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authorDan Goodliffe <dan@randomdan.homeip.net>2024-05-27 13:44:08 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-05-27 13:44:08 +0100
commitad85d0843dc80d195120dd53dd4a8deee004af4b (patch)
tree420723815ac6753441f14fe51836555de5551a19
parentMerge branch 'separate-water' (diff)
parentSurface asset test doesn't need render dump (diff)
downloadilt-ad85d0843dc80d195120dd53dd4a8deee004af4b.tar.bz2
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Merge remote-tracking branch 'origin/terrain-surfaces'
-rw-r--r--Jamroot.jam2
-rw-r--r--assetFactory/cylinder.cpp6
-rw-r--r--game/geoData.cpp166
-rw-r--r--game/geoData.h37
-rw-r--r--game/surface.cpp7
-rw-r--r--game/surface.h11
-rw-r--r--game/terrain.cpp38
-rw-r--r--game/terrain.h9
-rw-r--r--gfx/gl/sceneShader.cpp3
-rw-r--r--gfx/gl/shaders/landmass.fs23
-rw-r--r--gfx/gl/shaders/landmass.vs23
-rw-r--r--gfx/gl/shaders/shadowFixedPoint.vs9
-rw-r--r--gfx/gl/shaders/shadowLandmass.vs13
-rw-r--r--gfx/gl/shadowMapper.cpp6
-rw-r--r--gfx/gl/shadowMapper.h2
-rw-r--r--res/surfaces.xml7
-rw-r--r--test/test-assetFactory.cpp15
-rw-r--r--test/test-geoData.cpp4
18 files changed, 247 insertions, 134 deletions
diff --git a/Jamroot.jam b/Jamroot.jam
index 7a2fe16..712ad63 100644
--- a/Jamroot.jam
+++ b/Jamroot.jam
@@ -16,7 +16,7 @@ lib OpenMeshCore ;
variant coverage : debug ;
project : requirements
- <cxxstd>20
+ <cxxstd>23
<linkflags>-Wl,-z,defs
<variant>release:<lto>on
<variant>profile:<lto>on
diff --git a/assetFactory/cylinder.cpp b/assetFactory/cylinder.cpp
index fd96c8b..f41bfd4 100644
--- a/assetFactory/cylinder.cpp
+++ b/assetFactory/cylinder.cpp
@@ -1,6 +1,7 @@
#include "cylinder.h"
#include "maths.h"
#include "modelFactoryMesh.h"
+#include <ranges>
Cylinder::CreatedFaces
Cylinder::createMesh(ModelFactoryMesh & mesh, Scale3D lodf) const
@@ -40,13 +41,12 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, Scale3D lodf) const
// Wrap around
edge.back() = edge.front();
// Transform adjacent pairs of top/bottom pairs to faces
- std::adjacent_find(edge.begin(), edge.end(), [&mesh, &surface](const auto & first, const auto & second) {
+ for (const auto & [first, second] : edge | std::views::adjacent<2>) {
const auto fh
= surface.insert(mesh.add_namedFace("edge", first.first, first.second, second.second, second.first))
->second;
mesh.property(mesh.smoothFaceProperty, fh) = true;
- return false;
- });
+ }
}
return surface;
diff --git a/game/geoData.cpp b/game/geoData.cpp
index 2313342..72aa056 100644
--- a/game/geoData.cpp
+++ b/game/geoData.cpp
@@ -4,8 +4,14 @@
#include <fstream>
#include <glm/gtx/intersect.hpp>
#include <maths.h>
+#include <ranges>
#include <set>
+GeoData::GeoData()
+{
+ add_property(surface);
+}
+
GeoData
GeoData::loadFromAsciiGrid(const std::filesystem::path & input)
{
@@ -404,7 +410,7 @@ GeoData::triangleContainsTriangle(const Triangle<2> & a, const Triangle<2> & b)
return triangleContainsPoint(a.x, b) && triangleContainsPoint(a.y, b) && triangleContainsPoint(a.z, b);
}
-std::array<GeoData::FaceHandle, 4>
+void
GeoData::split(FaceHandle _fh)
