diff options
-rw-r--r-- | application/main.cpp | 2 | ||||
-rw-r--r-- | game/geoData.cpp | 26 | ||||
-rw-r--r-- | game/terrain.cpp | 11 | ||||
-rw-r--r-- | game/terrain.h | 3 | ||||
-rw-r--r-- | game/water.cpp | 110 | ||||
-rw-r--r-- | game/water.h | 34 | ||||
-rw-r--r-- | gfx/gl/shaders/water.fs | 5 | ||||
-rw-r--r-- | gfx/gl/shaders/water.vs | 12 | ||||
-rw-r--r-- | test/test-render.cpp | 15 | ||||
-rw-r--r-- | ui/gameMainWindow.cpp | 3 |
10 files changed, 182 insertions, 39 deletions
diff --git a/application/main.cpp b/application/main.cpp index adaec9b..f0ba8bb 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -18,6 +18,7 @@ #include <game/vehicles/railVehicle.h> #include <game/vehicles/railVehicleClass.h> #include <game/vehicles/train.h> +#include <game/water.h> #include <game/worldobject.h> #include <glm/glm.hpp> #include <glm/gtx/transform.hpp> // IWYU pragma: keep @@ -43,6 +44,7 @@ public: windows.create<GameMainWindow>(DISPLAY_WIDTH, DISPLAY_HEIGHT); world.create<Terrain>(geoData); + world.create<Water>(geoData); assets = AssetFactory::loadAll("res"); { diff --git a/game/geoData.cpp b/game/geoData.cpp index ed4303b..2313342 100644 --- a/game/geoData.cpp +++ b/game/geoData.cpp @@ -65,36 +65,36 @@ GeoData::loadFromAsciiGrid(const std::filesystem::path & input) return mesh; }; -template<typename T> constexpr static T GRID_SIZE = 10'000; +constexpr static GlobalDistance GRID_SIZE = 10'000; GeoData GeoData::createFlat(GlobalPosition2D lower, GlobalPosition2D upper, GlobalDistance h) { + assert((upper - lower) % GRID_SIZE == GlobalPosition2D {}); GeoData mesh; mesh.lowerExtent = {lower, h}; mesh.upperExtent = {upper, h}; std::vector<VertexHandle> vertices; - for (GlobalDistance row = lower.x; row < upper.x; row += GRID_SIZE<GlobalDistance>) { - for (GlobalDistance col = lower.y; col < upper.y; col += GRID_SIZE<GlobalDistance>) { + for (GlobalDistance row = lower.x; row <= upper.x; row += GRID_SIZE) { + for (GlobalDistance col = lower.y; col <= upper.y; col += GRID_SIZE) { vertices.push_back(mesh.add_vertex({col, row, h})); } } - const auto nrows = static_cast<size_t>(std::ceil(float(upper.x - lower.x) / GRID_SIZE<RelativeDistance>)); - const auto ncols = static_cast<size_t>(std::ceil(float(upper.y - lower.y) / GRID_SIZE<RelativeDistance>)); - for (size_t row = 1; row < nrows; ++row) { - for (size_t col = 1; col < ncols; ++col) { + const auto n = glm::vec<2, size_t> {((upper - lower) / GRID_SIZE) + 1}; + for (auto row = 1U; row < n.x; ++row) { + for (auto col = 1U; col < n.y; ++col) { mesh.add_face({ - vertices[ncols * (row - 1) + (col - 1)], - vertices[ncols * (row - 0) + (col - 0)], - vertices[ncols * (row - 0) + (col - 1)], + vertices[n.y * (row - 1) + (col - 1)], + vertices[n.y * (row - 0) + (col - 0)], + vertices[n.y * (row - 0) + (col - 1)], }); mesh.add_face({ - vertices[ncols * (row - 1) + (col - 1)], - vertices[ncols * (row - 1) + (col - 0)], - vertices[ncols * (row - 0) + (col - 0)], + vertices[n.y * (row - 1) + (col - 1)], + vertices[n.y * (row - 1) + (col - 0)], + vertices[n.y * (row - 0) + (col - 0)], }); } } diff --git a/game/terrain.cpp b/game/terrain.cpp index 91a228f..201c732 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -15,9 +15,7 @@ #include <utility> #include <vector> -Terrain::Terrain(std::shared_ptr<GeoData> tm) : - geoData {std::move(tm)}, grass {std::make_shared<Texture>("grass.png")}, - water {std::make_shared<Texture>("water.png")} +Terrain::Terrain(std::shared_ptr<GeoData> tm) : geoData {std::move(tm)}, grass {std::make_shared<Texture>("grass.png")} { generateMeshes(); } @@ -47,9 +45,8 @@ Terrain::generateMeshes() } void -Terrain::tick(TickDuration dur) +Terrain::tick(TickDuration) { - waveCycle += dur.count(); } void @@ -58,10 +55,6 @@ Terrain::render(const SceneShader & shader) const shader.landmass.use(); grass->bind(); meshes.apply(&Mesh::Draw); - - shader.water.use(waveCycle); - water->bind(); - meshes.apply(&Mesh::Draw); } void diff --git a/game/terrain.h b/game/terrain.h index d62f138..54593fc 100644 --- a/game/terrain.h +++ b/game/terrain.h @@ -19,12 +19,11 @@ public: void shadows(const ShadowMapper &) const override; void tick(TickDuration) override; - float waveCycle {0.F}; private: void