Planet::~Planet() {
}
-const TileType &Planet::TypeAt(int srf, int x, int y) const {
- return GetSimulation().TileTypes()[TileAt(srf, x, y).type];
+namespace {
+/// map p onto cube, s gives the surface, u and v the position in [-1,1]
+void cubemap(const glm::dvec3 &p, int &s, double &u, double &v) noexcept {
+ const glm::dvec3 p_abs(abs(p));
+ const glm::bvec3 p_pos(greaterThan(p, glm::dvec3(0.0)));
+ double max_axis = 0.0;
+
+ if (p_pos.x && p_abs.x >= p_abs.y && p_abs.x >= p_abs.z) {
+ max_axis = p_abs.x;
+ u = p.y;
+ v = p.z;
+ s = 1;
+ }
+ if (!p_pos.x && p_abs.x >= p_abs.y && p_abs.x >= p_abs.z) {
+ max_axis = p_abs.x;
+ u = -p.y;
+ v = -p.z;
+ s = 4;
+ }
+ if (p_pos.y && p_abs.y >= p_abs.x && p_abs.y >= p_abs.z) {
+ max_axis = p_abs.y;
+ u = p.z;
+ v = p.x;
+ s = 2;
+ }
+ if (!p_pos.y && p_abs.y >= p_abs.x && p_abs.y >= p_abs.z) {
+ max_axis = p_abs.y;
+ u = -p.z;
+ v = -p.x;
+ s = 5;
+ }
+ if (p_pos.z && p_abs.z >= p_abs.x && p_abs.z >= p_abs.y) {
+ max_axis = p_abs.z;
+ u = p.x;
+ v = p.y;
+ s = 0;
+ }
+ if (!p_pos.z && p_abs.z >= p_abs.x && p_abs.z >= p_abs.y) {
+ max_axis = p_abs.z;
+ u = -p.x;
+ v = -p.y;
+ s = 3;
+ }
+ u /= max_axis;
+ v /= max_axis;
+}
+/// get p from cube, s being surface, u and v the position in [-1,1],
+/// gives a vector from the center to the surface
+glm::dvec3 cubeunmap(int s, double u, double v) {
+ switch (s) {
+ default:
+ case 0: return glm::dvec3(u, v, 1.0); // +Z
+ case 1: return glm::dvec3(1.0, u, v); // +X
+ case 2: return glm::dvec3(v, 1.0, u); // +Y
+ case 3: return glm::dvec3(-u, -v, -1.0); // -Z
+ case 4: return glm::dvec3(-1.0, -u, -v); // -X
+ case 5: return glm::dvec3(-v, -1.0, -u); // -Y
+ };
+}
}
-glm::ivec2 Planet::SurfacePosition(int srf, const glm::dvec3 &pos) const noexcept {
- return glm::ivec2(
- PositionToTile(pos[(srf + 0) % 3]),
- PositionToTile(pos[(srf + 1) % 3]));
+Tile &Planet::TileAt(const glm::dvec3 &p) noexcept {
+ int srf = 0;
+ double u = 0.0;
+ double v = 0.0;
+ cubemap(p, srf, u, v);
+ int x = glm::clamp(int(u * Radius() + Radius()), 0, sidelength - 1);
+ int y = glm::clamp(int(v * Radius() + Radius()), 0, sidelength - 1);
+ return TileAt(srf, x, y);
}
-double Planet::SurfaceElevation(int srf, const glm::dvec3 &pos) const noexcept {
- return srf < 3
- ? pos[(srf + 2) % 3] - Radius()
- : -pos[(srf + 2) % 3] - Radius();
+const Tile &Planet::TileAt(const glm::dvec3 &p) const noexcept {
+ int srf = 0;
+ double u = 0.0;
+ double v = 0.0;
+ cubemap(p, srf, u, v);
+ int x = glm::clamp(int(u * Radius() + Radius()), 0, sidelength - 1);
+ int y = glm::clamp(int(v * Radius() + Radius()), 0, sidelength - 1);
+ return TileAt(srf, x, y);
+}
+
+const TileType &Planet::TileTypeAt(const glm::dvec3 &p) const noexcept {
+ return GetSimulation().TileTypes()[TileAt(p).type];
+}
+
+Tile &Planet::TileAt(int surface, int x, int y) noexcept {
+ return tiles[IndexOf(surface, x, y)];
+}
+
+const Tile &Planet::TileAt(int surface, int x, int y) const noexcept {
+ return tiles[IndexOf(surface, x, y)];
+}
+
+const TileType &Planet::TypeAt(int srf, int x, int y) const noexcept {
+ return GetSimulation().TileTypes()[TileAt(srf, x, y).type];
}
glm::dvec3 Planet::TileCenter(int srf, int x, int y, double e) const noexcept {
- glm::dvec3 center(0.0f);
- center[(srf + 0) % 3] = x + 0.5 - Radius();
- center[(srf + 1) % 3] = y + 0.5 - Radius();
- center[(srf + 2) % 3] = srf < 3 ? (Radius() + e) : -(Radius() + e);
- return center;
+ double u = (double(x) - Radius() + 0.5) / Radius();
