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First sketch

Tomasz Zieliński 1 an în urmă
părinte
comite
c5aa31f46a
3 a modificat fișierele cu 286 adăugiri și 0 ștergeri
  1. 2 0
      cmake_modules/VCMI_lib.cmake
  2. 227 0
      lib/rmg/PenroseTiling.cpp
  3. 57 0
      lib/rmg/PenroseTiling.h

+ 2 - 0
cmake_modules/VCMI_lib.cmake

@@ -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 - 0
lib/rmg/PenroseTiling.cpp

@@ -0,0 +1,227 @@
+/*
+ * © 2020 Michael Percival <[email protected]>
+ *   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 - 0
lib/rmg/PenroseTiling.h

@@ -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