+#include "Body.hpp"
#include "Planet.hpp"
+#include "Sun.hpp"
#include "Tile.hpp"
+#include "../app/Assets.hpp"
+#include "../graphics/Viewport.hpp"
+
#include <algorithm>
namespace blobs {
namespace world {
-Planet::Planet(int radius)
-: radius(radius)
-, tiles(new Tile[TotalArea()]) {
+Body::Body()
+: parent(nullptr)
+, children()
+, mass(1.0)
+, radius(1.0) {
+}
+
+Body::~Body() {
+}
+
+void Body::SetParent(Body &p) {
+ if (HasParent()) {
+ UnsetParent();
+ }
+ parent = &p;
+ parent->AddChild(*this);
+}
+
+void Body::UnsetParent() {
+ if (!HasParent()) return;
+ parent->RemoveChild(*this);
+ parent = nullptr;
+}
+
+void Body::AddChild(Body &c) {
+ children.push_back(&c);
+}
+
+void Body::RemoveChild(Body &c) {
+ auto entry = std::find(children.begin(), children.end(), &c);
+ if (entry != children.end()) {
+ children.erase(entry);
+ }
+}
+
+Planet::Planet(int sidelength)
+: Body()
+, sidelength(sidelength)
+, tiles(new Tile[TilesTotal()])
+, vao() {
}
Planet::~Planet() {
}
-Planet::Planet(Planet &&other)
-: radius(other.radius)
-, tiles(other.tiles.release()) {
+void Planet::BuildVAOs() {
+ vao.Bind();
+ vao.BindAttributes();
+ vao.EnableAttribute(0);
+ vao.EnableAttribute(1);
+ vao.AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
+ vao.AttributePointer<glm::vec3>(1, false, offsetof(Attributes, tex_coord));
+ vao.ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
+ {
+ auto attrib = vao.MapAttributes(GL_WRITE_ONLY);
+ float offset = sidelength * 0.5f;
+
+ for (int index = 0, surface = 0; surface < 6; ++surface) {
+ for (int y = 0; y < sidelength; ++y) {
+ for (int x = 0; x < sidelength; ++x, ++index) {
+ float tex = TileAt(surface, x, y).type;
+ 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].tex_coord[0] = 0.0f;
+ attrib[4 * index + 0].tex_coord[1] = 0.0f;
+ 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].tex_coord[0] = 0.0f;
+ attrib[4 * index + 1].tex_coord[1] = 1.0f;
+ 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].tex_coord[0] = 1.0f;
+ attrib[4 * index + 2].tex_coord[1] = 0.0f;
+ 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].tex_coord[0] = 1.0f;
+ attrib[4 * index + 3].tex_coord[1] = 1.0f;
+ attrib[4 * index + 3].tex_coord[2] = tex;
+ }
+ }
+ }
+ }
+ vao.BindElements();
+ vao.ReserveElements(TilesTotal() * 6, GL_STATIC_DRAW);
+ {
+ auto element = vao.MapElements(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) {
+ 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();
}
-Planet &Planet::operator =(Planet &&other) {
- radius = other.radius;
- std::swap(tiles, other.tiles);
- return *this;
+void Planet::Draw(app::Assets &assets, graphics::Viewport &viewport) {
+ vao.Bind();
+ // TODO: premultiply normal with model matrix (i.e. just take it from M)
+ assets.shaders.planet_surface.SetNormal(glm::vec3(0.0f, 0.0f, 1.0f));
+ vao.DrawTriangles(TilesTotal() * 4, TilesTotal() * 4 * 0);
+ assets.shaders.planet_surface.SetNormal(glm::vec3(1.0f, 0.0f, 0.0f));
+ vao.DrawTriangles(TilesTotal() * 4, TilesTotal() * 4 * 1);
+ assets.shaders.planet_surface.SetNormal(glm::vec3(0.0f, 1.0f, 0.0f));
+ vao.DrawTriangles(TilesTotal() * 4, TilesTotal() * 4 * 2);
+ assets.shaders.planet_surface.SetNormal(glm::vec3(0.0f, 0.0f, -1.0f));
+ vao.DrawTriangles(TilesTotal() * 4, TilesTotal() * 4 * 3);
+ assets.shaders.planet_surface.SetNormal(glm::vec3(-1.0f, 0.0f, 0.0f));
+ vao.DrawTriangles(TilesTotal() * 4, TilesTotal() * 4 * 4);
+ assets.shaders.planet_surface.SetNormal(glm::vec3(0.0f, -1.0f, 0.0f));
+ vao.DrawTriangles(TilesTotal() * 4, TilesTotal() * 4 * 5);
}
void GenerateTest(Planet &p) {
for (int surface = 0; surface <= 5; ++surface) {
- for (int y = -p.Radius(); y <= p.Radius(); ++y) {
- for (int x = -p.Radius(); x <= p.Radius(); ++x) {
- p.TileAt(surface, x, y).type = (x == 0) + (y == 0);
+ for (int y = 0; y < p.SideLength(); ++y) {
+ for (int x = 0; x < p.SideLength(); ++x) {
+ p.TileAt(surface, x, y).type = (x == p.SideLength()/2) + (y == p.SideLength()/2);
}
}
}
+ p.BuildVAOs();
+}
+
+
+Sun::Sun()
+: Body() {
+}
+
+Sun::~Sun() {
}
}