Working on stones
This commit is contained in:
parent
854a425d85
commit
e690d0f8e2
@ -444,6 +444,8 @@ add_executable(space-game001
|
|||||||
PlanetData.h
|
PlanetData.h
|
||||||
Perlin.cpp
|
Perlin.cpp
|
||||||
Perlin.h
|
Perlin.h
|
||||||
|
StoneObject.cpp
|
||||||
|
StoneObject.h
|
||||||
)
|
)
|
||||||
|
|
||||||
# Установка проекта по умолчанию для Visual Studio
|
# Установка проекта по умолчанию для Visual Studio
|
||||||
|
|||||||
209
Game.cpp
209
Game.cpp
@ -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>
|
||||||
|
|
||||||
@ -17,180 +18,13 @@ namespace ZL
|
|||||||
const char* CONST_ZIP_FILE = "";
|
const char* CONST_ZIP_FILE = "";
|
||||||
#endif
|
#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)
|
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),
|
||||||
@ -202,25 +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;
|
||||||
@ -230,51 +57,41 @@ 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;
|
||||||
@ -345,11 +162,11 @@ namespace ZL
|
|||||||
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();
|
||||||
@ -365,7 +182,7 @@ namespace ZL
|
|||||||
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 = CreateConvexPolyhedron(1999);
|
boxRenderArr[i].data = CreateBaseConvexPolyhedron(1999);
|
||||||
boxRenderArr[i].RefreshVBO();
|
boxRenderArr[i].RefreshVBO();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -19,8 +19,8 @@ namespace ZL {
|
|||||||
static constexpr float NEAR_Z_NEAR = 100.0f;
|
static constexpr float NEAR_Z_NEAR = 100.0f;
|
||||||
static constexpr float NEAR_Z_FAR = 20000.0f;
|
static constexpr float NEAR_Z_FAR = 20000.0f;
|
||||||
static constexpr float TRANSITION_NEAR_END = 100.f;
|
static constexpr float TRANSITION_NEAR_END = 100.f;
|
||||||
static constexpr float SUPER_NEAR_Z_NEAR = 30.0f;
|
static constexpr float SUPER_NEAR_Z_NEAR = 5.0f;
|
||||||
static constexpr float SUPER_NEAR_Z_FAR = 6000.0f;
|
static constexpr float SUPER_NEAR_Z_FAR = 5000.0f;
|
||||||
static constexpr float TRANSITION_SUPER_NEAR_END = 30.f;
|
static constexpr float TRANSITION_SUPER_NEAR_END = 30.f;
|
||||||
|
|
||||||
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2) {
|
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2) {
|
||||||
@ -56,14 +56,14 @@ namespace ZL {
|
|||||||
|
|
||||||
void PlanetData::init() {
|
void PlanetData::init() {
|
||||||
for (int i = 0; i < planetMeshLods.size(); i++) {
|
for (int i = 0; i < planetMeshLods.size(); i++) {
|
||||||
planetMeshLods[i] = generateSphere(i, 0.02f);
|
planetMeshLods[i] = generateSphere(i, 0);
|
||||||
planetMeshLods[i].vertexData.Scale(PLANET_RADIUS);
|
planetMeshLods[i].Scale(PLANET_RADIUS);
|
||||||
planetMeshLods[i].vertexData.Move(PLANET_CENTER_OFFSET);
|
planetMeshLods[i].Move(PLANET_CENTER_OFFSET);
|
||||||
}
|
}
|
||||||
|
|
||||||
planetAtmosphereLod = generateSphere(5, 0);
|
planetAtmosphereLod = generateSphere(5, 0);
|
||||||
planetAtmosphereLod.vertexData.Scale(PLANET_RADIUS * 1.03);
|
planetAtmosphereLod.Scale(PLANET_RADIUS * 1.03);
|
||||||
planetAtmosphereLod.vertexData.Move(PLANET_CENTER_OFFSET);
|
planetAtmosphereLod.Move(PLANET_CENTER_OFFSET);
|
||||||
}
|
}
|
||||||
|
|
||||||
const LodLevel& PlanetData::getLodLevel(int level) const {
|
const LodLevel& PlanetData::getLodLevel(int level) const {
|
||||||
@ -165,7 +165,7 @@ namespace ZL {
|
|||||||
|
|
||||||
// --- Ðåàëèçàöèÿ getTrianglesUnderCamera (áûâøàÿ triangleUnderCamera) ---
|
// --- Ðåàëèçàöèÿ getTrianglesUnderCamera (áûâøàÿ triangleUnderCamera) ---
|
||||||
// Âñïîìîãàòåëüíàÿ ðåêóðñèâíàÿ ôóíêöèÿ, ñêðûòàÿ îò ïóáëè÷íîãî API
|
// 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;
|
std::vector<int> r;
|
||||||
// Ëîãèêà óðîâíÿ 0 (áàçîâûé îêòàýäð)
|
// Ëîãèêà óðîâíÿ 0 (áàçîâûé îêòàýäð)
|
||||||
if (lod == 0) {
|
if (lod == 0) {
|
||||||
@ -317,6 +317,8 @@ namespace ZL {
|
|||||||
