Real-time lighting + solar system rendering
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@@ -1,102 +1,32 @@
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package mindustry.graphics.g3d;
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import arc.graphics.*;
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import arc.graphics.gl.*;
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import arc.math.geom.*;
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import arc.util.ArcAnnotate.*;
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import arc.util.*;
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import mindustry.graphics.g3d.PlanetGrid.*;
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import mindustry.type.*;
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public class PlanetMesh extends GenericMesh{
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private Vec3 vec = new Vec3();
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private PlanetGrid grid;
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private Vec3 center = new Vec3();
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/** Defines a mesh that is rendered for a planet. Subclasses provide a mesh and a shader. */
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public abstract class PlanetMesh{
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protected final Mesh mesh;
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protected final Planet planet;
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protected final Shader shader;
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private boolean lines;
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private float radius, intensity = 0.2f;
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private final PlanetMesher gen;
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public PlanetMesh(int divisions, PlanetMesher gen){
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this(divisions, gen, 1f, false);
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public PlanetMesh(Planet planet, Mesh mesh, Shader shader){
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this.planet = planet;
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this.mesh = mesh;
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this.shader = shader;
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}
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public PlanetMesh(int divisions, PlanetMesher gen, float radius, boolean lines){
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super(PlanetGrid.create(divisions).tiles.length * 12 * (3 + 3 + 1), lines ? Gl.lines : Gl.triangles);
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/** Should be overridden to set up any shader parameters such as planet position, normals, etc. */
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public abstract void preRender();
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this.gen = gen;
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this.radius = radius;
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this.grid = PlanetGrid.create(divisions);
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this.lines = lines;
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generateMesh();
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}
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public @Nullable Vec3 intersect(Ray ray){
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boolean found = Intersector3D.intersectRaySphere(ray, center, radius, Tmp.v33);
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if(!found) return null;
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return Tmp.v33;
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}
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/** @return the sector that is hit by this ray, or null if nothing intersects it. */
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public @Nullable Ptile getTile(Ray ray){
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boolean found = Intersector3D.intersectRaySphere(ray, center, radius, Tmp.v33);
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if(!found) return null;
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return Structs.findMin(grid.tiles, t -> t.v.dst(Tmp.v33));
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}
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private void generateMesh(){
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for(Ptile tile : grid.tiles){
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Vec3 nor = Tmp.v31.setZero();
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Corner[] c = tile.corners;
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for(Corner corner : c){
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corner.bv.set(corner.v).setLength(radius);
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}
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for(Corner corner : c){
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corner.v.setLength(radius + elevation(corner.bv)*intensity);
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}
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for(Corner corner : c){
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nor.add(corner.v);
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}
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nor.nor();
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Vec3 realNormal = normal(c[0].v, c[2].v, c[4].v);
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nor.set(realNormal);
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Color color = color(tile.v);
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if(lines){
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nor.set(1f, 1f, 1f);
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for(int i = 0; i < c.length; i++){
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Vec3 v1 = c[i].v;
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Vec3 v2 = c[(i + 1) % c.length].v;
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vert(v1, nor, color);
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vert(v2, nor, color);
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}
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}else{
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verts(c[0].v, c[1].v, c[2].v, nor, color);
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verts(c[0].v, c[2].v, c[3].v, nor, color);
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verts(c[0].v, c[3].v, c[4].v, nor, color);
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if(c.length > 5){
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verts(c[0].v, c[4].v, c[5].v, nor, color);
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}else{
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verts(c[0].v, c[3].v, c[4].v, nor, color);
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}
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}
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}
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}
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private float elevation(Vec3 v){
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return gen.getHeight(vec.set(v).scl(1f / radius));
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}
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private Color color(Vec3 v){
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return gen.getColor(vec.set(v).scl(1f / radius));
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public void render(Mat3D projection, Mat3D transform){
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preRender();
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shader.begin();
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shader.setUniformMatrix4("u_proj", projection.val);
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shader.setUniformMatrix4("u_trans", transform.val);
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shader.apply();
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mesh.render(shader, Gl.triangles);
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shader.end();
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}
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}
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