"#version 330 core\n"
"layout(location = 0) in vec3 vtx_position;\n"
- "layout(location = 1) in vec3 vtx_tex_uv;\n"
+ "layout(location = 1) in vec3 vtx_normal;\n"
+ "layout(location = 2) in vec3 vtx_tex_uv;\n"
"uniform mat4 M;\n"
"uniform mat4 MV;\n"
"uniform mat4 MVP;\n"
- "out vec3 frag_tex_uv;\n"
"out vec3 vtx_viewspace;\n"
+ "out vec3 nrm_viewspace;\n"
+ "out vec3 frag_tex_uv;\n"
"void main() {\n"
- "gl_Position = MVP * vec4(vtx_position, 1);\n"
- "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n"
+ "gl_Position = MVP * vec4(vtx_position, 1.0);\n"
+ "vtx_viewspace = (MV * vec4(vtx_position, 1.0)).xyz;\n"
+ "nrm_viewspace = (MV * vec4(vtx_position, 0.0)).xyz;\n"
"frag_tex_uv = vtx_tex_uv;\n"
"}\n"
);
"};\n"
"in vec3 vtx_viewspace;\n"
+ "in vec3 nrm_viewspace;\n"
"in vec3 frag_tex_uv;\n"
"uniform sampler2DArray tex_sampler;\n"
- "uniform vec3 normal;\n"
"uniform int num_lights;\n"
"uniform LightSource light[8];\n"
"out vec3 color;\n"
"void main() {\n"
+ "vec3 normal = normalize(nrm_viewspace);\n"
"vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n"
"vec3 total_light = tex_color * vec3(0.1, 0.1, 0.1);\n"
"for (int i = 0; i < num_lights; ++i) {\n"
mv_handle = prog.UniformLocation("MV");
mvp_handle = prog.UniformLocation("MVP");
sampler_handle = prog.UniformLocation("tex_sampler");
- normal_handle = prog.UniformLocation("normal");
num_lights_handle = prog.UniformLocation("num_lights");
for (int i = 0; i < MAX_LIGHTS; ++i) {
light_handle[3 * i + 0] = prog.UniformLocation("light[" + std::to_string(i) + "].position");
prog.Uniform(mvp_handle, mvp);
}
-void PlanetSurface::SetNormal(const glm::vec3 &n) noexcept {
- prog.Uniform(normal_handle, n);
-}
-
void PlanetSurface::SetTexture(ArrayTexture &tex) noexcept {
glActiveTexture(GL_TEXTURE0);
tex.Bind();
light_color_handle = prog.UniformLocation("light_color");
light_strength_handle = prog.UniformLocation("light_strength");
+ // "resolution" of sphere
+ constexpr int size = 10;
+
vao.Bind();
vao.BindAttributes();
vao.EnableAttribute(0);
vao.AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
- vao.ReserveAttributes(8, GL_STATIC_DRAW);
+ vao.ReserveAttributes(4 * 6 * size * size, GL_STATIC_DRAW);
{
auto attrib = vao.MapAttributes(GL_WRITE_ONLY);
- attrib[0].position = glm::vec3(-1.0f, -1.0f, -1.0f);
- attrib[1].position = glm::vec3(-1.0f, -1.0f, 1.0f);
- attrib[2].position = glm::vec3(-1.0f, 1.0f, -1.0f);
- attrib[3].position = glm::vec3(-1.0f, 1.0f, 1.0f);
- attrib[4].position = glm::vec3( 1.0f, -1.0f, -1.0f);
- attrib[5].position = glm::vec3( 1.0f, -1.0f, 1.0f);
- attrib[6].position = glm::vec3( 1.0f, 1.0f, -1.0f);
- attrib[7].position = glm::vec3( 1.0f, 1.0f, 1.0f);
+
+ constexpr float radius = float(size) * 0.5f;
+ int index = 0;
+ for (int surface = 0; surface < 3; ++surface) {
+ for (int y = 0; y < size; ++y) {
+ for (int x = 0; x < size; ++x, ++index) {
+ glm::vec3 pos[4];
+ pos[0][(surface + 0) % 3] = float(x + 0) - radius;
+ pos[0][(surface + 1) % 3] = float(y + 0) - radius;
+ pos[0][(surface + 2) % 3] = radius;
+ pos[1][(surface + 0) % 3] = float(x + 0) - radius;
+ pos[1][(surface + 1) % 3] = float(y + 1) - radius;
+ pos[1][(surface + 2) % 3] = radius;
+ pos[2][(surface + 0) % 3] = float(x + 1) - radius;
+ pos[2][(surface + 1) % 3] = float(y + 0) - radius;