LodLevel PlanetData::trianglesToVertices(const std::vector<Triangle>& geometry) {
|
LodLevel PlanetData::trianglesToVertices(const std::vector<Triangle>& geometry) {
|
||||||
LodLevel result;
|
LodLevel result;
|
||||||
|
|
||||||
|
result.triangles = geometry;
|
||||||
|
|
||||||
result.vertexData.PositionData.reserve(geometry.size() * 3);
|
result.vertexData.PositionData.reserve(geometry.size() * 3);
|
||||||
result.vertexData.NormalData.reserve(geometry.size() * 3);
|
result.vertexData.NormalData.reserve(geometry.size() * 3);
|
||||||
result.vertexData.TexCoordData.reserve(geometry.size() * 3); // <-- ÐÅÇÅÐÂÈÐÓÅÌ
|
result.vertexData.TexCoordData.reserve(geometry.size() * 3); // <-- ÐÅÇÅÐÂÈÐÓÅÌ
|
||||||
@ -384,7 +386,7 @@ namespace ZL {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 4. Ãåíåðèðóåì PositionData, NormalData è VertexIDs
|
// 4. Ãåíåðèðóåì PositionData, NormalData è VertexIDs
|
||||||
LodLevel lodLevel = trianglesToVertices(geometry);
|
LodLevel lodLevel = trianglesToVertices(geometry);
|
||||||
|
|
||||||
// 5. Ñîçäàíèå V2T-Map íà îñíîâå VertexIDs (ÒÎÏÎËÎÃÈ×ÅÑÊÈÉ ÊËÞ×)
|
// 5. Ñîçäàíèå V2T-Map íà îñíîâå VertexIDs (ÒÎÏÎËÎÃÈ×ÅÑÊÈÉ ÊËÞ×)
|
||||||
V2TMap v2tMap;
|
V2TMap v2tMap;
|
||||||
|
|||||||
24
PlanetData.h
24
PlanetData.h
@ -16,6 +16,8 @@ namespace ZL {
|
|||||||
|
|
||||||
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2);
|
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2);
|
||||||
|
|
||||||
|
constexpr static int MAX_LOD_LEVELS = 6;
|
||||||
|
|
||||||
struct Triangle
|
struct Triangle
|
||||||
{
|
{
|
||||||
std::array<Vector3f, 3> data;
|
std::array<Vector3f, 3> data;
|
||||||
@ -35,9 +37,29 @@ namespace ZL {
|
|||||||
|
|
||||||
struct LodLevel
|
struct LodLevel
|
||||||
{
|
{
|
||||||
|
std::vector<Triangle> triangles;
|
||||||
VertexDataStruct vertexData;
|
VertexDataStruct vertexData;
|
||||||
std::vector<VertexID> VertexIDs;
|
std::vector<VertexID> VertexIDs;
|
||||||
V2TMap v2tMap;
|
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 {
|
class PlanetData {
|
||||||
@ -49,7 +71,7 @@ namespace ZL {
|
|||||||
PerlinNoise perlin;
|
PerlinNoise perlin;
|
||||||
PerlinNoise colorPerlin;
|
PerlinNoise colorPerlin;
|
||||||
|
|
||||||
std::array<LodLevel, 6> planetMeshLods;
|
std::array<LodLevel, MAX_LOD_LEVELS> planetMeshLods;
|
||||||
LodLevel planetAtmosphereLod;
|
LodLevel planetAtmosphereLod;
|
||||||
|
|
||||||
int currentLod; // Ëîãè÷åñêèé òåêóùèé óðîâåíü äåòàëèçàöèè
|
int currentLod; // Ëîãè÷åñêèé òåêóùèé óðîâåíü äåòàëèçàöèè
|
||||||
|
|||||||
142
PlanetObject.cpp
142
PlanetObject.cpp
@ -3,6 +3,7 @@
|
|||||||
#include <cmath>
|
#include <cmath>
|
||||||
#include "OpenGlExtensions.h"
|
#include "OpenGlExtensions.h"
|
||||||
#include "Environment.h"
|
#include "Environment.h"
|
||||||
|
#include "StoneObject.h"
|
||||||
|
|
||||||
namespace ZL {
|
namespace ZL {
|
||||||
|
|
||||||
@ -22,7 +23,8 @@ namespace ZL {
|
|||||||
planetRenderStruct.data = planetData.getLodLevel(lodIndex).vertexData;
|
planetRenderStruct.data = planetData.getLodLevel(lodIndex).vertexData;
|
||||||
planetRenderStruct.RefreshVBO();
|
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
|
// Атмосфера
|
||||||
planetAtmosphereRenderStruct.data = planetData.getAtmosphereLod().vertexData;
|
planetAtmosphereRenderStruct.data = planetData.getAtmosphereLod().vertexData;
|
||||||
@ -40,33 +42,29 @@ namespace ZL {
|
|||||||
int currentLod = planetData.getCurrentLodIndex();
|
int currentLod = planetData.getCurrentLodIndex();
|
||||||
const auto& fullMesh = planetData.getLodLevel(currentLod).vertexData;
|
const auto& fullMesh = planetData.getLodLevel(currentLod).vertexData;
|
||||||
|
|
||||||
planetRenderRedStruct.data.PositionData.clear();
|
|
||||||
planetRenderRedStruct.data.TexCoordData.clear();
|
|
||||||
// ... очистка остальных буферов ...
