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@ -436,10 +436,6 @@ add_executable(space-game001
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OpenGlExtensions.h
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Utils.cpp
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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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)
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# Установка проекта по умолчанию для Visual Studio
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@ -8,7 +8,7 @@ namespace ZL {
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int Environment::windowHeaderHeight = 0;
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int Environment::width = 0;
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int Environment::height = 0;
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float Environment::zoom = 14.f;
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float Environment::zoom = 6.f;
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bool Environment::leftPressed = false;
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bool Environment::rightPressed = false;
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113
Game.h
113
Game.h
@ -1,92 +1,61 @@
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#pragma once
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#pragma once
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#include "OpenGlExtensions.h"
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#include "Renderer.h"
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#include "Environment.h"
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#include "TextureManager.h"
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#include "SparkEmitter.h"
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#include "PlanetObject.h"
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namespace ZL {
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struct BoxCoords
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{
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Vector3f pos;
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Matrix3f m;
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};
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struct BoxCoords
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{
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Vector3f pos;
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Matrix3f m;
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};
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class Game {
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public:
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Game();
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~Game();
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class Game {
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public:
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Game();
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~Game();
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void setup();
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void update();
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void render();
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bool shouldExit() const { return Environment::exitGameLoop; }
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void setup();
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void update();
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void render();
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private:
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void processTickCount();
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void drawScene();
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void drawCubemap();
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void drawShip();
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void drawBoxes();
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SDL_Window* window;
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SDL_GLContext glContext;
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Renderer renderer;
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size_t newTickCount;
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size_t lastTickCount;
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static const size_t CONST_TIMER_INTERVAL = 10;
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static const size_t CONST_MAX_TIME_INTERVAL = 1000;
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bool shouldExit() const { return Environment::exitGameLoop; }
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std::shared_ptr<Texture> spaceshipTexture;
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std::shared_ptr<Texture> cubemapTexture;
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VertexDataStruct spaceshipBase;
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VertexRenderStruct spaceship;
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private:
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void processTickCount();
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void drawScene();
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void drawCubemap();
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void drawShip();
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void drawBoxes();
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void drawUI();
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VertexRenderStruct cubemap;
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SDL_Window* window;
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SDL_GLContext glContext;
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Renderer renderer;
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std::shared_ptr<Texture> boxTexture;
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VertexDataStruct boxBase;
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size_t newTickCount;
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size_t lastTickCount;
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std::vector<BoxCoords> boxCoordsArr;
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std::vector<VertexRenderStruct> boxRenderArr;
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std::shared_ptr<Texture> buttonTexture;
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VertexRenderStruct button;
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std::shared_ptr<Texture> musicVolumeBarTexture;
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VertexRenderStruct musicVolumeBar;
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std::shared_ptr<Texture> musicVolumeBarButtonTexture;
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VertexRenderStruct musicVolumeBarButton;
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bool isDraggingVolume = false;
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float musicVolume = 0.0f;
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float volumeBarMinX = 1190.0f;
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float volumeBarMaxX = 1200.0f;
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float volumeBarMinY = 100.0f;
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float volumeBarMaxY = 600.0f;
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float musicVolumeBarButtonButtonCenterX = 1195.0f;
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float musicVolumeBarButtonButtonRadius = 25.0f;
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void UpdateVolumeFromMouse(int mouseX, int mouseY);
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void UpdateVolumeKnob();
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static const size_t CONST_TIMER_INTERVAL = 10;
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static const size_t CONST_MAX_TIME_INTERVAL = 1000;
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std::shared_ptr<Texture> sparkTexture;
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std::shared_ptr<Texture> spaceshipTexture;
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std::shared_ptr<Texture> cubemapTexture;
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VertexDataStruct spaceshipBase;
