💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2017-2019 Christopher J. Howard
*
* This file is part of Antkeeper Source Code.
*
* Antkeeper Source Code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper Source Code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "terrain-system.hpp"
#include "graphics/vertex-format.hpp"
TerrainSystem::TerrainSystem(ComponentManager* componentManager):
System(componentManager),
terrainCreationGroup(componentManager),
terrainGroup(componentManager)
{
terrainCreationGroup.addGroupObserver(this);
terrainGroup.addGroupObserver(this);
patchSize = 1.0f;
}
TerrainSystem::~TerrainSystem()
{}
void TerrainSystem::update(float t, float dt)
{
auto members = terrainGroup.getMembers();
for (const TerrainGroup::Member* member: *members)
{
ModelComponent* model = std::get<0>(member->components);
TerrainPatchComponent* patch = std::get<1>(member->components);
TransformComponent* transform = std::get<2>(member->components);
transform->transform.translation = Vector3(std::get<0>(patch->position), 0.0f, std::get<1>(patch->position)) * patchSize;
}
}
void TerrainSystem::setPatchSize(float size)
{
patchSize = size;
}
void TerrainSystem::memberRegistered(const TerrainCreationGroup::Member* member)
{
TerrainPatchComponent* patch = std::get<0>(member->components);
TransformComponent* transform = std::get<1>(member->components);
// Generate a subdivided plane mesh
TriangleMesh* patchMesh = generatePlane(patch->subdivisions);
// Generate a model from the subdivided plane
Model* patchModel = generateModel(patchMesh);
// Add model component to the entity
ModelComponent* model = new ModelComponent();
model->model.setModel(patchModel);
componentManager->addComponent(member->entity, model);
// Set scale of the transform component
transform->transform.scale = Vector3(patchSize, 1.0f, patchSize);
transform->transform.translation = Vector3(std::get<0>(patch->position), 0.0f, std::get<1>(patch->position)) * patchSize;
}
void TerrainSystem::memberUnregistered(const TerrainCreationGroup::Member* member)
{}
void TerrainSystem::memberRegistered(const TerrainGroup::Member* member)
{
// Add terrain patch to the patch map
TerrainPatchComponent* patch = std::get<1>(member->components);
patchMap[patch->position] = member;
}
void TerrainSystem::memberUnregistered(const TerrainGroup::Member* member)
{
// Remove terrain patch from the patch map
TerrainPatchComponent* patch = std::get<1>(member->components);
auto it = patchMap.find(patch->position);
if (it != patchMap.end())
{
patchMap.erase(it);
}
// TODO: free created terrain patch model
}
TriangleMesh* TerrainSystem::generatePlane(int subdivisions)
{
//std::size_t quadCount = std::pow(4, subdivisions);
//std::size_t triangleCount = quadCount * 2;
std::size_t columns = std::pow(2, subdivisions);
std::size_t rows = columns;
std::size_t vertexCount = (columns + 1) * (rows + 1);
float vertexIncrement = 1.0f / static_cast<float>(columns);
// Generate vertices
std::vector<Vector3> vertices;
Vector3 position(0.0f);
position.z = -0.5f;
for (std::size_t i = 0; i <= rows; ++i)
{
position.x = -0.5f;
for (std::size_t j = 0; j <= columns; ++j)
{
vertices.push_back(position);
position.x += vertexIncrement;
}
position.z += vertexIncrement;
}
// Generate indices
std::vector<std::size_t> indices;
for (std::size_t i = 0; i < rows; ++i)
{
for (std::size_t j = 0; j < columns; ++j)
{
unsigned int a = i * (columns + 1) + j;
unsigned int b = (i + 1) * (columns + 1) + j;
unsigned int c = i * (columns + 1) + j + 1;
unsigned int d = (i + 1) * (columns + 1) + j + 1;
indices.push_back(a);
indices.push_back(b);
indices.push_back(c);
indices.push_back(c);
indices.push_back(b);
indices.push_back(d);
}
}
return new TriangleMesh(vertices, indices);
}
Model* TerrainSystem::generateModel(TriangleMesh* mesh)
{
std::size_t triangleCount = mesh->getTriangles()->size();
// Vertex position + vertex normal
std::size_t vertexSize = 3 + 3;
std::size_t vertexCount = triangleCount * 3;
#if defined(DEBUG)
const Vector3 barycentricCoordinates[3] =
{
Vector3(1, 0, 0),
