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planet-deep
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No files matched your search
@@ -436,6 +436,18 @@ add_executable(space-game001
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|||||||
OpenGlExtensions.h
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OpenGlExtensions.h
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Utils.cpp
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Utils.cpp
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Utils.h
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Utils.h
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SparkEmitter.cpp
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SparkEmitter.h
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PlanetObject.cpp
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PlanetObject.h
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PlanetData.cpp
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PlanetData.h
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Perlin.cpp
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Perlin.h
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||||||
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StoneObject.cpp
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||||||
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StoneObject.h
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FrameBuffer.cpp
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||||||
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FrameBuffer.h
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||||||
)
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)
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# Установка проекта по умолчанию для Visual Studio
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# Установка проекта по умолчанию для Visual Studio
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||||||
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|||||||
+6
-2
@@ -8,7 +8,7 @@ namespace ZL {
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|||||||
int Environment::windowHeaderHeight = 0;
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int Environment::windowHeaderHeight = 0;
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||||||
int Environment::width = 0;
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int Environment::width = 0;
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||||||
int Environment::height = 0;
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int Environment::height = 0;
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||||||
float Environment::zoom = 6.f;
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float Environment::zoom = 18.f;
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||||||
|
|
||||||
bool Environment::leftPressed = false;
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bool Environment::leftPressed = false;
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||||||
bool Environment::rightPressed = false;
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bool Environment::rightPressed = false;
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||||||
@@ -31,9 +31,13 @@ bool Environment::tapDownHold = false;
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Vector2f Environment::tapDownStartPos = { 0, 0 };
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Vector2f Environment::tapDownStartPos = { 0, 0 };
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Vector2f Environment::tapDownCurrentPos = { 0, 0 };
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Vector2f Environment::tapDownCurrentPos = { 0, 0 };
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||||||
|
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||||||
Vector3f Environment::shipPosition = {0,0,0};
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Vector3f Environment::shipPosition = {0,0,45000.f};
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||||||
|
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||||||
float Environment::shipVelocity = 0.f;
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float Environment::shipVelocity = 0.f;
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||||||
|
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||||||
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const float Environment::CONST_Z_NEAR = 5.f;
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const float Environment::CONST_Z_FAR = 5000.f;
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||||||
|
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||||||
} // namespace ZL
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} // namespace ZL
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||||||
@@ -37,6 +37,10 @@ public:
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static Vector3f shipPosition;
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static Vector3f shipPosition;
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||||||
static float shipVelocity;
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static float shipVelocity;
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||||||
|
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||||||
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static const float CONST_Z_NEAR;
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||||||
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static const float CONST_Z_FAR;
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||||||
|
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||||||
|
|
||||||
|
|
||||||
};
|
};
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||||||
|
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||||||
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|||||||
@@ -0,0 +1,49 @@
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|||||||
|
#include "FrameBuffer.h"
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|
#include <iostream>
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||||||
|
#include "Environment.h"
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||||||
|
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||||||
|
namespace ZL {
|
||||||
|
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||||||
|
FrameBuffer::FrameBuffer(int w, int h) : width(w), height(h) {
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||||||
|
// 1. Ñîçäàåì FBO
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||||||
|
glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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||||||
|
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// 2. Ñîçäàåì òåêñòóðó, êóäà áóäåì "ôîòîãðàôèðîâàòü"
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|
glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
|
||||||
|
|
||||||
|
// Óñòàíàâëèâàåì ïàðàìåòðû òåêñòóðû
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||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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||||||
|
|
||||||
|
// 3. Ïðèâÿçûâàåì òåêñòóðó ê FBO
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||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);
|
||||||
|
|
||||||
|
// Ïðîâåðêà ãîòîâíîñòè
|
||||||
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
|
std::cerr << "Error: Framebuffer is not complete!" << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
FrameBuffer::~FrameBuffer() {
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||||||
|
glDeleteFramebuffers(1, &fbo);
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||||||
|
glDeleteTextures(1, &textureID);
|
||||||
|
}
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||||||
|
|
||||||
|
void FrameBuffer::Bind() {
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||||
|
glViewport(0, 0, width, height); // Âàæíî: óñòàíàâëèâàåì âüþïîðò ïîä ðàçìåð òåêñòóðû
|
||||||
|
}
|
||||||
|
|
||||||
|
void FrameBuffer::Unbind() {
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||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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|
// Çäåñü æåëàòåëüíî âîçâðàùàòü âüþïîðò ê ðàçìåðàì ýêðàíà,
|
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|
// íàïðèìåð, ÷åðåç Environment::width/height
|
||||||
|
glViewport(0, 0, Environment::width, Environment::height);
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace ZL
|
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@@ -0,0 +1,29 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "OpenGlExtensions.h"
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
class FrameBuffer {
|
||||||
|
private:
|
||||||
|
GLuint fbo = 0;
|
||||||
|
GLuint textureID = 0;
|
||||||
|
int width, height;
|
||||||
|
|
||||||
|
public:
|
||||||
|
FrameBuffer(int w, int h);
|
||||||
|
~FrameBuffer();
|
||||||
|
|
||||||
|
// Çàïðåùàåì êîïèðîâàíèå, êàê â VBOHolder
|
||||||
|
FrameBuffer(const FrameBuffer&) = delete;
|
||||||
|
FrameBuffer& operator=(const FrameBuffer&) = delete;
|
||||||
|
|
||||||
|
void Bind(); // Íà÷àòü ðåíäåð â ýòîò áóôåð
|
||||||
|
void Unbind(); // Âåðíóòüñÿ ê îáû÷íîìó ðåíäåðó â ýêðàí
|
||||||
|
|
||||||
|
GLuint getTextureID() const { return textureID; }
|
||||||
|
int getWidth() const { return width; }
|
||||||
|
int getHeight() const { return height; }
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace ZL
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
#include "Game.h"
|
#include "Game.h"
|
||||||
#include "AnimatedModel.h"
|
#include "AnimatedModel.h"
|
||||||
#include "BoneAnimatedModel.h"
|
#include "BoneAnimatedModel.h"
|
||||||
#include "Utils.h"
|
#include "Utils.h"
|
||||||
@@ -6,6 +6,7 @@
|
|||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include "TextureManager.h"
|
#include "TextureManager.h"
|
||||||
#include "TextModel.h"
|
#include "TextModel.h"
|
||||||
|
#include "StoneObject.h"
|
||||||
#include <random>
|
#include <random>
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
|
|
||||||
@@ -17,13 +18,13 @@ namespace ZL
|
|||||||
const char* CONST_ZIP_FILE = "";
|
const char* CONST_ZIP_FILE = "";
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Vector4f generateRandomQuaternion(std::mt19937& gen)
|
Vector4f generateRandomQuaternion(std::mt19937& gen)
|
||||||
{
|
{
|
||||||
// Ðàñïðåäåëåíèå äëÿ ãåíåðàöèè ñëó÷àéíûõ êîîðäèíàò êâàòåðíèîíà
|
|
||||||
std::normal_distribution<> distrib(0.0, 1.0);
|
std::normal_distribution<> distrib(0.0, 1.0);
|
||||||
|
|
||||||
// Ãåíåðèðóåì ÷åòûðå ñëó÷àéíûõ ÷èñëà èç íîðìàëüíîãî ðàñïðåäåëåíèÿ N(0, 1).
|
|
||||||
// Íîðìàëèçàöèÿ ýòîãî âåêòîðà äàåò ðàâíîìåðíîå ðàñïðåäåëåíèå ïî 4D-ñôåðå (ò.å. êâàòåðíèîí åäèíè÷íîé äëèíû).
|
|
||||||
Vector4f randomQuat = {
|
Vector4f randomQuat = {
|
||||||
(float)distrib(gen),
|
(float)distrib(gen),
|
||||||
(float)distrib(gen),
|
(float)distrib(gen),
|
||||||
@@ -35,25 +36,18 @@ namespace ZL
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// --- Îñíîâíàÿ ôóíêöèÿ ãåíåðàöèè ---
|
|
||||||
std::vector<BoxCoords> generateRandomBoxCoords(int N)
|
std::vector<BoxCoords> generateRandomBoxCoords(int N)
|
||||||
{
|
{
|
||||||
// Êîíñòàíòû
|
|
||||||
const float MIN_DISTANCE = 3.0f;
|
const float MIN_DISTANCE = 3.0f;
|
||||||
const float MIN_DISTANCE_SQUARED = MIN_DISTANCE * MIN_DISTANCE; // Ðàáîòàåì ñ êâàäðàòîì ðàññòîÿíèÿ
|
const float MIN_DISTANCE_SQUARED = MIN_DISTANCE * MIN_DISTANCE;
|
||||||
const float MIN_COORD = -100.0f;
|
const float MIN_COORD = -100.0f;
|
||||||
const float MAX_COORD = 100.0f;
|
const float MAX_COORD = 100.0f;
|
||||||
const int MAX_ATTEMPTS = 1000; // Îãðàíè÷åíèå íà êîëè÷åñòâî ïîïûòîê, ÷òîáû èçáåæàòü áåñêîíå÷íîãî öèêëà
|
const int MAX_ATTEMPTS = 1000;
|
||||||
|
|
||||||
std::vector<BoxCoords> boxCoordsArr;
|
std::vector<BoxCoords> boxCoordsArr;
|
||||||
boxCoordsArr.reserve(N); // Ðåçåðâèðóåì ïàìÿòü
|
|
||||||
|
|
||||||
// 1. Èíèöèàëèçàöèÿ ãåíåðàòîðà ïñåâäîñëó÷àéíûõ ÷èñåë
|
|
||||||
// Èñïîëüçóåì Mersenne Twister (mt19937) êàê âûñîêîêà÷åñòâåííûé ãåíåðàòîð
|
|
||||||
std::random_device rd;
|
std::random_device rd;
|
||||||
std::mt19937 gen(rd());
|
std::mt19937 gen(rd());
|
||||||
|
|
||||||
// 2. Îïðåäåëåíèå ðàâíîìåðíîãî ðàñïðåäåëåíèÿ äëÿ êîîðäèíàò [MIN_COORD, MAX_COORD]
|
|
||||||
std::uniform_real_distribution<> distrib(MIN_COORD, MAX_COORD);
|
std::uniform_real_distribution<> distrib(MIN_COORD, MAX_COORD);
|
||||||
|
|
||||||
int generatedCount = 0;
|
int generatedCount = 0;
|
||||||
@@ -63,53 +57,43 @@ namespace ZL
|
|||||||
bool accepted = false;
|
bool accepted = false;
|
||||||
int attempts = 0;
|
int attempts = 0;
|
||||||
|
|
||||||
// Ïîïûòêà íàéòè ïîäõîäÿùèå êîîðäèíàòû
|
|
||||||
while (!accepted && attempts < MAX_ATTEMPTS)
|
while (!accepted && attempts < MAX_ATTEMPTS)
|
||||||
{
|
{
|
||||||
// Ãåíåðèðóåì íîâûå ñëó÷àéíûå êîîðäèíàòû
|
|
||||||
Vector3f newPos(
|
Vector3f newPos(
|
||||||
(float)distrib(gen),
|
(float)distrib(gen),
|
||||||
(float)distrib(gen),
|
(float)distrib(gen),
|
||||||
(float)distrib(gen)
|
(float)distrib(gen)
|
||||||
);
|
);
|
||||||
|
|
||||||
// Ïðîâåðêà ðàññòîÿíèÿ äî âñåõ óæå ñóùåñòâóþùèõ îáúåêòîâ
|
accepted = true;
|
||||||
accepted = true; // Ïðåäïîëàãàåì, ÷òî ïîäõîäèò, ïîêà íå äîêàçàíî îáðàòíîå
|
|
||||||
for (const auto& existingBox : boxCoordsArr)
|
for (const auto& existingBox : boxCoordsArr)
|
||||||
{
|
{
|
||||||
// Ðàñ÷åò âåêòîðà ðàçíîñòè
|
|
||||||
Vector3f diff = newPos - existingBox.pos;
|
Vector3f diff = newPos - existingBox.pos;
|
||||||
|
|
||||||
// Ðàñ÷åò êâàäðàòà ðàññòîÿíèÿ
|
|
||||||
float distanceSquared = diff.squaredNorm();
|
float distanceSquared = diff.squaredNorm();
|
||||||
|
|
||||||
// Åñëè êâàäðàò ðàññòîÿíèÿ ìåíüøå êâàäðàòà ìèíèìàëüíîãî ðàññòîÿíèÿ
|
|
||||||
if (distanceSquared < MIN_DISTANCE_SQUARED)
|
if (distanceSquared < MIN_DISTANCE_SQUARED)
|
||||||
{
|
{
|
||||||
accepted = false; // Îòêëîíÿåì, ñëèøêîì áëèçêî
|
accepted = false;
|
||||||
break; // Íåò ñìûñëà ïðîâåðÿòü äàëüøå, åñëè îäíî íàðóøåíèå íàéäåíî
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (accepted)
|
if (accepted)
|
||||||
{
|
{
|
||||||
// 2. Ãåíåðèðóåì ñëó÷àéíûé êâàòåðíèîí
|
|
||||||
Vector4f randomQuat = generateRandomQuaternion(gen);
|
Vector4f randomQuat = generateRandomQuaternion(gen);
|
||||||
|
|
||||||
// 3. Ïðåîáðàçóåì åãî â ìàòðèöó âðàùåíèÿ
|
|
||||||
Matrix3f randomMatrix = QuatToMatrix(randomQuat);
|
Matrix3f randomMatrix = QuatToMatrix(randomQuat);
|
||||||
|
|
||||||
// 4. Äîáàâëÿåì îáúåêò ñ íîâîé ñëó÷àéíîé ìàòðèöåé
|
|
||||||
boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix });
|
boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix });
|
||||||
generatedCount++;
|
generatedCount++;
|
||||||
}
|
}
|
||||||
attempts++;
|
attempts++;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Åñëè ïðåâûøåíî ìàêñèìàëüíîå êîëè÷åñòâî ïîïûòîê, âûõîäèì èç öèêëà,
|
|
||||||
// ÷òîáû èçáåæàòü çàâèñàíèÿ, åñëè N ñëèøêîì âåëèêî èëè äèàïàçîí ñëèøêîì ìàë.
|
|
||||||
if (!accepted) {
|
if (!accepted) {
|
||||||
std::cerr << "Ïðåäóïðåæäåíèå: Íå óäàëîñü ñãåíåðèðîâàòü " << N << " îáúåêòîâ. Ñãåíåðèðîâàíî: " << generatedCount << std::endl;
|
std::cerr << "Ïðåäóïðåæäåíèå: Íå óäàëîñü ñãåíåðèðîâàòü " << N << " îáúåêòîâ. Ñãåíåðèðîâàíî: " << generatedCount << std::endl;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -117,15 +101,20 @@ namespace ZL
|
|||||||
return boxCoordsArr;
|
return boxCoordsArr;
|
||||||
}
|
}
|
||||||
|
|
||||||
Game::Game()
|
Game::Game()
|
||||||
: window(nullptr)
|
: window(nullptr)
|
||||||
, glContext(nullptr)
|
, glContext(nullptr)
|
||||||
, newTickCount(0)
|
, newTickCount(0)
|
||||||
, lastTickCount(0)
|
, lastTickCount(0)
|
||||||
{
|
{
|
||||||
}
|
std::vector<Vector3f> emissionPoints = {
|
||||||
|
Vector3f{-2.1f, 0.9f, 5.0f},
|
||||||
|
Vector3f{2.1f, 0.9f, 5.0f}
|
||||||
|
};
|
||||||
|
sparkEmitter = SparkEmitter(emissionPoints, 100.0f);
|
||||||
|
}
|
||||||
|
|
||||||
Game::~Game() {
|
Game::~Game() {
|
||||||
if (glContext) {
|
if (glContext) {
|
||||||
SDL_GL_DeleteContext(glContext);
|
SDL_GL_DeleteContext(glContext);
|
||||||
}
|
}
|
||||||
@@ -133,9 +122,9 @@ Game::~Game() {
|
|||||||
SDL_DestroyWindow(window);
|
SDL_DestroyWindow(window);
|
||||||
}
|
}
|
||||||
SDL_Quit();
|
SDL_Quit();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::setup() {
|
void Game::setup() {
|
||||||
glContext = SDL_GL_CreateContext(ZL::Environment::window);
|
glContext = SDL_GL_CreateContext(ZL::Environment::window);
|
||||||
|
|
||||||
ZL::BindOpenGlFunctions();
|
ZL::BindOpenGlFunctions();
|
||||||
@@ -147,11 +136,19 @@ void Game::setup() {
|
|||||||
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_web.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_web.fragment", CONST_ZIP_FILE);
|
||||||
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
|
||||||
renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env.vertex", "./shaders/env_web.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env.vertex", "./shaders/env_web.fragment", CONST_ZIP_FILE);
|
||||||
|
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere.fragment", CONST_ZIP_FILE);
|
||||||
|
renderer.shaderManager.AddShaderFromFiles("defaultColorPlanet", "./shaders/defaultColorPlanet.vertex", "./shaders/defaultColorPlanet_web.fragment", CONST_ZIP_FILE);
|
||||||
|
|
||||||
#else
|
#else
|
||||||
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
|
||||||
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor_fog.vertex", "./shaders/defaultColor_fog_desktop.fragment", CONST_ZIP_FILE);
|
||||||
renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env.vertex", "./shaders/env_desktop.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env_sky.vertex", "./shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
|
||||||
|
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere.fragment", CONST_ZIP_FILE);
|
||||||
|
renderer.shaderManager.AddShaderFromFiles("defaultColor2", "./shaders/defaultColor_fog2.vertex", "./shaders/defaultColor_fog2_desktop.fragment", CONST_ZIP_FILE);
|
||||||
|
renderer.shaderManager.AddShaderFromFiles("defaultColorStones", "./shaders/defaultColor_fog_stones.vertex", "./shaders/defaultColor_fog_stones_desktop.fragment", CONST_ZIP_FILE);
|
||||||
|
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/planet_bake.vertex", "./shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE);
|
||||||
|
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/planet_stone.vertex", "./shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE);
|
||||||
|
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/planet_land.vertex", "./shaders/planet_land_desktop.fragment", CONST_ZIP_FILE);
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@@ -170,15 +167,16 @@ void Game::setup() {
|
|||||||
cubemap.RefreshVBO();
|
cubemap.RefreshVBO();
|
||||||
|
|
||||||
//Load texture
|
//Load texture
|
||||||
spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/DefaultMaterial_BaseColor.png", CONST_ZIP_FILE));
|
spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/DefaultMaterial_BaseColor_shine.png", CONST_ZIP_FILE));
|
||||||
spaceshipBase = LoadFromTextFile02("./resources/spaceship005.txt", CONST_ZIP_FILE);
|
spaceshipBase = LoadFromTextFile02("./resources/spaceship006.txt", CONST_ZIP_FILE);
|
||||||
spaceshipBase.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundY(M_PI / 2.0)));
|
spaceshipBase.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundY(M_PI / 2.0)));
|
||||||
//spaceshipBase.Move(Vector3f{ -0.52998, -13, 0 });
|
//spaceshipBase.Move(Vector3f{ -0.52998, -13, 0 });
|
||||||
spaceshipBase.Move(Vector3f{ -0.52998, -10, 10 });
|
//spaceshipBase.Move(Vector3f{ -0.52998, -10, 10 });
|
||||||
|
|
||||||
spaceship.AssignFrom(spaceshipBase);
|
spaceship.AssignFrom(spaceshipBase);
|
||||||
spaceship.RefreshVBO();
|
spaceship.RefreshVBO();
|
||||||
|
|
||||||
|
|
||||||
//Boxes
|
//Boxes
|
||||||
boxTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/box/box.png", CONST_ZIP_FILE));
|
boxTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/box/box.png", CONST_ZIP_FILE));
|
||||||
boxBase = LoadFromTextFile02("./resources/box/box.txt", CONST_ZIP_FILE);
|
boxBase = LoadFromTextFile02("./resources/box/box.txt", CONST_ZIP_FILE);
|
||||||
@@ -190,9 +188,14 @@ void Game::setup() {
|
|||||||
for (int i = 0; i < boxCoordsArr.size(); i++)
|
for (int i = 0; i < boxCoordsArr.size(); i++)
|
||||||
{
|
{
|
||||||
boxRenderArr[i].AssignFrom(boxBase);
|
boxRenderArr[i].AssignFrom(boxBase);
|
||||||
|
//boxRenderArr[i].data = CreateBaseConvexPolyhedron(1999);
|
||||||
boxRenderArr[i].RefreshVBO();
|
boxRenderArr[i].RefreshVBO();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
sparkTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/spark.png", CONST_ZIP_FILE));
|
||||||
|
|
||||||
|
sparkEmitter.setTexture(sparkTexture);
|
||||||
|
|
||||||
|
|
||||||
buttonTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/button.png", CONST_ZIP_FILE));
|
buttonTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/button.png", CONST_ZIP_FILE));
|
||||||
|
|
||||||
@@ -254,22 +257,28 @@ void Game::setup() {
|
|||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
}
|
planetObject.init();
|
||||||
|
|
||||||
void Game::drawCubemap()
|
rockTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/rock.png", ""));
|
||||||
{
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Game::drawCubemap(float skyPercent)
|
||||||
|
{
|
||||||
static const std::string defaultShaderName = "default";
|
static const std::string defaultShaderName = "default";
|
||||||
static const std::string envShaderName = "env";
|
static const std::string envShaderName = "env";
|
||||||
static const std::string vPositionName = "vPosition";
|
static const std::string vPositionName = "vPosition";
|
||||||
static const std::string vTexCoordName = "vTexCoord";
|
static const std::string vTexCoordName = "vTexCoord";
|
||||||
static const std::string textureUniformName = "Texture";
|
static const std::string textureUniformName = "Texture";
|
||||||
|
static const std::string skyPercentUniformName = "skyPercent";
|
||||||
|
|
||||||
renderer.shaderManager.PushShader(envShaderName);
|
renderer.shaderManager.PushShader(envShaderName);
|
||||||
renderer.RenderUniform1i(textureUniformName, 0);
|
renderer.RenderUniform1i(textureUniformName, 0);
|
||||||
|
renderer.RenderUniform1f(skyPercentUniformName, skyPercent);
|
||||||
renderer.EnableVertexAttribArray(vPositionName);
|
renderer.EnableVertexAttribArray(vPositionName);
|
||||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||||
1, 1000);
|
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||||
renderer.PushMatrix();
|
renderer.PushMatrix();
|
||||||
renderer.LoadIdentity();
|
renderer.LoadIdentity();
|
||||||
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
||||||
@@ -288,10 +297,10 @@ void Game::drawCubemap()
|
|||||||
|
|
||||||
renderer.shaderManager.PopShader();
|
renderer.shaderManager.PopShader();
|
||||||
CheckGlError();
|
CheckGlError();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::drawShip()
|
void Game::drawShip()
|
||||||
{
|
{
|
||||||
static const std::string defaultShaderName = "default";
|
static const std::string defaultShaderName = "default";
|
||||||
static const std::string envShaderName = "env";
|
static const std::string envShaderName = "env";
|
||||||
static const std::string vPositionName = "vPosition";
|
static const std::string vPositionName = "vPosition";
|
||||||
@@ -305,7 +314,7 @@ void Game::drawShip()
|
|||||||
|
|
||||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||||
1, 1000);
|
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||||
renderer.PushMatrix();
|
renderer.PushMatrix();
|
||||||
|
|
||||||
renderer.LoadIdentity();
|
renderer.LoadIdentity();
|
||||||
@@ -314,6 +323,7 @@ void Game::drawShip()
|
|||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
|
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
|
||||||
renderer.DrawVertexRenderStruct(spaceship);
|
renderer.DrawVertexRenderStruct(spaceship);
|
||||||
|
sparkEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
|
||||||
|
|
||||||
renderer.PopMatrix();
|
renderer.PopMatrix();
|
||||||
renderer.PopProjectionMatrix();
|
renderer.PopProjectionMatrix();
|
||||||
@@ -322,10 +332,10 @@ void Game::drawShip()
|
|||||||
|
|
||||||
renderer.shaderManager.PopShader();
|