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VertexRenderStruct spaceship;
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VertexRenderStruct cubemap;
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std::shared_ptr<Texture> boxTexture;
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VertexDataStruct boxBase;
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SparkEmitter sparkEmitter;
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PlanetObject planetObject;
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};
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std::vector<BoxCoords> boxCoordsArr;
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std::vector<VertexRenderStruct> boxRenderArr;
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};
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} // namespace ZL
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292
PlanetObject.cpp
292
PlanetObject.cpp
@ -1,292 +0,0 @@
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#include "PlanetObject.h"
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#include <random>
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#include <cmath>
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#include "OpenGlExtensions.h"
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#include "Environment.h"
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namespace ZL {
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struct Triangle
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{
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std::array<Vector3f, 3> data;
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Triangle(Vector3f p1, Vector3f p2, Vector3f p3)
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: data{ p1, p2, p3 }
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{
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}
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};
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std::vector<Triangle> subdivideTriangles(const std::vector<Triangle>& inputTriangles, PerlinNoise& perlin) {
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std::vector<Triangle> output;
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output.reserve(inputTriangles.size() * 4);
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for (const auto& t : inputTriangles) {
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Vector3f a = t.data[0];
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Vector3f b = t.data[1];
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Vector3f c = t.data[2];
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// 1. Вычисляем "сырые" середины
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Vector3f m_ab = (a + b) * 0.5f;
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Vector3f m_bc = (b + c) * 0.5f;
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Vector3f m_ac = (a + c) * 0.5f;
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// 2. Нормализуем их (получаем идеальную сферу радиуса 1)
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m_ab = m_ab.normalized();
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m_bc = m_bc.normalized();
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m_ac = m_ac.normalized();
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// 3. ПРИМЕНЯЕМ ШУМ: Смещаем точку по радиусу
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m_ab = m_ab * perlin.getSurfaceHeight(m_ab);
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m_bc = m_bc * perlin.getSurfaceHeight(m_bc);
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m_ac = m_ac * perlin.getSurfaceHeight(m_ac);
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// 4. Формируем новые треугольники
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output.emplace_back(a, m_ab, m_ac);
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output.emplace_back(m_ab, b, m_bc);
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output.emplace_back(m_ac, m_bc, c);
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output.emplace_back(m_ab, m_bc, m_ac);
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}
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return output;
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}
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Vector3f calculateSurfaceNormal(Vector3f p_sphere, PerlinNoise& perlin) {
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// p_sphere - это нормализованный вектор (точка на идеальной сфере)
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float theta = 0.01f; // Шаг для "щупанья" соседей (epsilon)
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// Нам нужно найти два вектора, касательных к сфере в точке p_sphere.
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// Для этого берем любой вектор (например UP), делаем Cross Product, чтобы получить касательную.
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// Если p_sphere совпадает с UP, берем RIGHT.
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Vector3f up = Vector3f(0.0f, 1.0f, 0.0f);
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if (abs(p_sphere.dot(up)) > 0.99f) {
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up = Vector3f(1.0f, 0.0f, 0.0f);
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}
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Vector3f tangentX = (up.cross(p_sphere)).normalized();
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Vector3f tangentY = (p_sphere.cross(tangentX)).normalized();
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// Точки на идеальной сфере со смещением
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Vector3f p0_dir = p_sphere;
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Vector3f p1_dir = (p_sphere + tangentX * theta).normalized();
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Vector3f p2_dir = (p_sphere + tangentY * theta).normalized();
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// Реальные точки на искаженной поверхности
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// p = dir * height(dir)
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Vector3f p0 = p0_dir * perlin.getSurfaceHeight(p0_dir);
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Vector3f p1 = p1_dir * perlin.getSurfaceHeight(p1_dir);
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Vector3f p2 = p2_dir * perlin.getSurfaceHeight(p2_dir);
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// Вектора от центральной точки к соседям
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Vector3f v1 = p1 - p0;
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Vector3f v2 = p2 - p0;
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// Нормаль - это перпендикуляр к этим двум векторам
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// Порядок (v2, v1) или (v1, v2) зависит от системы координат,
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// здесь подбираем так, чтобы нормаль смотрела наружу.
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return (-v2.cross(v1)).normalized();
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}
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VertexDataStruct trianglesToVertices(const std::vector<Triangle>& triangles, PerlinNoise& perlin) {
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VertexDataStruct buffer;
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buffer.PositionData.reserve(triangles.size() * 3);
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buffer.NormalData.reserve(triangles.size() * 3);
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for (const auto& t : triangles) {
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// Проходим по всем 3 вершинам треугольника
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for (int i = 0; i < 3; i++) {
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// p_geometry - это уже точка на поверхности (с шумом)
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Vector3f p_geometry = t.data[i];
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// Нам нужно восстановить направление от центра к этой точке,
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// чтобы передать его в функцию расчета нормали.
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// Так как (0,0,0) - центр, то normalize(p) даст нам направление.