{
// Collect halfedges of face
@@ -452,16 +458,14 @@ GeoData::split(FaceHandle _fh)
}
// Retriangulate
- return {
- add_face(v0, p0, v1),
- add_face(p2, v0, v2),
- add_face(v2, v1, p1),
- add_face(v2, v0, v1),
- };
+ add_face(v0, p0, v1);
+ add_face(p2, v0, v2);
+ add_face(v2, v1, p1);
+ add_face(v2, v0, v1);
}
void
-GeoData::setHeights(const std::span<const GlobalPosition3D> triangleStrip)
+GeoData::setHeights(const std::span<const GlobalPosition3D> triangleStrip, const Surface & newFaceSurface)
{
static const RelativeDistance MAX_SLOPE = 1.5F;
static const RelativeDistance MIN_ARC = 0.01F;
@@ -479,21 +483,23 @@ GeoData::setHeights(const std::span<const GlobalPosition3D> triangleStrip)
return add_vertex(tsVert);
});
// Create new faces
+ const auto initialFaceCount = static_cast<int>(n_faces());
std::for_each(strip_begin(newVerts), strip_end(newVerts), [this](const auto & newVert) {
const auto [a, b, c] = newVert;
add_face(a, b, c);
});
- for (auto start = faces_sbegin(); std::any_of(start, faces_end(), [this, &start](const auto fh) {
- static constexpr auto MAX_FACE_AREA = 100'000'000.F;
- if (triangle<3>(fh).area() > MAX_FACE_AREA) {
- split(fh);
- start = FaceIter {*this, FaceHandle(fh), true};
- return true;
- }
- return false;
- });) {
- ;
+ for (auto fhi = FaceIter {*this, FaceHandle {initialFaceCount}, true}; fhi != faces_end(); fhi++) {
+ static constexpr auto MAX_FACE_AREA = 100'000'000.F;
+ const auto fh = *fhi;
+ if (triangle<3>(fh).area() > MAX_FACE_AREA) {
+ split(fh);
+ }
}
+ std::vector<FaceHandle> newFaces;
+ std::copy_if(FaceIter {*this, FaceHandle {initialFaceCount}, true}, faces_end(), std::back_inserter(newFaces),
+ [this](FaceHandle fh) {
+ return !this->status(fh).deleted();
+ });
// Extrude corners
struct Extrusion {
@@ -566,15 +572,14 @@ GeoData::setHeights(const std::span<const GlobalPosition3D> triangleStrip)
// Cut existing terrain
extrusionExtents.emplace_back(extrusionExtents.front()); // Circular next
std::vector<std::vector<VertexHandle>> boundaryFaces;
- std::adjacent_find(extrusionExtents.begin(), extrusionExtents.end(),
- [this, &boundaryFaces](const auto & first, const auto & second) {
- const auto p0 = point(first.boundaryVertex);
- const auto p1 = point(second.boundaryVertex);
- const auto bdir = RelativePosition3D(p1 - p0);
- const auto make_plane = [p0](auto y, auto z) {
- return GeometricPlaneT<GlobalPosition3D> {p0, crossProduct(y, z)};
- };
- const auto planes = ((first.boundaryVertex == second.boundaryVertex)
+ for (const auto & [first, second] : extrusionExtents | std::views::adjacent<2>) {
+ const auto p0 = point(first.boundaryVertex);
+ const auto p1 = point(second.boundaryVertex);
+ const auto bdir = RelativePosition3D(p1 - p0);
+ const auto make_plane = [p0](auto y, auto z) {
+ return GeometricPlaneT<GlobalPosition3D> {p0, crossProduct(y, z)};
+ };
+ const auto planes = ((first.boundaryVertex == second.boundaryVertex)
? std::array {make_plane(second.lowerLimit, first.lowerLimit),
make_plane(second.upperLimit, first.upperLimit),
}
@@ -582,58 +587,57 @@ GeoData::setHeights(const std::span<const GlobalPosition3D> triangleStrip)