renderer.shaderManager.PopShader();
|
||||||
CheckGlError();
|
CheckGlError();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::drawBoxes()
|
void Game::drawBoxes()
|
||||||
{
|
{
|
||||||
static const std::string defaultShaderName = "default";
|
static const std::string defaultShaderName = "default";
|
||||||
static const std::string envShaderName = "env";
|
static const std::string envShaderName = "env";
|
||||||
static const std::string vPositionName = "vPosition";
|
static const std::string vPositionName = "vPosition";
|
||||||
@@ -339,7 +349,7 @@ void Game::drawBoxes()
|
|||||||
|
|
||||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||||
1, 1000);
|
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||||
|
|
||||||
for (int i = 0; i < boxCoordsArr.size(); i++)
|
for (int i = 0; i < boxCoordsArr.size(); i++)
|
||||||
{
|
{
|
||||||
@@ -349,10 +359,12 @@ void Game::drawBoxes()
|
|||||||
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
||||||
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
||||||
renderer.TranslateMatrix(-Environment::shipPosition);
|
renderer.TranslateMatrix(-Environment::shipPosition);
|
||||||
|
renderer.TranslateMatrix({ 0.f, 0.f, 45000.f });
|
||||||
renderer.TranslateMatrix(boxCoordsArr[i].pos);
|
renderer.TranslateMatrix(boxCoordsArr[i].pos);
|
||||||
renderer.RotateMatrix(boxCoordsArr[i].m);
|
renderer.RotateMatrix(boxCoordsArr[i].m);
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, boxTexture->getTexID());
|
glBindTexture(GL_TEXTURE_2D, boxTexture->getTexID());
|
||||||
|
//glBindTexture(GL_TEXTURE_2D, rockTexture->getTexID());
|
||||||
renderer.DrawVertexRenderStruct(boxRenderArr[i]);
|
renderer.DrawVertexRenderStruct(boxRenderArr[i]);
|
||||||
|
|
||||||
renderer.PopMatrix();
|
renderer.PopMatrix();
|
||||||
@@ -363,8 +375,8 @@ void Game::drawBoxes()
|
|||||||
|
|
||||||
renderer.shaderManager.PopShader();
|
renderer.shaderManager.PopShader();
|
||||||
CheckGlError();
|
CheckGlError();
|
||||||
}
|
}
|
||||||
void Game::UpdateVolumeKnob() {
|
void Game::UpdateVolumeKnob() {
|
||||||
float musicVolumeBarButtonButtonCenterY = volumeBarMinY + musicVolume * (volumeBarMaxY - volumeBarMinY);
|
float musicVolumeBarButtonButtonCenterY = volumeBarMinY + musicVolume * (volumeBarMaxY - volumeBarMinY);
|
||||||
|
|
||||||
auto& pos = musicVolumeBarButton.data.PositionData;
|
auto& pos = musicVolumeBarButton.data.PositionData;
|
||||||
@@ -378,13 +390,13 @@ void Game::UpdateVolumeKnob() {
|
|||||||
|
|
||||||
musicVolumeBarButton.RefreshVBO();
|
musicVolumeBarButton.RefreshVBO();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::UpdateVolumeFromMouse(int mouseX, int mouseY) {
|
void Game::UpdateVolumeFromMouse(int mouseX, int mouseY) {
|
||||||
|
|
||||||
int uiX = mouseX;
|
int uiX = mouseX;
|
||||||
int uiY = Environment::height - mouseY;
|
int uiY = Environment::height - mouseY;
|
||||||
Environment::shipVelocity = (musicVolume - 0.2) * (20.0);
|
Environment::shipVelocity = (musicVolume) * (20.0);
|
||||||
if (uiY < volumeBarMinY || uiY > volumeBarMaxY)
|
if (uiY < volumeBarMinY || uiY > volumeBarMaxY)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
@@ -395,9 +407,9 @@ void Game::UpdateVolumeFromMouse(int mouseX, int mouseY) {
|
|||||||
if (t > 1.0f) t = 1.0f;
|
if (t > 1.0f) t = 1.0f;
|
||||||
musicVolume = t;
|
musicVolume = t;
|
||||||
UpdateVolumeKnob();
|
UpdateVolumeKnob();
|
||||||
}
|
}
|
||||||
void Game::drawUI()
|
void Game::drawUI()
|
||||||
{
|
{
|
||||||
static const std::string defaultShaderName = "default";
|
static const std::string defaultShaderName = "default";
|
||||||
static const std::string envShaderName = "env";
|
static const std::string envShaderName = "env";
|
||||||
static const std::string vPositionName = "vPosition";
|
static const std::string vPositionName = "vPosition";
|
||||||
@@ -434,32 +446,53 @@ void Game::drawUI()
|
|||||||
|
|
||||||
renderer.shaderManager.PopShader();
|
renderer.shaderManager.PopShader();
|
||||||
CheckGlError();
|
CheckGlError();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::drawScene() {
|
void Game::drawScene() {
|
||||||
static const std::string defaultShaderName = "default";
|
static const std::string defaultShaderName = "default";
|
||||||
static const std::string envShaderName = "env";
|
static const std::string envShaderName = "env";
|
||||||
static const std::string vPositionName = "vPosition";
|
static const std::string vPositionName = "vPosition";
|
||||||
static const std::string vTexCoordName = "vTexCoord";
|
static const std::string vTexCoordName = "vTexCoord";
|
||||||
static const std::string textureUniformName = "Texture";
|
static const std::string textureUniformName = "Texture";
|
||||||
|
|
||||||
glClearColor(0.0f, 0.5f, 1.0f, 1.0f);
|
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
||||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
glViewport(0, 0, Environment::width, Environment::height);
|
glViewport(0, 0, Environment::width, Environment::height);
|
||||||
|
|
||||||
CheckGlError();
|
CheckGlError();
|
||||||
|
|
||||||
drawCubemap();
|
float skyPercent = 0.0;
|
||||||
|
float distance = planetObject.distanceToPlanetSurface(Environment::shipPosition);
|
||||||
|
if (distance > 1900.f)
|
||||||
|
{
|
||||||
|
skyPercent = 0.0f;
|
||||||
|
}
|
||||||
|
else if (distance < 1000.f)
|
||||||
|
{
|
||||||
|
skyPercent = 1.0f;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
skyPercent = (1900.f - distance) / 900.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
drawCubemap(skyPercent);
|
||||||
|
planetObject.draw(renderer);
|
||||||
|
if (planetObject.distanceToPlanetSurface(Environment::shipPosition) > 100.f)
|
||||||
|
{
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
}
|
||||||
drawShip();
|
drawShip();
|
||||||
drawBoxes();
|
drawBoxes();
|
||||||
|
|
||||||
drawUI();
|
drawUI();
|
||||||
|
|
||||||
CheckGlError();
|
CheckGlError();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::processTickCount() {
|
void Game::processTickCount() {
|
||||||
|
|
||||||
if (lastTickCount == 0) {
|
if (lastTickCount == 0) {
|
||||||
lastTickCount = SDL_GetTicks64();
|
lastTickCount = SDL_GetTicks64();
|
||||||
@@ -472,6 +505,8 @@ void Game::processTickCount() {
|
|||||||
CONST_MAX_TIME_INTERVAL : newTickCount - lastTickCount;
|
CONST_MAX_TIME_INTERVAL : newTickCount - lastTickCount;
|
||||||
|
|
||||||
//gameObjects.updateScene(delta);
|
//gameObjects.updateScene(delta);
|
||||||
|
sparkEmitter.update(static_cast<float>(delta));
|
||||||
|
planetObject.update(static_cast<float>(delta));
|
||||||
|
|
||||||
if (Environment::tapDownHold) {
|
if (Environment::tapDownHold) {
|
||||||
|
|
||||||
@@ -508,7 +543,7 @@ void Game::processTickCount() {
|
|||||||
|
|
||||||
if (fabs(Environment::shipVelocity) > 0.01f)
|
if (fabs(Environment::shipVelocity) > 0.01f)
|
||||||
{
|
{
|
||||||
Vector3f velocityDirection = { 0,0, -Environment::shipVelocity*delta / 1000.f };
|
Vector3f velocityDirection = { 0,0, -Environment::shipVelocity * delta / 1000.f };
|
||||||
Vector3f velocityDirectionAdjusted = MultMatrixVector(Environment::shipMatrix, velocityDirection);
|
Vector3f velocityDirectionAdjusted = MultMatrixVector(Environment::shipMatrix, velocityDirection);
|
||||||
|
|
||||||
Environment::shipPosition = Environment::shipPosition + velocityDirectionAdjusted;
|
Environment::shipPosition = Environment::shipPosition + velocityDirectionAdjusted;
|
||||||
@@ -516,9 +551,9 @@ void Game::processTickCount() {
|
|||||||
|
|
||||||
lastTickCount = newTickCount;
|
lastTickCount = newTickCount;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::render() {
|
void Game::render() {
|
||||||
SDL_GL_MakeCurrent(ZL::Environment::window, glContext);
|
SDL_GL_MakeCurrent(ZL::Environment::window, glContext);
|
||||||
ZL::CheckGlError();
|
ZL::CheckGlError();
|
||||||
|
|
||||||
@@ -529,8 +564,8 @@ void Game::render() {
|
|||||||
processTickCount();
|
processTickCount();
|
||||||
|
|
||||||
SDL_GL_SwapWindow(ZL::Environment::window);
|
SDL_GL_SwapWindow(ZL::Environment::window);
|
||||||
}
|
}
|
||||||
void Game::update() {
|
void Game::update() {
|
||||||
SDL_Event event;
|
SDL_Event event;
|
||||||
while (SDL_PollEvent(&event)) {
|
while (SDL_PollEvent(&event)) {
|
||||||
if (event.type == SDL_QUIT) {
|
if (event.type == SDL_QUIT) {
|
||||||
@@ -538,7 +573,7 @@ void Game::update() {
|
|||||||
|
|
||||||
}
|
}
|
||||||
else if (event.type == SDL_MOUSEBUTTONDOWN) {
|
else if (event.type == SDL_MOUSEBUTTONDOWN) {
|
||||||
// 1. Îáðàáîòêà íàæàòèÿ êíîïêè ìûøè
|
// 1. Îáðàáîòêà íàæàòèÿ êíîïêè ìûøè
|
||||||
|
|
||||||
int mx = event.button.x;
|
int mx = event.button.x;
|
||||||
int my = event.button.y;
|
int my = event.button.y;
|
||||||
@@ -546,38 +581,38 @@ void Game::update() {
|
|||||||
std::cout << mx << " " << my << '\n';
|
std::cout << mx << " " << my << '\n';
|
||||||
int uiX = mx;
|
int uiX = mx;
|
||||||
int uiY = Environment::height - my;
|
int uiY = Environment::height - my;
|
||||||
if (uiX >= volumeBarMinX && uiX <= volumeBarMaxX &&
|
if (uiX >= volumeBarMinX - 40 && uiX <= volumeBarMaxX + 40 &&
|
||||||
uiY >= volumeBarMinY && uiY <= volumeBarMaxY) {
|
uiY >= volumeBarMinY - 40 && uiY <= volumeBarMaxY + 40) {
|
||||||
isDraggingVolume = true;
|
isDraggingVolume = true;
|
||||||
UpdateVolumeFromMouse(mx, my);
|
UpdateVolumeFromMouse(mx, my);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
Environment::tapDownHold = true;
|
Environment::tapDownHold = true;
|
||||||
// Êîîðäèíàòû íà÷àëüíîãî íàæàòèÿ
|
// Êîîðäèíàòû íà÷àëüíîãî íàæàòèÿ
|
||||||
Environment::tapDownStartPos.v[0] = event.button.x;
|
Environment::tapDownStartPos.v[0] = event.button.x;
|
||||||
Environment::tapDownStartPos.v[1] = event.button.y;
|
Environment::tapDownStartPos.v[1] = event.button.y;
|
||||||
// Íà÷àëüíàÿ ïîçèöèÿ òàêæå ñòàíîâèòñÿ òåêóùåé
|
// Íà÷àëüíàÿ ïîçèöèÿ òàêæå ñòàíîâèòñÿ òåêóùåé
|
||||||
Environment::tapDownCurrentPos.v[0] = event.button.x;
|
Environment::tapDownCurrentPos.v[0] = event.button.x;
|
||||||
Environment::tapDownCurrentPos.v[1] = event.button.y;
|
Environment::tapDownCurrentPos.v[1] = event.button.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
else if (event.type == SDL_MOUSEBUTTONUP) {
|
else if (event.type == SDL_MOUSEBUTTONUP) {
|
||||||
// 2. Îáðàáîòêà îòïóñêàíèÿ êíîïêè ìûøè
|
// 2. Îáðàáîòêà îòïóñêàíèÿ êíîïêè ìûøè
|
||||||
isDraggingVolume = false;
|
isDraggingVolume = false;
|
||||||
Environment::tapDownHold = false;
|
Environment::tapDownHold = false;
|
||||||
}
|
}
|
||||||
else if (event.type == SDL_MOUSEMOTION) {
|
else if (event.type == SDL_MOUSEMOTION) {
|
||||||
// 3. Îáðàáîòêà ïåðåìåùåíèÿ ìûøè
|
// 3. Îáðàáîòêà ïåðåìåùåíèÿ ìûøè
|
||||||
int mx = event.motion.x;
|
int mx = event.motion.x;
|
||||||
int my = event.motion.y;
|
int my = event.motion.y;
|
||||||
|
|
||||||
if (isDraggingVolume) {
|
if (isDraggingVolume) {
|
||||||
// Äâèãàåì ìûøü ïî ñëàéäåðó — ìåíÿåì ãðîìêîñòü è ïîçèöèþ êðóæêà
|
// Äâèãàåì ìûøü ïî ñëàéäåðó — ìåíÿåì ãðîìêîñòü è ïîçèöèþ êðóæêà
|
||||||
UpdateVolumeFromMouse(mx, my);
|
UpdateVolumeFromMouse(mx, my);
|
||||||
}
|
}
|
||||||
if (Environment::tapDownHold) {
|
if (Environment::tapDownHold) {
|
||||||
// Îáíîâëåíèå òåêóùåé ïîçèöèè, åñëè êíîïêà óäåðæèâàåòñÿ
|
// Îáíîâëåíèå òåêóùåé ïîçèöèè, åñëè êíîïêà óäåðæèâàåòñÿ
|
||||||
Environment::tapDownCurrentPos.v[0] = event.motion.x;
|
Environment::tapDownCurrentPos.v[0] = event.motion.x;
|
||||||
Environment::tapDownCurrentPos.v[1] = event.motion.y;
|
Environment::tapDownCurrentPos.v[1] = event.motion.y;
|
||||||
}
|
}
|
||||||
@@ -598,15 +633,23 @@ void Game::update() {
|
|||||||
{
|
{
|
||||||
if (event.key.keysym.sym == SDLK_i)
|
if (event.key.keysym.sym == SDLK_i)
|
||||||
{
|
{
|
||||||
Environment::shipVelocity += 1.f;
|
Environment::shipVelocity += 500.f;
|
||||||
}
|
}
|
||||||
if (event.key.keysym.sym == SDLK_k)
|
if (event.key.keysym.sym == SDLK_k)
|
||||||
{
|
{
|
||||||
Environment::shipVelocity -= 1.f;
|
Environment::shipVelocity -= 500.f;
|
||||||
|
}
|
||||||
|
if (event.key.keysym.sym == SDLK_o)
|
||||||
|
{
|
||||||
|
Environment::shipVelocity += 50.f;
|
||||||
|
}
|
||||||
|
if (event.key.keysym.sym == SDLK_l)
|
||||||
|
{
|
||||||
|
Environment::shipVelocity -= 50.f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
render();
|
render();
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace ZL
|
} // namespace ZL
|
||||||
@@ -1,9 +1,11 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "OpenGlExtensions.h"
|
#include "OpenGlExtensions.h"
|
||||||
#include "Renderer.h"
|
#include "Renderer.h"
|
||||||
#include "Environment.h"
|
#include "Environment.h"
|
||||||
#include "TextureManager.h"
|
#include "TextureManager.h"
|
||||||
|
#include "SparkEmitter.h"
|
||||||
|
#include "PlanetObject.h"
|
||||||
|
|
||||||
namespace ZL {
|
namespace ZL {
|
||||||
|
|
||||||
@@ -15,8 +17,8 @@ namespace ZL {
|
|||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
class Game {
|
class Game {
|
||||||
public:
|
public:
|
||||||
Game();
|
Game();
|
||||||
~Game();
|
~Game();
|
||||||
|
|
||||||
@@ -24,12 +26,13 @@ public:
|
|||||||
void update();
|
void update();
|
||||||
void render();
|
void render();
|
||||||
|
|
||||||
|
|
||||||
bool shouldExit() const { return Environment::exitGameLoop; }
|
bool shouldExit() const { return Environment::exitGameLoop; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void processTickCount();
|
void processTickCount();
|
||||||
void drawScene();
|
void drawScene();
|
||||||
void drawCubemap();
|
void drawCubemap(float skyPercent);
|
||||||
void drawShip();
|
void drawShip();
|
||||||
void drawBoxes();
|
void drawBoxes();
|
||||||
void drawUI();
|
void drawUI();
|
||||||
@@ -41,18 +44,9 @@ private:
|
|||||||
size_t newTickCount;
|
size_t newTickCount;
|
||||||
size_t lastTickCount;
|
size_t lastTickCount;
|
||||||
|
|
||||||
static const size_t CONST_TIMER_INTERVAL = 10;
|
std::shared_ptr<Texture> rockTexture;
|
||||||
static const size_t CONST_MAX_TIME_INTERVAL = 1000;
|
|
||||||
|
|
||||||
std::shared_ptr<Texture> spaceshipTexture;
|
|
||||||
std::shared_ptr<Texture> cubemapTexture;
|
|
||||||
VertexDataStruct spaceshipBase;
|
|
||||||
VertexRenderStruct spaceship;
|
|
||||||
|
|
||||||
VertexRenderStruct cubemap;
|
|
||||||
|
|
||||||
std::shared_ptr<Texture> boxTexture;
|
|
||||||
VertexDataStruct boxBase;
|
|
||||||
|
|
||||||
std::vector<BoxCoords> boxCoordsArr;
|
std::vector<BoxCoords> boxCoordsArr;
|
||||||
std::vector<VertexRenderStruct> boxRenderArr;
|
std::vector<VertexRenderStruct> boxRenderArr;
|
||||||
@@ -69,7 +63,7 @@ private:
|
|||||||
|
|
||||||
|
|
||||||
bool isDraggingVolume = false;
|
bool isDraggingVolume = false;
|
||||||
float musicVolume = 1.0f;
|
float musicVolume = 0.0f;
|
||||||
float volumeBarMinX = 1190.0f;
|
float volumeBarMinX = 1190.0f;
|
||||||
float volumeBarMaxX = 1200.0f;
|
float volumeBarMaxX = 1200.0f;
|
||||||
float volumeBarMinY = 100.0f;
|
float volumeBarMinY = 100.0f;
|
||||||
@@ -78,6 +72,24 @@ private:
|
|||||||
float musicVolumeBarButtonButtonRadius = 25.0f;
|
float musicVolumeBarButtonButtonRadius = 25.0f;
|
||||||
void UpdateVolumeFromMouse(int mouseX, int mouseY);
|
void UpdateVolumeFromMouse(int mouseX, int mouseY);
|
||||||
void UpdateVolumeKnob();
|
void UpdateVolumeKnob();
|
||||||
};
|
|
||||||
|
static const size_t CONST_TIMER_INTERVAL = 10;
|
||||||
|
static const size_t CONST_MAX_TIME_INTERVAL = 1000;
|
||||||
|
|
||||||
|
std::shared_ptr<Texture> sparkTexture;
|
||||||
|
std::shared_ptr<Texture> spaceshipTexture;
|
||||||
|
std::shared_ptr<Texture> cubemapTexture;
|
||||||
|
VertexDataStruct spaceshipBase;
|
||||||
|
VertexRenderStruct spaceship;
|
||||||
|
|
||||||
|
VertexRenderStruct cubemap;
|
||||||
|
|
||||||
|
std::shared_ptr<Texture> boxTexture;
|
||||||
|
VertexDataStruct boxBase;
|
||||||
|
|
||||||
|
SparkEmitter sparkEmitter;
|
||||||
|
PlanetObject planetObject;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
} // namespace ZL
|
} // namespace ZL
|
||||||
+73
@@ -0,0 +1,73 @@
|
|||||||
|
#include "Perlin.h"
|
||||||
|
#include <cmath>
|
||||||
|
#include <numeric>
|
||||||
|
#include <random>
|
||||||
|
#include <algorithm>
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
PerlinNoise::PerlinNoise() {
|
||||||
|
p.resize(256);
|
||||||
|
std::iota(p.begin(), p.end(), 0);
|
||||||
|
// Ïåðåìåøèâàåì äëÿ ñëó÷àéíîñòè (ìîæíî çàäàòü seed)
|
||||||
|
std::default_random_engine engine(77777);
|
||||||
|
std::shuffle(p.begin(), p.end(), engine);
|
||||||
|
p.insert(p.end(), p.begin(), p.end()); // Äóáëèðóåì äëÿ ïåðåïîëíåíèÿ
|
||||||
|
}
|
||||||
|
|
||||||
|
PerlinNoise::PerlinNoise(uint64_t seed) {
|
||||||
|
p.resize(256);
|
||||||
|
std::iota(p.begin(), p.end(), 0);
|
||||||
|
// Ïåðåìåøèâàåì äëÿ ñëó÷àéíîñòè (èñïîëüçóåì ïåðåäàííûé seed)
|
||||||
|
std::default_random_engine engine(static_cast<unsigned int>(seed));
|
||||||
|
std::shuffle(p.begin(), p.end(), engine);
|
||||||
|
p.insert(p.end(), p.begin(), p.end()); // Äóáëèðóåì äëÿ ïåðåïîëíåíèÿ
|
||||||
|
}
|
||||||
|
|
||||||
|
float PerlinNoise::fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }
|
||||||
|
|
||||||
|
float PerlinNoise::lerp(float t, float a, float b) { return a + t * (b - a); }
|
||||||
|
|
||||||
|
float PerlinNoise::grad(int hash, float x, float y, float z) {
|
||||||
|
int h = hash & 15;
|
||||||
|
float u = h < 8 ? x : y;
|
||||||
|
float v = h < 4 ? y : (h == 12 || h == 14 ? x : z);
|
||||||
|
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
|
||||||
|
}
|
||||||
|
|
||||||
|
float PerlinNoise::noise(float x, float y, float z) {
|
||||||
|
int X = (int)floor(x) & 255;
|
||||||
|
int Y = (int)floor(y) & 255;
|
||||||
|
int Z = (int)floor(z) & 255;
|
||||||
|
|
||||||
|
x -= floor(x);
|
||||||
|
y -= floor(y);
|
||||||
|
z -= floor(z);
|
||||||
|
|
||||||
|
float u = fade(x);
|
||||||
|
float v = fade(y);
|
||||||
|
float w = fade(z);
|
||||||
|
|
||||||
|
int A = p[X] + Y, AA = p[A] + Z, AB = p[A + 1] + Z;
|
||||||
|
int B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z;
|
||||||
|
|
||||||
|
return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z), grad(p[BA], x - 1, y, z)),
|
||||||
|
lerp(u, grad(p[AB], x, y - 1, z), grad(p[BB], x - 1, y - 1, z))),
|
||||||
|
lerp(v, lerp(u, grad(p[AA + 1], x, y, z - 1), grad(p[BA + 1], x - 1, y, z - 1)),
|
||||||
|
lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1))));
|
||||||
|
}
|
||||||
|
|
||||||
|
float PerlinNoise::getSurfaceHeight(Vector3f pos, float noiseCoeff) {
|
||||||
|
// ×àñòîòà øóìà (÷åì áîëüøå, òåì áîëüøå "õîëìîâ")
|
||||||
|
float frequency = 7.0f;
|
||||||
|
|
||||||
|
// Ïîëó÷àåì çíà÷åíèå øóìà (îáû÷íî îò -1 äî 1)
|
||||||
|
float noiseValue = noise(pos.v[0] * frequency, pos.v[1] * frequency, pos.v[2] * frequency);
|
||||||
|
|
||||||
|
// Ìàñøòàáèðóåì: õîòèì îòêëîíåíèå îò 1.0 äî 1.1 (ïðèìåðíî)
|
||||||
|
float height = 1.0f + (noiseValue * noiseCoeff);
|
||||||
|
|
||||||
|
return height;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace ZL
|
||||||
@@ -0,0 +1,24 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <vector>
|
||||||
|
#include <cstdint>
|
||||||
|
#include "ZLMath.h"
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
class PerlinNoise {
|
||||||
|
std::vector<int> p;
|
||||||
|
public:
|
||||||
|
PerlinNoise();
|
||||||
|
PerlinNoise(uint64_t seed);
|
||||||
|
|
||||||
|
float fade(float t);
|
||||||
|
float lerp(float t, float a, float b);
|
||||||
|
float grad(int hash, float x, float y, float z);
|
||||||
|
|
||||||
|
float noise(float x, float y, float z);
|
||||||
|
|
||||||
|
float getSurfaceHeight(Vector3f pos, float noiseCoeff);
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace ZL
|
||||||
+493
@@ -0,0 +1,493 @@
|
|||||||
|
#include "PlanetData.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include <numeric>
|
||||||
|
#include <cmath>
|
||||||
|
#include <algorithm>
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
const float PlanetData::PLANET_RADIUS = 20000.f;
|
||||||
|
const Vector3f PlanetData::PLANET_CENTER_OFFSET = Vector3f{ 0.f, 0.f, 0.0f };
|
||||||
|
|
||||||
|
// --- Êîíñòàíòû äèàïàçîíîâ (ïåðåíåñåíû èç PlanetObject.cpp) ---
|
||||||
|
|
||||||
|
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2) {
|
||||||
|
return id1 < id2 ? id1 + "_" + id2 : id2 + "_" + id1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Âñïîìîãàòåëüíàÿ ôóíêöèÿ äëÿ ïðîåêöèè (ëîêàëüíàÿ)
|
||||||
|
static Vector3f projectPointOnPlane(const Vector3f& P, const Vector3f& A, const Vector3f& B, const Vector3f& C) {
|
||||||
|
Vector3f AB = B + A * (-1.0f);
|
||||||
|
Vector3f AC = C + A * (-1.0f);
|
||||||
|
Vector3f N = AB.cross(AC).normalized();
|
||||||
|
Vector3f AP = P + A * (-1.0f);
|
||||||
|
float distance = N.dot(AP);
|
||||||
|
return P + N * (-distance);
|
||||||
|
}
|
||||||
|
|
||||||
|
PlanetData::PlanetData()
|
||||||
|
: perlin(77777)
|
||||||
|
, colorPerlin(123123)
|
||||||
|
, currentLod(0)
|
||||||
|
{
|
||||||
|
currentLod = planetMeshLods.size() - 1; // Start with max LOD
|
||||||
|
|
||||||
|
initialVertexMap = {
|
||||||
|
{{ 0.0f, 1.0f, 0.0f}, "A"},
|
||||||
|
{{ 0.0f, -1.0f, 0.0f}, "B"},
|
||||||
|
{{ 1.0f, 0.0f, 0.0f}, "C"},
|
||||||
|
{{-1.0f, 0.0f, 0.0f}, "D"},
|
||||||
|
{{ 0.0f, 0.0f, 1.0f}, "E"},
|
||||||
|
{{ 0.0f, 0.0f, -1.0f}, "F"}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlanetData::init() {
|
||||||
|
for (int i = 0; i < planetMeshLods.size(); i++) {
|
||||||
|
planetMeshLods[i] = generateSphere(i, 0.025f);
|
||||||
|
planetMeshLods[i].Scale(PLANET_RADIUS);
|
||||||
|
planetMeshLods[i].Move(PLANET_CENTER_OFFSET);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < planetMeshLodsNoDist.size(); i++) {
|
||||||
|
planetMeshLodsNoDist[i] = generateSphere(i, 0);
|
||||||
|
planetMeshLodsNoDist[i].Scale(PLANET_RADIUS);
|
||||||
|
planetMeshLodsNoDist[i].Move(PLANET_CENTER_OFFSET);
|
||||||
|
}
|
||||||
|
|
||||||
|
planetAtmosphereLod = generateSphere(5, 0);
|
||||||
|
planetAtmosphereLod.Scale(PLANET_RADIUS * 1.03);
|
||||||
|
planetAtmosphereLod.Move(PLANET_CENTER_OFFSET);
|
||||||
|
}
|
||||||
|
|
||||||
|
const LodLevel& PlanetData::getLodLevel(int level) const {
|
||||||
|
return planetMeshLods.at(level);
|
||||||
|
}
|
||||||
|
|
||||||
|
const LodLevel& PlanetData::getLodLevelNoDist(int level) const {
|
||||||
|
return planetMeshLodsNoDist.at(level);
|
||||||
|
}
|
||||||
|
|
||||||
|
const LodLevel& PlanetData::getAtmosphereLod() const {
|
||||||
|
return planetAtmosphereLod;
|
||||||
|
}
|
||||||
|
|
||||||
|
int PlanetData::getCurrentLodIndex() const {
|
||||||
|
return currentLod;
|
||||||
|
}
|
||||||
|
|
||||||
|
int PlanetData::getMaxLodIndex() const {
|
||||||
|
return static_cast<int>(planetMeshLods.size() - 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::pair<float, float> PlanetData::calculateZRange(float dToPlanetSurface) {
|
||||||
|
|
||||||
|
|
||||||
|
float currentZNear;
|
||||||
|
float currentZFar;
|
||||||
|
float alpha;
|
||||||
|
|
||||||
|
if (dToPlanetSurface > 2000)
|
||||||
|
{
|
||||||
|
currentZNear = 1000;
|
||||||
|
currentZFar = currentZNear * 100;
|
||||||
|
}
|
||||||
|
else if (dToPlanetSurface > 1200)
|
||||||
|
{
|
||||||
|
currentZNear = 500;
|
||||||
|
currentZFar = currentZNear * 100;
|
||||||
|
}
|
||||||
|
else if (dToPlanetSurface > 650)
|
||||||
|
{
|
||||||
|
currentZNear = 250;
|
||||||
|
currentZFar = currentZNear * 100;
|
||||||
|
}
|
||||||
|
else if (dToPlanetSurface > 160)
|
||||||
|
{
|
||||||
|
currentZNear = 125;
|
||||||
|
currentZFar = currentZNear * 150;
|
||||||
|
}
|
||||||
|
else if (dToPlanetSurface > 100)
|
||||||
|
{
|
||||||
|
currentZNear = 65;
|
||||||
|
currentZFar = currentZNear * 170;
|
||||||
|
}
|
||||||
|
else if (dToPlanetSurface > 40)
|
||||||
|
{
|
||||||
|
currentZNear = 32;
|
||||||
|
currentZFar = 10000.f;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
currentZNear = 16;
|
||||||
|
currentZFar = 5000.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
return { currentZNear, currentZFar };
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
float PlanetData::distanceToPlanetSurface(const Vector3f& viewerPosition) {
|
||||||
|
Vector3f shipLocalPosition = viewerPosition - PLANET_CENTER_OFFSET;
|
||||||
|
|
||||||
|
// Èñïîëüçóåì getTrianglesUnderCamera äëÿ ïîèñêà
|
||||||
|
// ÂÍÈÌÀÍÈÅ: Çäåñü ðåêóðñèÿ ëîãèêè. Ìåòîä getTrianglesUnderCamera èñïîëüçóåò âíóòðè viewerPosition.
