junk planet

This commit is contained in:
Evert Prants 2020-03-29 20:19:45 +03:00
parent cca0d2b3c3
commit 9dbfb40707
Signed by: evert
GPG Key ID: 1688DA83D222D0B5
9 changed files with 188 additions and 36 deletions

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@ -0,0 +1,5 @@
precision mediump float;
void main() {
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
}

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@ -0,0 +1,12 @@
precision mediump float;
attribute vec3 aVertexPosition;
attribute vec2 aTexCoords;
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
void main() {
gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aVertexPosition,1);
}

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@ -0,0 +1,29 @@
import { MeshInstance } from '../'
import Sphere from '../../mesh/geometry/sphere'
import { vec3 } from 'gl-matrix'
import { normalv3 } from '../../utility'
class Atmosphere extends MeshInstance {
constructor (pos, innerRadius, outerRadius, scale, color) {
super(Sphere.new(outerRadius, 64, 64), pos)
this.outerRadius = outerRadius
this.innerRadius = innerRadius
this.scale = scale
this.color = color
}
draw (gl, shader, camera, sun, sky) {
// Set model transform matrix uniform
gl.uniformMatrix4fv(shader.getUniformLocation(gl, 'uModelMatrix'), false, this.transform)
// Draw the mesh
gl.disable(gl.CULL_FACE)
this.mesh.prepare(gl, shader)
this.mesh.draw(gl, shader)
this.mesh.postdraw(gl, shader)
gl.enable(gl.CULL_FACE)
gl.cullFace(gl.BACK)
}
}
export default Atmosphere

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@ -45,11 +45,10 @@ class CubeFace {
if (this.generated) return
let VERTICES = this.generator.resolution
let count = VERTICES * VERTICES
let vertices = new Array(count * 3)
let normals = new Array(count * 3)
let textureCoords = new Array(count * 2)
let indices = new Array(6 * (VERTICES - 1) * (VERTICES - 1))
let vertices = []
let normals = []
let textureCoords = []
let indices = []
let radius = this.generator.radius
let divisionLevel = Math.pow(2, this.level)
@ -69,7 +68,7 @@ class CubeFace {
// Normalize and multiply by radius to create a spherical mesh
let normal = normalv3(vertex)
let pos = mulv3(normal, (radius))
let pos = mulv3(normal, (this.generator.noise.getNoise3D(this.level + 1, normal[0], normal[1], normal[2]) + radius))
vertices[vertexPointer * 3] = pos[0]
vertices[vertexPointer * 3 + 1] = pos[1]
@ -101,6 +100,41 @@ class CubeFace {
}
}
// Generate normals
for (let i = 0; i < indices.length; i += 3) {
// Extract face from vertices
// First vertex position
let vertexA = [
vertices[indices[i] * 3],
vertices[indices[i] * 3 + 1],
vertices[indices[i] * 3 + 2]
]
// Second vertex position
let vertexB = [
vertices[indices[i + 1] * 3],
vertices[indices[i + 1] * 3 + 1],
vertices[indices[i + 1] * 3 + 2]
]
// Third vertex position
let vertexC = [
vertices[indices[i + 2] * 3],
vertices[indices[i + 2] * 3 + 1],
vertices[indices[i + 2] * 3 + 2]
]
// Normalize
let dir = crossv3(subv3(vertexB, vertexA), subv3(vertexC, vertexA))
let normal = normalv3(dir)
for (let k = 0; k < 3; k++) {
normals[indices[i + k] * 3] = normal[0]
normals[indices[i + k] * 3 + 1] = normal[1]
normals[indices[i + k] * 3 + 2] = normal[2]
}
}
this.mesh = Mesh.construct(Screen.gl, vertices, indices, textureCoords, normals)
this.generated = true
}
@ -162,10 +196,10 @@ class CubeFace {
let divisionLevel = Math.pow(2, this.level)
let splitDistance = this.generator.radius / divisionLevel
if (camToOrigin < splitDistance * 1.5 && this.children.length === 0) {
if (camToOrigin < splitDistance * 2 && this.children.length === 0) {
this.subdivide()
return
} else if (camToOrigin > splitDistance * 2 && this.children.length > 0) {
} else if (camToOrigin > splitDistance * 2.5 && this.children.length > 0) {
this.merge()
return
}