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Vector3f p_dir = p_geometry.normalized();
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// Считаем аналитическую нормаль для этой конкретной точки
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Vector3f normal = calculateSurfaceNormal(p_dir, perlin);
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buffer.PositionData.push_back({ p_geometry });
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//buffer.NormalData.push_back({ normal });
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//buffer.TexCoordData.push_back({ 0.0f, 0.0f });
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}
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}
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return buffer;
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}
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// Генерация геометрии октаэдра с дублированием вершин для Flat Shading
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VertexDataStruct generateOctahedron(PerlinNoise& perlin) {
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VertexDataStruct buffer;
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std::vector<Triangle> v = {
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Triangle{
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{ 0.0f, 1.0f, 0.0f}, // Top
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{ 0.0f, 0.0f, 1.0f}, // Front
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{ 1.0f, 0.0f, 0.0f}, // Right
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},
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Triangle{
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{ 0.0f, 1.0f, 0.0f}, // Top
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{ 1.0f, 0.0f, 0.0f}, // Right
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{ 0.0f, 0.0f, -1.0f}, // Back
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},
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Triangle{
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{ 0.0f, 1.0f, 0.0f}, // Top
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{ 0.0f, 0.0f, -1.0f}, // Back
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{-1.0f, 0.0f, 0.0f}, // Left
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},
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Triangle{
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{ 0.0f, 1.0f, 0.0f}, // Top
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{-1.0f, 0.0f, 0.0f}, // Left
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{ 0.0f, 0.0f, 1.0f}, // Front
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},
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Triangle{
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{ 0.0f, -1.0f, 0.0f}, // Bottom
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{ 1.0f, 0.0f, 0.0f}, // Right
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{ 0.0f, 0.0f, 1.0f}, // Front
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},
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Triangle{
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{ 0.0f, -1.0f, 0.0f}, // Bottom
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{ 0.0f, 0.0f, 1.0f}, // Front
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{-1.0f, 0.0f, 0.0f}, // Left
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},
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Triangle{
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{ 0.0f, -1.0f, 0.0f}, // Bottom
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{-1.0f, 0.0f, 0.0f}, // Left
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{ 0.0f, 0.0f, -1.0f}, // Back
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},
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Triangle{
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{ 0.0f, -1.0f, 0.0f}, // Bottom
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{ 0.0f, 0.0f, -1.0f}, // Back
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{ 1.0f, 0.0f, 0.0f}, // Right
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}
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};
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v = subdivideTriangles(v, perlin);
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v = subdivideTriangles(v, perlin);
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v = subdivideTriangles(v, perlin);
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v = subdivideTriangles(v, perlin);
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v = subdivideTriangles(v, perlin);
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for (int i = 0; i < v.size(); i++) {
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Vector3f p1 = v[i].data[0];
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Vector3f p2 = v[i].data[1];
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Vector3f p3 = v[i].data[2];
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// Считаем нормаль грани через векторное произведение
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Vector3f edge1 = p2 - p1;
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Vector3f edge2 = p3 - p1;
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Vector3f normal = (edge1.cross(edge2)).normalized();
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// Дублируем нормаль для всех трех вершин треугольника (Flat shading)
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buffer.PositionData.push_back({ p1 });
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buffer.PositionData.push_back({ p2 });
