Working on stones

This commit is contained in:
Vladislav Khorev 2025-12-16 22:21:20 +03:00
parent 854a425d85
commit e690d0f8e2
13 changed files with 12077 additions and 232 deletions

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@ -444,6 +444,8 @@ add_executable(space-game001
PlanetData.h
Perlin.cpp
Perlin.h
StoneObject.cpp
StoneObject.h
)
# Установка проекта по умолчанию для Visual Studio

209
Game.cpp
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@ -6,6 +6,7 @@
#include <iostream>
#include "TextureManager.h"
#include "TextModel.h"
#include "StoneObject.h"
#include <random>
#include <cmath>
@ -17,180 +18,13 @@ namespace ZL
const char* CONST_ZIP_FILE = "";
#endif
// Вспомогательная функция для получения случайного числа в диапазоне [min, max]
float getRandomFloat(std::mt19937& gen, float min, float max) {
std::uniform_real_distribution<> distrib(min, max);
return static_cast<float>(distrib(gen));
}
// Икосаэдр (на основе золотого сечения phi)
// Координаты могут быть вычислены заранее для константного икосаэдра.
// Здесь только объявление, чтобы показать идею.
VertexDataStruct CreateConvexPolyhedron(uint64_t seed) {
// --- КОНСТАНТЫ ПАРАМЕТРОВ (как вы просили) ---
const float BASE_SCALE = 3.0f; // Общий размер камня
const float MIN_AXIS_SCALE = 0.5f; // Минимальное растяжение/сжатие по оси
const float MAX_AXIS_SCALE = 1.5f; // Максимальное растяжение/сжатие по оси
const float MIN_PERTURBATION = 0.05f; // Минимальное радиальное возмущение вершины
const float MAX_PERTURBATION = 0.25f; // Максимальное радиальное возмущение вершины
// const size_t SUBDIVISION_LEVEL = 1; // Уровень подразделения (для более круглого камня, пока опустим)
std::mt19937 engine(static_cast<unsigned int>(seed));
// Золотое сечение
const float t = (1.0f + std::sqrt(5.0f)) / 2.0f;
// 12 вершин икосаэдра
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 треугольных граней (индексы вершин)
std::vector<std::array<int, 3>> faces = {
// 5 треугольников вокруг вершины 0
{0, 11, 5}, {0, 5, 1}, {0, 1, 7}, {0, 7, 10}, {0, 10, 11},
// 5 смежных полос
{1, 5, 9}, {5, 11, 4}, {11, 10, 2}, {10, 7, 6}, {7, 1, 8},
// 5 треугольников вокруг вершины 3
{3, 9, 4}, {3, 4, 2}, {3, 2, 6}, {3, 6, 8}, {3, 8, 9},
// 5 смежных полос
{4, 9, 5}, {2, 4, 11}, {6, 2, 10}, {8, 6, 7}, {9, 8, 1}
};
// 1. Нормализация и Возмущение (Perturbation)
for (Vector3f& v : initialVertices) {
v = v.normalized() * BASE_SCALE; // Нормализация к сфере радиуса BASE_SCALE
// Радиальное возмущение:
float perturbation = getRandomFloat(engine, MIN_PERTURBATION, MAX_PERTURBATION);
v = v * (1.0f + perturbation);
}
// 2. Трансформация (Масштабирование и Поворот)