generateMeshes(); std::shared_ptr<GeoData> geoData; Collection<Mesh, false> meshes; - std::shared_ptr<Texture> grass, water; + std::shared_ptr<Texture> grass; }; diff --git a/game/water.cpp b/game/water.cpp new file mode 100644 index 0000000..f720e3e --- /dev/null +++ b/game/water.cpp @@ -0,0 +1,110 @@ +#include "water.h" +#include "game/geoData.h" +#include "gfx/models/texture.h" +#include <algorithm> +#include <cstddef> +#include <gfx/gl/sceneShader.h> +#include <gfx/gl/shadowMapper.h> +#include <gfx/image.h> +#include <gfx/models/mesh.h> +#include <gfx/models/vertex.h> +#include <glm/glm.hpp> +#include <location.h> +#include <maths.h> +#include <set> +#include <utility> +#include <vector> + +namespace glm { + bool + operator<(const GlobalPosition2D a, const GlobalPosition2D b) + { + return std::tie(a.x, a.y) < std::tie(b.x, b.y); + } +} + +template<> +VertexArrayObject & +VertexArrayObject::addAttribsFor<Water::Vertex>(const GLuint arrayBuffer, const GLuint divisor) +{ + return addAttribs<Water::Vertex, &Water::Vertex::pos>(arrayBuffer, divisor); +} + +Water::Water(std::shared_ptr<GeoData> tm) : geoData {std::move(tm)}, water {std::make_shared<Texture>("water.png")} +{ + generateMeshes(); +} + +static constexpr GlobalDistance MIN_HEIGHT = 1'000; +static constexpr GlobalDistance TILE_SIZE = 8'192; +static constexpr GlobalDistance BORDER = TILE_SIZE / 2; + +void +Water::generateMeshes() +{ + // Map out where a water square needs to exist to cover all terrain faces with a low vertex + std::set<GlobalPosition2D> waterPositions; + std::for_each(geoData->vertices_sbegin(), geoData->vertices_end(), [this, &waterPositions](const auto vh) { + if (geoData->point(vh).z < MIN_HEIGHT) { + std::for_each(geoData->vf_begin(vh), geoData->vf_end(vh), + [done = std::set<OpenMesh::FaceHandle>(), this, &waterPositions](const auto fh) mutable { + if (done.insert(fh).second) { + const auto getrange = [this, fh](glm::length_t axis) { + const auto mme = std::minmax_element(geoData->fv_begin(fh), geoData->fv_end(fh), + [this, axis](const auto vh1, const auto vh2) { + return geoData->point(vh1)[axis] < geoData->point(vh2)[axis]; + }); + + return std::make_pair((geoData->point(*mme.first)[axis] - BORDER) / TILE_SIZE, + (geoData->point(*mme.second)[axis] + BORDER) / TILE_SIZE); + }; + const auto xrange = getrange(0); + const auto yrange = getrange(1); + for (auto x = xrange.first; x < xrange.second; x++) { + for (auto y = yrange.first; y < yrange.second; y++) { + waterPositions.emplace(x, y); + } + } + } + }); + } + }); + + std::vector<unsigned int> indices; + std::vector<Vertex> vertices; + std::map<GlobalPosition2D, size_t> vertexIndex; + std::for_each(waterPositions.begin(), waterPositions.end(), + [&indices, &vertices, &vertexIndex, extents = geoData->getExtents(), this](const GlobalPosition2D p) { + std::array<unsigned int, 4> currentIndices {}; + auto out = currentIndices.begin(); + for (auto x : {0, TILE_SIZE}) { + for (auto y : {0, TILE_SIZE}) { + const auto pos = (p * TILE_SIZE) + GlobalPosition2D {x, y}; + const auto v = vertexIndex.emplace(pos, vertices.size()); + if (v.second) { + const auto cpos = glm::clamp(pos, std::get<0>(extents).xy(), std::get<1>(extents).xy()); + vertices.emplace_back(geoData->positionAt(cpos)); + } + *out++ = static_cast<unsigned int>(v.first->second); + } + } + for (const auto i : {0U, 3U, 1U, 0U, 2U, 3U}) { + indices.push_back(currentIndices[i]); + } + }); + meshes.create<MeshT<Vertex>>(vertices, indices); +} + +void +Water::tick(TickDuration dur) +{ + waveCycle += dur.count(); +} + +void +Water::render(const SceneShader & shader) const +{ + shader.water.use(waveCycle); + water->bind(); + meshes.apply(&MeshT<GlobalPosition3D>::Draw); +} diff --git a/game/water.h b/game/water.h new file mode 100644 index 0000000..ceb7bd2 --- /dev/null +++ b/game/water.h @@ -0,0 +1,34 @@ +#pragma once + +#include "chronology.h" +#include "collection.h" +#include "config/types.h" +#include "game/worldobject.h" +#include <gfx/models/mesh.h> +#include <gfx/renderable.h> +#include <memory> + +class SceneShader; +class Texture; +class GeoData; + +class Water : public WorldObject, public Renderable { +public: + explicit Water(std::shared_ptr<GeoData>); + + void