Skip to content

Latest commit

 

History

History
197 lines (146 loc) · 6.57 KB

README.md

File metadata and controls

197 lines (146 loc) · 6.57 KB

PlanetShine

Atmosphere and meshing playground. WIP.

TODO:

  • Actual atmosphere rendering.
  • Move the backend to vulkan (shouldn't be super hard).
  • Terrain generation, textures.
  • Mesh LOD.

Setting Up

requirements: git, wget, python, internet connection

git clone https://github.com/monomere/pshine --recurse-submodules --shallow-submodules
cd pshine

Note: when cloning, you might get an error that looks something like

fatal: Fetched in submodule path 'vendor/owl', but it did not contain <...>. Direct fetching of that commit failed.

You can ignore it; it's going to be fixed later and doesn't impact anything right now.

Script

requirements: wget, python, ply

To install ply (needed for dear_bindings), do python3 -m pip install --user ply (or similar)

You can do the steps below manually, but there's a bash script that does them for you. Make sure to check the contents of the script before running it.

NB: if the script is different from the README, trust the script because I might've forgotten to update the README.

./setup.sh

Volk and VMA

The graphics backend uses stb_image, volk and VMA, so after cloning (only once):

wget -P pshine/include/vendor https://raw.githubusercontent.com/zeux/volk/master/volk.h
wget -P pshine/src/vendor https://raw.githubusercontent.com/zeux/volk/master/volk.c
wget -P pshine/include/vendor https://raw.githubusercontent.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/master/include/vk_mem_alloc.h
wget -P pshine/include/vendor https://raw.githubusercontent.com/nothings/stb/refs/heads/master/stb_image.h

Patching owl

TBD. The shader language compiler (giraffe) uses owl, but it doesn't have a gitignore and doesn't prefix some of the symbols in the generated header. Giraffe is currently in development so this doesn't matter.

Generating the ImGui bindings

The project uses dear_bindings to generate c version of the c++ imgui headers.

mkdir -p pshine/src/vendor/cimgui/
mkdir    pshine/src/vendor/cimgui/backends/

python vendor/dear_bindings/dear_bindings.py \
  vendor/imgui/imgui.h \
  --imgui-include-dir imgui/ \
	--backend-include-dir imgui/backends/ \
	-t vendor/dear_bindings/src/templates \
	-o pshine/src/vendor/cimgui/cimgui

python vendor/dear_bindings/dear_bindings.py \
  --backend \
  --imgui-include-dir imgui/ \
	--backend-include-dir imgui/backends/ \
	--imconfig-path vendor/imgui/imgui.h \
	-t vendor/dear_bindings/src/templates \
	-o pshine/src/vendor/cimgui/backends/cimgui_impl_vulkan \
  vendor/imgui/backends/imgui_impl_vulkan.h

python vendor/dear_bindings/dear_bindings.py \
  --backend \
  --imgui-include-dir imgui/ \
	--backend-include-dir imgui/backends/ \
	--imconfig-path vendor/imgui/imgui.h \
	-t vendor/dear_bindings/src/templates \
	-o pshine/src/vendor/cimgui/backends/cimgui_impl_glfw \
  vendor/imgui/backends/imgui_impl_glfw.h

Building

requirements: ninja modern gcc-compatible c/c++ compiler, glfw, python (optional)

To build (incremental)

ninja

If you edit generate_math.py, ninja will try to regenerate the math.h header, which requires python.

NB: by default, the build.ninja file uses the full LLVM setup with lld, clang, libc++, etc. To use the system-provided stuff change the first line in build.ninja to include build.system.ninja instead. Or make your own config if you want to (or need to)!

Running

requirements: vulkan ≥1.2 (i don't really know which version tho uhh)

build/pshine/main

Linux and X11: By default pshine uses wayland, but you can pass -x11 to use X11 instead.

The planet has a radius of 6371km (Earth), the atmosphere has a height of 100km, and the camera moves at 500km/s by default.

Controls

Key Action
F Switch camera mode (default is arcball)

Arcball Mode

Key Action
A/D Rotate left/right (yaw)
W/S Rotate up/down (pitch)
X/Z Zoom in/out

Flycam Mode

Key Action
A/D Move left/right
W/S Move forward/backward
Shift/Space Move down/up

TODO

  • Use double precision for position data and etc.
  • Fake perspective for celestial bodies.
  • Fixed point math?
  • Bug: mesh scale is wrong forgot to remove * 5.0f when passing atmosphere height.
  • The bug is still there :( nevermind, it was correct all along. no, its still a bug....
    • THE BUG IS FIXED IT WORKSSS (precision errors)
  • Separate materials for planets and meshes.
  • Better API for materials? Maybe data-driven.
  • Fix rotation matrices, and matrices in general.
  • Rewrite the math library generation, its so ugly.
  • Stars
  • Use near-origin coordinates for the "player".
  • Velocty reference-frame.

Useful stuff

Resources

This isn't the full set of resources used unfortunately.