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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00

First sketch

This commit is contained in:
Tomasz Zieliński 2024-01-30 18:04:15 +01:00
parent 88e54685b3
commit c5aa31f46a
3 changed files with 286 additions and 0 deletions

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@ -151,6 +151,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/rmg/Zone.cpp
${MAIN_LIB_DIR}/rmg/Functions.cpp
${MAIN_LIB_DIR}/rmg/RmgMap.cpp
${MAIN_LIB_DIR}/rmg/PenroseTiling.cpp
${MAIN_LIB_DIR}/rmg/modificators/Modificator.cpp
${MAIN_LIB_DIR}/rmg/modificators/ObjectManager.cpp
${MAIN_LIB_DIR}/rmg/modificators/ObjectDistributor.cpp
@ -522,6 +523,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/rmg/RmgMap.h
${MAIN_LIB_DIR}/rmg/float3.h
${MAIN_LIB_DIR}/rmg/Functions.h
${MAIN_LIB_DIR}/rmg/PenroseTiling.h
${MAIN_LIB_DIR}/rmg/modificators/Modificator.h
${MAIN_LIB_DIR}/rmg/modificators/ObjectManager.h
${MAIN_LIB_DIR}/rmg/modificators/ObjectDistributor.h

227
lib/rmg/PenroseTiling.cpp Normal file
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@ -0,0 +1,227 @@
/*
* © 2020 Michael Percival <m@michaelpercival.xyz>
* See LICENSE file for copyright and license details.
*/
// Adapted from https://github.com/mpizzzle/penrose
// FIXME: Find library for geometry representation
//https://www.boost.org/doc/libs/1_72_0/libs/geometry/doc/html/geometry/reference/adapted/boost_polygon/point_data.html
//#include <GL/glew.h>
//#include <GLFW/glfw3.h>
//#include <glm/glm.hpp>
//#include <glm/gtx/rotate_vector.hpp>
#include "StdInc.h"
#include <array>
#include <random>
#include <string>
#include <vector>
#include <boost/geometry/strategies/transform/matrix_transformers.hpp>
//https://www.boost.org/doc/libs/1_72_0/libs/geometry/doc/html/geometry/reference/strategies/strategy_transform_rotate_transformer.html
//#include "shader.hpp"
//#include "png_writer.hpp"
#include "PenroseTiling.h"
VCMI_LIB_NAMESPACE_BEGIN
//static const std::string file_name = "penrose.png";
Triangle::Triangle(bool t_123, const TIndices & inds):
tiling(t_123),
indices(inds)
{}
void PenroseTiling::split(Triangle& p, std::vector<glm::vec2>& points,
std::array<std::vector<uint32_t>, 5>& indices, uint32_t depth)
{
uint32_t s = points.size();
TIndices& i = p.indices;
const auto p2 = P2;
if (depth > 0)
{
if (p.tiling ^ !p2)
{
points.push_back(glm::vec2(((1.0f - PHI) * points[i[0]]) + (PHI * points[i[2]])));
points.push_back(glm::vec2(((1.0f - PHI) * points[i[p2]]) + (PHI * points[i[!p2]])));
Triangle t1(p2, TIndices({ i[(!p2) + 1], p2 ? i[2] : s, p2 ? s : i[1] }));
Triangle t2(true, TIndices({ p2 ? i[1] : s, s + 1, p2 ? s : i[1] }));
Triangle t3(false, TIndices({ s, s + 1, i[0] }));
// FIXME: Make sure these are not destroyed when we leave the scope
p.subTriangles = { &t1, &t2, &t3 };
}
else
{
points.push_back(glm::vec2(((1.0f - PHI) * points[i[p2 * 2]]) + (PHI * points[i[!p2]])));
Triangle t1(true, TIndices({ i[2], s, i[1] }));
Triangle t2(false, TIndices({ i[(!p2) + 1], s, i[0] }));
p.subTriangles = { &t1, &t2 };
}
for (auto& t : p.subTriangles)
{
if (depth == 1)
{
for (uint32_t k = 0; k < 3; ++k)
{
if (k != (t->tiling ^ !p2 ? 2 : 1))
{
indices[indices.size() - 1].push_back(t->indices[k]);
indices[indices.size() - 1].push_back(t->indices[((k + 1) % 3)]);
}
}
indices[t->tiling + (p.tiling ? 0 : 2)].insert(indices[t->tiling + (p.tiling ? 0 : 2)].end(), t->indices.begin(), t->indices.end());
}
// Split recursively
split(*t, points, indices, depth - 1);
}
}
return;
}
// TODO: Return something
void generatePenroseTiling(size_t numZones, CRandomGenerator * rand);
{
float scale = 100.f / (numZones + 20); //TODO: Use it to initialize the large tile
//static std::default_random_engine e(std::random_device{}());
static std::uniform_real_distribution<> d(0, 1);
/*
std::vector<glm::vec3> colours = { glm::vec3(d(e), d(e), d(e)), glm::vec3(d(e), d(e), d(e)),
glm::vec3(d(e), d(e), d(e)), glm::vec3(d(e), d(e), d(e)),
glm::vec3(d(e), d(e), d(e)), glm::vec3(d(e), d(e), d(e)) };
*/
float polyAngle = glm::radians(360.0f / POLY);
std::vector<glm::vec2> points = { glm::vec2(0.0f, 0.0f), glm::vec2(0.0f, 1.0f) };
std::array<std::vector<uint32_t>, 5> indices;
for (uint32_t i = 1; i < POLY; ++i)
{
//TODO: Use boost to rotate
glm::vec2 next = glm::rotate(points[i], polyAngle);
points.push_back(next);
}
// TODO: Scale to unit square
for (auto& p : points)
{
p.x = (p.x / window_w) * window_h;
}
for (uint32_t i = 0; i < POLY; i++)
{
std::array<uint32_t, 2> p = { (i % (POLY + 1)) + 1, ((i + 1) % POLY) + 1 };
triangle t(true, TIndices({ 0, p[i & 1], p[!(i & 1)] }));
split(t, points, indices, DEPTH);
}
// TODO: Return collection of triangles
// TODO: Get center point of the triangle
// Do not draw anything
/*
if(!glfwInit())
{
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(window_w, window_h, "penrose", NULL, NULL);
if(window == NULL) {
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental=true;
if (glewInit() != GLEW_OK) {
return -1;
}
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
uint32_t VAOs[5], VBO, EBOs[5];
glGenVertexArrays(5, VAOs);
glGenBuffers(1, &VBO);
glGenBuffers(5, EBOs);
glLineWidth(line_w);
for (uint32_t i = 0; i < indices.size(); ++i) {
glBindVertexArray(VAOs[i]);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, points.size() * 4 * 2, &points[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBOs[i]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices[i].size() * 4, &indices[i][0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
}
uint32_t programID = Shader::loadShaders("vertex.vert", "fragment.frag");
GLint paint = glGetUniformLocation(programID, "paint");
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS && glfwWindowShouldClose(window) == 0 && paint != -1) {
glViewport(-1.0 * (window_w / scale) * ((0.5 * scale) - 0.5), -1.0 * (window_h / scale) * ((0.5 * scale) - 0.5), window_w, window_h);
glClearColor(colours.back().x, colours.back().y, colours.back().z, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
for (uint32_t i = 0; i < indices.size(); ++i) {
glPolygonMode(GL_FRONT_AND_BACK, i < indices.size() - 1 ? GL_FILL : GL_LINE);
glUniform3fv(paint, 1, &colours[i][0]);
glBindVertexArray(VAOs[i]);
glDrawElements(i < indices.size() - 1 ? GL_TRIANGLES : GL_LINES, indices[i].size(), GL_UNSIGNED_INT, 0);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
int frame_w, frame_h;
glfwGetFramebufferSize(window, &frame_w, &frame_h);
png_bytep* row_pointers = (png_bytep*) malloc(sizeof(png_bytep) * frame_h);
for (int y = 0; y < frame_h; ++y) {
row_pointers[y] = (png_byte*) malloc((4 * sizeof(png_byte)) * frame_w);
glReadPixels(0, y, frame_w, 1, GL_RGBA, GL_UNSIGNED_BYTE, row_pointers[y]);
}
PngWriter::write_png_file(file_name, frame_w, frame_h, row_pointers);
return 0;
*/
}
VCMI_LIB_NAMESPACE_END