// Случайные масштабы по осям
Vector3f scaleFactors = {
getRandomFloat(engine, MIN_AXIS_SCALE, MAX_AXIS_SCALE),
getRandomFloat(engine, MIN_AXIS_SCALE, MAX_AXIS_SCALE),
getRandomFloat(engine, MIN_AXIS_SCALE, MAX_AXIS_SCALE)
};
// Применяем масштабирование
for (Vector3f& v : initialVertices) {
v.v[0] *= scaleFactors.v[0];
v.v[1] *= scaleFactors.v[1];
v.v[2] *= scaleFactors.v[2];
}
// Случайный поворот (например, вокруг трех осей)
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); // Простой пример комбинирования
qFinal = slerp(qFinal, qz, 0.5f).normalized();
Matrix3f rotationMatrix = QuatToMatrix(qFinal);
for (Vector3f& v : initialVertices) {
v = MultMatrixVector(rotationMatrix, v);
}
// 3. Сглаженные Нормали и Формирование Mesh
VertexDataStruct result;
// Карта для накопления нормалей по уникальным позициям вершин
// (Требует определенного оператора < для Vector3f в ZLMath.h, который у вас есть)
std::map<Vector3f, Vector3f> smoothNormalsMap;
// Предварительное заполнение карты нормалями
for (const auto& face : faces) {
Vector3f p1 = initialVertices[face[0]];
Vector3f p2 = initialVertices[face[1]];
Vector3f p3 = initialVertices[face[2]];
// Нормаль грани: (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;
}
// Нормализация накопленных нормалей
for (auto& pair : smoothNormalsMap) {
pair.second = pair.second.normalized();
}
// 4. Финальное заполнение VertexDataStruct и Текстурные Координаты
for (const auto& face : faces) {
Vector3f p1 = initialVertices[face[0]];
Vector3f p2 = initialVertices[face[1]];
Vector3f p3 = initialVertices[face[2]];
// Позиции
result.PositionData.push_back(p1);
result.PositionData.push_back(p2);
result.PositionData.push_back(p3);
// Сглаженные Нормали (из карты)
result.NormalData.push_back(smoothNormalsMap[p1]);
result.NormalData.push_back(smoothNormalsMap[p2]);
result.NormalData.push_back(smoothNormalsMap[p3]);
// Текстурные Координаты (Планарная проекция на плоскость грани)
// p1 -> (0, 0), p2 -> (L_12, 0), p3 -> (L_13 * cos(angle), L_13 * sin(angle))
// Где L_xy - длина вектора, angle - угол между p2-p1 и p3-p1
Vector3f uAxis = (p2 - p1).normalized();
Vector3f vRaw = p3 - p1;
// Проекция vRaw на uAxis
float uProjLen = vRaw.dot(uAxis);
// Вектор V перпендикулярный U: vRaw - uProj
Vector3f vAxisRaw = vRaw - (uAxis * uProjLen);
// Длина оси V
float vLen = vAxisRaw.length();
// Нормализованная ось V
Vector3f vAxis = vAxisRaw.normalized();
// Координаты (u, v) для p1, p2, p3 относительно p1
Vector2f uv1 = { 0.0f, 0.0f };
Vector2f uv2 = { (p2 - p1).length(), 0.0f }; // p2-p1 вдоль оси U
Vector2f uv3 = { uProjLen, vLen }; // p3-p1: u-компонента = uProjLen, v-компонента = vLen