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buffer.PositionData.push_back({ p3 });
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/*buffer.NormalData.push_back({normal});
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buffer.NormalData.push_back({ normal });
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buffer.NormalData.push_back({ normal });
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buffer.TexCoordData.push_back({ 0.0f, 0.0f });
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buffer.TexCoordData.push_back({ 0.0f, 0.0f });
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buffer.TexCoordData.push_back({ 0.0f, 0.0f });*/
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}
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return buffer;
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}
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VertexDataStruct generateSphere(int subdivisions, PerlinNoise& perlin) {
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// 1. Исходный октаэдр
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std::vector<Triangle> geometry = {
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Triangle{{ 0.0f, 1.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}, { 1.0f, 0.0f, 0.0f}}, // Top-Front-Right
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Triangle{{ 0.0f, 1.0f, 0.0f}, { 1.0f, 0.0f, 0.0f}, { 0.0f, 0.0f, -1.0f}}, // Top-Right-Back
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Triangle{{ 0.0f, 1.0f, 0.0f}, { 0.0f, 0.0f, -1.0f}, {-1.0f, 0.0f, 0.0f}}, // Top-Back-Left
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Triangle{{ 0.0f, 1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}}, // Top-Left-Front
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Triangle{{ 0.0f, -1.0f, 0.0f}, { 1.0f, 0.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}}, // Bottom-Right-Front
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Triangle{{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}}, // Bottom-Front-Left
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Triangle{{ 0.0f, -1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, { 0.0f, 0.0f, -1.0f}}, // Bottom-Left-Back
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Triangle{{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, -1.0f}, { 1.0f, 0.0f, 0.0f}} // Bottom-Back-Right
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};
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// 2. ПРИМЕНЯЕМ ШУМ К ИСХОДНЫМ ВЕРШИНАМ
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// Проходимся по всем треугольникам и всем вершинам в них
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for (auto& t : geometry) {
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for (int i = 0; i < 3; i++) {
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// Нормализуем (на всякий случай, хотя у октаэдра они и так норм)
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Vector3f dir = t.data[i].normalized();
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// Применяем высоту
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t.data[i] = dir * perlin.getSurfaceHeight(dir);
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}
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}
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// 3. Разбиваем N раз (новые вершины будут получать шум внутри функции)
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for (int i = 0; i < subdivisions; i++) {
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geometry = subdivideTriangles(geometry, perlin);
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}
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// 4. Генерируем нормали
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// Благодаря тому, что мы реально сдвигали вершины, Flat Shading нормали
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// рассчитаются правильно относительно нового рельефа.
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return trianglesToVertices(geometry, perlin);
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}
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PlanetObject::PlanetObject()
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{
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}
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void PlanetObject::init() {
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planetMesh = generateSphere(7, perlin);
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planetMesh.Scale(100.f);
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planetMesh.Move({ 0,0,-200 });
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planetRenderStruct.data = planetMesh;
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planetRenderStruct.RefreshVBO();
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}
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void PlanetObject::prepareDrawData() {
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if (!drawDataDirty) return;
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drawDataDirty = false;
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}
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void PlanetObject::draw(Renderer& renderer) {
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prepareDrawData();
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static const std::string defaultShaderName = "defaultColor";