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@ -62,10 +62,8 @@ class SimplexHeightMap extends HeightMap {
// octaves - Number of noise layers
// period - Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain.
// lacunarity - Controls period change across octaves. 2 is usually a good value to address all detail levels.
constructor (offsetX, offsetY, size, seed, amplitude = 15, persistence = 0.4, octaves = 5, period = 80, lacunarity = 2) {
super(size)
this.ix = offsetX
this.iy = offsetY
constructor (seed, amplitude = 15, period = 80, persistence = 0.4, lacunarity = 2, octaves = 5) {
super(0)
this.seed = seed
this.osn = new OpenSimplexNoise(seed)
@ -73,32 +71,48 @@ class SimplexHeightMap extends HeightMap {
this.amplitude = amplitude
this.period = period
this.lacunarity = lacunarity
this.octaves = octaves
this.persistence = persistence
this.octaves = octaves
}
getNoise (zx, zy) {
let x = ((this.size * this.ix) + zx) / this.period
let y = ((this.size * this.iy) + zy) / this.period
// Fractal/Fractional Brownian Motion (fBm) summation of 3D Perlin Simplex noise
getNoise2D (o, x, y) {
let output = 0.0
let denom = 0.0
let frequency = this.period
let amplitude = this.amplitude
let amp = 1.0
let max = 1.0
let sum = this.osn.noise2D(x, y)
for (let i = 0; i < o; i++) {
output += (amplitude * this.osn.noise3D(x * frequency, y * frequency))
denom += amplitude
let i = 0
while (++i < this.octaves) {
x *= this.lacunarity
y *= this.lacunarity
amp *= this.persistence
max += amp
sum += this.osn.noise2D(x, y) * amp
frequency *= this.lacunarity
amplitude *= this.persistence
}
return sum / max
return (output / denom)
}
getNoise3D (o, x, y, z) {
let output = 0.0
let denom = 0.0
let frequency = this.period
let amplitude = this.amplitude
for (let i = 0; i < o; i++) {
output += (amplitude * this.osn.noise3D(x * frequency, y * frequency, z * frequency))
denom += amplitude
frequency *= this.lacunarity
amplitude *= this.persistence
}
return (output / denom)
}
// 2D Height Map
getHeight (x, y) {
return this.getNoise(x, y) * this.amplitude
return this.getNoise2D(this.octaves, x, y)
}
}

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@ -42,7 +42,7 @@ class Environment {
this.fogEnd = 0
this.fogColor = [0.8, 0.8, 0.8]
this.sun = new DirectionalLight([0.0, 1000.0, -2000.0], [-1.0, -1.0, 0.0], [1.0, 1.0, 1.0])
this.sun = new Light([0.0, 1000.0, -2000.0], [1.0, 1.0, 1.0])
this.lights = [ this.sun ]
this.maxEnvironmentLights = ENV_MAX_LIGHTS

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@ -0,0 +1,50 @@
import { Mesh } from '..'
import Screen from '../../screen'
class Sphere extends Mesh {
static new (radius, rings, sectors) {
const R = 1.0 / (rings - 1)
const S = 1.0 / (sectors - 1)
const vertices = []
const normals = []
const textureCoords = []
const indices = []
for (let r = 0, vertexPointer = 0; r < rings; r++) {
for (let s = 0; s < sectors; s++, vertexPointer++) {
const y = Math.sin(Math.PI / 2 + Math.PI * r * R)
const x = Math.cos(2 * Math.PI * s * S) * Math.sin(Math.PI * r * R)
const z = Math.sin(2 * Math.PI * s * S) * Math.sin(Math.PI * r * R)
vertices[vertexPointer * 3] = x * radius
vertices[vertexPointer * 3 + 1] = y * radius
vertices[vertexPointer * 3 + 2] = z * radius
normals[vertexPointer * 3] = x
normals[vertexPointer * 3 + 1] = y
normals[vertexPointer * 3 + 2] = z
textureCoords[vertexPointer * 2] = s * S
textureCoords[vertexPointer * 2 + 1] = r * R
}
}
for (let r = 0, pointer = 0; r < rings - 1; r++) {
for (let s = 0; s < sectors - 1; s++) {
const topLeft = r * sectors + s
const topRight = topLeft + 1
const bottomLeft = (r + 1) * sectors + s
const bottomRight = bottomLeft + 1
indices[pointer++] = bottomLeft
indices[pointer++] = topLeft
indices[pointer++] = topRight
indices[pointer++] = topRight
indices[pointer++] = bottomRight
indices[pointer++] = bottomLeft
}
}
return Mesh.construct(Screen.gl, vertices, indices, textureCoords, normals)
}
}
export default Sphere