// Находим максимальный размер, чтобы масштабировать в [0, 1]
float maxUV = max( uv2.v[0], uv3.v[0], uv3.v[1] );
if (maxUV > 0.000001f) {
// Масштабируем:
result.TexCoordData.push_back(uv1);
result.TexCoordData.push_back(uv2 * (1.f/ maxUV));
result.TexCoordData.push_back(uv3 * (1.f/ maxUV));
}
else {
// Предотвращение деления на ноль для вырожденных граней
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;
}
Vector4f generateRandomQuaternion(std::mt19937& gen)
{
// Ðàñïðåäåëåíèå äëÿ ãåíåðàöèè ñëó÷àéíûõ êîîðäèíàò êâàòåðíèîíà
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 = {
(float)distrib(gen),
(float)distrib(gen),
@ -202,25 +36,18 @@ namespace ZL
}
// --- Îñíîâíàÿ ôóíêöèÿ ãåíåðàöèè ---
std::vector<BoxCoords> generateRandomBoxCoords(int N)
{
// Êîíñòàíòû
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 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;
boxCoordsArr.reserve(N); // Ðåçåðâèðóåì ïàìÿòü
// 1. Èíèöèàëèçàöèÿ ãåíåðàòîðà ïñåâäîñëó÷àéíûõ ÷èñåë
// Èñïîëüçóåì Mersenne Twister (mt19937) êàê âûñîêîêà÷åñòâåííûé ãåíåðàòîð
std::random_device rd;
std::mt19937 gen(rd());
// 2. Îïðåäåëåíèå ðàâíîìåðíîãî ðàñïðåäåëåíèÿ äëÿ êîîðäèíàò [MIN_COORD, MAX_COORD]
std::uniform_real_distribution<> distrib(MIN_COORD, MAX_COORD);
int generatedCount = 0;
@ -230,51 +57,41 @@ namespace ZL
bool accepted = false;
int attempts = 0;
// Ïîïûòêà íàéòè ïîäõîäÿùèå êîîðäèíàòû
while (!accepted && attempts < MAX_ATTEMPTS)
{
// Ãåíåðèðóåì íîâûå ñëó÷àéíûå êîîðäèíàòû
Vector3f newPos(
(float)distrib(gen),
(float)distrib(gen),
(float)distrib(gen)
);
// Ïðîâåðêà ðàññòîÿíèÿ äî âñåõ óæå ñóùåñòâóþùèõ îáúåêòîâ
accepted = true; // Ïðåäïîëàãàåì, ÷òî ïîäõîäèò, ïîêà íå äîêàçàíî îáðàòíîå
accepted = true;
for (const auto& existingBox : boxCoordsArr)
{
// Ðàñ÷åò âåêòîðà ðàçíîñòè
Vector3f diff = newPos - existingBox.pos;
// Ðàñ÷åò êâàäðàòà ðàññòîÿíèÿ
float distanceSquared = diff.squaredNorm();
// Åñëè êâàäðàò ðàññòîÿíèÿ ìåíüøå êâàäðàòà ìèíèìàëüíîãî ðàññòîÿíèÿ
if (distanceSquared < MIN_DISTANCE_SQUARED)
{
accepted = false; // Îòêëîíÿåì, ñëèøêîì áëèçêî
break; // Íåò ñìûñëà ïðîâåðÿòü äàëüøå, åñëè îäíî íàðóøåíèå íàéäåíî
accepted = false;
break;
}
}
if (accepted)
{
// 2. Ãåíåðèðóåì ñëó÷àéíûé êâàòåðíèîí
Vector4f randomQuat = generateRandomQuaternion(gen);
// 3. Ïðåîáðàçóåì åãî â ìàòðèöó âðàùåíèÿ
Matrix3f randomMatrix = QuatToMatrix(randomQuat);
// 4. Äîáàâëÿåì îáúåêò ñ íîâîé ñëó÷àéíîé ìàòðèöåé
boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix });
generatedCount++;
}
attempts++;
}
// Åñëè ïðåâûøåíî ìàêñèìàëüíîå êîëè÷åñòâî ïîïûòîê, âûõîäèì èç öèêëà,
// ÷òîáû èçáåæàòü çàâèñàíèÿ, åñëè N ñëèøêîì âåëèêî èëè äèàïàçîí ñëèøêîì ìàë.
