voxspatium/src/planet/PlanetFace.cpp

197 lines
4.7 KiB
C++

#include "planet/PlanetFace.h"
const glm::vec3 FACE_NORMALS[6] = {
glm::vec3(0.0f, -1.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(-1.0f, 0.0f, 0.0f),
glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, -1.0f),
glm::vec3(0.0f, 0.0f, 1.0f)
};
PlanetFaceNode::PlanetFaceNode(Planet* planet, PlanetFace* face, glm::vec3 position, const unsigned int level) :
m_planet(planet), m_planetFace(face), m_pos(position), m_level(level), m_generated(false), m_dirty(true)
{
glm::vec3 normal = face->getNormal();
m_left = glm::vec3(normal.y, normal.z, normal.x);
m_forward = glm::cross(normal, m_left);
if (level == 0)
{
float radius = m_planet->getRadius() / 2.0f;
m_pos = m_pos - (m_left * radius);
m_pos = m_pos - (m_forward * radius);
}
}
PlanetFaceNode::~PlanetFaceNode()
{
for (int i = 0; i < 4; i++)
{
delete m_children[i];
}
glDeleteBuffers(1, &m_vao);
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_ebo);
}
void PlanetFaceNode::tick(Camera* camera, GLfloat dtime)
{
}
void PlanetFaceNode::draw(Camera* camera, Shader* shader)
{
if (!m_generated)
return;
shader->setBuffers(m_vao, m_vbo, m_ebo);
shader->use();
camera->shaderViewProjection(*shader);
shader->setUniform("modelMatrix", glm::translate(glm::mat4(1.0f), this->getAbsolutePosition()));
glDrawElements(GL_TRIANGLES, m_indices, GL_UNSIGNED_INT, nullptr);
}
void PlanetFaceNode::generate()
{
if (m_generated)
return;
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
float divisionLevel = (float)pow(2.0, m_level);
float radius = m_planet->getRadius();
for (int i = 0; i < RESOLUTION; i++)
{
for (int j = 0; j < RESOLUTION; j++)
{
float iindex = i / (RESOLUTION - 1.0);
float jindex = j / (RESOLUTION - 1.0);
// From the left and forward vectors, we can calculate an oriented vertex
glm::vec3 iv = ((m_left * iindex) * radius) / divisionLevel;
glm::vec3 jv = ((m_forward * jindex) * radius) / divisionLevel;
// Add the scaled left and forward to the centered origin
glm::vec3 vertex = m_pos + (iv + jv);
// Normalize and multiply by radius to create a spherical mesh
glm::vec3 vertNormal = glm::normalize(vertex);
glm::vec3 pos = vertNormal * radius;
// Add
vertices.push_back({ pos, vertNormal, glm::vec2(j * (1.0 / RESOLUTION), i * (1.0 / RESOLUTION)) });
}
}
for (int gz = 0; gz < RESOLUTION - 1; gz++)
{
for (int gx = 0; gx < RESOLUTION - 1; gx++)
{
int topLeft = (gz * RESOLUTION) + gx;
int topRight = topLeft + 1;
int bottomLeft = ((gz + 1) * RESOLUTION) + gx;
int bottomRight = bottomLeft + 1;
indices.push_back(topLeft);
indices.push_back(topRight);
indices.push_back(bottomLeft);
indices.push_back(bottomLeft);
indices.push_back(topRight);
indices.push_back(bottomRight);
}
}
m_indices = indices.size();
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * m_indices, &(indices[0]), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size(), &(vertices[0]), GL_STATIC_DRAW);
m_generated = true;
m_leaf = true;
}
void PlanetFaceNode::subdivide()
{
if (m_level == 4)
return;
int lv = m_level + 1;
float radius = m_planet->getRadius();
glm::vec3 stepLeft = m_left * (radius / (float)pow(2, lv));
glm::vec3 stepForward = m_forward * (radius / (float)pow(2, lv));
m_children[0] = new PlanetFaceNode(m_planet, m_planetFace, m_pos + stepForward, lv);
m_children[1] = new PlanetFaceNode(m_planet, m_planetFace, (m_pos + stepLeft) + stepForward, lv);
m_children[2] = new PlanetFaceNode(m_planet, m_planetFace, m_pos, lv);
m_children[3] = new PlanetFaceNode(m_planet, m_planetFace, (m_pos + stepLeft), lv);
m_leaf = false;
this->dispose();
}
void PlanetFaceNode::merge()
{
if (m_level == 0 && m_leaf)
return;
for (int i = 0; i < 4; i++)
{
m_children[i]->merge();
m_children[i]->dispose();
delete m_children[i];
}
m_leaf = true;
}
void PlanetFaceNode::dispose()
{
m_generated = false;
glDeleteBuffers(1, &m_vao);
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_ebo);
}
bool PlanetFaceNode::isLeaf()
{
return m_leaf;
}
PlanetFace::PlanetFace(Planet* planet, const unsigned int face) :
m_planet(planet), m_face(face)
{
m_normal = FACE_NORMALS[m_face];
m_planetFace = new PlanetFaceNode(planet, this, m_normal * (m_planet->getRadius() / 2.0f), 0);
m_planetFace->generate();
}
PlanetFace::~PlanetFace()
{
delete m_planetFace;
}
void PlanetFace::draw(Camera* camera, Shader* shader)
{
m_planetFace->draw(camera, shader);
}
void PlanetFace::tick(Camera* camera, GLfloat dtime)
{
m_planetFace->tick(camera, dtime);
}