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static const std::string vPositionName = "vPosition";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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1, 1000);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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renderer.RotateMatrix(Environment::inverseShipMatrix);
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renderer.TranslateMatrix(-Environment::shipPosition);
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renderer.DrawVertexRenderStruct(planetRenderStruct);
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CheckGlError();
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.shaderManager.PopShader();
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CheckGlError();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void PlanetObject::update(float deltaTimeMs) {
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
} // namespace ZL
|
||||
100
PlanetObject.h
100
PlanetObject.h
@ -1,100 +0,0 @@
|
||||
#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>
|
||||
|
||||
namespace ZL {
|
||||
|
||||
class PerlinNoise {
|
||||
std::vector<int> p;
|
||||
public:
|
||||
PerlinNoise() {
|
||||
p.resize(256);
|
||||
std::iota(p.begin(), p.end(), 0);
|
||||
// Перемешиваем для случайности (можно задать seed)
|
||||
std::default_random_engine engine(12345);
|
||||
std::shuffle(p.begin(), p.end(), engine);
|
||||
p.insert(p.end(), p.begin(), p.end()); // Дублируем для переполнения
|
||||
}
|
||||
|
||||
float fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }
|
||||
float lerp(float t, float a, float b) { return a + t * (b - a); }
|
||||
float 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 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 getSurfaceHeight(Vector3f pos) {
|
||||
// Частота шума (чем больше, тем больше "холмов")
|
||||
float frequency = 7.0f;
|
||||
|
||||
// Получаем значение шума (обычно от -1 до 1)
|
||||
float noiseValue = noise(pos.v[0] * frequency, pos.v[1] * frequency, pos.v[2] * frequency);
|
||||
|
||||
// Переводим из диапазона [-1, 1] в [0, 1]
|
||||
noiseValue = (noiseValue + 1.0f) * 0.5f;
|
||||
|
||||
// Масштабируем: хотим отклонение от 1.0 до 1.1
|
||||
// Значит амплитуда = 0.1
|
||||
float height = 1.0f + (noiseValue * 0.1f); // * 0.2 даст вариацию высоты
|
||||
|
||||
return height;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
class PlanetObject {
|
||||
private:
|
||||
PerlinNoise perlin;
|
||||
void prepareDrawData();
|
||||
VertexDataStruct planetMesh;
|
||||
VertexRenderStruct planetRenderStruct;
|
||||
|
||||
public:
|
||||
PlanetObject();
|
||||
|
||||
void init();
|
||||
|
||||
void update(float deltaTimeMs);
|
||||
|
||||
void draw(Renderer& renderer);
|
||||
|
||||
|
||||
private:
|
||||
bool drawDataDirty = true;
|
||||
};
|
||||
|
||||
} // namespace ZL
|
||||
@ -2,7 +2,6 @@
|
||||
|
||||
download from https://cmake.org/download/
|
||||
|
||||
|
||||
Windows x64 Installer: cmake-4.2.0-windows-x86_64.msi
|
||||
|
||||
|
||||
@ -149,7 +148,7 @@ embuilder build sdl2 sdl2_ttf sdl2_image sdl2_image_jpg sdl2_image_png
|
||||
|
||||
|
||||
|
||||
emcc main.cpp Game.cpp Environment.cpp BoneAnimatedModel.cpp ZLMath.cpp Renderer.cpp TextModel.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -pthread -sUSE_PTHREADS=1 -sPTHREAD_POOL_SIZE=4 -sTOTAL_MEMORY=4294967296 -sINITIAL_MEMORY=3221225472 -sMAXIMUM_MEMORY=4294967296 -sALLOW_MEMORY_GROWTH=1 -I./thirdparty/libzip-1.11.3/build-emcmake/install/include -L./thirdparty/libzip-1.11.3/build-emcmake/install/lib -lzip -lz -sUSE_SDL_IMAGE=2 -sUSE_SDL=2 -sUSE_LIBPNG=1 --preload-file space-game001.zip -o space-game001.html
|
||||
emcc main.cpp Game.cpp Environment.cpp BoneAnimatedModel.cpp Math.cpp Renderer.cpp TextModel.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -pthread -sUSE_PTHREADS=1 -sPTHREAD_POOL_SIZE=4 -sTOTAL_MEMORY=4294967296 -sINITIAL_MEMORY=3221225472 -sMAXIMUM_MEMORY=4294967296 -sALLOW_MEMORY_GROWTH=1 -I./thirdparty/libzip-1.11.3/build-emcmake/install/include -L./thirdparty/libzip-1.11.3/build-emcmake/install/lib -lzip -lz -sUSE_SDL_IMAGE=2 -sUSE_SDL=2 -sUSE_LIBPNG=1 --preload-file space-game001.zip -o space-game001.html
|
||||
|
||||
emrun --no_browser --port 8080 .
|
||||
```
|
||||
|
||||
297
SparkEmitter.cpp
297
SparkEmitter.cpp
@ -1,297 +0,0 @@
|
||||
#include "SparkEmitter.h"
|
||||
#include <random>
|
||||
#include <cmath>
|
||||
#include "OpenGlExtensions.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, 1, 1000);
|
||||
|
||||
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
|
||||
@ -1,66 +0,0 @@
|
||||
#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
|
||||
12
ZLMath.h
12
ZLMath.h
@ -56,18 +56,6 @@ namespace ZL {
|
||||
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
|
||||
}
|
||||
|
||||
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]
|
||||
);
|
||||
}
|
||||
|
||||
// Îïåðàòîð âû÷èòàíèÿ
|
||||
/*Vector3f operator-(const Vector3f& other) const {
|
||||
return Vector3f(v[0] - other.v[0], v[1] - other.v[1], v[2] - other.v[2]);
|
||||
|
||||
BIN
resources/button.png
(Stored with Git LFS)
BIN
resources/button.png
(Stored with Git LFS)
Binary file not shown.
BIN
resources/musicVolumeBarButton.png
(Stored with Git LFS)
BIN
resources/musicVolumeBarButton.png
(Stored with Git LFS)
Binary file not shown.
BIN
resources/musicVolumeBarTexture.png
(Stored with Git LFS)
BIN
resources/musicVolumeBarTexture.png
(Stored with Git LFS)
Binary file not shown.
BIN
resources/spark.png
(Stored with Git LFS)
BIN
resources/spark.png
(Stored with Git LFS)
Binary file not shown.
@ -5,8 +5,8 @@ varying vec2 texCoord;
|
||||
void main()
|
||||
{
|
||||
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;
|
||||
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user