if (!accepted) {
std::cerr << "Ïðåäóïðåæäåíèå: Íå óäàëîñü ñãåíåðèðîâàòü " << N << " îáúåêòîâ. Ñãåíåðèðîâàíî: " << generatedCount << std::endl;
break;
@ -345,11 +162,11 @@ namespace ZL
cubemap.RefreshVBO();
//Load texture
spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/DefaultMaterial_BaseColor.png", CONST_ZIP_FILE));
spaceshipBase = LoadFromTextFile02("./resources/spaceship005.txt", CONST_ZIP_FILE);
spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/DefaultMaterial_BaseColor_shine.png", CONST_ZIP_FILE));
spaceshipBase = LoadFromTextFile02("./resources/spaceship006.txt", CONST_ZIP_FILE);
spaceshipBase.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundY(M_PI / 2.0)));
//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.RefreshVBO();
@ -365,7 +182,7 @@ namespace ZL
for (int i = 0; i < boxCoordsArr.size(); i++)
{
//boxRenderArr[i].AssignFrom(boxBase);
boxRenderArr[i].data = CreateConvexPolyhedron(1999);
boxRenderArr[i].data = CreateBaseConvexPolyhedron(1999);
boxRenderArr[i].RefreshVBO();
}

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@ -19,8 +19,8 @@ namespace ZL {
static constexpr float NEAR_Z_NEAR = 100.0f;
static constexpr float NEAR_Z_FAR = 20000.0f;
static constexpr float TRANSITION_NEAR_END = 100.f;
static constexpr float SUPER_NEAR_Z_NEAR = 30.0f;
static constexpr float SUPER_NEAR_Z_FAR = 6000.0f;
static constexpr float SUPER_NEAR_Z_NEAR = 5.0f;
static constexpr float SUPER_NEAR_Z_FAR = 5000.0f;
static constexpr float TRANSITION_SUPER_NEAR_END = 30.f;
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2) {
@ -56,14 +56,14 @@ namespace ZL {
void PlanetData::init() {
for (int i = 0; i < planetMeshLods.size(); i++) {
planetMeshLods[i] = generateSphere(i, 0.02f);
planetMeshLods[i].vertexData.Scale(PLANET_RADIUS);
planetMeshLods[i].vertexData.Move(PLANET_CENTER_OFFSET);
planetMeshLods[i] = generateSphere(i, 0);
planetMeshLods[i].Scale(PLANET_RADIUS);
planetMeshLods[i].Move(PLANET_CENTER_OFFSET);
}
planetAtmosphereLod = generateSphere(5, 0);
planetAtmosphereLod.vertexData.Scale(PLANET_RADIUS * 1.03);
planetAtmosphereLod.vertexData.Move(PLANET_CENTER_OFFSET);
planetAtmosphereLod.Scale(PLANET_RADIUS * 1.03);
planetAtmosphereLod.Move(PLANET_CENTER_OFFSET);
}
const LodLevel& PlanetData::getLodLevel(int level) const {
@ -165,7 +165,7 @@ namespace ZL {
// --- 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, 6>& meshes) {
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) {
@ -317,6 +317,8 @@ namespace ZL {
LodLevel PlanetData::trianglesToVertices(const std::vector<Triangle>& geometry) {
LodLevel result;
result.triangles = geometry;
result.vertexData.PositionData.reserve(geometry.size() * 3);
result.vertexData.NormalData.reserve(geometry.size() * 3);
result.vertexData.TexCoordData.reserve(geometry.size() * 3); // <-- ÐÅÇÅÐÂÈÐÓÅÌ
@ -384,7 +386,7 @@ namespace ZL {
}
// 4. Ãåíåðèðóåì PositionData, NormalData è VertexIDs
LodLevel lodLevel = trianglesToVertices(geometry);
LodLevel lodLevel = trianglesToVertices(geometry);
// 5. Ñîçäàíèå V2T-Map íà îñíîâå VertexIDs (ÒÎÏÎËÎÃÈ×ÅÑÊÈÉ ÊËÞ×)
V2TMap v2tMap;

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@ -16,6 +16,8 @@ namespace ZL {
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2);
constexpr static int MAX_LOD_LEVELS = 6;
struct Triangle
{
std::array<Vector3f, 3> data;
@ -35,9 +37,29 @@ namespace ZL {
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 {
@ -49,7 +71,7 @@ namespace ZL {
PerlinNoise perlin;
PerlinNoise colorPerlin;
std::array<LodLevel, 6> planetMeshLods;
std::array<LodLevel, MAX_LOD_LEVELS> planetMeshLods;
LodLevel planetAtmosphereLod;
int currentLod; // Ëîãè÷åñêèé òåêóùèé óðîâåíü äåòàëèçàöèè

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@ -3,6 +3,7 @@
#include <cmath>
#include "OpenGlExtensions.h"
#include "Environment.h"
#include "StoneObject.h"
namespace ZL {
@ -22,7 +23,8 @@ namespace ZL {
planetRenderStruct.data = planetData.getLodLevel(lodIndex).vertexData;
planetRenderStruct.RefreshVBO();
sandTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/sand.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;
@ -40,33 +42,29 @@ namespace ZL {
int currentLod = planetData.getCurrentLodIndex();
const auto& fullMesh = planetData.getLodLevel(currentLod).vertexData;
planetRenderRedStruct.data.PositionData.clear();
planetRenderRedStruct.data.TexCoordData.clear();
// ... очистка остальных буферов ...