+ pos[2][(surface + 2) % 3] = radius;
+ pos[3][(surface + 0) % 3] = float(x + 1) - radius;
+ pos[3][(surface + 1) % 3] = float(y + 1) - radius;
+ pos[3][(surface + 2) % 3] = radius;
+ attrib[4 * index + 0].position = glm::normalize(pos[0]);
+ attrib[4 * index + 1].position = glm::normalize(pos[1]);
+ attrib[4 * index + 2].position = glm::normalize(pos[2]);
+ attrib[4 * index + 3].position = glm::normalize(pos[3]);
+ }
+ }
+ }
+ for (int surface = 3; surface < 6; ++surface) {
+ for (int y = 0; y < size; ++y) {
+ for (int x = 0; x < size; ++x, ++index) {
+ glm::vec3 pos[4];
+ pos[0][(surface + 0) % 3] = float(x + 0) - radius;
+ pos[0][(surface + 1) % 3] = float(y + 0) - radius;
+ pos[0][(surface + 2) % 3] = radius;
+ pos[1][(surface + 0) % 3] = float(x + 0) - radius;
+ pos[1][(surface + 1) % 3] = float(y + 1) - radius;
+ pos[1][(surface + 2) % 3] = radius;
+ pos[2][(surface + 0) % 3] = float(x + 1) - radius;
+ pos[2][(surface + 1) % 3] = float(y + 0) - radius;
+ pos[2][(surface + 2) % 3] = radius;
+ pos[3][(surface + 0) % 3] = float(x + 1) - radius;
+ pos[3][(surface + 1) % 3] = float(y + 1) - radius;
+ pos[3][(surface + 2) % 3] = radius;
+ attrib[4 * index + 0].position = glm::normalize(pos[0]) * -1.0f;
+ attrib[4 * index + 1].position = glm::normalize(pos[1]) * -1.0f;
+ attrib[4 * index + 2].position = glm::normalize(pos[2]) * -1.0f;
+ attrib[4 * index + 3].position = glm::normalize(pos[3]) * -1.0f;
+ }
+ }
+ }
}
vao.BindElements();
- vao.ReserveElements(36, GL_STATIC_DRAW);
+ vao.ReserveElements(6 * 6 * size * size, GL_STATIC_DRAW);
{
auto element = vao.MapElements(GL_WRITE_ONLY);
- // -X
- element[ 0] = 0;
- element[ 1] = 1;
- element[ 2] = 2;
- element[ 3] = 2;
- element[ 4] = 1;
- element[ 5] = 3;
- // -Y
- element[ 6] = 0;
- element[ 7] = 4;
- element[ 8] = 1;
- element[ 9] = 1;
- element[10] = 4;
- element[11] = 5;
- // -Z
- element[12] = 0;
- element[13] = 2;
- element[14] = 4;
- element[15] = 4;
- element[16] = 2;
- element[17] = 6;
- // +Z
- element[18] = 1;
- element[19] = 5;
- element[20] = 3;
- element[21] = 3;
- element[22] = 5;
- element[23] = 7;
- // +Y
- element[24] = 3;
- element[25] = 7;
- element[26] = 2;
- element[27] = 2;
- element[28] = 7;
- element[29] = 6;
- // +X
- element[30] = 5;
- element[31] = 4;
- element[32] = 7;
- element[33] = 7;
- element[34] = 4;
- element[35] = 6;
+ int index = 0;
+ for (int surface = 0; surface < 3; ++surface) {
+ for (int y = 0; y < size; ++y) {
+ for (int x = 0; x < size; ++x, ++index) {
+ element[6 * index + 0] = 4 * index + 0;
+ element[6 * index + 1] = 4 * index + 2;
+ element[6 * index + 2] = 4 * index + 1;
+ element[6 * index + 3] = 4 * index + 1;
+ element[6 * index + 4] = 4 * index + 2;
+ element[6 * index + 5] = 4 * index + 3;
+ }
+ }
+ }
+ for (int surface = 3; surface < 6; ++surface) {
+ for (int y = 0; y < size; ++y) {
+ for (int x = 0; x < size; ++x, ++index) {
+ element[6 * index + 0] = 4 * index + 0;
+ element[6 * index + 1] = 4 * index + 1;
+ element[6 * index + 2] = 4 * index + 2;
+ element[6 * index + 3] = 4 * index + 2;
+ element[6 * index + 4] = 4 * index + 1;
+ element[6 * index + 5] = 4 * index + 3;
+ }
+ }
+ }
}
vao.Unbind();
}
}
void SunSurface::Draw() const noexcept {
+ constexpr int size = 10;
vao.Bind();
- vao.DrawTriangles(36);
+ vao.DrawTriangles(6 * 6 * size * size);
}