make_plane(bdir, second.lowerLimit),
make_plane(bdir, second.upperLimit),
});
- assert(planes.front().normal.z > 0.F);
- assert(planes.back().normal.z > 0.F);
-
- auto & out = boundaryFaces.emplace_back();
- out.emplace_back(first.boundaryVertex);
- out.emplace_back(first.extrusionVertex);
- for (auto currentVertex = first.extrusionVertex;
- !find_halfedge(currentVertex, second.extrusionVertex).is_valid();) {
- [[maybe_unused]] const auto n = std::any_of(
- voh_begin(currentVertex), voh_end(currentVertex), [&](const auto currentVertexOut) {
- const auto next = next_halfedge_handle(currentVertexOut);
- const auto nextVertex = to_vertex_handle(next);
- const auto startVertex = from_vertex_handle(next);
- if (nextVertex == *++out.rbegin()) {
- // This half edge goes back to the previous vertex
- return false;
- }
- const auto edge = edge_handle(next);
- const auto ep0 = point(startVertex);
- const auto ep1 = point(nextVertex);
- if (planes.front().getRelation(ep1) == GeometricPlane::PlaneRelation::Below
- || planes.back().getRelation(ep1) == GeometricPlane::PlaneRelation::Above) {
- return false;
- }
- const auto diff = RelativePosition3D(ep1 - ep0);
- const auto length = glm::length(diff);
- const auto dir = diff / length;
- const Ray r {ep1, -dir};
- const auto dists = planes * [r](const auto & plane) {
- RelativeDistance dist {};
- if (r.intersectPlane(plane.origin, plane.normal, dist)) {
- return dist;
- }
- return INFINITY;
- };
- const auto dist = *std::min_element(dists.begin(), dists.end());
- const auto splitPos = ep1 - (dir * dist);
- if (dist <= length) {
- currentVertex = split(edge, splitPos);
- out.emplace_back(currentVertex);
- return true;
- }
- return false;
- });
- assert(n);
- }
- out.emplace_back(second.extrusionVertex);
- if (first.boundaryVertex != second.boundaryVertex) {
- out.emplace_back(second.boundaryVertex);
- }
- return false;
- });
+ assert(planes.front().normal.z > 0.F);
+ assert(planes.back().normal.z > 0.F);
+
+ auto & out = boundaryFaces.emplace_back();
+ out.emplace_back(first.boundaryVertex);
+ out.emplace_back(first.extrusionVertex);
+ for (auto currentVertex = first.extrusionVertex;
+ !find_halfedge(currentVertex, second.extrusionVertex).is_valid();) {
+ [[maybe_unused]] const auto n
+ = std::any_of(voh_begin(currentVertex), voh_end(currentVertex), [&](const auto currentVertexOut) {
+ const auto next = next_halfedge_handle(currentVertexOut);
+ const auto nextVertex = to_vertex_handle(next);
+ const auto startVertex = from_vertex_handle(next);
+ if (nextVertex == *++out.rbegin()) {
+ // This half edge goes back to the previous vertex
+ return false;
+ }
+ const auto edge = edge_handle(next);
+ const auto ep0 = point(startVertex);
+ const auto ep1 = point(nextVertex);
+ if (planes.front().getRelation(ep1) == GeometricPlane::PlaneRelation::Below
+ || planes.back().getRelation(ep1) == GeometricPlane::PlaneRelation::Above) {
+ return false;
+ }
+ const auto diff = RelativePosition3D(ep1 - ep0);
+ const auto length = glm::length(diff);
+ const auto dir = diff / length;
