From ffda75aa10f772b706c2466e96a2250c89f05120 Mon Sep 17 00:00:00 2001 From: Daniel Karbach Date: Fri, 8 Dec 2017 19:24:09 +0100 Subject: [PATCH] spherical sun --- src/graphics/SunSurface.hpp | 4 +- src/graphics/shader.cpp | 134 ++++++++++++++++++++++-------------- src/graphics/viewport.cpp | 4 +- src/world/world.cpp | 18 ++--- 4 files changed, 93 insertions(+), 67 deletions(-) diff --git a/src/graphics/SunSurface.hpp b/src/graphics/SunSurface.hpp index f10e0e5..55c42dd 100644 --- a/src/graphics/SunSurface.hpp +++ b/src/graphics/SunSurface.hpp @@ -4,8 +4,6 @@ #include "Program.hpp" #include "SimpleVAO.hpp" -#include - namespace blobs { namespace graphics { @@ -45,7 +43,7 @@ private: struct Attributes { glm::vec3 position; }; - SimpleVAO vao; + SimpleVAO vao; Program prog; glm::mat4 m; diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index b896cfd..b74d225 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -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(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); } diff --git a/src/graphics/viewport.cpp b/src/graphics/viewport.cpp index 51e8cdd..c372773 100644 --- a/src/graphics/viewport.cpp +++ b/src/graphics/viewport.cpp @@ -21,7 +21,7 @@ Camera::Camera(const world::Body &r) noexcept , aspect(1.0f) , near(0.1f) , far(12560.0f) -, projection(glm::perspective(fov, aspect, near, far)) +, projection(glm::infinitePerspective(fov, aspect, near)) , view(1.0f) , ref(&r) , track_orient(false) { @@ -109,7 +109,7 @@ glm::mat4 Camera::Model(const world::Body &b) const noexcept { } void Camera::UpdateProjection() noexcept { - projection = glm::perspective(fov, aspect, near, far); + projection = glm::infinitePerspective(fov, aspect, near); } diff --git a/src/world/world.cpp b/src/world/world.cpp index 682eb9b..02c142a 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -476,18 +476,18 @@ void Planet::BuildVAO(const Set &ts) { 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; + glm::vec3 pos[4]; + pos[0][(surface + 0) % 3] = float(x + 0) - offset; + pos[0][(surface + 1) % 3] = float(y + 0) - offset; pos[0][(surface + 2) % 3] = offset; - pos[1][(surface + 0) % 3] = x + 0 - offset; - pos[1][(surface + 1) % 3] = y + 1 - offset; + pos[1][(surface + 0) % 3] = float(x + 0) - offset; + pos[1][(surface + 1) % 3] = float(y + 1) - offset; pos[1][(surface + 2) % 3] = offset; - pos[2][(surface + 0) % 3] = x + 1 - offset; - pos[2][(surface + 1) % 3] = y + 0 - offset; + pos[2][(surface + 0) % 3] = float(x + 1) - offset; + pos[2][(surface + 1) % 3] = float(y + 0) - offset; pos[2][(surface + 2) % 3] = offset; - pos[3][(surface + 0) % 3] = x + 1 - offset; - pos[3][(surface + 1) % 3] = y + 1 - offset; + pos[3][(surface + 0) % 3] = float(x + 1) - offset; + pos[3][(surface + 1) % 3] = float(y + 1) - offset; pos[3][(surface + 2) % 3] = offset; float tex = ts[TileAt(surface, x, y).type].texture; -- 2.39.2