working lod

This commit is contained in:
Evert Prants 2023-02-24 15:34:40 +02:00
parent c1e3e2fd3d
commit 20c04c0ab7
Signed by: evert
GPG Key ID: 1688DA83D222D0B5
6 changed files with 94 additions and 81 deletions

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@ -205,7 +205,7 @@ void Application::run()
// TEST CODE
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glCullFace(GL_BACK);
if (!m_pauseLod)
pl->tick(m_camera, deltaTime);

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@ -62,6 +62,7 @@ void Planet::tick(Camera* camera, GLfloat dtime)
{
m_faces[i]->tick(camera, dtime);
}
// m_faces[FACE_TOP]->tick(camera, dtime);
// m_faces[FACE_BACK]->tick(camera, dtime);
}
@ -81,7 +82,7 @@ void Planet::connectFaces()
m_faces[FACE_RIGHT]->connect(BOTTOM, m_faces[FACE_BOTTOM]);
}
glm::mat4 Planet::getTransformation()
const glm::mat4 Planet::getTransformation()
{
glm::mat4 newMat = glm::mat4(1.0f);
newMat = glm::translate(newMat, m_position);

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@ -36,7 +36,7 @@ class Planet
inline PlanetFace* getFace(const unsigned int face) { return m_faces[face]; }
PlanetIndexBuffer* getIndexBuffer(const unsigned int detailTop, const unsigned int detailRight, const unsigned int detailBottom, const unsigned int detailLeft);
glm::mat4 getTransformation();
const glm::mat4 getTransformation();
private:
void connectFaces();