+ const Ray r {ep1, -dir};
+ const auto dists = planes * [r](const auto & plane) {
+ RelativeDistance dist {};
+ if (r.intersectPlane(plane.origin, plane.normal, dist)) {
+ return dist;
+ }
+ return INFINITY;
+ };
+ const auto dist = *std::min_element(dists.begin(), dists.end());
+ const auto splitPos = ep1 - (dir * dist);
+ if (dist <= length) {
+ currentVertex = split(edge, splitPos);
+ out.emplace_back(currentVertex);
+ return true;
+ }
+ return false;
+ });
+ assert(n);
+ }
+ out.emplace_back(second.extrusionVertex);
+ if (first.boundaryVertex != second.boundaryVertex) {
+ out.emplace_back(second.boundaryVertex);
+ }
+ }
// Remove old faces
std::set<FaceHandle> visited;
@@ -664,4 +668,8 @@ GeoData::setHeights(const std::span<const GlobalPosition3D> triangleStrip)
// Tidy up
update_vertex_normals_only(VertexIter {*this, vertex_handle(initialVertexCount), true});
+
+ std::for_each(newFaces.begin(), newFaces.end(), [&newFaceSurface, this](const auto fh) {
+ property(surface, fh) = &newFaceSurface;
+ });
}
diff --git a/game/geoData.h b/game/geoData.h
index 021b4c7..ed1734c 100644
--- a/game/geoData.h
+++ b/game/geoData.h
@@ -3,6 +3,7 @@
#include "collections.h" // IWYU pragma: keep IterableCollection
#include "config/types.h"
#include "ray.h"
+#include "surface.h"
#include <OpenMesh/Core/Mesh/TriMesh_ArrayKernelT.hh>
#include <filesystem>
#include <glm/vec2.hpp>
@@ -20,7 +21,9 @@ struct GeoDataTraits : public OpenMesh::DefaultTraits {
class GeoData : public OpenMesh::TriMesh_ArrayKernelT<GeoDataTraits> {
private:
- GeoData() = default;
+ GeoData();
+
+ OpenMesh::FPropHandleT<const Surface *> surface;
public:
static GeoData loadFromAsciiGrid(const std::filesystem::path &);
@@ -61,47 +64,41 @@ public:
});
}
- [[nodiscard]]
- glm::vec<Dim, GlobalDistance>
+ [[nodiscard]] glm::vec<Dim, GlobalDistance>
operator*(BaryPosition bari) const
{
return p(0) + (difference(p(0), p(1)) * bari.x) + (difference(p(0), p(2)) * bari.y);
}
- [[nodiscard]]
- auto
+ [[nodiscard]] auto
area() const
requires(Dim == 3)
{
return glm::length(crossProduct(difference(p(0), p(1)), difference(p(0), p(2)))) / 2.F;
}
- [[nodiscard]]
- Normal3D
+ [[nodiscard]] Normal3D
normal() const
requires(Dim == 3)
{
return crossProduct(difference(p(0), p(1)), difference(p(0), p(2)));
}
- [[nodiscard]]
- Normal3D
+ [[nodiscard]] Normal3D
nnormal() const
requires(Dim == 3)
{
return glm::normalize(normal());
}
- [[nodiscard]]
- auto
+ [[nodiscard]] auto
angle(glm::length_t c) const
{
return Arc {P(c), P(c + 2), P(c + 1)}.length();
}
template<glm::length_t D = Dim>
- [[nodiscard]]
- auto
+ [[nodiscard]] auto
angleAt(const GlobalPosition<D> pos) const
requires(D <= Dim)
{
@@ -113,8 +110,7 @@ public:
return 0.F;
}
- [[nodiscard]]
- inline auto
+ [[nodiscard]] inline auto
p(const glm::length_t i) const
{
return base::operator[](i);
@@ -146,7 +142,7 @@ public:
[[nodiscard]] HalfedgeHandle findEntry(const GlobalPosition2D from, const GlobalPosition2D to) const;
- void setHeights(const std::span<const GlobalPosition3D> triangleStrip);
+ void setHeights(const std::span<const GlobalPosition3D> triangleStrip, const Surface &);
