#include "Simulation.hpp"
#include "Sun.hpp"
#include "Tile.hpp"
+#include "TileSet.hpp"
+#include "TileType.hpp"
#include "../const.hpp"
#include "../app/Assets.hpp"
#include "../graphics/Viewport.hpp"
+#include "../rand/OctaveNoise.hpp"
+#include "../rand/SimplexNoise.hpp"
#include <algorithm>
#include <cmath>
+#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/euler_angles.hpp>
+#include <glm/gtx/io.hpp>
#include <glm/gtx/transform.hpp>
using blobs::G;
Planet::~Planet() {
}
-void Planet::BuildVAOs() {
+glm::dvec3 Planet::TileCenter(int surface, int x, int y) const noexcept {
+ glm::dvec3 center(0.0f);
+ center[(surface + 0) % 3] = x + 0.5 - Radius();
+ center[(surface + 1) % 3] = y + 0.5 - Radius();
+ center[(surface + 2) % 3] = surface < 3 ? Radius() : -Radius();
+ return center;
+}
+
+void Planet::BuildVAOs(const TileSet &ts) {
vao.Bind();
vao.BindAttributes();
vao.EnableAttribute(0);
vao.ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
{
auto attrib = vao.MapAttributes(GL_WRITE_ONLY);
- float offset = sidelength * 0.5f;
+ float offset = Radius();
// srf 0 1 2 3 4 5
// up +Z +X +Y -Z -X -Y
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;
+ float tex = ts[TileAt(surface, x, y).type].texture;
const float tex_u_begin = surface < 3 ? 1.0f : 0.0f;
const float tex_u_end = surface < 3 ? 0.0f : 1.0f;
attrib[4 * index + 0].position[(surface + 0) % 3] = x + 0 - offset;
}
-void GenerateTest(Planet &p) {
+void GenerateEarthlike(const TileSet &tiles, Planet &p) noexcept {
+ rand::SimplexNoise elevation_gen(0);
+
+ const int ice = tiles["ice"].id;
+ const int grass = tiles["grass"].id;
+ const int water = tiles["water"].id;
+ const int sand = tiles["sand"].id;
+ const int rock = tiles["rock"].id;
+
+ constexpr double water_thresh = 0.0;
+ constexpr double beach_thresh = 0.1;
+ constexpr double mountain_thresh = 0.5;
+
+ const glm::dvec3 axis(glm::dvec4(0.0, 1.0, 0.0, 0.0) * glm::eulerAngleXY(p.SurfaceTilt().x, p.SurfaceTilt().y));
+ const double cap_thresh = std::cos(p.AxialTilt().x);
+
+ for (int surface = 0; surface <= 5; ++surface) {
+ for (int y = 0; y < p.SideLength(); ++y) {
+ for (int x = 0; x < p.SideLength(); ++x) {
+ glm::dvec3 to_tile = p.TileCenter(surface, x, y);
+ double near_axis = std::abs(glm::dot(glm::normalize(to_tile), axis));
+ if (near_axis > cap_thresh) {
+ p.TileAt(surface, x, y).type = ice;
+ continue;
+ }
+ float elevation = rand::OctaveNoise(
+ elevation_gen,
+ to_tile / p.Radius(),
+ 3, // octaves
+ 0.5, // persistence
+ 2 / p.Radius(), // frequency
+ 2, // amplitude
+ 2 // growth
+ );
+ if (elevation < water_thresh) {
+ p.TileAt(surface, x, y).type = water;
+ } else if (elevation < beach_thresh) {
+ p.TileAt(surface, x, y).type = sand;
+ } else if (elevation < mountain_thresh) {
+ p.TileAt(surface, x, y).type = grass;
+ } else {
+ p.TileAt(surface, x, y).type = rock;
+ }
+ }
+ }
+ }
+ p.BuildVAOs(tiles);
+}
+
+void GenerateTest(const TileSet &tiles, Planet &p) noexcept {
for (int surface = 0; surface <= 5; ++surface) {
for (int y = 0; y < p.SideLength(); ++y) {
for (int x = 0; x < p.SideLength(); ++x) {
}
}
}
- p.BuildVAOs();
+ p.BuildVAOs(tiles);
}
Sun::~Sun() {
}
+TileSet::TileSet()
+: types()
+, names() {
+}
+
+TileSet::~TileSet() {
+}
+
+int TileSet::Add(const TileType &t) {
+ int id = types.size();
+ if (!names.emplace(t.name, id).second) {
+ throw std::runtime_error("duplicate tile type name " + t.name);
+ }
+ types.emplace_back(t);
+ types.back().id = id;
+ return id;
+}
+
+TileType &TileSet::operator [](const std::string &name) {
+ auto entry = names.find(name);
+ if (entry != names.end()) {
+ return types[entry->second];
+ } else {
+ throw std::runtime_error("unknown tile type " + name);
+ }
+}
+
+const TileType &TileSet::operator [](const std::string &name) const {
+ auto entry = names.find(name);
+ if (entry != names.end()) {
+ return types[entry->second];
+ } else {
+ throw std::runtime_error("unknown tile type " + name);
+ }
+}
+
}
}