|
|
||||||
|
|
||||||
planetRenderYellowStruct.data.PositionData.clear();
|
planetRenderYellowStruct.data.PositionData.clear();
|
||||||
planetRenderYellowStruct.data.TexCoordData.clear();
|
planetRenderYellowStruct.data.TexCoordData.clear();
|
||||||
|
|
||||||
|
triangleIndicesToDraw.clear();
|
||||||
std::set<int> usedYellow;
|
std::set<int> usedYellow;
|
||||||
|
|
||||||
// Заполняем красный (текущий треугольник под камерой)
|
|
||||||
for (int i : lr) {
|
for (int i : lr) {
|
||||||
planetRenderRedStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3]);
|
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3]);
|
||||||
planetRenderRedStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3 + 1]);
|
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3 + 1]);
|
||||||
planetRenderRedStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3 + 2]);
|
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[i * 3 + 2]);
|
||||||
planetRenderRedStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3]);
|
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3]);
|
||||||
planetRenderRedStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3 + 1]);
|
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3 + 1]);
|
||||||
planetRenderRedStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3 + 2]);
|
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[i * 3 + 2]);
|
||||||
usedYellow.insert(i);
|
usedYellow.insert(i);
|
||||||
|
triangleIndicesToDraw.push_back(i);
|
||||||
}
|
}
|
||||||
planetRenderRedStruct.RefreshVBO();
|
|
||||||
|
|
||||||
// Заполняем желтый (соседи)
|
|
||||||
for (int i : lr) {
|
for (int i : lr) {
|
||||||
auto neighbors = planetData.findNeighbors(i, currentLod);
|
auto neighbors = planetData.findNeighbors(i, currentLod);
|
||||||
for (int n : neighbors) {
|
for (int n : neighbors) {
|
||||||
if (usedYellow.count(n) == 0) {
|
if (usedYellow.count(n) == 0) {
|
||||||
usedYellow.insert(n);
|
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]);
|
||||||
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[n * 3 + 1]);
|
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[n * 3 + 1]);
|
||||||
planetRenderYellowStruct.data.PositionData.push_back(fullMesh.PositionData[n * 3 + 2]);
|
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 + 1]);
|
||||||
planetRenderYellowStruct.data.TexCoordData.push_back(fullMesh.TexCoordData[n * 3 + 2]);
|
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();
|
planetRenderYellowStruct.RefreshVBO();
|
||||||
|
|
||||||
|
planetStonesRenderStruct.data = CreateConvexPolyhedron(777, planetData.getLodLevel(5), triangleIndicesToDraw);
|
||||||
|
planetStonesRenderStruct.RefreshVBO();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -88,7 +103,8 @@ namespace ZL {
|
|||||||
//--------------------------
|
//--------------------------
|
||||||
|
|
||||||
drawPlanet(renderer);
|
drawPlanet(renderer);
|
||||||
drawYellowZone(renderer);
|
//drawYellowZone(renderer);
|
||||||
|
drawStones(renderer);
|
||||||
|
|
||||||
drawAtmosphere(renderer);
|
drawAtmosphere(renderer);
|
||||||
}
|
}
|
||||||
@ -167,11 +183,96 @@ namespace ZL {
|
|||||||
renderer.shaderManager.PopShader();
|
renderer.shaderManager.PopShader();
|
||||||
CheckGlError();
|
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);
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlanetObject::drawYellowZone(Renderer& renderer)
|
void PlanetObject::drawYellowZone(Renderer& renderer)
|
||||||
{
|
{
|
||||||
|
|
||||||
static const std::string defaultShaderName = "defaultColor";
|
static const std::string defaultShaderName = "defaultColor";
|
||||||
static const std::string defaultShaderName2 = "defaultColor2";
|
static const std::string defaultShaderName2 = "defaultColor2";
|
||||||
static const std::string vPositionName = "vPosition";
|
static const std::string vPositionName = "vPosition";