[[nodiscard]] auto
getExtents() const
@@ -154,6 +150,13 @@ public:
return std::tie(lowerExtent, upperExtent);
}
+ template<typename HandleT>
+ [[nodiscard]] auto
+ get_surface(const HandleT h)
+ {
+ return property(surface, h);
+ }
+
protected:
template<glm::length_t Dim>
[[nodiscard]] Triangle<Dim>
@@ -183,7 +186,7 @@ protected:
void update_vertex_normals_only(VertexIter start);
using OpenMesh::TriMesh_ArrayKernelT<GeoDataTraits>::split;
- std::array<FaceHandle, 4> split(FaceHandle);
+ void split(FaceHandle);
private:
GlobalPosition3D lowerExtent {}, upperExtent {};
diff --git a/game/surface.cpp b/game/surface.cpp
new file mode 100644
index 0000000..007a9a4
--- /dev/null
+++ b/game/surface.cpp
@@ -0,0 +1,7 @@
+#include "surface.h"
+
+bool
+Surface::persist(Persistence::PersistenceStore & store)
+{
+ return STORE_TYPE && STORE_MEMBER(colorBias) && STORE_MEMBER(quality) && Asset::persist(store);
+}
diff --git a/game/surface.h b/game/surface.h
new file mode 100644
index 0000000..ccc5c6c
--- /dev/null
+++ b/game/surface.h
@@ -0,0 +1,11 @@
+#pragma once
+
+#include "assetFactory/asset.h"
+
+struct Surface : public Asset {
+ friend Persistence::SelectionPtrBase<std::shared_ptr<Surface>>;
+ bool persist(Persistence::PersistenceStore & store) override;
+
+ glm::vec3 colorBias;
+ float quality;
+};
diff --git a/game/terrain.cpp b/game/terrain.cpp
index 201c732..3b16e79 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -15,11 +15,21 @@
#include <utility>
#include <vector>
+static constexpr RGB openSurface {-1};
+
Terrain::Terrain(std::shared_ptr<GeoData> tm) : geoData {std::move(tm)}, grass {std::make_shared<Texture>("grass.png")}
{
generateMeshes();
}
+template<>
+VertexArrayObject &
+VertexArrayObject::addAttribsFor<Terrain::Vertex>(const GLuint arrayBuffer, const GLuint divisor)
+{
+ return addAttribs<Terrain::Vertex, &Terrain::Vertex::pos, &Terrain::Vertex::normal, &Terrain::Vertex::colourBias>(
+ arrayBuffer, divisor);
+}
+
void
Terrain::generateMeshes()
{
@@ -27,21 +37,29 @@ Terrain::generateMeshes()
indices.reserve(geoData->n_faces() * 3);
std::vector<Vertex> vertices;
vertices.reserve(geoData->n_vertices());
- std::map<GeoData::VertexHandle, size_t> vertexIndex;
- std::transform(geoData->vertices_sbegin(), geoData->vertices_end(), std::back_inserter(vertices),
- [this, &vertexIndex](const GeoData::VertexHandle v) {
- vertexIndex.emplace(v, vertexIndex.size());
- const auto p = geoData->point(v);
- return Vertex {p, RelativePosition2D(p) / 10000.F, geoData->normal(v)};
+ std::map<std::pair<GeoData::VertexHandle, const Surface *>, size_t> vertexIndex;
+ std::for_each(geoData->vertices_sbegin(), geoData->vertices_end(),
+ [this, &vertexIndex, &vertices](const GeoData::VertexHandle v) {
+ std::for_each(geoData->vf_begin(v), geoData->vf_end(v),
+ [&vertexIndex, v, this, &vertices](const GeoData::FaceHandle f) {
+ const auto surface = geoData->get_surface(f);
+ if (const auto vertexIndexRef = vertexIndex.emplace(std::make_pair(v, surface), 0);
+ vertexIndexRef.second) {
+ vertexIndexRef.first->second = vertices.size();