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@ -6,6 +6,7 @@ import { randomInt } from './engine/utility'
import { Environment } from './engine/environment'
import { LODTerrain } from './engine/components/terrain/lod'
import { MeshInstance } from './engine/components'
import { Skybox } from './engine/components/skybox'
import { WaterRenderer, WaterTile } from './engine/components/water'
import { Particle, ParticleTexture, ParticleSystem, ParticleRenderer } from './engine/components/particles'
@ -14,6 +15,7 @@ import { Material, Texture } from './engine/mesh/material'
import { GUIRenderer, GUIImage, Dim4 } from './engine/gui'
import { FontRenderer, GUIText, Font } from './engine/gui/font'
import { VoxelWorld, VoxelGenerator } from './engine/voxel'
import Atmosphere from './engine/components/planet/atmosphere'
import { CubePlanet, PlanetGenerator } from './engine/components/planet'
@ -27,6 +29,7 @@ async function pipeline () {
let entity = await loadMesh(game.gl, 'test')
let terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false)
let skyboxShader = await game.shaders.createShaderFromFiles(game.gl, 'skybox', false)
// let atmosShader = await game.shaders.createShaderFromFiles(game.gl, 'atmosphere', false)
entity.setRotation([0.0, 0.0, -90.0])
@ -51,21 +54,21 @@ async function pipeline () {
let particleTexture = new ParticleTexture(await Texture.fromFile(game.gl, 'particleAtlas.png'), 4)
let itms = [
new GUIImage(await Texture.fromFile(game.gl, 'noisy.png', false, game.gl.LINEAR),
new Dim4(-0.9, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0))
// new GUIImage(await Texture.fromFile(game.gl, 'noisy.png', false, game.gl.LINEAR),
// new Dim4(-0.9, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0))
]
// Nesting test
itms[0].addChild(new GUIText('', arialFont, 0.8, new Dim4(0.2, 0.0, 0.0, 0.0), new Dim4(1.0, 0.0, 0.3, 0.0), false))
itms[0].children[0].color = [0.0, 0.2, 1.0]
itms[0] = new GUIText('', arialFont, 0.8, new Dim4(0.0, 0.0, 0.0, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0), false)
itms[0].color = [0.0, 0.2, 1.0]
// Create a height map based on OpenSimplex noise
let hmap = new SimplexHeightMap(1, 1, 256, 50)
let hmap = new SimplexHeightMap(50, 20, 128)
// Create a terrain instance
// let terrain = new LODTerrain([0.0, 0.0, 0.0], 1024, 1024, 850, 4)
// Terrain material
let material = new Material(['grass-1024.jpg'])
let material = new Material(['grass-plain-1024.jpg'])
await material.loadTextures(game.gl)
// test code
@ -93,6 +96,7 @@ async function pipeline () {
// Planet test
let planet = new CubePlanet([0.0, 0.0, 0.0], new PlanetGenerator(16, 1000, hmap))
// let atmosphere = new Atmosphere([0.0, 0.0, 0.0], 1000, 1025, 1, [0.0, 0.0, 1.0])
// Update function for camera and terrain
let fpsTimer = 0
@ -141,7 +145,7 @@ async function pipeline () {
// Set text to FPS
fpsTimer++
if (fpsTimer === 10) {
itms[0].children[0].setText(game.fps + ' fps')
itms[0].setText(game.fps + ' fps')
fpsTimer = 0
}
@ -171,6 +175,10 @@ async function pipeline () {
material.apply(gl, terrainShader)
planet.draw(gl, terrainShader)
// atmosShader.use(gl)
// cam.draw(gl, atmosShader)
// atmosphere.draw(gl, atmosShader, cam, env.sun, true)
}
// Render function for the triangle