planetRenderYellowStruct.data.PositionData.clear();
planetRenderYellowStruct.data.TexCoordData.clear();
triangleIndicesToDraw.clear();
std::set<int> usedYellow;
// Заполняем красный (текущий треугольник под камерой)
for (int i : lr) {
planetRenderRedStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3]);
planetRenderRedStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3 + 1]);
planetRenderRedStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3 + 2]);
planetRenderRedStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3]);
planetRenderRedStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3 + 1]);
planetRenderRedStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3 + 2]);
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3]);
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3 + 1]);
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3 + 2]);
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3]);
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3 + 1]);
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3 + 2]);
usedYellow.insert(i);
triangleIndicesToDraw.push_back(i);
}
planetRenderRedStruct.RefreshVBO();
// Заполняем желтый (соседи)
for (int i : lr) {
auto neighbors = planetData.findNeighbors(i, currentLod);
for (int n : neighbors) {
if (usedYellow.count(n) == 0) {
usedYellow.insert(n);
triangleIndicesToDraw.push_back(n);
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[n * 3]);
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[n * 3 + 1]);
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[n * 3 + 2]);
@ -74,9 +72,26 @@ namespace ZL {
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[n * 3 + 1]);
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[n * 3 + 2]);
}
auto neighbors2 = planetData.findNeighbors(n, currentLod);
for (int n2 : neighbors2) {
if (usedYellow.count(n2) == 0) {
usedYellow.insert(n2);
triangleIndicesToDraw.push_back(n2);
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[n2 * 3]);
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[n2 * 3 + 1]);
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[n2 * 3 + 2]);
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[n2 * 3]);
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[n2 * 3 + 1]);
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[n2 * 3 + 2]);
}
}
}
}
planetRenderYellowStruct.RefreshVBO();
planetStonesRenderStruct.data = CreateConvexPolyhedron(777, planetData.getLodLevel(5), triangleIndicesToDraw);
planetStonesRenderStruct.RefreshVBO();
}
@ -88,7 +103,8 @@ namespace ZL {
//--------------------------
drawPlanet(renderer);
drawYellowZone(renderer);
//drawYellowZone(renderer);
drawStones(renderer);
drawAtmosphere(renderer);
}
@ -167,11 +183,96 @@ namespace ZL {
renderer.shaderManager.PopShader();
CheckGlError();
}
void PlanetObject::drawStones(Renderer& renderer)
{
static const std::string defaultShaderName = "defaultColor";
static const std::string defaultShaderName2 = "defaultColor2";
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 vTexCoord3Name = "vTexCoord3";
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);
//renderer.EnableVertexAttribArray(vTexCoord3Name);
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 lightDir_World = Vector3f(1.0f, 0.0f, -1.0f).normalized();
// В OpenGL/шейдерах удобнее работать с вектором, указывающим ОТ источника к поверхности.