+
+ vertices.emplace_back(geoData->point(v), geoData->normal(v),
+ surface ? surface->colorBias : openSurface);
+ }
+ });
});
std::for_each(
geoData->faces_sbegin(), geoData->faces_end(), [this, &vertexIndex, &indices](const GeoData::FaceHandle f) {
std::transform(geoData->fv_begin(f), geoData->fv_end(f), std::back_inserter(indices),
- [&vertexIndex](const GeoData::VertexHandle v) {
- return vertexIndex[v];
+ [&vertexIndex, f, this](const GeoData::VertexHandle v) {
+ return vertexIndex[std::make_pair(v, geoData->get_surface(f))];
});
});
- meshes.create<Mesh>(vertices, indices);
+ meshes.create<MeshT<Vertex>>(vertices, indices);
}
void
@@ -60,6 +78,6 @@ Terrain::render(const SceneShader & shader) const
void
Terrain::shadows(const ShadowMapper & shadowMapper) const
{
- shadowMapper.fixedPoint.use();
+ shadowMapper.landmess.use();
meshes.apply(&Mesh::Draw);
}
diff --git a/game/terrain.h b/game/terrain.h
index 54593fc..d088f89 100644
--- a/game/terrain.h
+++ b/game/terrain.h
@@ -2,6 +2,7 @@
#include "chronology.h"
#include "collection.h"
+#include "config/types.h"
#include "game/worldobject.h"
#include <gfx/models/mesh.h>
#include <gfx/renderable.h>
@@ -20,10 +21,16 @@ public:
void tick(TickDuration) override;
+ struct Vertex {
+ GlobalPosition3D pos;
+ Normal3D normal;
+ RGB colourBias;
+ };
+
private:
void generateMeshes();
std::shared_ptr<GeoData> geoData;
- Collection<Mesh, false> meshes;
+ Collection<MeshT<Vertex>, false> meshes;
std::shared_ptr<Texture> grass;
};
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index 2dd9612..985faa0 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -12,6 +12,7 @@
#include <gfx/gl/shaders/vs-dynamicPoint.h>
#include <gfx/gl/shaders/vs-dynamicPointInst.h>
#include <gfx/gl/shaders/vs-fixedPoint.h>
+#include <gfx/gl/shaders/vs-landmass.h>
#include <gfx/gl/shaders/vs-networkCurve.h>
#include <gfx/gl/shaders/vs-networkStraight.h>
#include <gfx/gl/shaders/vs-pointLight.h>
@@ -33,7 +34,7 @@ SceneShader::allPrograms(auto member, auto &&... ps) const
}
SceneShader::SceneShader() :
- basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs},
+ basicInst {dynamicPointInst_vs, material_fs}, landmass {landmass_vs, landmass_fs},
absolute {fixedPoint_vs, material_fs}, spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs},
pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs},
networkStraight {networkStraight_vs, networkStraight_gs, network_fs},
diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.fs
index fc43bf2..55e3c24 100644
--- a/gfx/gl/shaders/landmass.fs
+++ b/gfx/gl/shaders/landmass.fs
@@ -1,9 +1,12 @@
#version 330 core
-include(`materialInterface.glsl')
include(`materialOut.glsl')
+in vec3 FragPos;
+in vec3 Normal;
+flat in vec3 ColourBias;
uniform sampler2D texture0;
+uniform ivec3 viewPoint;
const vec3 grass = vec3(.1, .4, .05);
const vec3 slope = vec3(.6, .6, .4);
@@ -11,9 +14,9 @@ const vec3 rock = vec3(.2, .2, .1);
const vec3 sand = vec3(.76, .7, .5);
const vec3 snow = vec3(.97, .97, .99);
-const float beachline = 500;
-const float snowline_low = 28000;
-const float snowline_high = 30000;