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@ -2,33 +2,22 @@
#include <time.h>
#include <math.h>
// Correlates directly to Face enum
const glm::vec3 FACE_NORMALS[6] = {
// FACE_FRONT
glm::vec3(0.0f, 0.0f, -1.0f),
// FACE_LEFT
glm::vec3(-1.0f, 0.0f, 0.0f),
// FACE_BACK
glm::vec3(0.0f, 0.0f, 1.0f),
// FACE_RIGHT
glm::vec3(1.0f, 0.0f, 0.0f),
// FACE_TOP
glm::vec3(0.0f, 1.0f, 0.0f),
// FACE_BOTTOM
glm::vec3(0.0f, -1.0f, 0.0f)
};
PlanetFaceNode::PlanetFaceNode(PlanetFace* face, PlanetFaceNode* parent, glm::vec3 position, const unsigned int index) :
m_planetFace(face), m_pos(position), m_index(index), m_level(parent ? parent->m_level + 1 : 0), m_generated(false),
m_dirty(true), m_leaf(true), m_parent(parent), m_children(), m_neighbors(), neighborDetailDifferences()
PlanetFaceNode::PlanetFaceNode(
PlanetFace* face,
PlanetFaceNode* parent,
const unsigned int index
) :
m_planetFace(face),
m_quadrant(index),
m_level(parent ? parent->m_level + 1 : 0),
m_generated(false),
m_dirty(true),
m_leaf(true),
m_parent(parent),
m_children(),
m_neighbors(),
neighborDetailDifferences()
{
glm::vec3 normal = face->getNormal();
// normal 0 1 0 left 1 0 0 forward 0 0 -1
// normal 0 0 -1 left 0 -1 0 forward -1 0 0
m_left = glm::vec3(normal.y, normal.z, normal.x);
m_forward = glm::cross(normal, m_left);
generate();
}
@ -192,8 +181,12 @@ const PlanetFaceNode* PlanetFaceNode::getEqualOrHigherNeighbor(const unsigned in
{
// Find the youngest ancestor with a neighbor in the given direction
for (const PlanetFaceNode *node = this; node != 0; node = node->m_parent)
{
if (node->m_neighbors[side])
{
return node->m_neighbors[side];
}
}
return 0;
}
@ -203,7 +196,7 @@ void PlanetFaceNode::findNeighbor(const unsigned int side)
if (!m_neighbors[side] && m_parent && m_parent->m_neighbors[side])
{
// If a valid neighbor is found (child of the parent's neighbor); use it
if (PlanetFaceNode *neighbor = m_parent->m_neighbors[side]->m_children[mirrorQuadrant(side, m_index)])
if (PlanetFaceNode *neighbor = m_parent->m_neighbors[side]->m_children[mirrorQuadrant(side, m_quadrant)])
setNeighbor(side, neighbor);
else
return;
@ -220,8 +213,11 @@ void PlanetFaceNode::updateNeighborDetailDifferences(const unsigned int side)
{
// Update neighbor detail differences
for (unsigned int i = 0; i < 4; i++)
if (const PlanetFaceNode *neighbor = getEqualOrHigherNeighbor(i))
{
if (const PlanetFaceNode *neighbor = getEqualOrHigherNeighbor(i)) {
neighborDetailDifferences[i] = std::min(m_level - neighbor->m_level, (unsigned int)4); // 4 max difference
}
}
// Force child nodes on the updated side to redraw
if (!isLeaf())
@ -244,12 +240,13 @@ unsigned int PlanetFaceNode::getNeighborDetailDifference(const unsigned int side
void PlanetFaceNode::tick(Camera* camera, GLfloat dtime)
{
// TODO: based on planet transform
float camToOrigin = glm::distance(camera->getPosition(), (m_planetFace->getPlanet()->getPosition() + m_center));
glm::mat4 transform = m_planetFace->getPlanet()->getTransformation();
glm::transpose(transform);
glm::vec3 campos = glm::vec3(transform * glm::vec4(camera->getPosition(), 1.0f));
float camToOrigin = glm::distance(campos, (m_center));
if (camToOrigin < m_radius * 2.0 && m_leaf) {
this->subdivide();
return;
} else if (camToOrigin > m_radius * 2.0 && !m_leaf) {
this->merge();
return;
@ -301,27 +298,22 @@ void PlanetFaceNode::generate()
if (m_generated)
return;
std::vector<Vertex> vertices;
int vertexCount = RESOLUTION * RESOLUTION;
Vertex vertices[vertexCount];
float divisionLevel = (float)pow(2.0, m_level);
float divisionLevel = 1.0f / (float)pow(2.0, m_level);
float radius = m_planetFace->getPlanet()->getRadius();
float halfRes = (RESOLUTION - 1) / 2.f;
glm::vec2 rpos = getPosition();
for (int i = 0; i < RESOLUTION; i++)
{
for (int j = 0; j < RESOLUTION; j++)
{
// Get the 2D index of the vertex on the plane from zero to one (1 = RESOLUTION - 1)
glm::vec2 index = glm::vec2(i, j) / (RESOLUTION - 1.0f);
// Generate the vertices on the plane using left and forward vectors.
// here 2 * index - 1 is used to convert 0 - 1 to -1 - 1, that is to
// generate the vertices starting from the center point of the unit plane.
glm::vec3 iv = (m_forward * (2.0f * index.x - 1.0f)) / divisionLevel;
glm::vec3 jv = (m_left * (2.0f * index.y - 1.0f)) / divisionLevel;
// Add the unit left and forward vectors to the origin, m_pos here
// being the center point, which in division level zero is the offset
// normal from the center of the cube.
glm::vec3 vertex = m_pos + jv + iv;
// Get vertex position in the quadtree
glm::vec2 treePos = (glm::vec2(i, j) - halfRes) * divisionLevel / halfRes + rpos;