Vector3f lightDirection_World = -lightDir_World; // Вектор, направленный от источника
Vector3f lightDirection_View;
lightDirection_View.v[0] = viewMatrix.m[0] * lightDirection_World.v[0] + viewMatrix.m[4] * lightDirection_World.v[1] + viewMatrix.m[8] * lightDirection_World.v[2];
lightDirection_View.v[1] = viewMatrix.m[1] * lightDirection_World.v[0] + viewMatrix.m[5] * lightDirection_World.v[1] + viewMatrix.m[9] * lightDirection_World.v[2];
lightDirection_View.v[2] = viewMatrix.m[2] * lightDirection_World.v[0] + viewMatrix.m[6] * lightDirection_World.v[1] + viewMatrix.m[10] * lightDirection_World.v[2];
lightDirection_View = lightDirection_View.normalized(); // Нормализуем на всякий случай
// Установка uniform-переменной
// Предполагается, что RenderUniform3fv определена в Renderer.h
renderer.RenderUniform3fv("uLightDirection", &lightDirection_View.v[0]);
renderer.RenderUniformMatrix4fv("ModelViewMatrix", false, &viewMatrix.m[0]);
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
Vector3f color2 = { 1.0, 1.0, 1.0 };
renderer.RenderUniform3fv("uColor", &color2.v[0]);
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE);// Аддитивное смешивание для эффекта свечения
if (planetStonesRenderStruct.data.PositionData.size() > 0)
{
glBindTexture(GL_TEXTURE_2D, stoneTexture->getTexID());
renderer.DrawVertexRenderStruct(planetStonesRenderStruct);
//glDisable(GL_BLEND);
CheckGlError();
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
//renderer.DisableVertexAttribArray(vTexCoord3Name);
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 = "defaultColor";
static const std::string defaultShaderName2 = "defaultColor2";
static const std::string vPositionName = "vPosition";
@ -186,7 +287,9 @@ namespace ZL {
const float currentZNear = zRange.first;
const float currentZFar = zRange.second;
if (planetRenderRedStruct.data.PositionData.size() > 0)
glClear(GL_DEPTH_BUFFER_BIT);
if (planetRenderYellowStruct.data.PositionData.size() > 0)
{
renderer.shaderManager.PushShader(defaultShaderName2);
@ -212,12 +315,7 @@ namespace ZL {
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
glBindTexture(GL_TEXTURE_2D, sandTexture->getTexID());
Vector3f color1 = { 1.0, 0.0, 0.0 };
Vector3f color2 = { 1.0, 1.0, 0.0 };
renderer.RenderUniform3fv("uColor", &color1.v[0]);
renderer.DrawVertexRenderStruct(planetRenderRedStruct);
glBindTexture(GL_TEXTURE_2D, sandTexture->getTexID());

View File

@ -25,11 +25,14 @@ namespace ZL {
// Данные только для рендеринга (OpenGL specific)
VertexRenderStruct planetRenderStruct;
VertexRenderStruct planetRenderRedStruct;
VertexRenderStruct planetRenderYellowStruct;
VertexRenderStruct planetAtmosphereRenderStruct;
VertexRenderStruct planetStonesRenderStruct;
std::vector<int> triangleIndicesToDraw;
std::shared_ptr<Texture> sandTexture;
std::shared_ptr<Texture> stoneTexture;
bool drawDataDirty = true;
void prepareDrawData();
@ -40,10 +43,12 @@ namespace ZL {
void init();
void update(float deltaTimeMs);
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);