+const int beachline = 500;
+const int snowline_low = 28000;
+const int snowline_high = 30000;
const float slope_min = .99;
const float slope_mid = .95;
@@ -28,10 +31,14 @@ mixBetween(vec3 colA, vec3 colB, float blend, float low, float high)
void
main()
{
- vec3 color = texture(texture0, TexCoords).rgb;
+ ivec3 position = ivec3(FragPos) + viewPoint;
+ vec3 color = texture(texture0, vec2(position.xy % 10000) / 10000.0).rgb;
- float height = FragPos.z;
- if (height < beachline) { // Sandy beach
+ int height = position.z;
+ if (ColourBias.r >= 0) {
+ color *= ColourBias;
+ }
+ else if (height < beachline) { // Sandy beach
color *= sand;
}
else if (Normal.z < slope_max) { // Dark rocky face
@@ -60,7 +67,7 @@ main()
}
}
- gPosition = ivec4(FragPos, 1);
+ gPosition = ivec4(position, 1);
gNormal = vec4(Normal, 1);
gAlbedoSpec = vec4(color, 1);
}
diff --git a/gfx/gl/shaders/landmass.vs b/gfx/gl/shaders/landmass.vs
new file mode 100644
index 0000000..9617cb9
--- /dev/null
+++ b/gfx/gl/shaders/landmass.vs
@@ -0,0 +1,23 @@
+#version 330 core
+#extension GL_ARB_shading_language_420pack : enable
+
+layout(location = 0) in ivec3 position;
+layout(location = 1) in vec3 normal;
+layout(location = 2) in vec3 colourBias;
+
+out vec3 FragPos;
+out vec3 Normal;
+flat out vec3 ColourBias;
+
+uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
+
+void
+main()
+{
+ FragPos = position - viewPoint;
+ Normal = normal;
+ ColourBias = colourBias;
+
+ gl_Position = viewProjection * vec4(FragPos, 1);
+}
diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs
deleted file mode 100644
index 1376388..0000000
--- a/gfx/gl/shaders/shadowFixedPoint.vs
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 330 core
-
-include(`meshIn.glsl')
-
-uniform ivec3 viewPoint;
-const mat3 model = mat3(1);
-const ivec3 modelPos = ivec3(0);
-
-include(`commonShadowPoint.glsl')
diff --git a/gfx/gl/shaders/shadowLandmass.vs b/gfx/gl/shaders/shadowLandmass.vs
new file mode 100644
index 0000000..becf142
--- /dev/null
+++ b/gfx/gl/shaders/shadowLandmass.vs
@@ -0,0 +1,13 @@
+#version 330 core
+
+layout(location = 0) in ivec3 position;
+
+uniform ivec3 viewPoint;
+
+out vec4 vworldPos;
+
+void
+main()
+{
+ vworldPos = vec4(position - viewPoint, 1);
+}
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 4dbee8d..206e4a7 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -4,7 +4,7 @@
#include "gfx/gl/shaders/gs-commonShadowPoint.h"
#include "gfx/gl/shaders/vs-shadowDynamicPoint.h"
#include "gfx/gl/shaders/vs-shadowDynamicPointInst.h"
-#include "gfx/gl/shaders/vs-shadowFixedPoint.h"
+#include "gfx/gl/shaders/vs-shadowLandmass.h"
#include "gl_traits.h"
#include "location.h"
#include "maths.h"
@@ -18,7 +18,7 @@
#include <vector>
ShadowMapper::ShadowMapper(const TextureAbsCoord & s) :
- fixedPoint {shadowFixedPoint_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s}
+ landmess {shadowLandmass_vs}, dynamicPointInst {shadowDynamicPointInst_vs}, size {s}
{
glBindTexture(GL_TEXTURE_2D_ARRAY, depthMap);
glTexImage3D(
@@ -92,7 +92,7 @@ ShadowMapper::update(const SceneProvider & scene, const Direction3D & dir, const