|
||||||
|
// ×òîáû íå äóáëèðîâàòü êîä, ïåðåïèøåì ëîãèêó ïîèñêà çäåñü èëè áóäåì èñïîëüçîâàòü óæå íàéäåííûé ðàíåå.
|
||||||
|
// Äëÿ ïðîñòîòû îñòàâèì ëîãèêó êàê â îðèãèíàëå, íî àäàïòèðîâàííóþ.
|
||||||
|
|
||||||
|
// ÂÀÆÍÎ: getTrianglesUnderCamera - ýòî "òÿæåëàÿ" ôóíêöèÿ. Â îðèãèíàëå îíà âûçûâàëàñü âíóòðè distanceToPlanetSurface.
|
||||||
|
// Íî îíà òðåáóåò LOD. Èñïîëüçóåì MAX LOD äëÿ òî÷íîñòè.
|
||||||
|
|
||||||
|
// Ðåêóðñèâíûé ïîèñê òðåóãîëüíèêîâ ïîä êàìåðîé.
|
||||||
|
// Çäåñü íàì íóæíî ðåàëèçîâàòü àíàëîã triangleUnderCamera, íî íå çàâèñÿùèé îò ãëîáàëüíîãî ñîñòîÿíèÿ.
|
||||||
|
// Â îðèãèíàëå ôóíêöèÿ triangleUnderCamera áûëà ðåêóðñèâíîé.
|
||||||
|
// Íèæå ÿ ðåàëèçóþ èòåðàòèâíûé èëè ðåêóðñèâíûé ïîäõîä âíóòðè getTrianglesUnderCamera.
|
||||||
|
|
||||||
|
// Âðåìåííîå ðåøåíèå: ïîëíàÿ êîïèÿ ëîãèêè ïîèñêà òðåóãîëüíèêà
|
||||||
|
// Íî íàì íóæåí äîñòóï ê ìåòîäó.
|
||||||
|
std::vector<int> targetTriangles = getTrianglesUnderCamera(viewerPosition);
|
||||||
|
|
||||||
|
if (targetTriangles.empty()) {
|
||||||
|
return (shipLocalPosition.length() - PLANET_RADIUS);
|
||||||
|
}
|
||||||
|
|
||||||
|
float lowestDistance;
|
||||||
|
|
||||||
|
int tri_index = targetTriangles[0];
|
||||||
|
const auto& posData = planetMeshLods[currentLod].vertexData.PositionData;
|
||||||
|
|
||||||
|
size_t data_index = tri_index * 3;
|
||||||
|
if (data_index + 2 >= posData.size()) {
|
||||||
|
return (shipLocalPosition.length() - PLANET_RADIUS);
|
||||||
|
}
|
||||||
|
|
||||||
|
const Vector3f& A = posData[data_index];
|
||||||
|
const Vector3f& B = posData[data_index + 1];
|
||||||
|
const Vector3f& C = posData[data_index + 2];
|
||||||
|
|
||||||
|
Vector3f P_proj = projectPointOnPlane(shipLocalPosition, A, B, C);
|
||||||
|
Vector3f P_closest = P_proj;
|
||||||
|
|
||||||
|
lowestDistance = (shipLocalPosition - P_closest).length();
|
||||||
|
|
||||||
|
if (targetTriangles.size() <= 1)
|
||||||
|
{
|
||||||
|
return lowestDistance;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
for (int i = 0; i < targetTriangles.size(); i++)
|
||||||
|
{
|
||||||
|
int tri_index = targetTriangles[i];
|
||||||
|
const auto& posData = planetMeshLods[currentLod].vertexData.PositionData;
|
||||||
|
|
||||||
|
size_t data_index = tri_index * 3;
|
||||||
|
if (data_index + 2 >= posData.size()) {
|
||||||
|
return (shipLocalPosition.length() - PLANET_RADIUS);
|
||||||
|
}
|
||||||
|
|
||||||
|
const Vector3f& A = posData[data_index];
|
||||||
|
const Vector3f& B = posData[data_index + 1];
|
||||||
|
const Vector3f& C = posData[data_index + 2];
|
||||||
|
|
||||||
|
Vector3f P_proj = projectPointOnPlane(shipLocalPosition, A, B, C);
|
||||||
|
Vector3f P_closest = P_proj;
|
||||||
|
|
||||||
|
if (lowestDistance < (shipLocalPosition - P_closest).length())
|
||||||
|
{
|
||||||
|
lowestDistance = (shipLocalPosition - P_closest).length();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return lowestDistance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Ðåàëèçàöèÿ getTrianglesUnderCamera (áûâøàÿ triangleUnderCamera) ---
|
||||||
|
// Âñïîìîãàòåëüíàÿ ðåêóðñèâíàÿ ôóíêöèÿ, ñêðûòàÿ îò ïóáëè÷íîãî API
|
||||||
|
static std::vector<int> recursiveTriangleSearch(int lod, const Vector3f& pos, const std::array<LodLevel, MAX_LOD_LEVELS>& meshes) {
|
||||||
|
std::vector<int> r;
|
||||||
|
// Ëîãèêà óðîâíÿ 0 (áàçîâûé îêòàýäð)
|
||||||
|
if (lod == 0) {
|
||||||
|
if (pos.v[1] >= 0) {
|
||||||
|
if (pos.v[0] >= 0 && pos.v[2] >= 0) r.push_back(0);
|
||||||
|
if (pos.v[0] >= 0 && pos.v[2] <= 0) r.push_back(1);
|
||||||
|
if (pos.v[0] <= 0 && pos.v[2] <= 0) r.push_back(2);
|
||||||
|
if (pos.v[0] <= 0 && pos.v[2] >= 0) r.push_back(3);
|
||||||
|
}
|
||||||
|
if (pos.v[1] <= 0) {
|
||||||
|
if (pos.v[0] >= 0 && pos.v[2] >= 0) r.push_back(4);
|
||||||
|
if (pos.v[0] <= 0 && pos.v[2] >= 0) r.push_back(5);
|
||||||
|
if (pos.v[0] <= 0 && pos.v[2] <= 0) r.push_back(6);
|
||||||
|
if (pos.v[0] >= 0 && pos.v[2] <= 0) r.push_back(7);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
// Ðåêóðñèâíûé øàã
|
||||||
|
std::vector<int> r0 = recursiveTriangleSearch(lod - 1, pos, meshes);
|
||||||
|
for (int tri0 : r0) {
|
||||||
|
Vector3f a = meshes[lod - 1].vertexData.PositionData[tri0 * 3];
|
||||||
|
Vector3f b = meshes[lod - 1].vertexData.PositionData[tri0 * 3 + 1];
|
||||||
|
Vector3f c = meshes[lod - 1].vertexData.PositionData[tri0 * 3 + 2];
|
||||||
|
|
||||||
|
std::vector<int> result = PlanetData::find_sub_triangle_spherical(a, b, c, pos);
|
||||||
|
for (int trix : result) {
|
||||||
|
r.push_back(tri0 * 4 + trix);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
std::vector<int> PlanetData::getTrianglesUnderCamera(const Vector3f& viewerPosition) {
|
||||||
|
// Âûçûâàåì ðåêóðñèþ ñ òåêóùèì LOD
|
||||||
|
return recursiveTriangleSearch(currentLod, viewerPosition, planetMeshLods);
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Îñòàëüíûå ìåòîäû (check_spherical_side, generateSphere è ò.ä.) ---
|
||||||
|
// (Êîïèðóéòå ðåàëèçàöèþ èç ñòàðîãî PlanetObject.cpp,
|
||||||
|
// çàìåíÿÿ îáðàùåíèÿ ê Environment::shipPosition íà àðãóìåíòû, åñëè íóæíî,
|
||||||
|
// è èñïîëüçóÿ this->planetMeshLods)
|
||||||
|
|
||||||
|
float PlanetData::check_spherical_side(const Vector3f& V1, const Vector3f& V2, const Vector3f& P, const Vector3f& V3, float epsilon) {
|
||||||
|
Vector3f N_plane = V1.cross(V2);
|
||||||
|
float sign_P = P.dot(N_plane);
|
||||||
|
float sign_V3 = V3.dot(N_plane);
|
||||||
|
return sign_P * sign_V3;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool PlanetData::is_inside_spherical_triangle(const Vector3f& P, const Vector3f& V1, const Vector3f& V2, const Vector3f& V3, float epsilon) {
|
||||||
|
if (check_spherical_side(V1, V2, P, V3, epsilon) < -epsilon) return false;
|
||||||
|
if (check_spherical_side(V2, V3, P, V1, epsilon) < -epsilon) return false;
|
||||||
|
if (check_spherical_side(V3, V1, P, V2, epsilon) < -epsilon) return false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<int> PlanetData::find_sub_triangle_spherical(const Vector3f& a_orig, const Vector3f& b_orig, const Vector3f& c_orig, const Vector3f& px_orig) {
|
||||||
|
const float EPSILON = 1e-6f;
|
||||||
|
std::vector<int> result;
|
||||||
|
const Vector3f a = a_orig.normalized();
|
||||||
|
const Vector3f b = b_orig.normalized();
|
||||||
|
const Vector3f c = c_orig.normalized();
|
||||||
|
const Vector3f pxx_normalized = px_orig.normalized();
|
||||||
|
const Vector3f m_ab = ((a + b) * 0.5f).normalized();
|
||||||
|
const Vector3f m_bc = ((b + c) * 0.5f).normalized();
|
||||||
|
const Vector3f m_ac = ((a + c) * 0.5f).normalized();
|
||||||
|
|
||||||
|
if (is_inside_spherical_triangle(pxx_normalized, a, m_ab, m_ac, EPSILON)) result.push_back(0);
|
||||||
|
if (is_inside_spherical_triangle(pxx_normalized, m_ab, b, m_bc, EPSILON)) result.push_back(1);
|
||||||
|
if (is_inside_spherical_triangle(pxx_normalized, m_ac, m_bc, c, EPSILON)) result.push_back(2);
|
||||||
|
if (is_inside_spherical_triangle(pxx_normalized, m_ab, m_bc, m_ac, EPSILON)) result.push_back(3);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<Triangle> PlanetData::subdivideTriangles(const std::vector<Triangle>& input, float noiseCoeff) {
|
||||||
|
std::vector<Triangle> output;
|
||||||
|
|
||||||
|
for (const auto& t : input) {
|
||||||
|
// Âåðøèíû è èõ ID
|
||||||
|
const Vector3f& a = t.data[0];
|
||||||
|
const Vector3f& b = t.data[1];
|
||||||
|
const Vector3f& c = t.data[2];
|
||||||
|
const VertexID& id_a = t.ids[0];
|
||||||
|
const VertexID& id_b = t.ids[1];
|
||||||
|
const VertexID& id_c = t.ids[2];
|
||||||
|
|
||||||
|
// 1. Âû÷èñëÿåì ñåðåäèíû (êîîðäèíàòû)
|
||||||
|
Vector3f m_ab = ((a + b) * 0.5f).normalized();
|
||||||
|
Vector3f m_bc = ((b + c) * 0.5f).normalized();
|
||||||
|
Vector3f m_ac = ((a + c) * 0.5f).normalized();
|
||||||
|
|
||||||
|
Vector3f pm_ab = m_ab * perlin.getSurfaceHeight(m_ab, noiseCoeff);
|
||||||
|
Vector3f pm_bc = m_bc * perlin.getSurfaceHeight(m_bc, noiseCoeff);
|
||||||
|
Vector3f pm_ac = m_ac * perlin.getSurfaceHeight(m_ac, noiseCoeff);
|
||||||
|
|
||||||
|
// 2. Âû÷èñëÿåì ID íîâûõ âåðøèí
|
||||||
|
VertexID id_mab = generateEdgeID(id_a, id_b);
|
||||||
|
VertexID id_mbc = generateEdgeID(id_b, id_c);
|
||||||
|
VertexID id_mac = generateEdgeID(id_a, id_c);
|
||||||
|
|
||||||
|
// 3. Ôîðìèðóåì 4 íîâûõ òðåóãîëüíèêà
|
||||||
|
output.emplace_back(Triangle{ {a, pm_ab, pm_ac}, {id_a, id_mab, id_mac} }); // 0
|
||||||
|
output.emplace_back(Triangle{ {pm_ab, b, pm_bc}, {id_mab, id_b, id_mbc} }); // 1
|
||||||
|
output.emplace_back(Triangle{ {pm_ac, pm_bc, c}, {id_mac, id_mbc, id_c} }); // 2
|
||||||
|
output.emplace_back(Triangle{ {pm_ab, pm_bc, pm_ac}, {id_mab, id_mbc, id_mac} }); // 3
|
||||||
|
}
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
LodLevel PlanetData::trianglesToVertices(const std::vector<Triangle>& geometry) {
|
||||||
|
LodLevel result;
|
||||||
|
result.triangles = geometry;
|
||||||
|
|
||||||
|
size_t vertexCount = geometry.size() * 3;
|
||||||
|
result.vertexData.PositionData.reserve(vertexCount);
|
||||||
|
result.vertexData.NormalData.reserve(vertexCount);
|
||||||
|
result.vertexData.TexCoordData.reserve(vertexCount);
|
||||||
|
result.vertexData.TangentData.reserve(vertexCount); // Äîáàâëÿåì ðåçåðâ
|
||||||
|
result.vertexData.BinormalData.reserve(vertexCount);
|
||||||
|
result.VertexIDs.reserve(vertexCount);
|
||||||
|
|
||||||
|
const std::array<Vector2f, 3> triangleUVs = {
|
||||||
|
Vector2f(0.5f, 1.0f),
|
||||||
|
Vector2f(0.0f, 0.0f),
|
||||||
|
Vector2f(1.0f, 0.0f)
|
||||||
|
};
|
||||||
|
|
||||||
|
for (const auto& t : geometry) {
|
||||||
|
// --- Âû÷èñëÿåì ëîêàëüíûé áàçèñ òðåóãîëüíèêà (êàê â GetRotationForTriangle) ---
|
||||||
|
Vector3f vA = t.data[0];
|
||||||
|
Vector3f vB = t.data[1];
|
||||||
|
Vector3f vC = t.data[2];
|
||||||
|
|
||||||
|
Vector3f x_axis = (vC - vB).normalized(); // Íàïðàâëåíèå U
|
||||||
|
|
||||||
|
Vector3f edge1 = vB - vA;
|
||||||
|
Vector3f edge2 = vC - vA;
|
||||||
|
Vector3f z_axis = edge1.cross(edge2).normalized(); // Íîðìàëü ïëîñêîñòè
|
||||||
|
|
||||||
|
// Ïðîâåðêà íàïðàâëåíèÿ íîðìàëè íàðóæó (îò öåíòðà ïëàíåòû)
|
||||||
|
Vector3f centerToTri = (vA + vB + vC).normalized();
|
||||||
|
if (z_axis.dot(centerToTri) < 0) {
|
||||||
|
z_axis = z_axis * -1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3f y_axis = z_axis.cross(x_axis).normalized(); // Íàïðàâëåíèå V
|
||||||
|
|
||||||
|
for (int i = 0; i < 3; ++i) {
|
||||||
|
result.vertexData.PositionData.push_back(t.data[i]);
|
||||||
|
result.vertexData.NormalData.push_back(z_axis); // Ïëîñêàÿ íîðìàëü ãðàíè äëÿ Parallax
|
||||||
|
result.vertexData.TexCoordData.push_back(triangleUVs[i]);
|
||||||
|
|
||||||
|
// Çàïèñûâàåì âû÷èñëåííûé áàçèñ â êàæäóþ âåðøèíó òðåóãîëüíèêà
|
||||||
|
result.vertexData.TangentData.push_back(x_axis);
|
||||||
|
result.vertexData.BinormalData.push_back(y_axis);
|
||||||
|
|
||||||
|
result.VertexIDs.push_back(t.ids[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
LodLevel PlanetData::generateSphere(int subdivisions, float noiseCoeff) {
|
||||||
|
// 1. Èñõîäíûé îêòàýäð è ïðèñâîåíèå ID
|
||||||
|
std::vector<Triangle> geometry = {
|
||||||
|
// Âåðõíÿÿ ïîëóñôåðà (Y > 0)
|
||||||
|
{{ 0.0f, 1.0f, 0.0f}, { 1.0f, 0.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}}, // 0
|
||||||
|
{{ 0.0f, 1.0f, 0.0f}, { 0.0f, 0.0f, -1.0f}, { 1.0f, 0.0f, 0.0f}}, // 1
|
||||||
|
{{ 0.0f, 1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, { 0.0f, 0.0f, -1.0f}}, // 2
|
||||||
|
{{ 0.0f, 1.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}}, // 3
|
||||||
|
// Íèæíÿÿ ïîëóñôåðà (Y < 0)
|
||||||
|
{{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}, { 1.0f, 0.0f, 0.0f}}, // 4
|
||||||
|
{{ 0.0f, -1.0f, 0.0f}, { 1.0f, 0.0f, 0.0f}, { 0.0f, 0.0f, -1.0f}}, // 5
|
||||||
|
{{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, -1.0f}, {-1.0f, 0.0f, 0.0f}}, // 6
|
||||||
|
{{ 0.0f, -1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}} // 7
|
||||||
|
};
|
||||||
|
|
||||||
|
// Ïðèñâîåíèå ID èñõîäíûì âåðøèíàì
|
||||||
|
for (auto& t : geometry) {
|
||||||
|
for (int i = 0; i < 3; i++) {
|
||||||
|
// Èñïîëüçóåì map äëÿ ïîëó÷åíèÿ ID ïî ÷èñòûì êîîðäèíàòàì (íîðì. == ÷èñòûå)
|
||||||
|
t.ids[i] = initialVertexMap[t.data[i].normalized()];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// 3. Ðàçáèâàåì N ðàç (â subdivideTriangles ãåíåðèðóþòñÿ ID íîâûõ âåðøèí)
|
||||||
|
for (int i = 0; i < subdivisions; i++) {
|
||||||
|
geometry = subdivideTriangles(geometry, noiseCoeff);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4. Ãåíåðèðóåì PositionData, NormalData è VertexIDs
|
||||||
|
LodLevel lodLevel = trianglesToVertices(geometry);
|
||||||
|
|
||||||
|
// 5. Ñîçäàíèå V2T-Map íà îñíîâå VertexIDs (ÒÎÏÎËÎÃÈ×ÅÑÊÈÉ ÊËÞ×)
|
||||||
|
V2TMap v2tMap;
|
||||||
|
const auto& finalVertexIDs = lodLevel.VertexIDs;
|
||||||
|
size_t num_triangles = geometry.size();
|
||||||
|
|
||||||
|
for (size_t i = 0; i < num_triangles; ++i) {
|
||||||
|
for (int j = 0; j < 3; ++j) {
|
||||||
|
VertexID v_id = finalVertexIDs[i * 3 + j];
|
||||||
|
|
||||||
|
// Åñëè êëþ÷ óæå åñòü, ïðîñòî äîáàâëÿåì èíäåêñ
|
||||||
|
v2tMap[v_id].push_back((int)i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
lodLevel.v2tMap = v2tMap;
|
||||||
|
|
||||||
|
// 6. Ïðèìåíåíèå ôèíàëüíîãî øóìà (åñëè âû õîòåëè, ÷òîáû øóì áûë òîëüêî çäåñü)
|
||||||
|
// Çäåñü ìû äîëæíû áûëè áû ïðèìåíèòü øóì ê buffer.PositionData,
|
||||||
|
// íî â âàøåì èñõîäíîì êîäå øóì ïðèìåíÿëñÿ ðàíåå.
