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