57
lib/rmg/PenroseTiling.h Normal file
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@ -0,0 +1,57 @@
/*
* PenroseTiling.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../GameConstants.h"
#include "../CRandomGenerator.h"
#include <boost/geometry.hpp>
#include <boost/geometry/geometries/point_xy.hpp>
VCMI_LIB_NAMESPACE_BEGIN
typedef std::array<uint32_t, 3> TIndices;
class Triangle
{
public:
const bool tiling;
TIndices indices;
std::vector<Triangle *> subTriangles;
Triangle(bool t_123, const TIndices & inds);
};
class PenroseTiling
{
public:
const float PHI = 1.0 / ((1.0 + std::sqrt(5.0)) / 2);
// TODO: Is that the number of symmetries?
const uint32_t POLY = 10;
const float scale = 4.0f;
//const uint32_t window_w = 1920 * scale;
//const uint32_t window_h = 1080 * scale;
const uint32_t DEPTH = 10; //recursion depth
const bool P2 = false; // Tiling type
//const float line_w = 2.0f; //line width
void generatePenroseTiling(size_t numZones, CRandomGenerator * rand);
private:
void split(Triangle& p, std::vector<glm::vec2>& points, std::array<std::vector<uint32_t>, 5>& indices, uint32_t depth);
};
VCMI_LIB_NAMESPACE_END