};

307
StoneObject.cpp Normal file
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@ -0,0 +1,307 @@
#include "StoneObject.h"
#include "Utils.h"
#include <GL/gl.h>
#include <random>
#include <cmath>
#include "Renderer.h"
#include "PlanetData.h"
namespace ZL {
// 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) {
// --- ÊÎÍÑÒÀÍÒÛ ÏÀÐÀÌÅÒÐÎÂ (êàê âû ïðîñèëè) ---
//const float BASE_SCALE = 3.0f; // Îáùèé ðàçìåð êàìíÿ
const float BASE_SCALE = 20.0f; // Îáùèé ðàçìåð êàìíÿ
const float MIN_AXIS_SCALE = 0.5f; // Ìèíèìàëüíîå ðàñòÿæåíèå/ñæàòèå ïî îñè
const float MAX_AXIS_SCALE = 1.5f; // Ìàêñèìàëüíîå ðàñòÿæåíèå/ñæàòèå ïî îñè
const float MIN_PERTURBATION = 0.05f; // Ìèíèìàëüíîå ðàäèàëüíîå âîçìóùåíèå âåðøèíû
const float MAX_PERTURBATION = 0.25f; // Ìàêñèìàëüíîå ðàäèàëüíîå âîçìóùåíèå âåðøèíû
// 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() * BASE_SCALE; // Íîðìàëèçàöèÿ ê ñôåðå ðàäèóñà BASE_SCALE
// Ðàäèàëüíîå âîçìóùåíèå:
float perturbation = getRandomFloat(engine, MIN_PERTURBATION, MAX_PERTURBATION);
v = v * (1.0f + perturbation);
}
// 2. Òðàíñôîðìàöèÿ (Ìàñøòàáèðîâàíèå è Ïîâîðîò)
// Ñëó÷àéíûå ìàñøòàáû ïî îñÿì
Vector3f scaleFactors = {
getRandomFloat(engine, MIN_AXIS_SCALE, MAX_AXIS_SCALE),
getRandomFloat(engine, MIN_AXIS_SCALE, MAX_AXIS_SCALE),
getRandomFloat(engine, MIN_AXIS_SCALE, 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;
}
VertexDataStruct CreateConvexPolyhedron(uint64_t seed, const LodLevel& planetLodLevel, const std::vector<int>& triangleIndices) {
VertexDataStruct finalMesh;
const int STONES_PER_TRIANGLE = 100;
// Êîíñòàíòû òðàíñôîðìàöèè (íóæíû çäåñü, ÷òîáû êàæäûé êàìåíü áûë óíèêàëüíûì)
const float MIN_AXIS_SCALE = 0.5f;
const float MAX_AXIS_SCALE = 1.5f;
// 1. Ñîçäàåì ÁÀÇÎÂÛÉ ÌÅØ ÎÄÈÍ ÐÀÇ, ÷òîáû íå ïîâòîðÿòü ñëîæíóþ ãåíåðàöèþ
// Èñïîëüçóåì îòäåëüíûé seed äëÿ áàçîâîé ôîðìû, ÷òîáû îíà áûëà óíèêàëüíîé,
// íî îñòàâàëàñü îäèíàêîâîé ïðè ðàçíûõ seed äëÿ ðàçìåùåíèÿ.
uint64_t baseSeed = 1337; // Êîíñòàíòíûé seed äëÿ ôîðìû êàìíÿ
VertexDataStruct baseStone = CreateBaseConvexPolyhedron(baseSeed);
// 2. Èòåðèðóåìñÿ ïî çàäàííûì òðåóãîëüíèêàì
for (int triangleIndex : triangleIndices) {
std::mt19937 engine(static_cast<unsigned int>(seed));
if (triangleIndex >= planetLodLevel.triangles.size()) {
// Îáðàáîòêà îøèáêè
continue;
}
const Triangle& currentTriangle = planetLodLevel.triangles[triangleIndex];
// 3. Ãåíåðèðóåì 100 êàìíåé íà êàæäîì òðåóãîëüíèêå
for (int i = 0; i < STONES_PER_TRIANGLE; i++) {
// --- 3.1. Ãåíåðèðóåì ñëó÷àéíîå ìåñòîïîëîæåíèå íà òðåóãîëüíèêå ---
Vector3f stoneCenter = GetRandomPointOnTriangle(currentTriangle, engine);
// --- 3.2. Ïðèìåíÿåì ñëó÷àéíóþ òðàíñôîðìàöèþ (Ìàñøòàá + Ïîâîðîò) ---
// Ñëó÷àéíûå ìàñøòàáû
Vector3f scaleFactors = {
getRandomFloat(engine, MIN_AXIS_SCALE, MAX_AXIS_SCALE),
getRandomFloat(engine, MIN_AXIS_SCALE, MAX_AXIS_SCALE),
getRandomFloat(engine, MIN_AXIS_SCALE, MAX_AXIS_SCALE)
};
// Ñëó÷àéíûé ïîâîðîò (íàïðèìåð, âîêðóã îñè íîðìàëè ê ïîâåðõíîñòè)
// Äëÿ ðåàëèñòè÷íîñòè, êàìåíü äîëæåí ëåæàòü íà ïîâåðõíîñòè.