render(const SceneShader & shader) const override; + + void tick(TickDuration) override; + float waveCycle {0.F}; + + struct Vertex { + GlobalPosition3D pos; + }; + +private: + void generateMeshes(); + + std::shared_ptr<GeoData> geoData; + Collection<MeshT<Vertex>, false> meshes; + std::shared_ptr<Texture> water; +}; diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs index 8891733..0918d9f 100644 --- a/gfx/gl/shaders/water.fs +++ b/gfx/gl/shaders/water.fs @@ -1,7 +1,8 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable -include(`materialInterface.glsl') +in vec3 FragPos; +in vec2 TexCoords; include(`materialOut.glsl') uniform sampler2D texture0; @@ -10,7 +11,7 @@ void main() { gPosition = ivec4(FragPos, 1); - gNormal = vec4(Normal, 1); + gNormal = vec4(0, 0, 1, 1); gAlbedoSpec = texture(texture0, TexCoords); gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0); } diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index f6c7c8f..58bf7b6 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -1,7 +1,8 @@ #version 330 core -include(`meshIn.glsl') -include(`materialInterface.glsl') +layout(location = 0) in ivec3 position; +out vec3 FragPos; +out vec2 TexCoords; uniform mat4 viewProjection; uniform ivec3 viewPoint; @@ -10,12 +11,11 @@ uniform float waves; void main() { - vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 0 / 2) * 1000.0), - cos(waves + (position.x / 1000000.0) + (position.y / 8000.0)) * 300.0); + vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 1.4) * 1000.0), + cos(waves + (position.x / 1000000) + (position.y / 8000)) * 300.0); FragPos = vec3(wpos.xy, position.z); - TexCoords = texCoord; - Normal = normal; + TexCoords = (position.xy / 8192) - (viewPoint.xy / 8192); gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0); } diff --git a/test/test-render.cpp b/test/test-render.cpp index 6c20a23..79424f5 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -12,6 +12,7 @@ #include <game/terrain.h> #include <game/vehicles/railVehicle.h> #include <game/vehicles/railVehicleClass.h> +#include <game/water.h> #include <gfx/gl/sceneRenderer.h> #include <gfx/models/texture.h> #include <lib/glArrays.h> @@ -26,11 +27,10 @@ class TestScene : public SceneProvider { AssetFactory::loadXML(RESDIR "/brush47.xml")->assets.at("brush-47")); std::shared_ptr<RailVehicle> train1, train2; RailLinks rail; + std::shared_ptr<GeoData> gd = std::make_shared<GeoData>(GeoData::createFlat({0, 0}, {1000000, 1000000}, 1)); - Terrain terrain {[]() { - auto gd = std::make_shared<GeoData>(GeoData::createFlat({0, 0}, {1000000, 1000000}, 1)); - return gd; - }()}; + Terrain terrain {gd}; + Water water {gd}; public: TestScene() @@ -51,6 +51,7 @@ public: content(const SceneShader & shader) const override { terrain.render(shader); + water.render(shader); brush47rvc->render(shader); rail.render(shader); } @@ -132,12 +133,16 @@ BOOST_AUTO_TEST_CASE(terrain) ss.camera.setView({310000000, 490000000, 600000}, glm::normalize(glm::vec3 {1, 1, -0.5F})); class TestTerrain : public SceneProvider { - Terrain terrain {std::make_shared<GeoData>(GeoData::loadFromAsciiGrid(FIXTURESDIR "height/SD19.asc"))}; + std::shared_ptr<GeoData> gd + = std::make_shared<GeoData>(GeoData::loadFromAsciiGrid(FIXTURESDIR "height/SD19.asc")); + Terrain terrain {gd}; + Water water {gd}; void content(const SceneShader & shader) const override { terrain.render(shader); + water.render(shader); } void diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index d71c74a..ccbcdba 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -15,7 +15,6 @@ #include <glad/gl.h> #include <glm/glm.hpp> #include <memory> -#include <utility> class GameMainToolbar : Mode<decltype(GameMainSelector::target)>, public Toolbar { public: @@ -31,7 +30,7 @@ public: GameMainWindow::GameMainWindow(size_t w, size_t h) : Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {Window::size, 0} { - uiComponents.create<ManualCameraController>(glm::vec2 {315'000'000, 495'000'000}); + uiComponents.create<ManualCameraController>(glm::vec2 {310'727'624, 494'018'810}); auto gms = uiComponents.create<GameMainSelector>(&camera, ScreenAbsCoord {w, h}); uiComponents.create<GameMainToolbar>(gms.get()); } |