return lightProjection * lightViewDir;
});
- for (const auto p : std::initializer_list<const ShadowProgram *> {&fixedPoint, &dynamicPoint, &dynamicPointInst}) {
+ for (const auto p : std::initializer_list<const ShadowProgram *> {&landmess, &dynamicPoint, &dynamicPointInst}) {
p->setView(out, lightViewPoint);
}
scene.shadows(*this);
diff --git a/gfx/gl/shadowMapper.h b/gfx/gl/shadowMapper.h
index a95d4c1..dcf7e3f 100644
--- a/gfx/gl/shadowMapper.h
+++ b/gfx/gl/shadowMapper.h
@@ -50,7 +50,7 @@ public:
RequiredUniformLocation modelPosLoc;
};
- FixedPoint fixedPoint, dynamicPointInst;
+ FixedPoint landmess, dynamicPointInst;
DynamicPoint dynamicPoint;
// NOLINTNEXTLINE(hicpp-explicit-conversions)
diff --git a/res/surfaces.xml b/res/surfaces.xml
new file mode 100644
index 0000000..459eb9c
--- /dev/null
+++ b/res/surfaces.xml
@@ -0,0 +1,7 @@
+<?xml version="1.0"?>
+<ilt p.id="assetFactory">
+ <asset p.typeid="Surface" id="terrain.surface.gravel" name="Gravel" colorBias=".9,.9,.9" quality="1"/>
+ <asset p.typeid="Surface" id="terrain.surface.dirt" name="Dirt" colorBias=".38,.35,.25" quality=".1"/>
+ <asset p.typeid="Surface" id="terrain.surface.tarmac" name="Tarmac" colorBias=".1,.1,.1" quality="1"/>
+ <asset p.typeid="Surface" id="terrain.surface.concrete" name="Concrete" colorBias=".8,.8,.8" quality=".9"/>
+</ilt>
diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp
index 8341fbf..73370c8 100644
--- a/test/test-assetFactory.cpp
+++ b/test/test-assetFactory.cpp
@@ -12,6 +12,7 @@
#include "game/scenary/illuminator.h"
#include "game/scenary/light.h"
#include "game/scenary/plant.h"
+#include "game/surface.h"
#include "game/vehicles/railVehicle.h"
#include "game/vehicles/railVehicleClass.h"
#include "gfx/gl/sceneRenderer.h"
@@ -78,6 +79,20 @@ private:
SceneRenderer sceneRenderer;
};
+BOOST_AUTO_TEST_CASE(surfaces, *boost::unit_test::timeout(5))
+{
+ auto mf = AssetFactory::loadXML(RESDIR "/surfaces.xml");
+ BOOST_REQUIRE(mf);
+ BOOST_CHECK_EQUAL(4, mf->assets.size());
+ auto gravelAsset = mf->assets.at("terrain.surface.gravel");
+ BOOST_REQUIRE(gravelAsset);
+ auto gravel = std::dynamic_pointer_cast<Surface>(gravelAsset);
+ BOOST_REQUIRE(gravel);
+ BOOST_REQUIRE_EQUAL(gravel->name, "Gravel");
+ BOOST_REQUIRE_EQUAL(gravel->colorBias, RGB {.9F});
+ BOOST_REQUIRE_EQUAL(gravel->quality, 1.F);
+}
+
BOOST_FIXTURE_TEST_SUITE(m, FactoryFixture);
BOOST_AUTO_TEST_CASE(brush47xml, *boost::unit_test::timeout(5))
diff --git a/test/test-geoData.cpp b/test/test-geoData.cpp
index fb9aba0..11d634d 100644
--- a/test/test-geoData.cpp
+++ b/test/test-geoData.cpp
@@ -229,8 +229,10 @@ BOOST_TEST_DECORATOR(*boost::unit_test::timeout(2));
BOOST_DATA_TEST_CASE(deform, loadFixtureJson<DeformTerrainData>("geoData/deform/1.json"), points, cams)
{
+ Surface surface;
+ surface.colorBias = RGB {0, 0, 1};
auto gd = std::make_shared<GeoData>(GeoData::createFlat({0, 0}, {1000000, 1000000}, 100));
- BOOST_CHECK_NO_THROW(gd->setHeights(points));
+ BOOST_CHECK_NO_THROW(gd->setHeights(points, surface));
ApplicationBase ab;
TestMainWindow tmw;