Files
QuaternionEngine/src/scene/planet/planet_system.cpp

169 lines
5.1 KiB
C++

#include "planet_system.h"
#include <core/context.h>
#include <core/types.h>
#include <core/assets/manager.h>
#include <render/materials.h>
#include <render/primitives.h>
#include <scene/tangent_space.h>
#include <scene/vk_scene.h>
#include <glm/gtc/quaternion.hpp>
namespace
{
constexpr double kEarthRadiusM = 6378137.0; // WGS84 equatorial radius
constexpr double kMoonRadiusM = 1737400.0; // mean radius
constexpr double kMoonDistanceM = 384400000.0; // mean Earth-Moon distance
GLTFMetallic_Roughness::MaterialConstants make_planet_constants()
{
GLTFMetallic_Roughness::MaterialConstants c{};
c.colorFactors = glm::vec4(1.0f);
// metal_rough_factors.x = metallic, .y = roughness
c.metal_rough_factors = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
return c;
}
}
void PlanetSystem::init(EngineContext *context)
{
_context = context;
}
const PlanetSystem::PlanetBody *PlanetSystem::get_body(BodyID id) const
{
size_t i = static_cast<size_t>(id);
if (i >= _bodies.size())
{
return nullptr;
}
return &_bodies[i];
}
PlanetSystem::PlanetBody *PlanetSystem::get_body(BodyID id)
{
size_t i = static_cast<size_t>(id);
if (i >= _bodies.size())
{
return nullptr;
}
return &_bodies[i];
}
void PlanetSystem::ensure_bodies_created()
{
if (!_bodies.empty())
{
return;
}
PlanetBody earth{};
earth.name = "Earth";
earth.center_world = WorldVec3(0.0, 0.0, 0.0);
earth.radius_m = kEarthRadiusM;
PlanetBody moon{};
moon.name = "Moon";
moon.center_world = WorldVec3(kMoonDistanceM, 0.0, 0.0);
moon.radius_m = kMoonRadiusM;
if (_context && _context->assets)
{
AssetManager *assets = _context->assets;
// Earth: textured sphere (albedo only for now).
{
AssetManager::MeshCreateInfo ci{};
ci.name = "Planet_EarthSphere";
ci.geometry.type = AssetManager::MeshGeometryDesc::Type::Sphere;
ci.geometry.sectors = 64;
ci.geometry.stacks = 32;
ci.material.kind = AssetManager::MeshMaterialDesc::Kind::Textured;
ci.material.options.albedoPath = "earth/earth_8k.jpg";
ci.material.options.albedoSRGB = true;
ci.material.options.constants = make_planet_constants();
ci.material.options.pass = MaterialPass::MainColor;
earth.mesh = assets->createMesh(ci);
if (earth.mesh && !earth.mesh->surfaces.empty())
{
earth.material = earth.mesh->surfaces[0].material;
}
}
// Moon: constant albedo (no texture yet).
{
GLTFMetallic_Roughness::MaterialConstants mc = make_planet_constants();
mc.colorFactors = glm::vec4(0.72f, 0.72f, 0.75f, 1.0f);
moon.material = assets->createMaterialFromConstants("Planet_MoonMaterial", mc, MaterialPass::MainColor);
std::vector<Vertex> verts;
std::vector<uint32_t> inds;
primitives::buildSphere(verts, inds, 48, 24);
geom::generate_tangents(verts, inds);
moon.mesh = assets->createMesh("Planet_MoonSphere", verts, inds, moon.material);
}
}
_bodies.push_back(std::move(earth));
_bodies.push_back(std::move(moon));
}
void PlanetSystem::update_and_emit(const SceneManager &scene, DrawContext &draw_context)
{
if (!_enabled)
{
return;
}
ensure_bodies_created();
const WorldVec3 origin_world = scene.get_world_origin();
for (PlanetBody &b : _bodies)
{
if (!b.visible || !b.mesh || b.mesh->surfaces.empty())
{
continue;
}
const glm::vec3 t_local = world_to_local(b.center_world, origin_world);
const float r = static_cast<float>(b.radius_m);
const glm::vec3 s = glm::vec3(r * 2.0f); // primitive sphere radius is 0.5
const glm::quat q = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
const glm::mat4 transform = make_trs_matrix(t_local, q, s);
uint32_t surface_index = 0;
for (const GeoSurface &surf : b.mesh->surfaces)
{
RenderObject obj{};
obj.indexCount = surf.count;
obj.firstIndex = surf.startIndex;
obj.indexBuffer = b.mesh->meshBuffers.indexBuffer.buffer;
obj.vertexBuffer = b.mesh->meshBuffers.vertexBuffer.buffer;
obj.vertexBufferAddress = b.mesh->meshBuffers.vertexBufferAddress;
obj.material = surf.material ? &surf.material->data : nullptr;
obj.bounds = surf.bounds;
obj.transform = transform;
obj.sourceMesh = b.mesh.get();
obj.surfaceIndex = surface_index++;
obj.objectID = draw_context.nextID++;
obj.ownerType = RenderObject::OwnerType::MeshInstance;
obj.ownerName = b.name;
if (obj.material && obj.material->passType == MaterialPass::Transparent)
{
draw_context.TransparentSurfaces.push_back(obj);
}
else
{
draw_context.OpaqueSurfaces.push_back(obj);
}
}
}
}