]> git.localhorst.tv Git - blobs.git/blobdiff - src/graphics/shader.cpp
spherical sun
[blobs.git] / src / graphics / shader.cpp
index b896cfdc323cabf2db7e95a09063599d995d2b5d..b74d225f8d49b34a8d749fa5c127f8f9dbc381eb 100644 (file)
@@ -379,68 +379,95 @@ SunSurface::SunSurface()
        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();
 }
@@ -499,8 +526,9 @@ void SunSurface::SetLight(const glm::vec3 &color, float strength) noexcept {
 }
 
 void SunSurface::Draw() const noexcept {
+       constexpr int size = 10;
        vao.Bind();
-       vao.DrawTriangles(36);
+       vao.DrawTriangles(6 * 6 * size * size);
 }