y).type = grass;
+ }
+ } else if (near_axis < fzone_end) {
+ p.TileAt(surface, x, y).type = tundra;
+ } else {
+ p.TileAt(surface, x, y).type = taiga;
+ }
+ } else if (elevation < mountain_thresh) {
+ if (variation > 0.3) {
+ p.TileAt(surface, x, y).type = mntn;
+ } else {
+ p.TileAt(surface, x, y).type = rock;
+ }
+ } else {
+ p.TileAt(surface, x, y).type = mntn;
+ }
+ }
+ }
+ }
+ p.BuildVAO(tiles);
+}
+
+void GenerateTest(const Set<TileType> &tiles, Planet &p) noexcept {