|
||||||
|
// Ïðåäïîëàãàåì, ÷òî øóì áóäåò ïðèìåíåí çäåñü (èíà÷å v2tMap íå áóäåò ñîîòâåòñòâîâàòü).
|
||||||
|
// ÂÎÑÑÒÀÍÎÂÈÌ ØÀÃ 2, íî äëÿ ôèíàëüíîé ãåîìåòðèè:
|
||||||
|
for (size_t i = 0; i < lodLevel.vertexData.PositionData.size(); i++) {
|
||||||
|
Vector3f dir = lodLevel.vertexData.PositionData[i].normalized();
|
||||||
|
lodLevel.vertexData.PositionData[i] = dir * perlin.getSurfaceHeight(dir, noiseCoeff);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 7. Ãåíåðàöèÿ ColorData
|
||||||
|
lodLevel.vertexData.ColorData.reserve(geometry.size() * 3);
|
||||||
|
const Vector3f baseColor = { 0.498f, 0.416f, 0.0f };
|
||||||
|
const float colorFrequency = 5.0f;
|
||||||
|
const float colorAmplitude = 0.2f;
|
||||||
|
const Vector3f offsetR = { 0.1f, 0.2f, 0.3f };
|
||||||
|
const Vector3f offsetG = { 0.5f, 0.4f, 0.6f };
|
||||||
|
const Vector3f offsetB = { 0.9f, 0.8f, 0.7f };
|
||||||
|
|
||||||
|
|
||||||
|
for (size_t i = 0; i < geometry.size(); i++) {
|
||||||
|
for (int j = 0; j < 3; j++) {
|
||||||
|
// Èñïîëüçóåì íîðìàëèçîâàííûé âåêòîð èç PositionData (êîòîðûé ðàâåí NormalData)
|
||||||
|
Vector3f dir = lodLevel.vertexData.NormalData[i * 3 + j];
|
||||||
|
|
||||||
|
// Âû÷èñëåíèå öâåòîâîãî øóìà
|
||||||
|
float noiseR = colorPerlin.noise(
|
||||||
|
(dir.v[0] + offsetR.v[0]) * colorFrequency,
|
||||||
|
(dir.v[1] + offsetR.v[1]) * colorFrequency,
|
||||||
|
(dir.v[2] + offsetR.v[2]) * colorFrequency
|
||||||
|
);
|
||||||
|
// ... (àíàëîãè÷íî äëÿ noiseG è noiseB)
|
||||||
|
|
||||||
|
// Çäåñü ìû èñïîëüçóåì çàãëóøêè, òàê êàê íåò ïîëíîãî îïðåäåëåíèÿ PerlinNoise
|
||||||
|
float noiseG = 0.0f;
|
||||||
|
float noiseB = 0.0f;
|
||||||
|
|
||||||
|
Vector3f colorOffset = {
|
||||||
|
noiseR * colorAmplitude,
|
||||||
|
noiseG * colorAmplitude,
|
||||||
|
noiseB * colorAmplitude
|
||||||
|
};
|
||||||
|
|
||||||
|
Vector3f finalColor = baseColor + colorOffset;
|
||||||
|
|
||||||
|
lodLevel.vertexData.ColorData.push_back(finalColor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return lodLevel;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Ïðèìåð findNeighbors:
|
||||||
|
std::vector<int> PlanetData::findNeighbors(int index, int lod) {
|
||||||
|
const V2TMap& v2tMap = planetMeshLods[lod].v2tMap;
|
||||||
|
const auto& vertexIDs = planetMeshLods[lod].VertexIDs;
|
||||||
|
if ((index * 3 + 2) >= vertexIDs.size()) return {};
|
||||||
|
std::set<int> neighbors;
|
||||||
|
for (int i = 0; i < 3; ++i) {
|
||||||
|
VertexID v_id = vertexIDs[index * 3 + i];
|
||||||
|
auto it = v2tMap.find(v_id);
|
||||||
|
if (it != v2tMap.end()) {
|
||||||
|
for (int tri_index : it->second) {
|
||||||
|
if (tri_index != index) {
|
||||||
|
neighbors.insert(tri_index);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return std::vector<int>(neighbors.begin(), neighbors.end());
|
||||||
|
}
|
||||||
|
}
|
||||||
+117
@@ -0,0 +1,117 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "ZLMath.h"
|
||||||
|
#include "Perlin.h"
|
||||||
|
#include "Renderer.h" // Äëÿ VertexDataStruct
|
||||||
|
#include <vector>
|
||||||
|
#include <array>
|
||||||
|
#include <string>
|
||||||
|
#include <map>
|
||||||
|
#include <set>
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
using VertexID = std::string;
|
||||||
|
using V2TMap = std::map<VertexID, std::vector<int>>;
|
||||||
|
|
||||||
|
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2);
|
||||||
|
|
||||||
|
constexpr static int MAX_LOD_LEVELS = 6;
|
||||||
|
//constexpr static int MAX_LOD_LEVELS = 3;
|
||||||
|
|
||||||
|
struct Triangle
|
||||||
|
{
|
||||||
|
std::array<Vector3f, 3> data;
|
||||||
|
std::array<VertexID, 3> ids;
|
||||||
|
|
||||||
|
Triangle(Vector3f p1, Vector3f p2, Vector3f p3)
|
||||||
|
: data{ p1, p2, p3 }
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
Triangle(std::array<Vector3f, 3> idata, std::array<VertexID, 3> iids)
|
||||||
|
: data{ idata }
|
||||||
|
, ids{ iids }
|
||||||
|
{
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
struct LodLevel
|
||||||
|
{
|
||||||
|
std::vector<Triangle> triangles;
|
||||||
|
VertexDataStruct vertexData;
|
||||||
|
std::vector<VertexID> VertexIDs;
|
||||||
|
V2TMap v2tMap;
|
||||||
|
|
||||||
|
void Scale(float s)
|
||||||
|
{
|
||||||
|
vertexData.Scale(s);
|
||||||
|
for (auto& t : triangles) {
|
||||||
|
for (int i = 0; i < 3; i++) {
|
||||||
|
t.data[i] = t.data[i] * s;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void Move(Vector3f pos)
|
||||||
|
{
|
||||||
|
vertexData.Move(pos);
|
||||||
|
for (auto& t : triangles) {
|
||||||
|
for (int i = 0; i < 3; i++) {
|
||||||
|
t.data[i] = t.data[i] + pos;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
class PlanetData {
|
||||||
|
public:
|
||||||
|
static const float PLANET_RADIUS;
|
||||||
|
static const Vector3f PLANET_CENTER_OFFSET;
|
||||||
|
|
||||||
|
private:
|
||||||
|
PerlinNoise perlin;
|
||||||
|
PerlinNoise colorPerlin;
|
||||||
|
|
||||||
|
std::array<LodLevel, MAX_LOD_LEVELS> planetMeshLods;
|
||||||
|
std::array<LodLevel, MAX_LOD_LEVELS> planetMeshLodsNoDist;
|
||||||
|
LodLevel planetAtmosphereLod;
|
||||||
|
|
||||||
|
int currentLod; // Ëîãè÷åñêèé òåêóùèé óðîâåíü äåòàëèçàöèè
|
||||||
|
|
||||||
|
std::map<Vector3f, VertexID> initialVertexMap;
|
||||||
|
|
||||||
|
// Âíóòðåííèå ìåòîäû ãåíåðàöèè
|
||||||
|
std::vector<Triangle> subdivideTriangles(const std::vector<Triangle>& inputTriangles, float noiseCoeff);
|
||||||
|
LodLevel trianglesToVertices(const std::vector<Triangle>& triangles);
|
||||||
|
LodLevel generateSphere(int subdivisions, float noiseCoeff);
|
||||||
|
|
||||||
|
// Âñïîìîãàòåëüíûå ìåòîäû ìàòåìàòèêè
|
||||||
|
static float check_spherical_side(const Vector3f& V1, const Vector3f& V2, const Vector3f& P, const Vector3f& V3, float epsilon = 1e-6f);
|
||||||
|
static bool is_inside_spherical_triangle(const Vector3f& P, const Vector3f& V1, const Vector3f& V2, const Vector3f& V3, float epsilon);
|
||||||
|
|
||||||
|
public:
|
||||||
|
PlanetData();
|
||||||
|
|
||||||
|
void init();
|
||||||
|
|
||||||
|
// Ìåòîäû äîñòóïà ê äàííûì (äëÿ ðåíäåðåðà)
|
||||||
|
const LodLevel& getLodLevel(int level) const;
|
||||||
|
const LodLevel& getLodLevelNoDist(int level) const;
|
||||||
|
const LodLevel& getAtmosphereLod() const;
|
||||||
|
int getCurrentLodIndex() const;
|
||||||
|
int getMaxLodIndex() const;
|
||||||
|
|
||||||
|
// Ëîãèêà
|
||||||
|
std::pair<float, float> calculateZRange(float distanceToSurface);
|
||||||
|
float distanceToPlanetSurface(const Vector3f& viewerPosition);
|
||||||
|
|
||||||
|
// Âîçâðàùàåò èíäåêñû òðåóãîëüíèêîâ, âèäèìûõ êàìåðîé
|
||||||
|
std::vector<int> getTrianglesUnderCamera(const Vector3f& viewerPosition);
|
||||||
|
|
||||||
|
std::vector<int> findNeighbors(int index, int lod);
|
||||||
|
|
||||||
|
static std::vector<int> find_sub_triangle_spherical(const Vector3f& a_orig, const Vector3f& b_orig, const Vector3f& c_orig, const Vector3f& px_orig);
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace ZL
|
||||||
@@ -0,0 +1,570 @@
|
|||||||
|
#include "PlanetObject.h"
|
||||||
|
#include <random>
|
||||||
|
#include <cmath>
|
||||||
|
#include "OpenGlExtensions.h"
|
||||||
|
#include "Environment.h"
|
||||||
|
#include "StoneObject.h"
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
|
||||||
|
Matrix3f GetRotationForTriangle(const Triangle& tri) {
|
||||||
|
// Для треугольника №0:
|
||||||
|
// tri.data[0] = {0, 20000, 0} (A)
|
||||||
|
// tri.data[1] = {0, 0, 20000} (B)
|
||||||
|
// tri.data[2] = {20000, 0, 0} (C)
|
||||||
|
|
||||||
|
Vector3f vA = tri.data[0];
|
||||||
|
Vector3f vB = tri.data[1];
|
||||||
|
Vector3f vC = tri.data[2];
|
||||||
|
|
||||||
|
// 1. Вычисляем ось X (горизонталь).
|
||||||
|
// Нам нужна грань BC: от (0, 0, 20000) до (20000, 0, 0)
|
||||||
|
Vector3f x_axis = (vC - vB).normalized();
|
||||||
|
|
||||||
|
|
||||||
|
// 2. Вычисляем нормаль (ось Z).
|
||||||
|
// Порядок cross product (AB x AC) определит "лицевую" сторону.
|
||||||
|
Vector3f edge1 = vB - vA;
|
||||||
|
Vector3f edge2 = vC - vA;
|
||||||
|
Vector3f z_axis = edge1.cross(edge2).normalized();
|
||||||
|
|
||||||
|
// 3. Вычисляем ось Y (вертикаль).
|
||||||
|
// В ортонормированном базисе Y всегда перпендикулярна Z и X.
|
||||||
|
Vector3f y_axis = z_axis.cross(x_axis).normalized();
|
||||||
|
|
||||||
|
// 4. Формируем прямую матрицу поворота (Rotation/World Matrix).
|
||||||
|
Matrix3f rot;
|
||||||
|
|
||||||
|
// Столбец 0: Ось X
|
||||||
|
rot.m[0] = x_axis.v[0];
|
||||||
|
rot.m[3] = x_axis.v[1];
|
||||||
|
rot.m[6] = x_axis.v[2];
|
||||||
|
|
||||||
|
// Столбец 1: Ось Y
|
||||||
|
rot.m[1] = y_axis.v[0];
|
||||||
|
rot.m[4] = y_axis.v[1];
|
||||||
|
rot.m[7] = y_axis.v[2];
|
||||||
|
|
||||||
|
// Столбец 2: Ось Z
|
||||||
|
rot.m[2] = z_axis.v[0];
|
||||||
|
rot.m[5] = z_axis.v[1];
|
||||||
|
rot.m[8] = z_axis.v[2];
|
||||||
|
|
||||||
|
return rot;
|
||||||
|
}
|
||||||
|
|
||||||
|
PlanetObject::PlanetObject()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlanetObject::init() {
|
||||||
|
// 1. Инициализируем данные (генерация мешей)
|
||||||
|
planetData.init();
|
||||||
|
|
||||||
|
// 2. Забираем данные для VBO
|
||||||
|
// Берем максимальный LOD для начальной отрисовки
|
||||||
|
int lodIndex = planetData.getMaxLodIndex();
|
||||||
|
planetRenderStruct.data = planetData.getLodLevel(lodIndex).vertexData;
|
||||||
|
planetRenderStruct.RefreshVBO();
|
||||||
|
|
||||||
|
planetRenderStructCut.data = planetData.getLodLevelNoDist(lodIndex).vertexData;
|
||||||
|
|
||||||
|
planetRenderStructCut.data.PositionData.resize(3);
|
||||||
|
|
||||||
|
planetRenderStructCut.RefreshVBO();
|
||||||
|
//sandTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/sand2.png", ""));
|
||||||
|
sandTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/sand2.png", ""));
|
||||||
|
stoneTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/rock.png", ""));
|
||||||
|
|
||||||
|
// Атмосфера
|
||||||
|
planetAtmosphereRenderStruct.data = planetData.getAtmosphereLod().vertexData;
|
||||||
|
planetAtmosphereRenderStruct.RefreshVBO();
|
||||||
|
|
||||||
|
|
||||||
|
planetStones = CreateStoneGroupData(778, planetData.getLodLevel(lodIndex));
|
||||||
|
planetStones.inflate({ 0/*,1,2,3,4,5,6,7*/ });
|
||||||
|
planetStonesToBakeRenderStruct.AssignFrom(planetStones.mesh);
|
||||||
|
planetStonesToBakeRenderStruct.RefreshVBO();
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlanetObject::prepareDrawData() {
|
||||||
|
if (!drawDataDirty) return;
|
||||||
|
drawDataDirty = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void PlanetObject::update(float deltaTimeMs) {
|
||||||
|
// 1. Получаем базовые треугольники под камерой
|
||||||
|
auto lr = planetData.getTrianglesUnderCamera(Environment::shipPosition);
|
||||||
|
int currentLod = planetData.getCurrentLodIndex();
|
||||||
|
|
||||||
|
// Временный вектор для сбора новых индексов
|
||||||
|
std::vector<int> newIndices;
|
||||||
|
std::set<int> used;
|
||||||
|
|
||||||
|
// Рекурсивно (или итеративно, как у тебя) собираем индексы видимых зон
|
||||||
|
for (int i : lr) {
|
||||||
|
if (used.insert(i).second) newIndices.push_back(i);
|
||||||
|
|
||||||
|
auto neighbors = planetData.findNeighbors(i, currentLod);
|
||||||
|
for (int n : neighbors) {
|
||||||
|
if (used.insert(n).second) newIndices.push_back(n);
|
||||||
|
|
||||||
|
auto neighbors2 = planetData.findNeighbors(n, currentLod);
|
||||||
|
for (int n2 : neighbors2) {
|
||||||
|
if (used.insert(n2).second) newIndices.push_back(n2);
|
||||||
|
|
||||||
|
auto neighbors3 = planetData.findNeighbors(n, currentLod);
|
||||||
|
|
||||||
|
for (int n3 : neighbors3) {
|
||||||
|
if (used.insert(n3).second) newIndices.push_back(n3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Сортируем новый список, чтобы порядок не влиял на сравнение
|
||||||
|
std::sort(newIndices.begin(), newIndices.end());
|
||||||
|
|
||||||
|
// 3. Сравниваем с тем, что было нарисовано в прошлый раз
|
||||||
|
if (newIndices != triangleIndicesToDraw) {
|
||||||
|
// Обновляем список индексов (используем move для эффективности)
|
||||||
|
triangleIndicesToDraw = std::move(newIndices);
|
||||||
|
|
||||||
|
// --- ОБНОВЛЯЕМ ЖЕЛТУЮ ЗОНУ (только когда изменился состав треугольников) ---
|
||||||
|
const auto& fullMesh = planetData.getLodLevel(currentLod).vertexData;
|
||||||
|
planetRenderYellowStruct.data.PositionData.clear();
|
||||||
|
planetRenderYellowStruct.data.TexCoordData.clear();
|
||||||
|
|
||||||
|
for (int i : triangleIndicesToDraw) {
|
||||||
|
// Копируем геометрию для подсветки
|
||||||
|
for (int j = 0; j < 3; ++j) {
|
||||||
|
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3 + j]);
|
||||||
|
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3 + j]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (planetRenderYellowStruct.data.PositionData.size() > 0)
|
||||||
|
{
|
||||||
|
planetRenderYellowStruct.RefreshVBO();
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- ОБНОВЛЯЕМ КАМНИ (через новую структуру StoneGroup) ---
|
||||||
|
if (triangleIndicesToDraw.size() > 0)
|
||||||
|
{
|
||||||
|
planetStones.inflate(triangleIndicesToDraw);
|
||||||
|
// Используем AssignFrom, он внутри сам вызывает RefreshVBO
|
||||||
|
planetStonesRenderStruct.AssignFrom(planetStones.mesh);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void PlanetObject::bakeStoneTexture(Renderer& renderer) {
|
||||||
|
glViewport(0, 0, 512, 512);
|
||||||
|
glClearColor(224 / 255.f, 201 / 255.f, 167 / 255.f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
|
||||||
|
static const std::string defaultShaderName2 = "planetBake";
|
||||||
|
static const std::string vPositionName = "vPosition";
|
||||||
|
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(vTexCoordName);
|
||||||
|
|
||||||
|
float dist = planetData.distanceToPlanetSurface(Environment::shipPosition);
|
||||||
|
auto zRange = planetData.calculateZRange(dist);
|
||||||
|
const float currentZNear = zRange.first;
|
||||||
|
const float currentZFar = zRange.second;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Triangle tr = planetData.getLodLevelNoDist(planetData.getCurrentLodIndex()).triangles[0];
|
||||||
|
|
||||||
|
// 1. Получаем матрицу вращения (оси в столбцах)
|
||||||
|
Matrix3f mr = GetRotationForTriangle(tr);
|
||||||
|
|
||||||
|
// 2. Трансформируем вершины в локальное пространство экрана, чтобы найти габариты
|
||||||
|
// Используем MultMatrixVector(Matrix, Vector).
|
||||||
|
// Если ваша функция считает V * M, то передайте Inverse(mr).