+ double v = (double(y) - Radius() + 0.5) / Radius();
+ return normalize(cubeunmap(srf, u, v)) * (Radius() + e);
}
void Planet::BuildVAO(const Set<TileType> &ts) {
vao->BindAttributes();
vao->EnableAttribute(0);
vao->EnableAttribute(1);
+ vao->EnableAttribute(2);
vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
- vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, tex_coord));
+ vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, normal));
+ vao->AttributePointer<glm::vec3>(2, false, offsetof(Attributes, tex_coord));
vao->ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
{
auto attrib = vao->MapAttributes(GL_WRITE_ONLY);
for (int index = 0, surface = 0; surface < 6; ++surface) {
for (int y = 0; y < sidelength; ++y) {
for (int x = 0; x < sidelength; ++x, ++index) {
+ glm::vec3 pos[5];
+ pos[0][(surface + 0) % 3] = x + 0 - offset;
+ pos[0][(surface + 1) % 3] = y + 0 - offset;
+ pos[0][(surface + 2) % 3] = surface < 3 ? offset : -offset;
+ pos[1][(surface + 0) % 3] = x + 0 - offset;
+ pos[1][(surface + 1) % 3] = y + 1 - offset;
+ pos[1][(surface + 2) % 3] = surface < 3 ? offset : -offset;
+ pos[2][(surface + 0) % 3] = x + 1 - offset;
+ pos[2][(surface + 1) % 3] = y + 0 - offset;
+ pos[2][(surface + 2) % 3] = surface < 3 ? offset : -offset;
+ pos[3][(surface + 0) % 3] = x + 1 - offset;
+ pos[3][(surface + 1) % 3] = y + 1 - offset;
+ pos[3][(surface + 2) % 3] = surface < 3 ? offset : -offset;
+
float tex = ts[TileAt(surface, x, y).type].texture;
const float tex_v_begin = surface < 3 ? 1.0f : 0.0f;
const float tex_v_end = surface < 3 ? 0.0f : 1.0f;
- attrib[4 * index + 0].position[(surface + 0) % 3] = x + 0 - offset;
- attrib[4 * index + 0].position[(surface + 1) % 3] = y + 0 - offset;
- attrib[4 * index + 0].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
+
+ attrib[4 * index + 0].position = normalize(pos[0]) * offset;
+ attrib[4 * index + 0].normal = pos[0];
attrib[4 * index + 0].tex_coord[0] = 0.0f;
attrib[4 * index + 0].tex_coord[1] = tex_v_begin;
attrib[4 * index + 0].tex_coord[2] = tex;
- attrib[4 * index + 1].position[(surface + 0) % 3] = x + 0 - offset;
- attrib[4 * index + 1].position[(surface + 1) % 3] = y + 1 - offset;
- attrib[4 * index + 1].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
+ attrib[4 * index + 1].position = normalize(pos[1]) * offset;
+ attrib[4 * index + 1].normal = pos[1];
attrib[4 * index + 1].tex_coord[0] = 0.0f;
attrib[4 * index + 1].tex_coord[1] = tex_v_end;
attrib[4 * index + 1].tex_coord[2] = tex;
- attrib[4 * index + 2].position[(surface + 0) % 3] = x + 1 - offset;
- attrib[4 * index + 2].position[(surface + 1) % 3] = y + 0 - offset;
- attrib[4 * index + 2].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
+ attrib[4 * index + 2].position = normalize(pos[2]) * offset;
+ attrib[4 * index + 2].normal = pos[2];
attrib[4 * index + 2].tex_coord[0] = 1.0f;
attrib[4 * index + 2].tex_coord[1] = tex_v_begin;
attrib[4 * index + 2].tex_coord[2] = tex;
- attrib[4 * index + 3].position[(surface + 0) % 3] = x + 1 - offset;
- attrib[4 * index + 3].position[(surface + 1) % 3] = y + 1 - offset;
- attrib[4 * index + 3].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
+ attrib[4 * index + 3].position = normalize(pos[3]) * offset;
+ attrib[4 * index + 3].normal = pos[3];
attrib[4 * index + 3].tex_coord[0] = 1.0f;
attrib[4 * index + 3].tex_coord[1] = tex_v_end;
attrib[4 * index + 3].tex_coord[2] = tex;
if (!vao) return;
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);
+ vao->DrawTriangles(TilesTotal() * 6);
}