glm::vec3 vertex = glm::vec3(treePos, 1.0f);
// Orient the vertex to the face
vertex = glm::vec3(glm::vec4(vertex, 1.0f) * m_planetFace->getOrientation());
// Normalize and multiply by radius to create a spherical mesh (unit sphere)
float x2 = vertex.x * vertex.x;
@ -335,10 +327,16 @@ void PlanetFaceNode::generate()
// Get noise height and multiply by radius
float height = m_planetFace->getPlanet()->getNoise().fractal(8, point.x, point.y, point.z) * 20.0f;
glm::vec3 pos = -(height + radius) * point;
glm::vec3 pos = (height + radius) * point;
// Texture coordinate
glm::vec2 texCoord = glm::vec2(i, j) / (float)(RESOLUTION - 1);
texCoord = texCoord * (1.0f - (1.0f / 128.f)) + 0.5f * (1.0f / 128.f);
// Add vertex
vertices.push_back({ pos, point, glm::vec2(j * (1.0 / RESOLUTION), i * (1.0 / RESOLUTION)) });
vertices[INDEX1D(i, j)].position = pos;
vertices[INDEX1D(i, j)].normal = point;
vertices[INDEX1D(i, j)].uv = texCoord;
// Set center
if ((i == RESOLUTION / 2 && j == RESOLUTION / 2))
@ -352,21 +350,20 @@ void PlanetFaceNode::generate()
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size(), &(vertices[0]), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertexCount, vertices, GL_STATIC_DRAW);
glm::vec3 boundingSphereCenterF = glm::vec3(0.0, 0.0, 0.0);
float boundingSphereRadiusF = 0.0;
int patchVerticesTotal = RESOLUTION * RESOLUTION;
// Calculate mean position and use as bounding sphere center
for (int i = 0; i < patchVerticesTotal; i++)
for (int i = 0; i < vertexCount; i++)
{
boundingSphereCenterF += vertices[i].position;
}
boundingSphereCenterF /= (float)patchVerticesTotal;
boundingSphereCenterF /= (float)vertexCount;
// Find the largest distance from the center to a vertex
for (int i = 0; i < patchVerticesTotal; i++)
for (int i = 0; i < vertexCount; i++)
{
glm::vec3 length = (vertices[i].position - boundingSphereCenterF);
boundingSphereRadiusF = std::max(boundingSphereRadiusF, glm::dot(length, length));
@ -381,19 +378,13 @@ void PlanetFaceNode::generate()
bool PlanetFaceNode::subdivide()
{
if (m_level == 10 || !m_planetFace->hasSplitsLeft() || !m_leaf)
if (m_level == 8 || !m_planetFace->hasSplitsLeft() || !m_leaf)
return false;
int lv = m_level + 1;
// Calculate distance to move the vertices on the unit plane based on division level
glm::vec3 stepLeft = m_left * (1.0f / (float)pow(2, lv));
glm::vec3 stepForward = m_forward * (1.0f / (float)pow(2, lv));
m_children[TOP_LEFT] = new PlanetFaceNode(m_planetFace, this, m_pos + stepForward - stepLeft, TOP_LEFT);
m_children[TOP_RIGHT] = new PlanetFaceNode(m_planetFace, this, m_pos - stepForward - stepLeft, TOP_RIGHT);
m_children[BOTTOM_RIGHT] = new PlanetFaceNode(m_planetFace, this, m_pos - stepForward + stepLeft, BOTTOM_RIGHT);
m_children[BOTTOM_LEFT] = new PlanetFaceNode(m_planetFace, this, m_pos + stepForward + stepLeft, BOTTOM_LEFT);
m_children[TOP_LEFT] = new PlanetFaceNode(m_planetFace, this, TOP_LEFT);
m_children[TOP_RIGHT] = new PlanetFaceNode(m_planetFace, this, TOP_RIGHT);
m_children[BOTTOM_RIGHT] = new PlanetFaceNode(m_planetFace, this, BOTTOM_RIGHT);
m_children[BOTTOM_LEFT] = new PlanetFaceNode(m_planetFace, this, BOTTOM_LEFT);
// Connect the children
m_children[TOP_LEFT]->setNeighbor(RIGHT, m_children[TOP_RIGHT]);
@ -403,8 +394,12 @@ bool PlanetFaceNode::subdivide()
// Connect neighbors
for (int i = 0; i < 4; i++)
{
if (m_neighbors[i] && !m_neighbors[i]->isLeaf())
{
m_neighbors[i]->findNeighbor(mirrorSide(i));
}
}
// No longer leaf
m_leaf = false;
@ -413,6 +408,10 @@ bool PlanetFaceNode::subdivide()
return true;
}
glm::vec2 PlanetFaceNode::getPosition()
{
return m_parent ? m_parent->getPosition() + glm::vec2(ADJACENT(RIGHT, m_quadrant) ? 1.0 : -1.0, ADJACENT(TOP, m_quadrant) ? 1.0 : -1.0) * (1.0f / (1 << m_level)) : glm::vec2(0.0, 0.0);
}
bool PlanetFaceNode::merge()
{
@ -446,14 +445,26 @@ bool PlanetFaceNode::isLeaf()
glm::vec3 PlanetFaceNode::getAbsolutePosition()
{
return m_planetFace->getPlanet()->getPosition() + m_pos;
return m_planetFace->getPlanet()->getPosition();
}
PlanetFace::PlanetFace(Planet* planet, const unsigned int face) :
m_planet(planet), m_face(face)
PlanetFace::PlanetFace(
Planet* planet,
const unsigned int face
) :
m_planet(planet),
m_face(face)
{
m_normal = FACE_NORMALS[m_face];
m_lod = new PlanetFaceNode(this, 0, m_normal, 0);
if (face < 4)
{
m_orientation = glm::rotate(glm::mat4(1.0f), (float)((double)face * -0.5 * M_PI), glm::vec3(0.0f, -1.0f, 0.0f));
}
else
{
m_orientation = glm::rotate(glm::mat4(1.0f), (float)((face == FACE_BOTTOM ? 0.5 : -0.5) * M_PI), glm::vec3(-1.0f, 0.0f, 0.0f));
}
m_lod = new PlanetFaceNode(this, 0, 0);
}
PlanetFace::~PlanetFace()

