Added planet physics and simple base

This commit is contained in:
Vladislav Khorev committed 2026-01-25 20:55:36 +03:00
1 parent 96d879076a
commit d425167dce
10 files changed
+6321 -22

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+103 -6
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@@ -5,9 +5,12 @@
#include "Environment.h"
#include "StoneObject.h"
#include "utils/TaskManager.h"
#include "TextModel.h"
namespace ZL {
extern float x;
#if defined EMSCRIPTEN || defined __ANDROID__
using std::min;
using std::max;
@@ -70,8 +73,7 @@ namespace ZL {
// 2. Забираем данные для VBO
// Берем максимальный LOD для начальной отрисовки
int lodIndex = planetData.getMaxLodIndex();
planetRenderStruct.data = planetData.getLodLevel(lodIndex).vertexData;
planetRenderStruct.data = planetData.getLodLevel().vertexData;
//planetRenderStruct.data.PositionData.resize(9);
planetRenderStruct.RefreshVBO();
@@ -87,13 +89,20 @@ namespace ZL {
planetAtmosphereRenderStruct.RefreshVBO();
}
planetStones = CreateStoneGroupData(778, planetData.getLodLevel(lodIndex));
planetStones = CreateStoneGroupData(778, planetData.getLodLevel());
//stonesToRender = planetStones.inflate(planetStones.allInstances.size());
stonesToRender.resize(planetStones.allInstances.size());
planetStones.initStatuses();
stoneToBake = planetStones.inflateOne(0, 0.75);
campPlatform.data = LoadFromTextFile02("resources/platform1.txt", CONST_ZIP_FILE);
campPlatform.RefreshVBO();
campPlatformTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/platform_base.png", CONST_ZIP_FILE));
}
@@ -187,7 +196,7 @@ namespace ZL {
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
Triangle tr = planetData.getLodLevel(planetData.getCurrentLodIndex()).triangles[0];
Triangle tr = planetData.getLodLevel().triangles[0];
// 1. Получаем матрицу вращения (оси в столбцах)
Matrix3f mr = GetRotationForTriangle(tr);
@@ -282,6 +291,8 @@ namespace ZL {
drawPlanet(renderer);
drawStones(renderer);
drawCamp(renderer);
glClear(GL_DEPTH_BUFFER_BIT);
drawAtmosphere(renderer);
}
@@ -328,7 +339,7 @@ namespace ZL {
renderer.RenderUniform1i("BakedTexture", 1);
Triangle tr = planetData.getLodLevel(planetData.getCurrentLodIndex()).triangles[0]; // Берем базовый треугольник
Triangle tr = planetData.getLodLevel().triangles[0]; // Берем базовый треугольник
Matrix3f mr = GetRotationForTriangle(tr); // Та же матрица, что и при запекании
// Позиция камеры (корабля) в мире
@@ -464,7 +475,7 @@ namespace ZL {
renderer.shaderManager.PopShader();
CheckGlError();
glClear(GL_DEPTH_BUFFER_BIT);
}
void PlanetObject::drawAtmosphere(Renderer& renderer) {
@@ -568,6 +579,92 @@ namespace ZL {
}
void PlanetObject::drawCamp(Renderer& renderer)
{
static const std::string defaultShaderName2 = "default";
static const std::string vPositionName = "vPosition";
static const std::string vColorName = "vColor";
static const std::string vNormalName = "vNormal";
static const std::string vTexCoordName = "vTexCoord";
static const std::string textureUniformName = "Texture";
renderer.shaderManager.PushShader(defaultShaderName2);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vColorName);
renderer.EnableVertexAttribArray(vNormalName);
renderer.EnableVertexAttribArray(vTexCoordName);
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
auto zRange = planetData.calculateZRange(dist);
const float currentZNear = zRange.first;
const float currentZFar = zRange.second;
// 2. Применяем динамическую матрицу проекции
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
currentZNear, currentZFar);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
renderer.RotateMatrix(Environment::inverseShipMatrix);
renderer.TranslateMatrix(-Environment::shipState.position);
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
renderer.RenderUniform3fv("uViewPos", Environment::shipState.position.data());
//std::cout << "uViewPos" << Environment::shipState.position << std::endl;
// PlanetObject.cpp, метод drawStones
Vector3f sunDirWorld = Vector3f(1.0f, -1.0f, -1.0f).normalized();
renderer.RenderUniform3fv("uLightDirWorld", sunDirWorld.data());
Vector3f playerDirWorld = Environment::shipState.position.normalized();
float playerLightFactor = max(0.0f, (playerDirWorld.dot(-sunDirWorld) + 0.2f) / 1.2f);
renderer.RenderUniform1f("uPlayerLightFactor", playerLightFactor);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (int i = 0; i < planetData.campObjects.size(); i++)
{
renderer.PushMatrix();
for (int j = 0; j < 5; j++)
{
renderer.PushMatrix();
renderer.TranslateMatrix(planetData.campObjects[i].position);
renderer.RotateMatrix(planetData.campObjects[i].rotation);
renderer.ScaleMatrix(Vector3f{ 2.0f, 2.0f, 2.0f });
renderer.TranslateMatrix(planetData.campObjects[i].platformPos[j]);
glBindTexture(GL_TEXTURE_2D, campPlatformTexture->getTexID());
renderer.DrawVertexRenderStruct(campPlatform);
renderer.PopMatrix();
}
renderer.PopMatrix();
}
CheckGlError();
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.DisableVertexAttribArray(vNormalName);
renderer.DisableVertexAttribArray(vColorName);
renderer.DisableVertexAttribArray(vPositionName);
renderer.shaderManager.PopShader();
CheckGlError();
glClear(GL_DEPTH_BUFFER_BIT);
}
float PlanetObject::distanceToPlanetSurface(const Vector3f& viewerPosition)
{
return planetData.distanceToPlanetSurfaceFast(viewerPosition);