// Âåêòîð 'ââåðõ' äëÿ êàìíÿ äîëæåí áûòü âûðîâíåí ïî íîðìàëè òðåóãîëüíèêà.
// 1. Ñîçäàåì âðàùåíèå âîêðóã íîðìàëè òðåóãîëüíèêà (currentTriangle.normal)
float angle = getRandomFloat(engine, 0.0f, 360.0f);
// (Äëÿ ïðîñòîòû çäåñü èñïîëüçóåòñÿ Matrix4f::Identity, íî âàì íóæíî ðåàëèçîâàòü
// QuaternionFromAxisAngle äëÿ êîððåêòíîãî âðàùåíèÿ âîêðóã çàäàííîé îñè Normal)
// --- ÏÐÎÑÒÎÅ ÐÅØÅÍÈÅ: Ñëó÷àéíûé ïîâîðîò 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);
qFinal = slerp(qFinal, qz, 0.5f).normalized();
Matrix3f rotationMatrix = QuatToMatrix(qFinal);
// --- 3.3. Òðàíñôîðìèðóåì è Ñìåùàåì âåðøèíû áàçîâîãî ìåøà ---
// Êîïèðóåì äàííûå äëÿ òåêóùåãî êàìíÿ
VertexDataStruct currentStone = baseStone;
// Ïðèìåíÿåì ìàñøòàáèðîâàíèå, ïîâîðîò, è ñìåùåíèå ê êàæäîé âåðøèíå
for (size_t j = 0; j < currentStone.PositionData.size(); j++) {
Vector3f& pos = currentStone.PositionData[j];
Vector3f& norm = currentStone.NormalData[j];
// 1. Ìàñøòàáèðîâàíèå
pos.v[0] *= scaleFactors.v[0];
pos.v[1] *= scaleFactors.v[1];
pos.v[2] *= scaleFactors.v[2];
// 2. Ïîâîðîò
pos = MultMatrixVector(rotationMatrix, pos);
norm = MultMatrixVector(rotationMatrix, norm);
// 3. Ñìåùåíèå (Translation)
pos = pos + stoneCenter;
}
// --- 3.4. Îáúåäèíÿåì ìåøè ---
finalMesh.PositionData.insert(finalMesh.PositionData.end(),
currentStone.PositionData.begin(),
currentStone.PositionData.end());
finalMesh.NormalData.insert(finalMesh.NormalData.end(),
currentStone.NormalData.begin(),
currentStone.NormalData.end());
finalMesh.TexCoordData.insert(finalMesh.TexCoordData.end(),
currentStone.TexCoordData.begin(),
currentStone.TexCoordData.end());
// ... àíàëîãè÷íî äëÿ äðóãèõ äàííûõ (Tangent, Binormal, Color)
}
}
return finalMesh;
}
} // namespace ZL

11
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@ -0,0 +1,11 @@
#pragma once
#include "ZLMath.h"
#include "Renderer.h"
#include "PlanetData.h"
namespace ZL {
VertexDataStruct CreateBaseConvexPolyhedron(uint64_t seed);
VertexDataStruct CreateConvexPolyhedron(uint64_t seed, const LodLevel& planetLodLevel, const std::vector<int>& triangleIndices);
} // namespace ZL

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@ -30,7 +30,8 @@ void main()
{
// ... (1. Получаем цвет и 2. Расчет освещения)
vec4 textureColor = texture2D(Texture, TexCoord);
vec3 finalColor = textureColor.rgb * color;
//vec3 finalColor = textureColor.rgb * color;
vec3 finalColor = textureColor.rgb;
float diffuse = max(0.0, dot(normal, uLightDirection));
float ambient = 0.2;