|
||||||
|
Vector3f rA = MultMatrixVector(mr, tr.data[0]);
|
||||||
|
Vector3f rB = MultMatrixVector(mr, tr.data[1]);
|
||||||
|
Vector3f rC = MultMatrixVector(mr, tr.data[2]);
|
||||||
|
|
||||||
|
// 3. Вычисляем реальные границы треугольника после поворота
|
||||||
|
float minX = min(rA.v[0], min(rB.v[0], rC.v[0]));
|
||||||
|
float maxX = max(rA.v[0], max(rB.v[0], rC.v[0]));
|
||||||
|
float minY = min(rA.v[1], min(rB.v[1], rC.v[1]));
|
||||||
|
float maxY = max(rA.v[1], max(rB.v[1], rC.v[1]));
|
||||||
|
|
||||||
|
|
||||||
|
// Находим центр и размеры
|
||||||
|
float width = maxX - minX;
|
||||||
|
float height = maxY - minY;
|
||||||
|
float centerX = (minX + maxX) * 0.5f;
|
||||||
|
float centerY = (minY + maxY) * 0.5f;
|
||||||
|
|
||||||
|
width = width * 0.995;
|
||||||
|
height = height * 0.995;
|
||||||
|
|
||||||
|
renderer.PushProjectionMatrix(
|
||||||
|
centerX - width*0.5, centerX + width * 0.5,
|
||||||
|
centerY - height * 0.5, centerY + height * 0.5,
|
||||||
|
150, 200000);
|
||||||
|
|
||||||
|
renderer.PushMatrix();
|
||||||
|
renderer.LoadIdentity();
|
||||||
|
// Сдвигаем камеру по Z
|
||||||
|
renderer.TranslateMatrix(Vector3f{ 0, 0, -45000 });
|
||||||
|
|
||||||
|
// Применяем вращение
|
||||||
|
renderer.RotateMatrix(mr);
|
||||||
|
|
||||||
|
|
||||||
|
// Извлекаем нормаль треугольника (это 3-й столбец нашей матрицы вращения)
|
||||||
|
Vector3f planeNormal = { mr.m[2], mr.m[5], mr.m[8] };
|
||||||
|
|
||||||
|
renderer.RenderUniform3fv("uPlanePoint", &tr.data[0].v[0]);
|
||||||
|
renderer.RenderUniform3fv("uPlaneNormal", &planeNormal.v[0]);
|
||||||
|
renderer.RenderUniform1f("uMaxHeight", StoneParams::BASE_SCALE * 1.1f); // Соответствует BASE_SCALE + perturbation
|
||||||
|
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, sandTexture->getTexID());
|
||||||
|
renderer.PushMatrix();
|
||||||
|
|
||||||
|
renderer.DrawVertexRenderStruct(planetRenderStructCut);
|
||||||
|
renderer.PopMatrix();
|
||||||
|
|
||||||
|
glEnable(GL_CULL_FACE);
|
||||||
|
glCullFace(GL_BACK); // Отсекаем задние грани
|
||||||
|
if (planetStonesToBakeRenderStruct.data.PositionData.size() > 0)
|
||||||
|
{
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, stoneTexture->getTexID());
|
||||||
|
renderer.DrawVertexRenderStruct(planetStonesToBakeRenderStruct);
|
||||||
|
CheckGlError();
|
||||||
|
}
|
||||||
|
glDisable(GL_CULL_FACE); // Не забываем выключить, чтобы не сломать остальной рендер
|
||||||
|
renderer.PopMatrix();
|
||||||
|
renderer.PopProjectionMatrix();
|
||||||
|
renderer.DisableVertexAttribArray(vTexCoordName);
|
||||||
|
renderer.DisableVertexAttribArray(vPositionName);
|
||||||
|
renderer.shaderManager.PopShader();
|
||||||
|
CheckGlError();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void PlanetObject::draw(Renderer& renderer) {
|
||||||
|
|
||||||
|
prepareDrawData();
|
||||||
|
|
||||||
|
{
|
||||||
|
if (stoneMapFB == nullptr)
|
||||||
|
{
|
||||||
|
stoneMapFB = std::make_unique<FrameBuffer>(512, 512);
|
||||||
|
}
|
||||||
|
stoneMapFB->Bind();
|
||||||
|
|
||||||
|
bakeStoneTexture(renderer);
|
||||||
|
|
||||||
|
stoneMapFB->Unbind();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
//bakeStoneTexture(renderer);
|
||||||
|
|
||||||
|
glViewport(0, 0, Environment::width, Environment::height);
|
||||||
|
//--------------------------
|
||||||
|
|
||||||
|
|
||||||
|
drawPlanet(renderer);
|
||||||
|
//drawYellowZone(renderer);
|
||||||
|
drawStones(renderer);
|
||||||
|
|
||||||
|
drawAtmosphere(renderer);
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlanetObject::drawPlanet(Renderer& renderer)
|
||||||
|
{
|
||||||
|
static const std::string defaultShaderName = "planetLand";
|
||||||
|
|
||||||
|
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(defaultShaderName);
|
||||||
|
|
||||||
|
renderer.EnableVertexAttribArray(vPositionName);
|
||||||
|
renderer.EnableVertexAttribArray(vColorName);
|
||||||
|
renderer.EnableVertexAttribArray(vNormalName);
|
||||||
|
renderer.EnableVertexAttribArray("vTangent");
|
||||||
|
renderer.EnableVertexAttribArray("vBinormal");
|
||||||
|
renderer.EnableVertexAttribArray(vTexCoordName);
|
||||||
|
|
||||||
|
float dist = planetData.distanceToPlanetSurface(Environment::shipPosition);
|
||||||
|
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::shipPosition);
|
||||||
|
|
||||||
|
const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
|
||||||
|
|
||||||
|
renderer.RenderUniform1i("Texture", 0);
|
||||||
|
renderer.RenderUniform1i("BakedTexture", 1);
|
||||||
|
|
||||||
|
|
||||||
|
Triangle tr = planetData.getLodLevel(planetData.getCurrentLodIndex()).triangles[0]; // Берем базовый треугольник
|
||||||
|
Matrix3f mr = GetRotationForTriangle(tr); // Та же матрица, что и при запекании
|
||||||
|
|
||||||
|
// Позиция камеры (корабля) в мире
|
||||||
|
renderer.RenderUniform3fv("uViewPos", &Environment::shipPosition.v[0]);
|
||||||
|
|
||||||
|
//renderer.RenderUniform1f("uHeightScale", 0.03f);
|
||||||
|
renderer.RenderUniform1f("uHeightScale", 0.0f);
|
||||||
|
|
||||||
|
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
|
||||||
|
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
|
||||||
|
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, stoneMapFB->getTextureID());
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, sandTexture->getTexID());
|
||||||
|
|
||||||
|
renderer.DrawVertexRenderStruct(planetRenderStruct);
|
||||||
|
CheckGlError();
|
||||||
|
|
||||||
|
renderer.PopMatrix();
|
||||||
|
renderer.PopProjectionMatrix();
|
||||||
|
renderer.DisableVertexAttribArray(vTexCoordName);
|
||||||
|
renderer.DisableVertexAttribArray(vNormalName);
|
||||||
|
renderer.DisableVertexAttribArray("vTangent");
|
||||||
|
renderer.DisableVertexAttribArray("vBinormal");
|
||||||
|
renderer.DisableVertexAttribArray(vColorName);
|
||||||
|
renderer.DisableVertexAttribArray(vPositionName);
|
||||||
|
renderer.shaderManager.PopShader();
|
||||||
|
CheckGlError();
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlanetObject::drawStones(Renderer& renderer)
|
||||||
|
{
|
||||||
|
static const std::string defaultShaderName2 = "planetStone";
|
||||||
|
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.distanceToPlanetSurface(Environment::shipPosition);
|
||||||
|
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::shipPosition);
|
||||||
|
|
||||||
|
|
||||||
|
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
|
||||||
|
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
|
||||||
|
renderer.RenderUniform3fv("uViewPos", &Environment::shipPosition.v[0]);
|
||||||
|
|
||||||
|
glEnable(GL_CULL_FACE);
|
||||||
|
glCullFace(GL_BACK);
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
if (planetStonesRenderStruct.data.PositionData.size() > 0)
|
||||||
|
{
|
||||||
|
glBindTexture(GL_TEXTURE_2D, stoneTexture->getTexID());
|
||||||
|
renderer.DrawVertexRenderStruct(planetStonesRenderStruct);
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlanetObject::drawYellowZone(Renderer& renderer)
|
||||||
|
{
|
||||||
|
|
||||||
|
static const std::string defaultShaderName = "planetLand";
|
||||||
|
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";
|
||||||
|
|
||||||
|
float dist = planetData.distanceToPlanetSurface(Environment::shipPosition);
|
||||||
|
auto zRange = planetData.calculateZRange(dist);
|
||||||
|
const float currentZNear = zRange.first;
|
||||||
|
const float currentZFar = zRange.second;
|
||||||
|
|
||||||
|
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
if (planetRenderYellowStruct.data.PositionData.size() > 0)
|
||||||
|
{
|
||||||
|
|
||||||
|
renderer.shaderManager.PushShader(defaultShaderName);
|
||||||
|
renderer.RenderUniform1i(textureUniformName, 0);
|
||||||
|
renderer.EnableVertexAttribArray(vPositionName);
|
||||||
|
renderer.EnableVertexAttribArray(vColorName);
|
||||||
|
renderer.EnableVertexAttribArray(vNormalName);
|
||||||
|
renderer.EnableVertexAttribArray("vTangent");
|
||||||
|
renderer.EnableVertexAttribArray("vBinormal");
|
||||||
|
renderer.EnableVertexAttribArray(vTexCoordName);
|
||||||
|
|
||||||
|
// 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::shipPosition);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
|
||||||
|
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
|
||||||
|
|
||||||
|
renderer.RenderUniform3fv("uViewPos", &Environment::shipPosition.v[0]);
|
||||||
|
|
||||||
|
Vector3f color2 = { 1.0, 1.0, 0.0 };
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, sandTexture->getTexID());
|
||||||
|
|
||||||
|
renderer.RenderUniform3fv("uColor", &color2.v[0]);
|
||||||
|
renderer.DrawVertexRenderStruct(planetRenderYellowStruct);
|
||||||
|
//glDisable(GL_BLEND);
|
||||||
|
CheckGlError();
|
||||||
|
|
||||||
|
|
||||||
|
renderer.PopMatrix();
|
||||||
|
renderer.PopProjectionMatrix();
|
||||||
|
renderer.DisableVertexAttribArray(vTexCoordName);
|
||||||
|
renderer.DisableVertexAttribArray(vNormalName);
|
||||||
|
renderer.DisableVertexAttribArray("vTangent");
|
||||||
|
renderer.DisableVertexAttribArray("vBinormal");
|
||||||
|
renderer.DisableVertexAttribArray(vColorName);
|
||||||
|
renderer.DisableVertexAttribArray(vPositionName);
|
||||||
|
renderer.shaderManager.PopShader();
|
||||||
|
CheckGlError();
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlanetObject::drawAtmosphere(Renderer& renderer) {
|
||||||
|
static const std::string defaultShaderName = "defaultAtmosphere";
|
||||||
|
static const std::string vPositionName = "vPosition";
|
||||||
|
static const std::string vNormalName = "vNormal";
|
||||||
|
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
glDepthMask(GL_FALSE);
|
||||||
|
|
||||||
|
renderer.shaderManager.PushShader(defaultShaderName);
|
||||||
|
renderer.EnableVertexAttribArray(vPositionName);
|
||||||
|
renderer.EnableVertexAttribArray(vNormalName);
|
||||||
|
|
||||||
|
|
||||||
|
float dist = planetData.distanceToPlanetSurface(Environment::shipPosition);
|
||||||
|
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::shipPosition);
|
||||||
|
|
||||||
|
const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
|
||||||
|
|
||||||
|
Vector3f color = { 0.0, 0.5, 1.0 };
|
||||||
|
|
||||||
|
renderer.RenderUniform3fv("uColor", &color.v[0]);
|
||||||
|
|
||||||
|
renderer.RenderUniformMatrix4fv("ModelViewMatrix", false, &viewMatrix.m[0]);
|
||||||
|
|
||||||
|
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
|
||||||
|
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);// Аддитивное смешивание для эффекта свечения
|
||||||
|
|
||||||
|
renderer.DrawVertexRenderStruct(planetAtmosphereRenderStruct);
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
glDepthMask(GL_TRUE);
|
||||||
|
renderer.PopMatrix();
|
||||||
|
renderer.PopProjectionMatrix();
|
||||||
|
|
||||||
|
renderer.DisableVertexAttribArray(vNormalName);
|
||||||
|
renderer.DisableVertexAttribArray(vPositionName);
|
||||||
|
renderer.shaderManager.PopShader();
|
||||||
|
CheckGlError();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
float PlanetObject::distanceToPlanetSurface(const Vector3f& viewerPosition)
|
||||||
|
{
|
||||||
|
return planetData.distanceToPlanetSurface(viewerPosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
} // namespace ZL
|
||||||
@@ -0,0 +1,63 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "ZLMath.h"
|
||||||
|
#include "Renderer.h"
|
||||||
|
#include "TextureManager.h"
|
||||||
|
#include <vector>
|
||||||
|
#include <chrono>
|
||||||
|
#include <iostream>
|
||||||
|
#include <string>
|
||||||
|
#include <array>
|
||||||
|
#include <numeric>
|
||||||
|
#include <random>
|
||||||
|
#include <algorithm>
|
||||||
|
#include <map>
|
||||||
|
#include <set>
|
||||||
|
#include "Perlin.h"
|
||||||
|
#include "PlanetData.h"
|
||||||
|
#include "StoneObject.h"
|
||||||
|
#include "FrameBuffer.h"
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
class PlanetObject {
|
||||||
|
public:
|
||||||
|
// Агрегация: логика и данные теперь здесь
|
||||||
|
PlanetData planetData;
|
||||||
|
|
||||||
|
// Данные только для рендеринга (OpenGL specific)
|
||||||
|
VertexRenderStruct planetRenderStruct;
|
||||||
|
VertexRenderStruct planetRenderStructCut;
|
||||||
|
VertexRenderStruct planetRenderYellowStruct;
|
||||||
|
VertexRenderStruct planetAtmosphereRenderStruct;
|
||||||
|
VertexRenderStruct planetStonesRenderStruct;
|
||||||
|
VertexRenderStruct planetStonesToBakeRenderStruct;
|
||||||
|
StoneGroup planetStones;
|
||||||
|
|
||||||
|
std::vector<int> triangleIndicesToDraw;
|
||||||
|
|
||||||
|
std::shared_ptr<Texture> sandTexture;
|
||||||
|
std::shared_ptr<Texture> stoneTexture;
|
||||||
|
|
||||||
|
bool drawDataDirty = true;
|
||||||
|
void prepareDrawData();
|
||||||
|
|
||||||
|
std::unique_ptr<FrameBuffer> stoneMapFB;
|
||||||
|
|
||||||
|
public:
|
||||||
|
PlanetObject();
|
||||||
|
|
||||||
|
void init();
|
||||||
|
void update(float deltaTimeMs);
|
||||||
|
void bakeStoneTexture(Renderer& renderer);
|
||||||
|
void draw(Renderer& renderer);
|
||||||
|
void drawStones(Renderer& renderer);
|
||||||
|
void drawPlanet(Renderer& renderer);
|
||||||
|
void drawYellowZone(Renderer& renderer);
|
||||||
|
void drawAtmosphere(Renderer& renderer);
|
||||||
|
|
||||||
|
|
||||||
|
float distanceToPlanetSurface(const Vector3f& viewerPosition);
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace ZL
|
||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
download from https://cmake.org/download/
|
download from https://cmake.org/download/
|
||||||
|
|
||||||
|
|
||||||
Windows x64 Installer: cmake-4.2.0-windows-x86_64.msi
|
Windows x64 Installer: cmake-4.2.0-windows-x86_64.msi
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
+47
-5
@@ -294,7 +294,6 @@ namespace ZL {
|
|||||||
glBufferData(GL_ARRAY_BUFFER, data.TexCoordData.size() * 8, &data.TexCoordData[0], GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, data.TexCoordData.size() * 8, &data.TexCoordData[0], GL_STATIC_DRAW);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if (data.NormalData.size() > 0)
|
if (data.NormalData.size() > 0)
|
||||||
{
|
{
|
||||||
if (!normalVBO)
|
if (!normalVBO)
|
||||||
@@ -431,6 +430,18 @@ namespace ZL {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Renderer::PushProjectionMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar)
|
||||||
|
{
|
||||||
|
Matrix4f m = MakeOrthoMatrix(xmin, xmax, ymin, ymax, zNear, zFar);
|
||||||
|
ProjectionMatrixStack.push(m);
|
||||||
|
SetMatrix();
|
||||||
|
|
||||||
|
if (ProjectionMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
|
||||||
|
{
|
||||||
|
throw std::runtime_error("Projection matrix stack overflow!!!!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Renderer::PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar)
|
void Renderer::PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar)
|
||||||
{
|
{
|
||||||
Matrix4f m = MakePerspectiveMatrix(fovY, aspectRatio, zNear, zFar);
|
Matrix4f m = MakePerspectiveMatrix(fovY, aspectRatio, zNear, zFar);
|
||||||
@@ -459,6 +470,12 @@ namespace ZL {
|
|||||||
return ProjectionModelViewMatrix;
|
return ProjectionModelViewMatrix;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Matrix4f Renderer::GetCurrentModelViewMatrix()
|
||||||
|
{
|
||||||
|
return ModelviewMatrixStack.top();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void Renderer::SetMatrix()
|
void Renderer::SetMatrix()
|
||||||
{
|
{
|
||||||
if (ProjectionMatrixStack.size() <= 0)
|
if (ProjectionMatrixStack.size() <= 0)
|
||||||
@@ -471,15 +488,16 @@ namespace ZL {
|
|||||||
throw std::runtime_error("Modelview matrix stack out!");
|
throw std::runtime_error("Modelview matrix stack out!");
|
||||||
}
|
}
|
||||||
|
|
||||||
ProjectionModelViewMatrix = ProjectionMatrixStack.top() * ModelviewMatrixStack.top();
|
Matrix4f& modelViewMatrix = ModelviewMatrixStack.top();
|
||||||
|
ProjectionModelViewMatrix = ProjectionMatrixStack.top() * modelViewMatrix;
|
||||||
|
|
||||||
static const std::string ProjectionModelViewMatrixName = "ProjectionModelViewMatrix";
|
static const std::string ProjectionModelViewMatrixName = "ProjectionModelViewMatrix";
|
||||||
|
|
||||||
//static const std::string ProjectionMatrixName = "ProjectionMatrix";
|
|
||||||
|
|
||||||
RenderUniformMatrix4fv(ProjectionModelViewMatrixName, false, &ProjectionModelViewMatrix.m[0]);
|
RenderUniformMatrix4fv(ProjectionModelViewMatrixName, false, &ProjectionModelViewMatrix.m[0]);
|
||||||
|
|
||||||
//RenderUniformMatrix4fv(ProjectionMatrixName, false, &ProjectionMatrixStack.top().m[0]);
|
static const std::string ModelViewMatrixName = "ModelViewMatrix";
|
||||||
|
|
||||||
|
RenderUniformMatrix4fv(ModelViewMatrixName, false, &modelViewMatrix.m[0]);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -670,6 +688,18 @@ namespace ZL {
|
|||||||
glDisableVertexAttribArray(shader->attribList[attribName]);
|
glDisableVertexAttribArray(shader->attribList[attribName]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Renderer::RenderUniformMatrix3fv(const std::string& uniformName, bool transpose, const float* value)
|
||||||
|
{
|
||||||
|
auto shader = shaderManager.GetCurrentShader();
|
||||||
|
|
||||||
|
auto uniform = shader->uniformList.find(uniformName);
|
||||||
|
|
||||||
|
if (uniform != shader->uniformList.end())
|
||||||
|
{
|
||||||
|
glUniformMatrix3fv(uniform->second, 1, transpose, value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void Renderer::RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value)
|
void Renderer::RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value)
|
||||||
{
|
{
|
||||||
@@ -708,6 +738,18 @@ namespace ZL {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Renderer::RenderUniform1f(const std::string& uniformName, float value)
|
||||||
|
{
|
||||||
|
auto shader = shaderManager.GetCurrentShader();
|
||||||
|
|
||||||
|
auto uniform = shader->uniformList.find(uniformName);
|
||||||
|
|
||||||
|
if (uniform != shader->uniformList.end())
|
||||||
|
{
|
||||||
|
glUniform1fv(uniform->second, 1, &value);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void Renderer::VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer)
|
void Renderer::VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer)
|
||||||
|
|||||||
+4
-1
@@ -93,6 +93,7 @@ namespace ZL {
|
|||||||
void InitOpenGL();
|
void InitOpenGL();
|
||||||
|
|
||||||
void PushProjectionMatrix(float width, float height, float zNear = 0.f, float zFar = 1.f);
|
void PushProjectionMatrix(float width, float height, float zNear = 0.f, float zFar = 1.f);
|
||||||
|
void PushProjectionMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar);
|
||||||
void PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar);
|
void PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar);
|
||||||
void PopProjectionMatrix();
|
void PopProjectionMatrix();
|
||||||
|
|
||||||
@@ -108,6 +109,7 @@ namespace ZL {
|
|||||||
|
|
||||||
|
|
||||||
Matrix4f GetProjectionModelViewMatrix();
|
Matrix4f GetProjectionModelViewMatrix();
|
||||||
|
Matrix4f GetCurrentModelViewMatrix();
|
||||||
|
|
||||||
void SetMatrix();
|
void SetMatrix();
|
||||||
|
|
||||||
@@ -118,10 +120,11 @@ namespace ZL {
|
|||||||
void DisableVertexAttribArray(const std::string& attribName);
|
void DisableVertexAttribArray(const std::string& attribName);
|
||||||
|
|
||||||
|
|
||||||
|
void RenderUniformMatrix3fv(const std::string& uniformName, bool transpose, const float* value);
|
||||||
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
|
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
|
||||||
void RenderUniform1i(const std::string& uniformName, const int value);
|
void RenderUniform1i(const std::string& uniformName, const int value);
|
||||||
void RenderUniform3fv(const std::string& uniformName, const float* value);
|
void RenderUniform3fv(const std::string& uniformName, const float* value);
|
||||||
|
void RenderUniform1f(const std::string& uniformName, float value);
|
||||||
|
|
||||||
void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer);
|
void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer);
|
||||||
|
|
||||||
|
|||||||
+4
-1
@@ -11,6 +11,8 @@ namespace ZL {
|
|||||||
|
|
||||||
char infoLog[CONST_INFOLOG_LENGTH];
|
char infoLog[CONST_INFOLOG_LENGTH];
|
||||||
int infoLogLength;
|
int infoLogLength;
|
||||||
|
char infoLog2[CONST_INFOLOG_LENGTH];
|
||||||
|
int infoLogLength2;
|
||||||
|
|
||||||
int vertexShaderCompiled;
|
int vertexShaderCompiled;
|
||||||
int fragmentShaderCompiled;
|
int fragmentShaderCompiled;
|
||||||
@@ -37,7 +39,8 @@ namespace ZL {
|
|||||||
|
|
||||||
glCompileShader(fragmentShader);
|
glCompileShader(fragmentShader);
|
||||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
|
||||||
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
|
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
|
||||||
|
|
||||||
|
|
||||||
if (!vertexShaderCompiled)
|
if (!vertexShaderCompiled)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -0,0 +1,299 @@
|
|||||||
|
#include "SparkEmitter.h"
|
||||||
|
#include <random>
|
||||||
|
#include <cmath>
|
||||||
|
#include "OpenGlExtensions.h"
|
||||||
|
#include "Environment.h"
|
||||||
|
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
SparkEmitter::SparkEmitter()
|
||||||
|
: emissionRate(100.0f), isActive(true), drawDataDirty(true), maxParticles(200) {
|
||||||
|
particles.resize(maxParticles);
|
||||||
|
drawPositions.reserve(maxParticles * 6);
|
||||||
|
drawTexCoords.reserve(maxParticles * 6);
|
||||||
|
lastEmissionTime = std::chrono::steady_clock::now();
|
||||||
|
|
||||||
|
sparkQuad.data = VertexDataStruct();
|
||||||
|
}
|
||||||
|
|
||||||
|
SparkEmitter::SparkEmitter(const std::vector<Vector3f>& positions, float rate)
|