|
||||||
@ -186,7 +287,9 @@ namespace ZL {
|
|||||||
const float currentZNear = zRange.first;
|
const float currentZNear = zRange.first;
|
||||||
const float currentZFar = zRange.second;
|
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);
|
renderer.shaderManager.PushShader(defaultShaderName2);
|
||||||
@ -212,12 +315,7 @@ namespace ZL {
|
|||||||
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
|
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
|
||||||
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
|
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 };
|
Vector3f color2 = { 1.0, 1.0, 0.0 };
|
||||||
renderer.RenderUniform3fv("uColor", &color1.v[0]);
|
|
||||||
renderer.DrawVertexRenderStruct(planetRenderRedStruct);
|
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, sandTexture->getTexID());
|
glBindTexture(GL_TEXTURE_2D, sandTexture->getTexID());
|
||||||
|
|
||||||
|
|||||||
@ -25,11 +25,14 @@ namespace ZL {
|
|||||||
|
|
||||||
// Данные только для рендеринга (OpenGL specific)
|
// Данные только для рендеринга (OpenGL specific)
|
||||||
VertexRenderStruct planetRenderStruct;
|
VertexRenderStruct planetRenderStruct;
|
||||||
VertexRenderStruct planetRenderRedStruct;
|
|
||||||
VertexRenderStruct planetRenderYellowStruct;
|
VertexRenderStruct planetRenderYellowStruct;
|
||||||
VertexRenderStruct planetAtmosphereRenderStruct;
|
VertexRenderStruct planetAtmosphereRenderStruct;
|
||||||
|
VertexRenderStruct planetStonesRenderStruct;
|
||||||
|
|
||||||
|
std::vector<int> triangleIndicesToDraw;
|
||||||
|
|
||||||
std::shared_ptr<Texture> sandTexture;
|
std::shared_ptr<Texture> sandTexture;
|
||||||
|
std::shared_ptr<Texture> stoneTexture;
|
||||||
|
|
||||||
bool drawDataDirty = true;
|
bool drawDataDirty = true;
|
||||||
void prepareDrawData();
|
void prepareDrawData();
|
||||||
@ -40,10 +43,12 @@ namespace ZL {
|
|||||||
void init();
|
void init();
|
||||||
void update(float deltaTimeMs);
|
void update(float deltaTimeMs);
|
||||||
void draw(Renderer& renderer);
|
void draw(Renderer& renderer);
|
||||||
|
void drawStones(Renderer& renderer);
|
||||||
void drawPlanet(Renderer& renderer);
|
void drawPlanet(Renderer& renderer);
|
||||||
void drawYellowZone(Renderer& renderer);
|
void drawYellowZone(Renderer& renderer);
|
||||||
void drawAtmosphere(Renderer& renderer);
|
void drawAtmosphere(Renderer& renderer);
|
||||||
|
|
||||||
|
|
||||||
float distanceToPlanetSurface(const Vector3f& viewerPosition);
|
float distanceToPlanetSurface(const Vector3f& viewerPosition);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
307
StoneObject.cpp
Normal file
307
StoneObject.cpp
Normal file
@ -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
StoneObject.h
Normal file
11
StoneObject.h
Normal file
@ -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
|
||||||
BIN
resources/DefaultMaterial_BaseColor.png
(Stored with Git LFS)
BIN
resources/DefaultMaterial_BaseColor.png
(Stored with Git LFS)
Binary file not shown.
BIN
resources/DefaultMaterial_BaseColor_shine.png
(Stored with Git LFS)
Normal file
BIN
resources/DefaultMaterial_BaseColor_shine.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
resources/sand2.png
(Stored with Git LFS)
Normal file
BIN
resources/sand2.png
(Stored with Git LFS)
Normal file
Binary file not shown.
11574
resources/spaceship006.txt
Normal file
11574
resources/spaceship006.txt
Normal file
File diff suppressed because it is too large
Load Diff
@ -30,7 +30,8 @@ void main()
|
|||||||
{
|
{
|
||||||
// ... (1. Получаем цвет и 2. Расчет освещения)
|
// ... (1. Получаем цвет и 2. Расчет освещения)
|
||||||
vec4 textureColor = texture2D(Texture, TexCoord);
|
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 diffuse = max(0.0, dot(normal, uLightDirection));
|
||||||
float ambient = 0.2;
|
float ambient = 0.2;
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user