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@ -29,6 +29,7 @@ const unsigned int MAX_SPLITS_PER_UPDATE = 2;
#define MIRROR(s) (((s) + 2) % 4)
#define ADJACENT(s, q) ((4 + (q) - (s)) % 4 <= 1)
#define REFLECT(s, q) ((s) % 2 ? ((q) % 2 ? (q) - 1 : (q) + 1) : 3 - (q))
#define INDEX1D(x, y) ((x) + (y) * 17)
struct Vertex
{
@ -43,7 +44,7 @@ class PlanetFace;
class PlanetFaceNode
{
public:
PlanetFaceNode(PlanetFace* face, PlanetFaceNode* parent, glm::vec3 position, const unsigned int index);
PlanetFaceNode(PlanetFace* face, PlanetFaceNode* parent, const unsigned int index);
~PlanetFaceNode();
void tick(Camera* camera, GLfloat dtime);
@ -54,6 +55,7 @@ class PlanetFaceNode
inline PlanetFace* getPlanetFace() const { return m_planetFace; }
glm::vec3 getAbsolutePosition();
glm::vec2 getPosition();
inline PlanetFaceNode* getNeighborAt(Direction dir) const { return m_neighbors[dir]; }
inline PlanetFaceNode* getChildAt(Quadrant quad) const { return m_children[quad]; }
@ -80,7 +82,7 @@ class PlanetFaceNode
PlanetFaceNode* m_neighbors[4];
unsigned int neighborDetailDifferences[4];
unsigned int m_index;
unsigned int m_quadrant;
unsigned int m_level;
bool m_dirty;
@ -90,10 +92,7 @@ class PlanetFaceNode
GLuint m_ebo, m_vao, m_vbo;
int m_indices;
glm::vec3 m_pos;
glm::vec3 m_center;
glm::vec3 m_left;
glm::vec3 m_forward;
float m_radius;
};
@ -109,6 +108,7 @@ class PlanetFace
inline Planet* getPlanet() const { return m_planet; }
inline const glm::vec3 getNormal() const { return m_normal; }
inline const glm::mat4 getOrientation() const { return m_orientation; }
inline PlanetFaceNode* getLODRoot() { return m_lod; }
inline unsigned int getFace() const { return m_face; }
@ -121,6 +121,7 @@ class PlanetFace
unsigned int m_splits;
glm::vec3 m_normal;
glm::mat4 m_orientation;
PlanetFaceNode* m_lod;
};

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@ -29,10 +29,10 @@ PlanetIndexBuffer::PlanetIndexBuffer(
}
// Build all four edges
buildEdge(triangleFans, TOP, detailLeft);
buildEdge(triangleFans, RIGHT, detailBottom);
buildEdge(triangleFans, BOTTOM, detailRight);
buildEdge(triangleFans, LEFT, detailTop);
buildEdge(triangleFans, TOP, detailTop);
buildEdge(triangleFans, RIGHT, detailRight);
buildEdge(triangleFans, BOTTOM, detailBottom);
buildEdge(triangleFans, LEFT, detailLeft);
// Count the number of triangles and reserve three vertices per triangle
int triangleCount = 0;