Vector3(0, 1, 0),
Vector3(0, 0, 1)
};
vertexSize += 3;
#endif // DEBUG
// Generate vertex data
float* vertexData = new float[vertexSize * vertexCount];
float* v = vertexData;
for (std::size_t i = 0; i < triangleCount; ++i)
{
const TriangleMesh::Triangle* triangle = (*mesh->getTriangles())[i];
const TriangleMesh::Vertex* a = triangle->edge->vertex;
const TriangleMesh::Vertex* b = triangle->edge->next->vertex;
const TriangleMesh::Vertex* c = triangle->edge->previous->vertex;
const TriangleMesh::Vertex* abc[] = {a, b, c};
const Vector3& normal = triangle->normal;
for (std::size_t j = 0; j < 3; ++j)
{
*(v++) = abc[j]->position[0];
*(v++) = abc[j]->position[1];
*(v++) = abc[j]->position[2];
*(v++) = normal.x;
*(v++) = normal.y;
*(v++) = normal.z;
#if defined(DEBUG)
{
*(v++) = barycentricCoordinates[j].x;
*(v++) = barycentricCoordinates[j].y;
*(v++) = barycentricCoordinates[j].z;
}
#endif // DEBUG
}
// Calculate smoothed vertex normal
/*
Vector3 normal(0.0f);
TriangleMesh::Edge* start = vertex->edge;
TriangleMesh::Edge* e = start;
do
{
normal += e->triangle->normal;
e = e->previous->symmetric;
}
while (e != start && e != nullptr);
normal = glm::normalize(normal);
*/
}
// Generate index data
std::size_t indexCount = triangleCount * 3;
std::uint32_t* indexData = new std::uint32_t[indexCount];
std::uint32_t* index = indexData;
for (std::size_t i = 0; i < triangleCount; ++i)
{
*(index++) = i * 3;
*(index++) = i * 3 + 1;
*(index++) = i * 3 + 2;
}
// Calculate AABB bounds
AABB bounds;
bounds.setMin(mesh->getVertices()->front()->position);
bounds.setMax(mesh->getVertices()->front()->position);
for (TriangleMesh::Vertex* vertex: *mesh->getVertices())
{
bounds.add(vertex->position);
}
GLuint vao;
GLuint vbo;
GLuint ibo;
// Generate and bind VAO
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Generate and bind VBO, then upload vertex data
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertexCount, vertexData, GL_STATIC_DRAW);
// Setup vertex attribute arrays
std::size_t attribOffset = 0;
std::size_t attribSize = 0;
// Vertex position attribute
attribSize = 3;
glEnableVertexAttribArray(VERTEX_POSITION);
glVertexAttribPointer(VERTEX_POSITION, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
attribOffset += attribSize;
// Vertex normal attribute
attribSize = 3;
glEnableVertexAttribArray(VERTEX_NORMAL);
glVertexAttribPointer(VERTEX_NORMAL, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
attribOffset += attribSize;
#if defined(DEBUG)
{
// Vertex barycentric coordinates attribute
attribSize = 3;
glEnableVertexAttribArray(VERTEX_BARYCENTRIC);
glVertexAttribPointer(VERTEX_BARYCENTRIC, attribSize, GL_FLOAT, GL_FALSE, sizeof(float) * vertexSize, (char*)0 + attribOffset * sizeof(float));
attribOffset += attribSize;
}
#endif // DEBUG
// Generate and bind IBO, then upload index data
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(std::uint32_t) * indexCount, indexData, GL_STATIC_DRAW);
// Delete vertex and index data
delete[] vertexData;
delete[] indexData;
// Create model
Model* model = new Model();
// Set model buffers
model->setVAO(vao);
model->setVBO(vbo);
model->setIBO(ibo);
// Set model bounds
model->setBounds(bounds);
// Create model material
Material* material = new Material();
material->setShader(nullptr);
ShaderVariable<Vector3>* albedo = material->addVariable<Vector3>("albedo");
ShaderVariable<float>* roughness = material->addVariable<float>("roughness");
ShaderVariable<float>* metalness = material->addVariable<float>("metalness");
ShaderVariable<float>* opacity = material->addVariable<float>("opacity");
albedo->setValue(Vector3(frand(0.0f, 1.0f), frand(0.0f, 1.0f), frand(0.0, 1.0f)));
roughness->setValue(0.5f);
metalness->setValue(0.0f);
opacity->setValue(1.0f);
// Create model group
Model::Group* group = new Model::Group();
group->name = std::string();
group->material = material;
group->indexOffset = 0;
group->triangleCount = triangleCount;
// Add model group to the model
model->addGroup(group);
return model;
}
void TerrainSystem::projectMesh(TriangleMesh* mesh)
{
}