planet distribution is nice now and one sun is always placed with bigger radius and space nearby.
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5 changed files with 86 additions and 45 deletions
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@ -6,8 +6,9 @@ varying vec3 lightDirection;
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uniform vec3 lightColor;
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uniform vec3 lightPosition;
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uniform float materialKind;
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uniform vec3 materialColor;
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uniform int materialKind;
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uniform int materialSeed;
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void main()
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{
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@ -23,27 +24,15 @@ void main()
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}
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// TODO: add noise texture
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vec3 IDiffuse = vec3(materialColor) * lightColor * max(dot(normal, lightDirection), 0.0);
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vec3 color = materialColor;
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color = max(vec3(0.0), min(vec3(1.0), color));
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vec3 IDiffuse = vec3(color) * lightColor * max(dot(normal, lightDirection), 0.0);
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// TODO make instensity/exponent as parameter
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//vec3 ISpecular = lightColor * 5.0 * pow(max(dot(Reflected, Eye), 0.0), 2.0);
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vec3 ISpecular = lightColor * pow(max(dot(Reflected, Eye), 0.0), 2.0);
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//vec3 ISpecular = lightColor * pow(max(dot(Reflected, Eye), 0.0), 2.0);
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if (dot(lightDirection, normal) <= 0.0) {
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ISpecular = vec3(0.0, 0.0, 0.0);
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}
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// p: point of the fragment on the surface
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//vec3 v_eye = normalize(pos_eye - pos_space); // point from p to eye
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//vec3 v_sun = normalize(sun_light_dir); // points from p to the sun
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//float specular = spec_int * pow(
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// clamp(dot((v_eye + v_sun)/2.0, normal), 0.0, 1.0),
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// 2.0*specular_exponent);
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//ISpecular = vec3(1.0, 0.0, 0.0) * specular;
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//gl_FragColor = vec4(ISpecular, 1.0);
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gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular, 1.0);
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//gl_FragColor = vec4(0.5+0.5*normal, 1.0);
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//gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular, 1.0);
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gl_FragColor = vec4((IAmbient + IDiffuse), 1.0);
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}
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@ -10,6 +10,8 @@
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#include "network/server.hpp"
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#include "options.hpp"
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#include <sys/time.h>
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uint64_t optionsFlags;
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using asio::ip::tcp;
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@ -71,6 +73,8 @@ int main(int argc, char *argv[])
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}
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}
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srand(time(NULL));
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Game game;
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game.state()->setDeveloperMode(devMode);
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@ -78,7 +82,7 @@ int main(int argc, char *argv[])
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Server s(io_service, game.state(), atoi(port) );
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//GameWindow window(500, 500, &game);
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GameWindow window(750, 750, &game);
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GameWindow window(500, 500, &game);
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window.set_maxfps(60.0);
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window.open();
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@ -171,7 +171,8 @@ namespace endofthejedi {
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glm::vec3 c = planet->getColor();
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glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
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glUniform1f(m_shader.location("materialKind"), (float) planet->material);
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glUniform1i(m_shader.location("materialSeed"), planet->seed);
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glUniform1i(m_shader.location("materialKind"), (int) planet->material);
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m_planetModel->render();
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}
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@ -294,16 +295,22 @@ namespace endofthejedi {
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void RendererPolygon3d::configureLightningInShader()
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{
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.8);
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glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
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// TODO: add a few small lights for explosions so they lit the
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// surroundsings
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// TODO: use the sun planet color for this!
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.8);
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glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f);
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for (const game::Planet *planet : m_state->planets) {
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if (planet->material == game::Planet::Material::Sun) {
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p = glm::vec3(planet->position, 0.0);
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c = planet->getColor();
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break;
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}
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}
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glUniform3f(m_shader.location("lightPosition"), p.x, p.y, p.z);
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glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
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}
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}
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@ -19,7 +19,7 @@
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#include "util.hpp"
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namespace game {
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void State::init(bool devMode)
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void State::init(int numPlanets, bool devMode)
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{
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m_nextId = 0;
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m_time = 0.0;
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@ -30,31 +30,72 @@ namespace game {
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m_maxNumTraces = 10;
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m_developerMode = devMode;
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bool planetsOnCircle = false;
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Planet::Material mat = Planet::Material::Rock;
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int numPlanets = 10;
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for (int i=0; i<numPlanets; i++) {
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float t = i / static_cast<float>(numPlanets);
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t *= 2.0*M_PI;
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switch(i) {
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case 0:
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mat = Planet::Material::Sun;
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break;
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// distribute but not in the center
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int tries = 0;
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glm::vec2 pos;
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do {
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float cr = 0.7;
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if (planetsOnCircle) {
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pos = cr * glm::vec2(std::sin(t), std::cos(t));
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} else {
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pos = cr * util::randv2_m1_1();
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}
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} while(glm::length(pos) < 0.2 && tries++ < 1000);
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case 1:
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case 2:
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mat = Planet::Material::Water;
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break;
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Planet::Material mat = Planet::Material::Rock;
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if (i == 0) {
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mat = Planet::Material::Sun;
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case 3:
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case 4:
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mat = Planet::Material::Sand;
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break;
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case 5:
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mat = Planet::Material::Metal;
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break;
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default:
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mat = Planet::Material::Rock;
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}
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planets.push_back(new Planet(pos, i, 0.03 + 0.07*util::randf_0_1(), mat));
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glm::vec2 pos;
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float radius = 0.03 + 0.07*util::randf_0_1();
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if (i == 0) {
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// sun is bigger but not too big
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radius += 0.05;
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if (radius > 0.9) {
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radius = 0.9;
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}
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}
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bool tooNearToCenter = true;
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bool collidesWithOtherPlanet = true;
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// distribute but not in the center and not next to other planets
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int tries = 0;
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do {
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pos = util::randv2_m1_1();
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collidesWithOtherPlanet = false;
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tooNearToCenter = glm::length(pos) < 0.1;
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if (!tooNearToCenter) {
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for (const Planet *other : planets) {
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float d = glm::distance(other->position, pos);
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float extraDist = (other->material == Planet::Material::Sun)
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? 4.0
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: 1.0;
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if (d < extraDist*other->radius + radius) {
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collidesWithOtherPlanet = true;
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break;
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}
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}
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}
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} while((collidesWithOtherPlanet || tooNearToCenter) && tries++ < 1000);
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planets.push_back(new Planet(pos, i, radius, mat));
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}
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}
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@ -40,7 +40,7 @@ namespace game {
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// called to setup the state (randomize planets, kill
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// traces/missiles/ships etc.)
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void init(bool devMode=false);
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void init(int numPlanets=15, bool devMode=false);
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// main method to advance the simulation by the given timestamp in
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// seconds.
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