||||||
|
: emissionPoints(positions), emissionRate(rate), isActive(true),
|
||||||
|
drawDataDirty(true), maxParticles(positions.size() * 100) {
|
||||||
|
particles.resize(maxParticles);
|
||||||
|
drawPositions.reserve(maxParticles * 6);
|
||||||
|
drawTexCoords.reserve(maxParticles * 6);
|
||||||
|
lastEmissionTime = std::chrono::steady_clock::now();
|
||||||
|
|
||||||
|
sparkQuad.data = VertexDataStruct();
|
||||||
|
}
|
||||||
|
|
||||||
|
SparkEmitter::SparkEmitter(const std::vector<Vector3f>& positions,
|
||||||
|
std::shared_ptr<Texture> tex,
|
||||||
|
float rate)
|
||||||
|
: emissionPoints(positions), texture(tex), emissionRate(rate),
|
||||||
|
isActive(true), drawDataDirty(true), maxParticles(positions.size() * 100) {
|
||||||
|
particles.resize(maxParticles);
|
||||||
|
drawPositions.reserve(maxParticles * 6);
|
||||||
|
drawTexCoords.reserve(maxParticles * 6);
|
||||||
|
lastEmissionTime = std::chrono::steady_clock::now();
|
||||||
|
|
||||||
|
sparkQuad.data = VertexDataStruct();
|
||||||
|
}
|
||||||
|
|
||||||
|
void SparkEmitter::setTexture(std::shared_ptr<Texture> tex) {
|
||||||
|
texture = tex;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SparkEmitter::prepareDrawData() {
|
||||||
|
if (!drawDataDirty) return;
|
||||||
|
|
||||||
|
drawPositions.clear();
|
||||||
|
drawTexCoords.clear();
|
||||||
|
|
||||||
|
if (getActiveParticleCount() == 0) {
|
||||||
|
drawDataDirty = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<std::pair<const SparkParticle*, float>> sortedParticles;
|
||||||
|
sortedParticles.reserve(getActiveParticleCount());
|
||||||
|
|
||||||
|
for (const auto& particle : particles) {
|
||||||
|
if (particle.active) {
|
||||||
|
sortedParticles.push_back({ &particle, particle.position.v[2] });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
std::sort(sortedParticles.begin(), sortedParticles.end(),
|
||||||
|
[](const auto& a, const auto& b) {
|
||||||
|
return a.second > b.second;
|
||||||
|
});
|
||||||
|
|
||||||
|
for (const auto& [particlePtr, depth] : sortedParticles) {
|
||||||
|
const auto& particle = *particlePtr;
|
||||||
|
Vector3f pos = particle.position;
|
||||||
|
float size = 0.04f * particle.scale;
|
||||||
|
|
||||||
|
drawPositions.push_back({ pos.v[0] - size, pos.v[1] - size, pos.v[2] });
|
||||||
|
drawTexCoords.push_back({ 0.0f, 0.0f });
|
||||||
|
|
||||||
|
drawPositions.push_back({ pos.v[0] - size, pos.v[1] + size, pos.v[2] });
|
||||||
|
drawTexCoords.push_back({ 0.0f, 1.0f });
|
||||||
|
|
||||||
|
drawPositions.push_back({ pos.v[0] + size, pos.v[1] + size, pos.v[2] });
|
||||||
|
drawTexCoords.push_back({ 1.0f, 1.0f });
|
||||||
|
|
||||||
|
drawPositions.push_back({ pos.v[0] - size, pos.v[1] - size, pos.v[2] });
|
||||||
|
drawTexCoords.push_back({ 0.0f, 0.0f });
|
||||||
|
|
||||||
|
drawPositions.push_back({ pos.v[0] + size, pos.v[1] + size, pos.v[2] });
|
||||||
|
drawTexCoords.push_back({ 1.0f, 1.0f });
|
||||||
|
|
||||||
|
drawPositions.push_back({ pos.v[0] + size, pos.v[1] - size, pos.v[2] });
|
||||||
|
drawTexCoords.push_back({ 1.0f, 0.0f });
|
||||||
|
}
|
||||||
|
|
||||||
|
drawDataDirty = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SparkEmitter::draw(Renderer& renderer, float zoom, int screenWidth, int screenHeight) {
|
||||||
|
if (getActiveParticleCount() == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!texture) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
prepareDrawData();
|
||||||
|
|
||||||
|
if (drawPositions.empty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
sparkQuad.data.PositionData = drawPositions;
|
||||||
|
sparkQuad.data.TexCoordData = drawTexCoords;
|
||||||
|
sparkQuad.RefreshVBO();
|
||||||
|
|
||||||
|
static const std::string defaultShaderName = "default";
|
||||||
|
static const std::string vPositionName = "vPosition";
|
||||||
|
static const std::string vTexCoordName = "vTexCoord";
|
||||||
|
static const std::string textureUniformName = "Texture";
|
||||||
|
|
||||||
|
renderer.shaderManager.PushShader(defaultShaderName);
|
||||||
|
renderer.RenderUniform1i(textureUniformName, 0);
|
||||||
|
renderer.EnableVertexAttribArray(vPositionName);
|
||||||
|
renderer.EnableVertexAttribArray(vTexCoordName);
|
||||||
|
|
||||||
|
float aspectRatio = static_cast<float>(screenWidth) / static_cast<float>(screenHeight);
|
||||||
|
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, aspectRatio, Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture->getTexID());
|
||||||
|
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);// Аддитивное смешивание для эффекта свечения
|
||||||
|
|
||||||
|
renderer.PushMatrix();
|
||||||
|
renderer.LoadIdentity();
|
||||||
|
renderer.TranslateMatrix({ 0, 0, -1.0f * zoom });
|
||||||
|
|
||||||
|
renderer.DrawVertexRenderStruct(sparkQuad);
|
||||||
|
|
||||||
|
renderer.PopMatrix();
|
||||||
|
renderer.PopProjectionMatrix();
|
||||||
|
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
renderer.DisableVertexAttribArray(vPositionName);
|
||||||
|
renderer.DisableVertexAttribArray(vTexCoordName);
|
||||||
|
renderer.shaderManager.PopShader();
|
||||||
|
}
|
||||||
|
|
||||||
|
void SparkEmitter::update(float deltaTimeMs) {
|
||||||
|
auto currentTime = std::chrono::steady_clock::now();
|
||||||
|
auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||||
|
currentTime - lastEmissionTime).count();
|
||||||
|
|
||||||
|
if (isActive && elapsed >= emissionRate) {
|
||||||
|
emit();
|
||||||
|
lastEmissionTime = currentTime;
|
||||||
|
drawDataDirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool anyChanged = false;
|
||||||
|
for (auto& particle : particles) {
|
||||||
|
if (particle.active) {
|
||||||
|
Vector3f oldPosition = particle.position;
|
||||||
|
float oldScale = particle.scale;
|
||||||
|
|
||||||
|
particle.position.v[0] += particle.velocity.v[0] * deltaTimeMs / 1000.0f;
|
||||||
|
particle.position.v[1] += particle.velocity.v[1] * deltaTimeMs / 1000.0f;
|
||||||
|
particle.position.v[2] += particle.velocity.v[2] * deltaTimeMs / 1000.0f;
|
||||||
|
|
||||||
|
particle.lifeTime += deltaTimeMs;
|
||||||
|
|
||||||
|
if (particle.lifeTime >= particle.maxLifeTime) {
|
||||||
|
particle.active = false;
|
||||||
|
anyChanged = true;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
float lifeRatio = particle.lifeTime / particle.maxLifeTime;
|
||||||
|
particle.scale = 1.0f - lifeRatio * 0.8f;
|
||||||
|
|
||||||
|
if (oldPosition.v[0] != particle.position.v[0] ||
|
||||||
|
oldPosition.v[1] != particle.position.v[1] ||
|
||||||
|
oldPosition.v[2] != particle.position.v[2] ||
|
||||||
|
oldScale != particle.scale) {
|
||||||
|
anyChanged = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (anyChanged) {
|
||||||
|
drawDataDirty = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SparkEmitter::emit() {
|
||||||
|
if (emissionPoints.empty()) return;
|
||||||
|
bool emitted = false;
|
||||||
|
|
||||||
|
for (int i = 0; i < emissionPoints.size(); ++i) {
|
||||||
|
bool particleFound = false;
|
||||||
|
|
||||||
|
for (auto& particle : particles) {
|
||||||
|
if (!particle.active) {
|
||||||
|
initParticle(particle, i);
|
||||||
|
particle.active = true;
|
||||||
|
particle.lifeTime = 0;
|
||||||
|
particle.position = emissionPoints[i];
|
||||||
|
particle.emitterIndex = i;
|
||||||
|
particleFound = true;
|
||||||
|
emitted = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!particleFound && !particles.empty()) {
|
||||||
|
size_t oldestIndex = 0;
|
||||||
|
float maxLifeTime = 0;
|
||||||
|
|
||||||
|
for (size_t j = 0; j < particles.size(); ++j) {
|
||||||
|
if (particles[j].lifeTime > maxLifeTime) {
|
||||||
|
maxLifeTime = particles[j].lifeTime;
|
||||||
|
oldestIndex = j;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
initParticle(particles[oldestIndex], i);
|
||||||
|
particles[oldestIndex].active = true;
|
||||||
|
particles[oldestIndex].lifeTime = 0;
|
||||||
|
particles[oldestIndex].position = emissionPoints[i];
|
||||||
|
particles[oldestIndex].emitterIndex = i;
|
||||||
|
emitted = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (emitted) {
|
||||||
|
drawDataDirty = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SparkEmitter::setEmissionPoints(const std::vector<Vector3f>& positions) {
|
||||||
|
emissionPoints = positions;
|
||||||
|
maxParticles = positions.size() * 100;
|
||||||
|
particles.resize(maxParticles);
|
||||||
|
drawDataDirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SparkEmitter::initParticle(SparkParticle& particle, int emitterIndex) {
|
||||||
|
particle.velocity = getRandomVelocity(emitterIndex);
|
||||||
|
particle.scale = 1.0f;
|
||||||
|
particle.maxLifeTime = 800.0f + (rand() % 400);
|
||||||
|
particle.emitterIndex = emitterIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3f SparkEmitter::getRandomVelocity(int emitterIndex) {
|
||||||
|
static std::random_device rd;
|
||||||
|
static std::mt19937 gen(rd());
|
||||||
|
static std::uniform_real_distribution<> angleDist(0, 2 * M_PI);
|
||||||
|
static std::uniform_real_distribution<> speedDist(0.5f, 2.0f);
|
||||||
|
static std::uniform_real_distribution<> zSpeedDist(1.0f, 3.0f);
|
||||||
|
|
||||||
|
float angle = angleDist(gen);
|
||||||
|
float speed = speedDist(gen);
|
||||||
|
float zSpeed = zSpeedDist(gen);
|
||||||
|
|
||||||
|
if (emitterIndex == 0) {
|
||||||
|
return Vector3f{
|
||||||
|
cosf(angle) * speed - 0.3f,
|
||||||
|
sinf(angle) * speed,
|
||||||
|
zSpeed
|
||||||
|
};
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
return Vector3f{
|
||||||
|
cosf(angle) * speed + 0.3f,
|
||||||
|
sinf(angle) * speed,
|
||||||
|
zSpeed
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const std::vector<SparkParticle>& SparkEmitter::getParticles() const {
|
||||||
|
return particles;
|
||||||
|
}
|
||||||
|
|
||||||
|
size_t SparkEmitter::getActiveParticleCount() const {
|
||||||
|
size_t count = 0;
|
||||||
|
for (const auto& particle : particles) {
|
||||||
|
if (particle.active) {
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return count;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace ZL
|
||||||
@@ -0,0 +1,66 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "ZLMath.h"
|
||||||
|
#include "Renderer.h"
|
||||||
|
#include "TextureManager.h"
|
||||||
|
#include <vector>
|
||||||
|
#include <chrono>
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
struct SparkParticle {
|
||||||
|
Vector3f position;
|
||||||
|
Vector3f velocity;
|
||||||
|
float scale;
|
||||||
|
float lifeTime;
|
||||||
|
float maxLifeTime;
|
||||||
|
bool active;
|
||||||
|
int emitterIndex;
|
||||||
|
|
||||||
|
SparkParticle() : position({ 0,0,0 }), velocity({ 0,0,0 }), scale(1.0f),
|
||||||
|
lifeTime(0), maxLifeTime(1000.0f), active(false), emitterIndex(0) {
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
class SparkEmitter {
|
||||||
|
private:
|
||||||
|
std::vector<SparkParticle> particles;
|
||||||
|
std::vector<Vector3f> emissionPoints;
|
||||||
|
std::chrono::steady_clock::time_point lastEmissionTime;
|
||||||
|
float emissionRate;
|
||||||
|
bool isActive;
|
||||||
|
|
||||||
|
std::vector<Vector3f> drawPositions;
|
||||||
|
std::vector<Vector2f> drawTexCoords;
|
||||||
|
bool drawDataDirty;
|
||||||
|
VertexRenderStruct sparkQuad;
|
||||||
|
std::shared_ptr<Texture> texture;
|
||||||
|
|
||||||
|
int maxParticles;
|
||||||
|
|
||||||
|
void prepareDrawData();
|
||||||
|
|
||||||
|
public:
|
||||||
|
SparkEmitter();
|
||||||
|
SparkEmitter(const std::vector<Vector3f>& positions, float rate = 100.0f);
|
||||||
|
SparkEmitter(const std::vector<Vector3f>& positions,
|
||||||
|
std::shared_ptr<Texture> tex,
|
||||||
|
float rate = 100.0f);
|
||||||
|
|
||||||
|
void setEmissionPoints(const std::vector<Vector3f>& positions);
|
||||||
|
void setTexture(std::shared_ptr<Texture> tex);
|
||||||
|
|
||||||
|
void update(float deltaTimeMs);
|
||||||
|
void emit();
|
||||||
|
|
||||||
|
void draw(Renderer& renderer, float zoom, int screenWidth, int screenHeight);
|
||||||
|
|
||||||
|
const std::vector<SparkParticle>& getParticles() const;
|
||||||
|
size_t getActiveParticleCount() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
void initParticle(SparkParticle& particle, int emitterIndex);
|
||||||
|
Vector3f getRandomVelocity(int emitterIndex);
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace ZL
|
||||||
+276
@@ -0,0 +1,276 @@
|
|||||||
|
#include "StoneObject.h"
|
||||||
|
|
||||||
|
#include "Utils.h"
|
||||||
|
#include <GL/gl.h>
|
||||||
|
#include <random>
|
||||||
|
#include <cmath>
|
||||||
|
#include "Renderer.h"
|
||||||
|
#include "PlanetData.h"
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
|
||||||
|
// --- ÊÎÍÑÒÀÍÒÛ ÏÀÐÀÌÅÒÐÎÂ (êàê âû ïðîñèëè) ---
|
||||||
|
const float StoneParams::BASE_SCALE = 17.0f; // Îáùèé ðàçìåð êàìíÿ
|
||||||
|
//const float StoneParams::BASE_SCALE = 5000.0f; // Îáùèé ðàçìåð êàìíÿ
|
||||||
|
//const float StoneParams::MIN_AXIS_SCALE = 1.0f; // Ìèíèìàëüíîå ðàñòÿæåíèå/ñæàòèå ïî îñè
|
||||||
|
//const float StoneParams::MAX_AXIS_SCALE = 1.0f; // Ìàêñèìàëüíîå ðàñòÿæåíèå/ñæàòèå ïî îñè
|
||||||
|
//const float StoneParams::MIN_PERTURBATION = 0.0f; // Ìèíèìàëüíîå ðàäèàëüíîå âîçìóùåíèå âåðøèíû
|
||||||
|
//const float StoneParams::MAX_PERTURBATION = 0.0f; // Ìàêñèìàëüíîå ðàäèàëüíîå âîçìóùåíèå âåðøèíû
|
||||||
|
const float StoneParams::MIN_AXIS_SCALE = 0.5f; // Ìèíèìàëüíîå ðàñòÿæåíèå/ñæàòèå ïî îñè
|
||||||
|
const float StoneParams::MAX_AXIS_SCALE = 1.5f; // Ìàêñèìàëüíîå ðàñòÿæåíèå/ñæàòèå ïî îñè
|
||||||
|
const float StoneParams::MIN_PERTURBATION = 0.05f; // Ìèíèìàëüíîå ðàäèàëüíîå âîçìóùåíèå âåðøèíû
|
||||||
|
const float StoneParams::MAX_PERTURBATION = 0.25f; // Ìàêñèìàëüíîå ðàäèàëüíîå âîçìóùåíèå âåðøèíû
|
||||||
|
const int StoneParams::STONES_PER_TRIANGLE = 100;
|
||||||
|
|
||||||
|
// Âñïîìîãàòåëüíàÿ ôóíêöèÿ äëÿ ïîëó÷åíèÿ ñëó÷àéíîãî ÷èñëà â äèàïàçîíå [min, max]
|
||||||
|
float getRandomFloat(std::mt19937& gen, float min, float max) {
|
||||||
|
std::uniform_real_distribution<> distrib(min, max);
|
||||||
|
return static_cast<float>(distrib(gen));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Âñïîìîãàòåëüíàÿ ôóíêöèÿ äëÿ ãåíåðàöèè ñëó÷àéíîé òî÷êè íà òðåóãîëüíèêå
|
||||||
|
// Èñïîëüçóåò áàðèöåíòðè÷åñêèå êîîðäèíàòû
|
||||||
|
Vector3f GetRandomPointOnTriangle(const Triangle& t, std::mt19937& engine) {
|
||||||
|
std::uniform_real_distribution<> distrib(0.0f, 1.0f);
|
||||||
|
|
||||||
|
float r1 = getRandomFloat(engine, 0.0f, 1.0f);
|
||||||
|
float r2 = getRandomFloat(engine, 0.0f, 1.0f);
|
||||||
|
|
||||||
|
// Ïðåîáðàçîâàíèå r1, r2 äëÿ ïîëó÷åíèÿ ðàâíîìåðíîãî ðàñïðåäåëåíèÿ
|
||||||
|
float a = 1.0f - std::sqrt(r1);
|
||||||
|
float b = std::sqrt(r1) * r2;
|
||||||
|
float c = 1.0f - a - b; // c = sqrt(r1) * (1 - r2)
|
||||||
|
|
||||||
|
// Áàðèöåíòðè÷åñêèå êîîðäèíàòû
|
||||||
|
// P = a*p1 + b*p2 + c*p3
|
||||||
|
Vector3f p1_term = t.data[0] * a;
|
||||||
|
Vector3f p2_term = t.data[1] * b;
|
||||||
|
Vector3f p3_term = t.data[2] * c;
|
||||||
|
|
||||||
|
return p1_term + p2_term + p3_term;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Èêîñàýäð (íà îñíîâå çîëîòîãî ñå÷åíèÿ phi)
|
||||||
|
// Êîîðäèíàòû ìîãóò áûòü âû÷èñëåíû çàðàíåå äëÿ êîíñòàíòíîãî èêîñàýäðà.
|
||||||
|
// Çäåñü òîëüêî îáúÿâëåíèå, ÷òîáû ïîêàçàòü èäåþ.
|
||||||
|
|
||||||
|
VertexDataStruct CreateBaseConvexPolyhedron(uint64_t seed) {
|
||||||
|
|
||||||
|
// const size_t SUBDIVISION_LEVEL = 1; // Óðîâåíü ïîäðàçäåëåíèÿ (äëÿ áîëåå êðóãëîãî êàìíÿ, ïîêà îïóñòèì)
|
||||||
|
|
||||||
|
std::mt19937 engine(static_cast<unsigned int>(seed));
|
||||||
|
|
||||||
|
// Çîëîòîå ñå÷åíèå
|
||||||
|
const float t = (1.0f + std::sqrt(5.0f)) / 2.0f;
|
||||||
|
|
||||||
|
// 12 âåðøèí èêîñàýäðà
|
||||||
|
std::vector<Vector3f> initialVertices = {
|
||||||
|
{ -1, t, 0 }, { 1, t, 0 }, { -1, -t, 0 }, { 1, -t, 0 },
|
||||||
|
{ 0, -1, t }, { 0, 1, t }, { 0, -1, -t }, { 0, 1, -t },
|
||||||
|
{ t, 0, -1 }, { t, 0, 1 }, { -t, 0, -1 }, { -t, 0, 1 }
|
||||||
|
};
|
||||||
|
|
||||||
|
// 20 òðåóãîëüíûõ ãðàíåé (èíäåêñû âåðøèí)
|
||||||
|
std::vector<std::array<int, 3>> faces = {
|
||||||
|
// 5 òðåóãîëüíèêîâ âîêðóã âåðøèíû 0
|
||||||
|
{0, 11, 5}, {0, 5, 1}, {0, 1, 7}, {0, 7, 10}, {0, 10, 11},
|
||||||
|
// 5 ñìåæíûõ ïîëîñ
|
||||||
|
{1, 5, 9}, {5, 11, 4}, {11, 10, 2}, {10, 7, 6}, {7, 1, 8},
|
||||||
|
// 5 òðåóãîëüíèêîâ âîêðóã âåðøèíû 3
|
||||||
|
{3, 9, 4}, {3, 4, 2}, {3, 2, 6}, {3, 6, 8}, {3, 8, 9},
|
||||||
|
// 5 ñìåæíûõ ïîëîñ
|
||||||
|
{4, 9, 5}, {2, 4, 11}, {6, 2, 10}, {8, 6, 7}, {9, 8, 1}
|
||||||
|
};
|
||||||
|
|
||||||
|
// 1. Íîðìàëèçàöèÿ è Âîçìóùåíèå (Perturbation)
|
||||||
|
for (Vector3f& v : initialVertices) {
|
||||||
|
v = v.normalized() * StoneParams::BASE_SCALE; // Íîðìàëèçàöèÿ ê ñôåðå ðàäèóñà BASE_SCALE
|
||||||
|
|
||||||
|
// Ðàäèàëüíîå âîçìóùåíèå:
|
||||||
|
float perturbation = getRandomFloat(engine, StoneParams::MIN_PERTURBATION, StoneParams::MAX_PERTURBATION);
|
||||||
|
v = v * (1.0f + perturbation);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Òðàíñôîðìàöèÿ (Ìàñøòàáèðîâàíèå è Ïîâîðîò)
|
||||||
|
|
||||||
|
// Ñëó÷àéíûå ìàñøòàáû ïî îñÿì
|
||||||
|
Vector3f scaleFactors = {
|
||||||
|
getRandomFloat(engine, StoneParams::MIN_AXIS_SCALE, StoneParams::MAX_AXIS_SCALE),
|
||||||
|
getRandomFloat(engine, StoneParams::MIN_AXIS_SCALE, StoneParams::MAX_AXIS_SCALE),
|
||||||
|
getRandomFloat(engine, StoneParams::MIN_AXIS_SCALE, StoneParams::MAX_AXIS_SCALE)
|
||||||
|
};
|
||||||
|
|
||||||
|
// Ïðèìåíÿåì ìàñøòàáèðîâàíèå
|
||||||
|
for (Vector3f& v : initialVertices) {
|
||||||
|
v.v[0] *= scaleFactors.v[0];
|
||||||
|
v.v[1] *= scaleFactors.v[1];
|
||||||
|
v.v[2] *= scaleFactors.v[2];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ñëó÷àéíûé ïîâîðîò (íàïðèìåð, âîêðóã òðåõ îñåé)
|
||||||
|
Vector4f qx = QuatFromRotateAroundX(getRandomFloat(engine, 0.0f, 360.0f));
|
||||||
|
Vector4f qy = QuatFromRotateAroundY(getRandomFloat(engine, 0.0f, 360.0f));
|
||||||
|
Vector4f qz = QuatFromRotateAroundZ(getRandomFloat(engine, 0.0f, 360.0f));
|
||||||
|
Vector4f qFinal = slerp(qx, qy, 0.5f); // Ïðîñòîé ïðèìåð êîìáèíèðîâàíèÿ
|
||||||
|
qFinal = slerp(qFinal, qz, 0.5f).normalized();
|
||||||
|
Matrix3f rotationMatrix = QuatToMatrix(qFinal);
|
||||||
|
|
||||||
|
for (Vector3f& v : initialVertices) {
|
||||||
|
v = MultMatrixVector(rotationMatrix, v);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Ñãëàæåííûå Íîðìàëè è Ôîðìèðîâàíèå Mesh
|
||||||
|
VertexDataStruct result;
|
||||||
|
// Êàðòà äëÿ íàêîïëåíèÿ íîðìàëåé ïî óíèêàëüíûì ïîçèöèÿì âåðøèí
|
||||||
|
// (Òðåáóåò îïðåäåëåííîãî îïåðàòîðà < äëÿ Vector3f â ZLMath.h, êîòîðûé ó âàñ åñòü)
|
||||||
|
std::map<Vector3f, Vector3f> smoothNormalsMap;
|
||||||
|
|
||||||
|
// Ïðåäâàðèòåëüíîå çàïîëíåíèå êàðòû íîðìàëÿìè
|
||||||
|
for (const auto& face : faces) {
|
||||||
|
Vector3f p1 = initialVertices[face[0]];
|
||||||
|
Vector3f p2 = initialVertices[face[1]];
|
||||||
|
Vector3f p3 = initialVertices[face[2]];
|
||||||
|
|
||||||
|
// Íîðìàëü ãðàíè: (p2 - p1) x (p3 - p1)
|
||||||
|
Vector3f faceNormal = (p2 - p1).cross(p3 - p1).normalized();
|
||||||
|
|
||||||
|
smoothNormalsMap[p1] = smoothNormalsMap[p1] + faceNormal;
|
||||||
|
smoothNormalsMap[p2] = smoothNormalsMap[p2] + faceNormal;
|
||||||
|
smoothNormalsMap[p3] = smoothNormalsMap[p3] + faceNormal;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Íîðìàëèçàöèÿ íàêîïëåííûõ íîðìàëåé
|
||||||
|
for (auto& pair : smoothNormalsMap) {
|
||||||
|
pair.second = pair.second.normalized();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 4. Ôèíàëüíîå çàïîëíåíèå VertexDataStruct è Òåêñòóðíûå Êîîðäèíàòû
|
||||||
|
for (const auto& face : faces) {
|
||||||
|
Vector3f p1 = initialVertices[face[0]];
|
||||||
|
Vector3f p2 = initialVertices[face[1]];
|
||||||
|
Vector3f p3 = initialVertices[face[2]];
|
||||||
|
|
||||||
|
// Ïîçèöèè
|
||||||
|
result.PositionData.push_back(p1);
|
||||||
|
result.PositionData.push_back(p2);
|
||||||
|
result.PositionData.push_back(p3);
|
||||||
|
|
||||||
|
// Ñãëàæåííûå Íîðìàëè (èç êàðòû)
|
||||||
|
result.NormalData.push_back(smoothNormalsMap[p1]);
|
||||||
|
result.NormalData.push_back(smoothNormalsMap[p2]);
|
||||||
|
result.NormalData.push_back(smoothNormalsMap[p3]);
|
||||||
|
|
||||||
|
// Òåêñòóðíûå Êîîðäèíàòû (Ïëàíàðíàÿ ïðîåêöèÿ íà ïëîñêîñòü ãðàíè)
|
||||||
|
// p1 -> (0, 0), p2 -> (L_12, 0), p3 -> (L_13 * cos(angle), L_13 * sin(angle))
|
||||||
|
// Ãäå L_xy - äëèíà âåêòîðà, angle - óãîë ìåæäó p2-p1 è p3-p1
|
||||||
|
|
||||||
|
Vector3f uAxis = (p2 - p1).normalized();
|
||||||
|
Vector3f vRaw = p3 - p1;
|
||||||
|
|
||||||
|
// Ïðîåêöèÿ vRaw íà uAxis
|
||||||
|
float uProjLen = vRaw.dot(uAxis);
|
||||||
|
|
||||||
|
// Âåêòîð V ïåðïåíäèêóëÿðíûé U: vRaw - uProj
|
||||||
|
Vector3f vAxisRaw = vRaw - (uAxis * uProjLen);
|
||||||
|
|
||||||
|
// Äëèíà îñè V
|
||||||
|
float vLen = vAxisRaw.length();
|
||||||
|
|
||||||
|
// Íîðìàëèçîâàííàÿ îñü V
|
||||||
|
Vector3f vAxis = vAxisRaw.normalized();
|
||||||
|
|
||||||
|
// Êîîðäèíàòû (u, v) äëÿ p1, p2, p3 îòíîñèòåëüíî p1
|
||||||
|
Vector2f uv1 = { 0.0f, 0.0f };
|
||||||
|
Vector2f uv2 = { (p2 - p1).length(), 0.0f }; // p2-p1 âäîëü îñè U
|
||||||
|
Vector2f uv3 = { uProjLen, vLen }; // p3-p1: u-êîìïîíåíòà = uProjLen, v-êîìïîíåíòà = vLen
|
||||||
|
|
||||||
|
// Íàõîäèì ìàêñèìàëüíûé ðàçìåð, ÷òîáû ìàñøòàáèðîâàòü â [0, 1]
|
||||||
|
float maxUV = max(uv2.v[0], max(uv3.v[0], uv3.v[1]));
|
||||||
|
|
||||||
|
if (maxUV > 0.000001f) {
|
||||||
|
// Ìàñøòàáèðóåì:
|
||||||
|
result.TexCoordData.push_back(uv1);
|
||||||
|
result.TexCoordData.push_back(uv2 * (1.f / maxUV));
|
||||||
|
result.TexCoordData.push_back(uv3 * (1.f / maxUV));
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
// Ïðåäîòâðàùåíèå äåëåíèÿ íà íîëü äëÿ âûðîæäåííûõ ãðàíåé
|
||||||
