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();
}
}
void SunSurface::Draw() const noexcept {
+ constexpr int size = 10;
vao.Bind();
- vao.DrawTriangles(36);
+ vao.DrawTriangles(6 * 6 * size * size);
}
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;