|
result.TexCoordData.push_back({ 0.0f, 0.0f });
|
||||||
|
result.TexCoordData.push_back({ 0.0f, 0.0f });
|
||||||
|
result.TexCoordData.push_back({ 0.0f, 0.0f });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
StoneGroup CreateStoneGroupData(uint64_t globalSeed, const LodLevel& planetLodLevel) {
|
||||||
|
StoneGroup group;
|
||||||
|
|
||||||
|
// Ðåçåðâèðóåì ìåñòî ïîä âñå òðåóãîëüíèêè òåêóùåãî LOD
|
||||||
|
group.allInstances.resize(planetLodLevel.triangles.size());
|
||||||
|
|
||||||
|
for (size_t tIdx = 0; tIdx < planetLodLevel.triangles.size(); ++tIdx) {
|
||||||
|
const Triangle& tri = planetLodLevel.triangles[tIdx];
|
||||||
|
std::mt19937 engine(static_cast<unsigned int>(globalSeed));
|
||||||
|
|
||||||
|
for (int i = 0; i < StoneParams::STONES_PER_TRIANGLE; ++i) {
|
||||||
|
StoneInstance instance;
|
||||||
|
instance.seed = globalSeed;// + tIdx * 1000 + i; // Óíèêàëüíûé ñèä äëÿ êàæäîãî êàìíÿ
|
||||||
|
|
||||||
|
instance.position = GetRandomPointOnTriangle(tri, engine);
|
||||||
|
|
||||||
|
//instance.position = Vector3f(5000.0f, 5000.0f, 5000.0f);
|
||||||
|
// Ãåíåðèðóåì ñëó÷àéíûå ïàðàìåòðû îäèí ðàç
|
||||||
|
instance.scale = {
|
||||||
|
getRandomFloat(engine, 0.5f, 1.5f),
|
||||||
|
getRandomFloat(engine, 0.5f, 1.5f),
|
||||||
|
getRandomFloat(engine, 0.5f, 1.5f)
|
||||||
|
};
|
||||||
|
|
||||||
|
Vector4f qx = QuatFromRotateAroundX(getRandomFloat(engine, 0.0f, 360.0f));
|
||||||
|
Vector4f qy = QuatFromRotateAroundY(getRandomFloat(engine, 0.0f, 360.0f));
|
||||||
|
Vector4f qz = QuatFromRotateAroundZ(getRandomFloat(engine, 0.0f, 360.0f));
|
||||||
|
instance.rotation = slerp(slerp(qx, qy, 0.5f), qz, 0.5f).normalized();
|
||||||
|
|
||||||
|
group.allInstances[tIdx].push_back(instance);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return group;
|
||||||
|
}
|
||||||
|
|
||||||
|
void StoneGroup::inflate(const std::vector<int>& triangleIndices) {
|
||||||
|
// 1. Î÷èùàåì òåêóùèé ìåø ïåðåä çàïîëíåíèåì
|
||||||
|
mesh.PositionData.clear();
|
||||||
|
mesh.NormalData.clear();
|
||||||
|
mesh.TexCoordData.clear();
|
||||||
|
|
||||||
|
static VertexDataStruct baseStone = CreateBaseConvexPolyhedron(1337);
|
||||||
|
|
||||||
|
// 2. Íàïîëíÿåì ìåø òîëüêî äëÿ âèäèìûõ òðåóãîëüíèêîâ
|
||||||
|
for (int tIdx : triangleIndices) {
|
||||||
|
if (tIdx >= allInstances.size()) continue;
|
||||||
|
|
||||||
|
for (const auto& inst : allInstances[tIdx]) {
|
||||||
|
Matrix3f rotMat = QuatToMatrix(inst.rotation);
|
||||||
|
|
||||||
|
for (size_t j = 0; j < baseStone.PositionData.size(); ++j) {
|
||||||
|
Vector3f p = baseStone.PositionData[j];
|
||||||
|
Vector3f n = baseStone.NormalData[j];
|
||||||
|
|
||||||
|
// Ìàñøòàá -> Ïîâîðîò -> Ñìåùåíèå
|
||||||
|
p.v[0] *= inst.scale.v[0];
|
||||||
|
p.v[1] *= inst.scale.v[1];
|
||||||
|
p.v[2] *= inst.scale.v[2];
|
||||||
|
|
||||||
|
mesh.PositionData.push_back(MultMatrixVector(rotMat, p) + inst.position);
|
||||||
|
mesh.NormalData.push_back(MultMatrixVector(rotMat, n));
|
||||||
|
mesh.TexCoordData.push_back(baseStone.TexCoordData[j]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} // namespace ZL
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "ZLMath.h"
|
||||||
|
#include "Renderer.h"
|
||||||
|
#include "PlanetData.h"
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
struct StoneParams
|
||||||
|
{
|
||||||
|
static const float BASE_SCALE; // Îáùèé ðàçìåð êàìíÿ
|
||||||
|
static const float MIN_AXIS_SCALE; // Ìèíèìàëüíîå ðàñòÿæåíèå/ñæàòèå ïî îñè
|
||||||
|
static const float MAX_AXIS_SCALE; // Ìàêñèìàëüíîå ðàñòÿæåíèå/ñæàòèå ïî îñè
|
||||||
|
static const float MIN_PERTURBATION; // Ìèíèìàëüíîå ðàäèàëüíîå âîçìóùåíèå âåðøèíû
|
||||||
|
static const float MAX_PERTURBATION; // Ìàêñèìàëüíîå ðàäèàëüíîå âîçìóùåíèå âåðøèíû
|
||||||
|
static const int STONES_PER_TRIANGLE;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
struct StoneInstance {
|
||||||
|
uint64_t seed;
|
||||||
|
Vector3f position;
|
||||||
|
Vector3f scale;
|
||||||
|
Vector4f rotation;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct StoneGroup {
|
||||||
|
// mesh.PositionData è ïðî÷èå áóäóò çàïîëíÿòüñÿ â inflate()
|
||||||
|
VertexDataStruct mesh;
|
||||||
|
|
||||||
|
// Âíåøíèé âåêòîð — èíäåêñ òðåóãîëüíèêà ïëàíåòû,
|
||||||
|
// âíóòðåííèé — ñïèñîê êàìíåé íà ýòîì òðåóãîëüíèêå
|
||||||
|
std::vector<std::vector<StoneInstance>> allInstances;
|
||||||
|
|
||||||
|
// Î÷èùàåò ñòàðóþ ãåîìåòðèþ è ãåíåðèðóåò íîâóþ äëÿ óêàçàííûõ èíäåêñîâ
|
||||||
|
void inflate(const std::vector<int>& triangleIndices);
|
||||||
|
};
|
||||||
|
|
||||||
|
// Òåïåðü âîçâðàùàåò çàãîòîâêó ñî âñåìè ïàðàìåòðàìè, íî áåç òÿæåëîãî ìåøà
|
||||||
|
StoneGroup CreateStoneGroupData(uint64_t globalSeed, const LodLevel& planetLodLevel);
|
||||||
|
|
||||||
|
} // namespace ZL
|
||||||
+42
@@ -189,6 +189,38 @@ namespace ZL {
|
|||||||
return r;
|
return r;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Matrix4f MakeOrthoMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar)
|
||||||
|
{
|
||||||
|
float width = xmax - xmin;
|
||||||
|
float height = ymax - ymin;
|
||||||
|
float depthRange = zFar - zNear;
|
||||||
|
|
||||||
|
if (width <= 0 || height <= 0 || depthRange <= 0)
|
||||||
|
{
|
||||||
|
throw std::runtime_error("Invalid dimensions for orthogonal matrix");
|
||||||
|
}
|
||||||
|
|
||||||
|
Matrix4f r;
|
||||||
|
|
||||||
|
// Масштабирование
|
||||||
|
r.m[0] = 2.f / width;
|
||||||
|
r.m[5] = 2.f / height;
|
||||||
|
r.m[10] = -1.f / depthRange;
|
||||||
|
|
||||||
|
// Обнуление неиспользуемых компонентов
|
||||||
|
r.m[1] = r.m[2] = r.m[3] = 0;
|
||||||
|
r.m[4] = r.m[6] = r.m[7] = 0;
|
||||||
|
r.m[8] = r.m[9] = r.m[11] = 0;
|
||||||
|
|
||||||
|
// Трансляция (смещение)
|
||||||
|
r.m[12] = -(xmax + xmin) / width;
|
||||||
|
r.m[13] = -(ymax + ymin) / height;
|
||||||
|
r.m[14] = zNear / depthRange;
|
||||||
|
r.m[15] = 1.f;
|
||||||
|
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar)
|
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar)
|
||||||
{
|
{
|
||||||
float tanHalfFovy = tan(fovY / 2.f);
|
float tanHalfFovy = tan(fovY / 2.f);
|
||||||
@@ -609,6 +641,16 @@ namespace ZL {
|
|||||||
return r;
|
return r;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Vector2f operator*(Vector2f v, float scale)
|
||||||
|
{
|
||||||
|
Vector2f r = v;
|
||||||
|
|
||||||
|
r.v[0] = v.v[0] * scale;
|
||||||
|
r.v[1] = v.v[1] * scale;
|
||||||
|
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
Vector3f operator*(Vector3f v, float scale)
|
Vector3f operator*(Vector3f v, float scale)
|
||||||
{
|
{
|
||||||
Vector3f r = v;
|
Vector3f r = v;
|
||||||
|
|||||||
@@ -13,6 +13,9 @@ namespace ZL {
|
|||||||
|
|
||||||
Vector4f normalized() const {
|
Vector4f normalized() const {
|
||||||
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]);
|
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]);
|
||||||
|
if (norm <= 0.000001f) {
|
||||||
|
return { 0,0, 0, 0};
|
||||||
|
}
|
||||||
Vector4f r;
|
Vector4f r;
|
||||||
|
|
||||||
r.v[0] = v[0] / norm;
|
r.v[0] = v[0] / norm;
|
||||||
@@ -43,6 +46,9 @@ namespace ZL {
|
|||||||
|
|
||||||
Vector3f normalized() const {
|
Vector3f normalized() const {
|
||||||
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
|
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
|
||||||
|
if (norm <= 0.000001f) {
|
||||||
|
return { 0,0,0 };
|
||||||
|
}
|
||||||
Vector3f r;
|
Vector3f r;
|
||||||
|
|
||||||
r.v[0] = v[0] / norm;
|
r.v[0] = v[0] / norm;
|
||||||
@@ -56,10 +62,28 @@ namespace ZL {
|
|||||||
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
|
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
|
||||||
}
|
}
|
||||||
|
|
||||||
// Îïåðàòîð âû÷èòàíèÿ
|
float length() const
|
||||||
/*Vector3f operator-(const Vector3f& other) const {
|
{
|
||||||
return Vector3f(v[0] - other.v[0], v[1] - other.v[1], v[2] - other.v[2]);
|
return sqrt(squaredNorm());
|
||||||
}*/
|
}
|
||||||
|
|
||||||
|
float dot(const Vector3f& other) const {
|
||||||
|
return v[0] * other.v[0] + v[1] * other.v[1] + v[2] * other.v[2];
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3f cross(const Vector3f& other) const {
|
||||||
|
return Vector3f(
|
||||||
|
v[1] * other.v[2] - v[2] * other.v[1],
|
||||||
|
v[2] * other.v[0] - v[0] * other.v[2],
|
||||||
|
v[0] * other.v[1] - v[1] * other.v[0]
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool operator<(const Vector3f& other) const {
|
||||||
|
if (v[0] != other.v[0]) return v[0] < other.v[0];
|
||||||
|
if (v[1] != other.v[1]) return v[1] < other.v[1];
|
||||||
|
return v[2] < other.v[2];
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
@@ -67,6 +91,15 @@ namespace ZL {
|
|||||||
struct Vector2f
|
struct Vector2f
|
||||||
{
|
{
|
||||||
std::array<float, 2> v = {0.f, 0.f};
|
std::array<float, 2> v = {0.f, 0.f};
|
||||||
|
|
||||||
|
Vector2f()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2f(float x, float y)
|
||||||
|
: v{ x,y }
|
||||||
|
{
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
Vector2f operator+(const Vector2f& x, const Vector2f& y);
|
Vector2f operator+(const Vector2f& x, const Vector2f& y);
|
||||||
@@ -115,6 +148,7 @@ namespace ZL {
|
|||||||
Matrix4f operator*(const Matrix4f& m1, const Matrix4f& m2);
|
Matrix4f operator*(const Matrix4f& m1, const Matrix4f& m2);
|
||||||
|
|
||||||
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar);
|
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar);
|
||||||
|
Matrix4f MakeOrthoMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar);
|
||||||
|
|
||||||
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar);
|
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar);
|
||||||
|
|
||||||
@@ -126,6 +160,7 @@ namespace ZL {
|
|||||||
Vector4f QuatFromRotateAroundY(float angle);
|
Vector4f QuatFromRotateAroundY(float angle);
|
||||||
Vector4f QuatFromRotateAroundZ(float angle);
|
Vector4f QuatFromRotateAroundZ(float angle);
|
||||||
|
|
||||||
|
Vector2f operator*(Vector2f v, float scale);
|
||||||
Vector3f operator*(Vector3f v, float scale);
|
Vector3f operator*(Vector3f v, float scale);
|
||||||
Vector4f operator*(Vector4f v, float scale);
|
Vector4f operator*(Vector4f v, float scale);
|
||||||
|
|
||||||
|
|||||||
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BIN
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@@ -0,0 +1,48 @@
|
|||||||
|
// Фрагментный шейдер:
|
||||||
|
uniform vec3 uColor;
|
||||||
|
uniform float uDistanceToPlanetSurface; // Расстояние корабля до поверхности
|
||||||
|
|
||||||
|
// Константы затухания, определенные прямо в шейдере
|
||||||
|
const float DIST_FOG_MAX = 2000.0;
|
||||||
|
const float DIST_FOG_MIN = 1000.0;
|
||||||
|
|
||||||
|
varying vec3 vViewNormal;
|
||||||
|
varying vec3 vViewPosition;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// --- 1. Расчет плотности по Френелю (краевой эффект) ---
|
||||||
|
vec3 viewVector = normalize(-vViewPosition);
|
||||||
|
float NdotV = dot(vViewNormal, viewVector);
|
||||||
|
float factor = 1.0 - abs(NdotV);
|
||||||
|
float atmosphereDensity = pow(factor, 5.0);
|
||||||
|
|
||||||
|
// --- 2. Расчет коэффициента затухания по дистанции ---
|
||||||
|
|
||||||
|
float distanceFactor = 1.0;
|
||||||
|
|
||||||
|
if (uDistanceToPlanetSurface > DIST_FOG_MAX)
|
||||||
|
{
|
||||||
|
// Дистанция > 2000.0: Полностью видно (Factor = 1.0)
|
||||||
|
distanceFactor = 1.0;
|
||||||
|
}
|
||||||
|
else if (uDistanceToPlanetSurface < DIST_FOG_MIN)
|
||||||
|
{
|
||||||
|
// Дистанция < 1000.0: Полностью не видно (Factor = 0.0)
|
||||||
|
distanceFactor = 0.0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Плавный переход (линейная интерполяция)
|
||||||
|
// normalizedDistance: от 0.0 (на DIST_FOG_MIN) до 1.0 (на DIST_FOG_MAX)
|
||||||
|
float normalizedDistance = (uDistanceToPlanetSurface - DIST_FOG_MIN) / (DIST_FOG_MAX - DIST_FOG_MIN);
|
||||||
|
|
||||||
|
distanceFactor = clamp(normalizedDistance, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- 3. Финальный цвет и прозрачность ---
|
||||||
|
|
||||||
|
float finalAlpha = atmosphereDensity * distanceFactor;
|
||||||
|
|
||||||
|
gl_FragColor = vec4(uColor, finalAlpha);
|
||||||
|
}
|
||||||
@@ -0,0 +1,28 @@
|
|||||||
|
// Вершинный шейдер:
|
||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec3 vNormal; // <-- Новый атрибут
|
||||||
|
|
||||||
|
uniform mat4 ProjectionModelViewMatrix;
|
||||||
|
uniform mat4 ModelViewMatrix;
|
||||||
|
|
||||||
|
// Выходные переменные (передаются во фрагментный шейдер)
|
||||||
|
varying vec3 vViewNormal;
|
||||||
|
varying vec3 vViewPosition;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// 1. Позиция в пространстве вида (View Space)
|
||||||
|
vec4 positionView = ModelViewMatrix * vec4(vPosition, 1.0);
|
||||||
|
vViewPosition = positionView.xyz;
|
||||||
|
|
||||||
|
// 2. Нормаль в пространстве вида (View Space)
|
||||||
|
// Преобразуем нормаль, используя ModelViewMatrix. Поскольку нормаль - это вектор,
|
||||||
|
// трансляционная часть (четвертый столбец) матрицы нам не нужна.
|
||||||
|
// Если бы было неединообразное масштабирование, потребовалась бы Inverse Transpose Matrix.
|
||||||
|
// В вашем случае, где есть только униформное масштабирование и вращение,
|
||||||
|
// достаточно просто умножить на ModelViewMatrix:
|
||||||
|
vViewNormal = normalize((ModelViewMatrix * vec4(vNormal, 0.0)).xyz);
|
||||||
|
// W=0.0 для векторов, чтобы игнорировать трансляцию
|
||||||
|
|
||||||
|
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
}
|
||||||
@@ -1,11 +1,23 @@
|
|||||||
attribute vec3 vPosition;
|
attribute vec3 vPosition;
|
||||||
attribute vec3 vColor;
|
attribute vec3 vColor;
|
||||||
|
attribute vec3 vNormal;
|
||||||
|
attribute vec2 vTexCoord; // <-- Обычные UV (если используются)
|
||||||
|
|
||||||
varying vec3 color;
|
varying vec3 color;
|
||||||
|
varying vec3 normal;
|
||||||
|
|
||||||
|
varying vec2 TexCoord; // <-- Передаем UV
|
||||||
|
|
||||||
uniform mat4 ProjectionModelViewMatrix;
|
uniform mat4 ProjectionModelViewMatrix;
|
||||||
|
uniform mat4 ModelViewMatrix;
|
||||||
|
uniform vec3 uLightDirection;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
|
||||||
|
normal = normalize((ModelViewMatrix * vec4(vNormal, 0.0)).xyz);
|
||||||
|
|
||||||
color = vColor;
|
color = vColor;
|
||||||
|
TexCoord = vTexCoord;
|
||||||
}
|
}
|
||||||
@@ -1,9 +1,22 @@
|
|||||||
//precision mediump float;
|
varying vec3 color; // Цвет вершины (с шумом)
|
||||||
varying vec3 color;
|
varying vec3 normal;
|
||||||
|
varying vec3 lightDirection_VS;
|
||||||
|
varying vec2 TexCoord; // UV-координаты
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform vec3 uLightDirection;
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
//gl_FragColor = vec4(color, 1.0);
|
// 1. Получаем цвет из текстуры и смешиваем с цветовым шумом
|
||||||
gl_FragColor = vec4(1.0, 1.0, 0.5, 1.0);
|
vec4 textureColor = texture2D(Texture, TexCoord);
|
||||||
|
vec3 finalColor = textureColor.rgb * color;
|
||||||
|
|
||||||
|
// 3. Расчет освещения
|
||||||
|
float diffuse = max(0.0, dot(normal, uLightDirection));
|
||||||
|
float ambient = 0.2;
|
||||||
|
float lightingFactor = min(1.0, ambient + diffuse);
|
||||||
|
|
||||||
|
|
||||||
|
gl_FragColor = vec4(finalColor * lightingFactor, 1.0);
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,35 @@
|
|||||||
|
// Вершинный шейдер (Vertex Shader)
|
||||||
|
|
||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec3 vColor;
|
||||||
|
attribute vec3 vNormal;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
|
||||||
|
varying vec3 color;
|
||||||
|
varying vec3 normal;
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying float viewZ; // <--- НОВОЕ: Z-координата в пространстве вида (View Space)
|
||||||
|
varying vec3 pos;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionModelViewMatrix;
|
||||||
|
uniform mat4 ModelViewMatrix; // Нужна для преобразования vPosition в View Space
|
||||||
|
uniform vec3 uLightDirection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Преобразование позиции в пространство вида (View Space)
|
||||||
|
vec4 viewPosition = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
|
||||||
|
// Сохраняем отрицательную Z-координату. В OpenGL Z-координата (глубина)
|
||||||
|
// в пространстве вида обычно отрицательна, но для расчета тумана
|
||||||
|
// удобнее использовать положительное значение.
|
||||||
|
viewZ = -viewPosition.z;
|
||||||
|
|
||||||
|
pos = vPosition.xyz;
|
||||||
|
|
||||||
|
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
|
||||||
|
normal = normalize((ModelViewMatrix * vec4(vNormal, 0.0)).xyz);
|
||||||
|
color = vColor;
|
||||||
|
TexCoord = vTexCoord;
|
||||||
|
}
|
||||||
@@ -0,0 +1,35 @@
|
|||||||
|
// Вершинный шейдер (Vertex Shader)
|
||||||
|
|
||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec3 vColor;
|
||||||
|
attribute vec3 vNormal;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
|
||||||
|
varying vec3 color;
|
||||||
|
varying vec3 normal;
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying float viewZ; // <--- НОВОЕ: Z-координата в пространстве вида (View Space)
|
||||||
|
varying vec3 pos;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionModelViewMatrix;
|
||||||
|
uniform mat4 ModelViewMatrix; // Нужна для преобразования vPosition в View Space
|
||||||
|
uniform vec3 uLightDirection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Преобразование позиции в пространство вида (View Space)
|
||||||
|
vec4 viewPosition = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
|
||||||
|
// Сохраняем отрицательную Z-координату. В OpenGL Z-координата (глубина)
|
||||||
|
// в пространстве вида обычно отрицательна, но для расчета тумана
|
||||||
|
// удобнее использовать положительное значение.
|
||||||
|
viewZ = -viewPosition.z;
|
||||||
|
|
||||||
|
pos = vPosition.xyz;
|
||||||
|
|
||||||
|
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
|
||||||
|
normal = normalize((ModelViewMatrix * vec4(vNormal, 0.0)).xyz);
|
||||||
|
color = vColor;
|
||||||
|
TexCoord = vTexCoord;
|
||||||
|
}
|
||||||
@@ -0,0 +1,97 @@
|
|||||||
|
// ---Фрагментный шейдер (Fragment Shader)
|
||||||
|
|
||||||
|
varying vec3 color;
|
||||||
|
varying vec3 normal;
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying float viewZ;
|
||||||
|
varying vec3 pos;
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform vec3 uLightDirection;
|
||||||
|
uniform float uDistanceToPlanetSurface;
|
||||||
|
uniform float uCurrentZFar;
|
||||||
|
|
||||||
|
// Константы для тумана:
|
||||||
|
//const vec4 FOG_COLOR = vec4(0.0, 0.3, 0.3, 1.0); // Синий туман
|
||||||
|
const vec4 FOG_COLOR = vec4(0.0, 0.5, 1.0, 1.0); // Синий туман
|
||||||
|
|
||||||
|
// Параметры "Distance Fog"
|
||||||
|
const float DIST_FOG_MAX = 2000.0;
|
||||||
|
const float DIST_FOG_MIN = 1000.0;
|
||||||
|
|
||||||
|
// Параметры "Z-Far Fog"
|
||||||
|
// Насколько близко к Zfar должен начинаться туман (например, 10% от Zfar)
|
||||||
|
const float Z_FOG_START_RATIO = 0.9;
|
||||||
|
// Какую долю от Zfar должен покрывать туман (например, 10% от Zfar)
|
||||||
|
const float Z_FOG_RANGE_RATIO = 0.1;
|
||||||
|
uniform vec3 uColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// ... (1. Получаем цвет и 2. Расчет освещения)
|
||||||
|
vec4 textureColor = texture2D(Texture, TexCoord);
|
||||||
|
vec3 finalColor = textureColor.rgb;
|
||||||
|
|
||||||
|
float diffuse = max(0.0, dot(normal, uLightDirection));
|
||||||
|
float ambient = 0.2;
|
||||||
|
float lightingFactor = min(1.0, ambient + diffuse);
|
||||||
|
vec3 litColor = finalColor * lightingFactor;
|
||||||
|
|
||||||
|
|
||||||
|
// 3. Расчет коэффициента тумана (fogFactor)
|
||||||
|
float fogFactor = 0.0;
|
||||||
|
|
||||||
|
// --- 3.1. Расчет коэффициента тумана на основе расстояния до поверхности (Distance Fog) ---
|
||||||
|
// Этот туман работает на больших расстояниях и постепенно исчезает,
|
||||||
|
// уступая место Z-Far Fog при приближении к планете.
|
||||||
|
|
||||||
|
if (uDistanceToPlanetSurface >= DIST_FOG_MIN && uDistanceToPlanetSurface <DIST_FOG_MAX) {
|
||||||
|
// Нормализация: 0.0f при DIST_FOG_MAX, 1.0f при DIST_FOG_MIN
|
||||||
|
float distRange = DIST_FOG_MAX - DIST_FOG_MIN;
|
||||||
|
float distNormalized = clamp((uDistanceToPlanetSurface - DIST_FOG_MIN) / distRange, 0.0, 1.0);
|
||||||
|
|
||||||
|
// alpha = 0.0 (Далеко) ... 1.0 (Близко к 1000.f)
|
||||||
|
fogFactor = 1.0 - distNormalized;
|
||||||
|
}
|
||||||
|
if (uDistanceToPlanetSurface < DIST_FOG_MIN)
|
||||||
|
{
|
||||||
|
fogFactor = 1.0;
|
||||||
|
}
|
||||||
|
// Если uDistanceToPlanetSurface < 1000.0f, то fogFactor = 0.0f (пока не пересчитан ниже),
|
||||||
|
// что позволяет Z-Far Fog взять контроль.
|
||||||
|
|
||||||
|
|
||||||
|
// --- 3.2. Расчет коэффициента тумана на основе Z-глубины (Z-Far Fog) ---
|
||||||
|
// Этот туман работает всегда, но его эффект усиливается при уменьшении uCurrentZFar,
|
||||||
|
// гарантируя, что все, что подходит к границе uCurrentZFar, будет скрыто.
|
||||||
|
|
||||||
|
// Точка начала тумана: 90% от uCurrentZFar
|
||||||
|
float farFogStart = uCurrentZFar * 0.075;
|
||||||
|
// Длина перехода тумана: 10% от uCurrentZFar
|
||||||
|
float depthRange = uCurrentZFar * 0.1;
|
||||||
|
|
||||||
|
|
||||||
|
float farFogFactor = 0.0;
|
||||||
|
|
||||||
|
if (depthRange > 0.0) {
|
||||||
|
// Нормализация Z-глубины: 0.0f при farFogStart, 1.0f при farFogStart + depthRange
|
||||||
|
farFogFactor = clamp((abs(viewZ) - farFogStart) / depthRange, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- 3.3. Объединение ---
|
||||||
|
|
||||||
|
// Когда мы далеко (fogFactor > 0.0), Distance Fog доминирует.
|
||||||
|
// Когда мы близко (fogFactor = 0.0), Z-Far Fog берет управление.
|
||||||
|
// Если оба активны, берем максимум (например, когда фрагмент далек от игрока, но игрок все еще в зоне Distance Fog).
|
||||||
|
//fogFactor = max(fogFactor, farFogFactor);
|
||||||
|
fogFactor = fogFactor * farFogFactor;
|
||||||
|
|
||||||
|
|
||||||
|
// 4. Смешивание цвета с туманом
|
||||||
|
|
||||||
|
//vec3 mountainColor = vec3((length(pos+vec3(0.0,0.0,45000.0))-20000.0)/100.0, 0.5,0.0);
|
||||||
|
//gl_FragColor = mix(vec4(uColor* finalColor.rgb, 1.0), FOG_COLOR, fogFactor);
|
||||||
|
//gl_FragColor = vec4((length(pos+vec3(0.0,0.0,45000.0))-20000.0)/100.0, 0.0,0.0, 1.0);
|
||||||
|
//gl_FragColor = vec4(fogFactor, 0.5,0.5, 1.0);
|
||||||
|
gl_FragColor = vec4(textureColor.rgb, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,97 @@
|
|||||||
|
// ---Фрагментный шейдер (Fragment Shader)
|
||||||
|
|
||||||
|
varying vec3 color;
|
||||||
|
varying vec3 normal;
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying float viewZ;
|
||||||
|
varying vec3 pos;
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform vec3 uLightDirection;
|
||||||
|
uniform float uDistanceToPlanetSurface;
|
||||||
|
uniform float uCurrentZFar;
|
||||||
|
|
||||||
|
// Константы для тумана:
|
||||||
|
//const vec4 FOG_COLOR = vec4(0.0, 0.5, 0.5, 1.0); // Синий туман
|
||||||
|
const vec4 FOG_COLOR = vec4(0.0, 0.5, 1.0, 1.0); // Синий туман
|
||||||
|
|
||||||
|
// Параметры "Distance Fog"
|
||||||
|
const float DIST_FOG_MAX = 2000.0;
|
||||||
|
const float DIST_FOG_MIN = 1000.0;
|
||||||
|
|
||||||
|
// Параметры "Z-Far Fog"
|
||||||
|
// Насколько близко к Zfar должен начинаться туман (например, 10% от Zfar)
|
||||||
|
const float Z_FOG_START_RATIO = 0.8;
|
||||||
|
// Какую долю от Zfar должен покрывать туман (например, 10% от Zfar)
|
||||||
|
const float Z_FOG_RANGE_RATIO = 0.15;
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// ... (1. Получаем цвет и 2. Расчет освещения)
|
||||||
|
vec4 textureColor = texture2D(Texture, TexCoord);
|
||||||
|
//vec3 finalColor = textureColor.rgb * color;
|
||||||
|
vec3 finalColor = textureColor.rgb;
|
||||||
|
|
||||||
|
float diffuse = max(0.0, dot(normal, uLightDirection));
|
||||||
|
float ambient = 0.2;
|
||||||
|
float lightingFactor = min(1.0, ambient + diffuse);
|
||||||
|
vec3 litColor = finalColor * lightingFactor;
|
||||||
|
|
||||||
|
|
||||||
|
// 3. Расчет коэффициента тумана (fogFactor)
|
||||||
|
float fogFactor = 0.0;
|
||||||
|
|
||||||
|
// --- 3.1. Расчет коэффициента тумана на основе расстояния до поверхности (Distance Fog) ---
|
||||||
|
// Этот туман работает на больших расстояниях и постепенно исчезает,
|
||||||
|
// уступая место Z-Far Fog при приближении к планете.
|
||||||
|
|
||||||
|
if (uDistanceToPlanetSurface >= DIST_FOG_MIN && uDistanceToPlanetSurface <DIST_FOG_MAX) {
|
||||||
|
// Нормализация: 0.0f при DIST_FOG_MAX, 1.0f при DIST_FOG_MIN
|
||||||
|
float distRange = DIST_FOG_MAX - DIST_FOG_MIN;
|
||||||
|
float distNormalized = clamp((uDistanceToPlanetSurface - DIST_FOG_MIN) / distRange, 0.0, 1.0);
|
||||||
|
|
||||||
|
// alpha = 0.0 (Далеко) ... 1.0 (Близко к 1000.f)
|
||||||
|
fogFactor = 1.0 - distNormalized;
|
||||||
|
}
|
||||||
|
if (uDistanceToPlanetSurface < DIST_FOG_MIN)
|
||||||
|
{
|
||||||
|
fogFactor = 1.0;
|
||||||
|
}
|
||||||
|
// Если uDistanceToPlanetSurface < 1000.0f, то fogFactor = 0.0f (пока не пересчитан ниже),
|
||||||
|
// что позволяет Z-Far Fog взять контроль.
|
||||||
|
|
||||||
|
|
||||||
|
// --- 3.2. Расчет коэффициента тумана на основе Z-глубины (Z-Far Fog) ---
|
||||||
|
// Этот туман работает всегда, но его эффект усиливается при уменьшении uCurrentZFar,
|
||||||
|
// гарантируя, что все, что подходит к границе uCurrentZFar, будет скрыто.
|
||||||
|
|
||||||
|
// Точка начала тумана: 90% от uCurrentZFar
|
||||||
|
float farFogStart = uCurrentZFar * 0.075;
|
||||||
|
// Длина перехода тумана: 10% от uCurrentZFar
|
||||||
|
float depthRange = uCurrentZFar * 0.1;
|
||||||
|
|
||||||
|
|
||||||
|
float farFogFactor = 0.0;
|
||||||
|
|
||||||
|
if (depthRange > 0.0) {
|
||||||
|
// Нормализация Z-глубины: 0.0f при farFogStart, 1.0f при farFogStart + depthRange
|
||||||
|
farFogFactor = clamp((abs(viewZ) - farFogStart) / depthRange, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- 3.3. Объединение ---
|
||||||
|
|
||||||
|
// Когда мы далеко (fogFactor > 0.0), Distance Fog доминирует.
|
||||||
|
// Когда мы близко (fogFactor = 0.0), Z-Far Fog берет управление.
|
||||||
|
// Если оба активны, берем максимум (например, когда фрагмент далек от игрока, но игрок все еще в зоне Distance Fog).
|
||||||
|
//fogFactor = max(fogFactor, farFogFactor);
|
||||||
|
fogFactor = fogFactor * farFogFactor;
|
||||||
|
|
||||||
|
|
||||||
|
// 4. Смешивание цвета с туманом
|
||||||
|
|
||||||
|
//vec3 mountainColor = vec3((length(pos+vec3(0.0,0.0,45000.0))-20000.0)/100.0, 0.5,0.0);
|
||||||
|
gl_FragColor = mix(vec4(finalColor.rgb, 0.5), FOG_COLOR, fogFactor);
|
||||||
|
//gl_FragColor = vec4((length(pos+vec3(0.0,0.0,45000.0))-20000.0)/100.0, 0.0,0.0, 1.0);
|
||||||
|
//gl_FragColor = vec4(finalColor.rgb, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
attribute vec3 vNormal;
|
||||||
|
attribute vec3 vTangent; // Новые атрибуты
|
||||||
|
attribute vec3 vBinormal;
|
||||||
|
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying vec3 vViewDirTangent;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionModelViewMatrix;
|
||||||
|
uniform vec3 uViewPos;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||||
|
TexCoord = vTexCoord;
|
||||||
|
|
||||||
|
vec3 viewDirWorld = normalize(uViewPos - vPosition);
|
||||||
|
|
||||||
|
// Строим матрицу перехода из атрибутов
|
||||||
|
// Так как базис ортонормирован, TBN^-1 == TBN_transpose
|
||||||
|
vViewDirTangent = vec3(
|
||||||
|
dot(viewDirWorld, vTangent),
|
||||||
|
dot(viewDirWorld, vBinormal),
|
||||||
|
dot(viewDirWorld, vNormal)
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,69 @@
|
|||||||
|
/*varying vec2 TexCoord;
|
||||||
|
varying vec3 vViewDirTangent;
|
||||||
|
|
||||||
|
uniform sampler2D Texture; // Нам нужен только Alpha канал (высота)
|
||||||
|
uniform float uHeightScale;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec3 viewDir = normalize(vViewDirTangent);
|
||||||
|
float height = texture2D(Texture, TexCoord).a;
|
||||||
|
|
||||||
|
// Рассчитываем вектор смещения P
|
||||||
|
//vec2 p = viewDir.xy * (height * uHeightScale) / viewDir.z;
|
||||||
|
//vec2 p = vec2(viewDir.y, -viewDir.x) * (height * uHeightScale);
|
||||||
|
//vec2 p = viewDir.xy * (height * uHeightScale);
|
||||||
|
vec2 p = vec2(viewDir.x, -viewDir.y) * (height * uHeightScale);
|
||||||
|
vec2 finalTexCoord = TexCoord + p;
|
||||||
|
|
||||||
|
// 1. Визуализация сетки по смещенным координатам
|
||||||
|
// Если сетка кривая или ломается на стыках — значит T, B, N векторы не сошлись
|
||||||
|
vec2 grid = fract(finalTexCoord * 20.0); // 20 ячеек сетки
|
||||||
|
float line = (step(0.9, grid.x) + step(0.9, grid.y));
|
||||||
|
|
||||||
|
// 2. Визуализация вектора смещения через цвет
|
||||||
|
// Красный = смещение по U, Зеленый = смещение по V
|
||||||
|
vec3 offsetColor = vec3(p * 10.0 + 0.5, 0.0); // Умножаем на 10 для видимости
|
||||||
|
|
||||||
|
vec3 finalColor = mix(offsetColor, vec3(1.0), line); // Накладываем сетку поверх цвета
|
||||||
|
|
||||||
|
// 3. Подмешиваем карту высот, чтобы видеть "объемы"
|
||||||
|
gl_FragColor = vec4(finalColor * height, 1.0);
|
||||||
|
}*/
|
||||||
|
|
||||||
|
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying vec3 vViewDirTangent;
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform float uHeightScale;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec3 viewDir = normalize(vViewDirTangent);
|
||||||
|
|
||||||
|
// Получаем высоту из альфа-канала запеченной текстуры
|
||||||
|
float height = texture2D(Texture, TexCoord).a;
|
||||||
|
|
||||||
|
// Смещение. Знак минус используется, если мы хотим "вдавить" камни
|
||||||
|
// Деление на viewDir.z помогает избежать сильных искажений под углом
|
||||||
|
//vec2 p = viewDir.xy * (height * uHeightScale) / viewDir.z;
|
||||||
|
vec2 p = vec2(viewDir.x, -viewDir.y) * (height * uHeightScale);
|
||||||
|
//vec2 p = vec2(0,0);
|
||||||
|
vec2 finalTexCoord = TexCoord + p;
|
||||||
|
|
||||||
|
gl_FragColor = texture2D(Texture, finalTexCoord);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying vec3 vViewDirTangent; // Тот самый вектор из VS
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
// 1. Нормализуем входящий вектор
|
||||||
|
vec3 v = normalize(vViewDirTangent);
|
||||||
|
|
||||||
|
// 2. Преобразуем компоненты из [-1, 1] в [0, 1] для визуализации
|
||||||
|
// X -> Red, Y -> Green, Z -> Blue
|
||||||
|
vec3 debugColor = v * 0.5 + 0.5;
|
||||||
|
|
||||||
|
gl_FragColor = vec4(debugColor, 1.0);
|
||||||
|
}*/
|
||||||
@@ -5,8 +5,8 @@ varying vec2 texCoord;
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 color = texture2D(Texture,texCoord).rgba;
|
vec4 color = texture2D(Texture,texCoord).rgba;
|
||||||
gl_FragColor = vec4(color.rgb*0.9 + vec3(0.1, 0.1, 0.1), 1.0);
|
//gl_FragColor = vec4(color.rgb*0.9 + vec3(0.1, 0.1, 0.1), 1.0);
|
||||||
|
|
||||||
//gl_FragColor = color;
|
gl_FragColor = color;
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionModelViewMatrix;
|
||||||
|
|
||||||
|
varying vec3 dir;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
vec4 realVertexPos = vec4(vPosition.xyz, 1.0);
|
||||||
|
gl_Position = ProjectionModelViewMatrix * realVertexPos;
|
||||||
|
|
||||||
|
dir = vPosition;
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
uniform samplerCube Texture;
|
||||||
|
uniform float skyPercent;
|
||||||
|
|
||||||
|
varying vec3 dir;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
vec4 skyBoxColor = textureCube(Texture, normalize(dir));
|
||||||
|
vec4 skyColor = vec4(0.0, 0.5, 1.0, 1.0);
|
||||||
|
gl_FragColor = skyPercent*skyColor + (1.0 - skyPercent) * skyBoxColor;
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,31 @@
|
|||||||
|
// Vertex Shader (Bake Stage)
|
||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying float vHeight;
|
||||||
|
|
||||||
|
// Данные о плоскости треугольника планеты
|
||||||
|
uniform vec3 uPlanePoint; // Любая вершина треугольника (например, tri.data[0])
|
||||||
|
uniform vec3 uPlaneNormal; // Нормаль треугольника планеты (ось Z из GetRotationForTriangle)
|
||||||
|
uniform float uMaxHeight; // Максимальный размер камня (BASE_SCALE)
|
||||||
|
|
||||||
|
uniform mat4 ProjectionModelViewMatrix;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// 1. Вычисляем вектор от плоскости до текущей вершины камня
|
||||||
|
vec3 vecToVertex = vPosition - uPlanePoint;
|
||||||
|
|
||||||
|
// 2. Проецируем этот вектор на нормаль плоскости (скалярное произведение)
|
||||||
|
// Это и есть кратчайшее расстояние от точки до плоскости
|
||||||
|
float distance = dot(vecToVertex, uPlaneNormal);
|
||||||
|
|
||||||
|
// 3. Нормализуем высоту для записи в текстуру (0.0 - уровень земли, 1.0 - пик)
|
||||||
|
// Clamp гарантирует, что значения не выйдут за пределы, если камень "утоплен"
|
||||||
|
vHeight = clamp(distance / uMaxHeight, 0.0, 1.0);
|
||||||
|
|
||||||
|
TexCoord = vTexCoord;
|
||||||
|
|
||||||
|
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
varying vec2 TexCoord;
|
||||||
|
varying float vHeight;
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 stoneColor = texture2D(Texture, TexCoord);
|
||||||
|
|
||||||
|
gl_FragColor = vec4(stoneColor.rgb, vHeight);
|
||||||
|
//gl_FragColor = vec4(vHeight, vHeight, vHeight, vHeight);
|
||||||
|
//gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,32 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
attribute vec3 vNormal;
|
||||||
|
attribute vec3 vTangent; // Новые атрибуты
|
||||||
|
attribute vec3 vBinormal;
|
||||||
|
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying vec3 vViewDirTangent;
|
||||||
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionModelViewMatrix;
|
||||||
|
uniform mat4 ModelViewMatrix;
|
||||||
|
|
||||||
|
uniform vec3 uViewPos;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
|
||||||
|
TexCoord = vTexCoord;
|
||||||
|
|
||||||
|
vec3 viewDirWorld = normalize(uViewPos - vPosition);
|
||||||
|
|
||||||
|
// Строим матрицу перехода из атрибутов
|
||||||
|
// Так как базис ортонормирован, TBN^-1 == TBN_transpose
|
||||||
|
vViewDirTangent = vec3(
|
||||||
|
dot(viewDirWorld, vTangent),
|
||||||
|
dot(viewDirWorld, vBinormal),
|
||||||
|
dot(viewDirWorld, vNormal)
|
||||||
|
);
|
||||||
|
vec4 viewPosition = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
|
||||||
|
worldPosition = vPosition;
|
||||||
|
}
|
||||||
@@ -0,0 +1,70 @@
|
|||||||
|
varying vec2 TexCoord;
|
||||||
|
varying vec3 vViewDirTangent;
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform sampler2D BakedTexture;
|
||||||
|
uniform float uHeightScale;
|
||||||
|
uniform float uDistanceToPlanetSurface;
|
||||||
|
uniform float uCurrentZFar;
|
||||||
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
|
uniform vec3 uViewPos;
|
||||||
|
const vec4 FOG_COLOR = vec4(0.0, 0.5, 1.0, 1.0); // Синий туман
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec3 viewDir = normalize(vViewDirTangent);
|
||||||
|
|
||||||
|
// Получаем высоту из альфа-канала запеченной текстуры
|
||||||
|
float height = texture2D(Texture, TexCoord).a;
|
||||||
|
|
||||||
|
// Смещение. Знак минус используется, если мы хотим "вдавить" камни
|
||||||
|
// Деление на viewDir.z помогает избежать сильных искажений под углом
|
||||||
|
//vec2 p = viewDir.xy * (height * uHeightScale) / viewDir.z;
|
||||||
|
vec2 p = vec2(viewDir.x, -viewDir.y) * (height * uHeightScale);
|
||||||
|
//vec2 p = vec2(0,0);
|
||||||
|
vec2 finalTexCoord = TexCoord + p;
|
||||||
|
|
||||||
|
float realDist = distance(worldPosition, uViewPos);
|
||||||
|
|
||||||
|
|
||||||
|
float textureMixFactor = clamp((2000 - realDist) / 500.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
vec4 bakedTextureColor = texture2D(BakedTexture, finalTexCoord);
|
||||||
|
vec4 textureColor = texture2D(Texture, TexCoord);
|
||||||
|
|
||||||
|
vec4 finalColor = textureMixFactor*textureColor + (1 - textureMixFactor) * bakedTextureColor;
|
||||||
|
|
||||||
|
float fogFactor;
|
||||||
|
if (uDistanceToPlanetSurface > 1000)
|
||||||
|
{
|
||||||
|
gl_FragColor = vec4(finalColor.rgb, 1.0);
|
||||||
|
}
|
||||||
|
else if (uDistanceToPlanetSurface > 100)
|
||||||
|
{
|
||||||
|
float t = clamp((uDistanceToPlanetSurface - 100) / 900.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
|
||||||
|
|
||||||
|
fogFactor = clamp((realDist - 2400) / (300.0*(1 + 10*t)), 0.0, 1.0);
|
||||||
|
|
||||||
|
gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, fogFactor*(1.0 - t));
|
||||||
|
}
|
||||||
|
else if (uDistanceToPlanetSurface > 40)
|
||||||
|
{
|
||||||
|
//From 100 to 40:
|
||||||
|
//(1000 < realDist < 1800)
|
||||||
|
|
||||||
|
float t = clamp((uDistanceToPlanetSurface - 40) / 60.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
|
||||||
|
|
||||||
|
fogFactor = clamp((realDist - 2400) / 300.0, 0.0, 1.0); // old fog factor
|
||||||
|
|
||||||
|
float fogFactor2 = clamp((realDist - 1000) / 800.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, max(fogFactor, fogFactor2*(1.0 - t)));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
fogFactor = clamp((realDist - 1000) / (800.0), 0.0, 1.0);
|
||||||
|
|
||||||
|
gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, fogFactor);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying vec3 vViewDirTangent; // Тот самый вектор из VS
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
// 1. Нормализуем входящий вектор
|
||||||
|
vec3 v = normalize(vViewDirTangent);
|
||||||
|
|
||||||
|
// 2. Преобразуем компоненты из [-1, 1] в [0, 1] для визуализации
|
||||||
|
// X -> Red, Y -> Green, Z -> Blue
|
||||||
|
vec3 debugColor = v * 0.5 + 0.5;
|
||||||
|
|
||||||
|
gl_FragColor = vec4(debugColor, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,32 @@
|
|||||||
|
varying vec2 TexCoord;
|
||||||
|
varying vec3 vViewDirTangent;
|
||||||
|
|
||||||
|
uniform sampler2D Texture; // Нам нужен только Alpha канал (высота)
|
||||||
|
uniform float uHeightScale;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec3 viewDir = normalize(vViewDirTangent);
|
||||||
|
float height = texture2D(Texture, TexCoord).a;
|
||||||
|
|
||||||
|
// Рассчитываем вектор смещения P
|
||||||
|
//vec2 p = viewDir.xy * (height * uHeightScale) / viewDir.z;
|
||||||
|
//vec2 p = vec2(viewDir.y, -viewDir.x) * (height * uHeightScale);
|
||||||
|
//vec2 p = viewDir.xy * (height * uHeightScale);
|
||||||
|
vec2 p = vec2(viewDir.x, -viewDir.y) * (height * uHeightScale);
|
||||||
|
vec2 finalTexCoord = TexCoord + p;
|
||||||
|
|
||||||
|
// 1. Визуализация сетки по смещенным координатам
|
||||||
|
// Если сетка кривая или ломается на стыках — значит T, B, N векторы не сошлись
|
||||||
|
vec2 grid = fract(finalTexCoord * 20.0); // 20 ячеек сетки
|
||||||
|
float line = (step(0.9, grid.x) + step(0.9, grid.y));
|
||||||
|
|
||||||
|
// 2. Визуализация вектора смещения через цвет
|
||||||
|
// Красный = смещение по U, Зеленый = смещение по V
|
||||||
|
vec3 offsetColor = vec3(p * 10.0 + 0.5, 0.0); // Умножаем на 10 для видимости
|
||||||
|
|
||||||
|
vec3 finalColor = mix(offsetColor, vec3(1.0), line); // Накладываем сетку поверх цвета
|
||||||
|
|
||||||
|
// 3. Подмешиваем карту высот, чтобы видеть "объемы"
|
||||||
|
gl_FragColor = vec4(finalColor * height, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
@@ -0,0 +1,31 @@
|
|||||||
|
// Вершинный шейдер (Vertex Shader)
|
||||||
|
|
||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying float viewZ;
|
||||||
|
varying vec3 pos;
|
||||||
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
|
|
||||||
|
uniform mat4 ProjectionModelViewMatrix;
|
||||||
|
uniform mat4 ModelViewMatrix;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Преобразование позиции в пространство вида (View Space)
|
||||||
|
vec4 viewPosition = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
|
||||||
|
// Сохраняем отрицательную Z-координату. В OpenGL Z-координата (глубина)
|
||||||
|
// в пространстве вида обычно отрицательна, но для расчета тумана
|
||||||
|
// удобнее использовать положительное значение.
|
||||||
|
viewZ = -viewPosition.z;
|
||||||
|
|
||||||
|
pos = vPosition.xyz;
|
||||||
|
|
||||||
|
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
|
||||||
|
TexCoord = vTexCoord;
|
||||||
|
worldPosition = vPosition;
|
||||||
|
}
|
||||||
@@ -0,0 +1,59 @@
|
|||||||
|
// ---Фрагментный шейдер (Fragment Shader)
|
||||||
|
|
||||||
|
varying vec2 TexCoord;
|
||||||
|
varying float viewZ;
|
||||||
|
varying vec3 pos;
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform float uDistanceToPlanetSurface;
|
||||||
|
|
||||||
|
const vec4 FOG_COLOR = vec4(0.0, 0.5, 1.0, 1.0); // Синий туман
|
||||||
|
|
||||||
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
|
uniform vec3 uViewPos;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
|
||||||
|
vec4 textureColor = texture2D(Texture, TexCoord);
|
||||||
|
vec3 finalColor = textureColor.rgb;
|
||||||
|
|
||||||
|
float realDist = distance(worldPosition, uViewPos);
|
||||||
|
|
||||||
|
float alphaFactor = clamp((2000 - realDist) / 500.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
float fogFactor;
|
||||||
|
if (uDistanceToPlanetSurface > 1000)
|
||||||
|
{
|
||||||
|
gl_FragColor = vec4(finalColor.rgb, 1.0);
|
||||||
|
}
|
||||||
|
else if (uDistanceToPlanetSurface > 100)
|
||||||
|
{
|
||||||
|
float t = clamp((uDistanceToPlanetSurface - 100) / 900.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
|
||||||
|
|
||||||
|
fogFactor = clamp((realDist - 2400) / (300.0*(1 + 10*t)), 0.0, 1.0);
|
||||||
|
|
||||||
|
gl_FragColor = mix(vec4(finalColor.rgb, alphaFactor), FOG_COLOR, fogFactor*(1.0 - t));
|
||||||
|
}
|
||||||
|
else if (uDistanceToPlanetSurface > 40)
|
||||||
|
{
|
||||||
|
//From 100 to 40:
|
||||||
|
//(1000 < realDist < 1800)
|
||||||
|
|
||||||
|
float t = clamp((uDistanceToPlanetSurface - 40) / 60.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
|
||||||
|
|
||||||
|
fogFactor = clamp((realDist - 2400) / 300.0, 0.0, 1.0); // old fog factor
|
||||||
|
|
||||||
|
float fogFactor2 = clamp((realDist - 1000) / 800.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
gl_FragColor = mix(vec4(finalColor.rgb, alphaFactor), FOG_COLOR, max(fogFactor, fogFactor2*(1.0 - t)));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
fogFactor = clamp((realDist - 1000) / (800.0), 0.0, 1.0);
|
||||||
|
|
||||||
|
gl_FragColor = mix(vec4(finalColor.rgb, alphaFactor), FOG_COLOR, fogFactor);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
Reference in new issue
Block a user