Saxum/game/terrain.cc

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#include "terrain.hh"
#include <lodepng/lodepng.h>
Terrain::Terrain(std::string heightmapFilePath){
this->heightmapFilePath = heightmapFilePath;
}
Terrain::Terrain(){
}
Terrain::~Terrain() {
}
void Terrain::load() {
std::vector<unsigned char> image; //the raw pixels
unsigned int heightmapHeightLoading = 0;
unsigned int heightmapWidthLoading = 0;
unsigned error = lodepng::decode(image, heightmapWidthLoading, heightmapHeightLoading, heightmapFilePath);
if (error) {
std::cout << "Decoder error " << error << " from Terrain::load: " << lodepng_error_text(error) << std::endl;
}
this->heightmapHeight = heightmapHeightLoading;
this->heightmapWidth = heightmapWidthLoading;
this->heightmap = new float*[this->heightmapWidth]; //initialize the heightmap
for(int columnNum = 0; columnNum < this->heightmapWidth; columnNum++){ //read in the heightmap
this->heightmap[columnNum] = new float[this->heightmapHeight];
for(int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){
this->heightmap[columnNum][rowNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 6; //<--heightmap is scaled here
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}
}
}
SharedVertexArrayObject Terrain::makeTriangleMesh(int startX, int startZ, int endX, int endZ) {
if (startX < 0) {
startX = 0;
}
if (startZ < 0) {
startZ = 0;
}
if (endX > heightmapWidth) {
endX = heightmapWidth;
}
if (endZ > heightmapHeight) {
endZ = heightmapHeight;
}
SharedArrayBuffer ab = SharedArrayBuffer(new ArrayBuffer());
SharedVertexArrayObject vao = SharedVertexArrayObject(new VertexArrayObject());
// Do NOT change the order of this!
ab->defineAttribute("aPosition", GL_FLOAT, 3);
ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
ab->defineAttribute("aNormal", GL_FLOAT, 3);
int rowNum = startX, columnNum = startZ, dataCount=0, floatsPerVertex=8; //initializing:
bool movingRight = true, isUp = true;
int numVertices = ((endX - startX) - 1) * ((endZ - startZ) * 2 + 1) + 1;
float* abData = new float[numVertices * floatsPerVertex];
while(rowNum < endX){ //traversing the Triangle Strip!
set_abData(abData, dataCount, rowNum, columnNum);
dataCount += floatsPerVertex;
if (isUp){
rowNum = rowNum + 1;
isUp = false;
}
else if (movingRight) {
if (columnNum == endZ - 1) {
set_abData(abData, dataCount, rowNum, columnNum);
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dataCount += floatsPerVertex;
set_abData(abData, dataCount, rowNum, columnNum);
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dataCount += floatsPerVertex;
movingRight = false;
rowNum = rowNum + 1;
}
else {
rowNum = rowNum - 1;
columnNum = columnNum + 1;
isUp = true;
}
}
else {
if (columnNum == startZ){
set_abData(abData, dataCount, rowNum, columnNum);
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dataCount += floatsPerVertex;
set_abData(abData, dataCount, rowNum, columnNum);
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dataCount += floatsPerVertex;
movingRight = true;
rowNum = rowNum + 1;
}
else {
rowNum = rowNum - 1;
columnNum = columnNum - 1;
isUp = true;
}
}
}
ab->setDataElements(numVertices, abData);
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delete[] abData;
vao->bind();
vao->setMode(GL_TRIANGLE_STRIP);
vao->attachAllAttributes(ab);
return vao;
}
void Terrain::set_abData(float* abData, int dataCount, int rowNum, int columnNum){
//set Position
abData[dataCount] = (float)rowNum;
abData[dataCount+1] = heightmap[rowNum][columnNum];
abData[dataCount+2] = (float)columnNum;
//set Texture Coordinate
abData[dataCount+3] = (float)(rowNum % 2);
abData[dataCount+4] = (float)(columnNum % 2);
//setNormal
if (rowNum==0 || rowNum==(this->heightmapHeight-1) || columnNum==0 || columnNum==(this->heightmapWidth-1)){
abData[dataCount+5] = 0.0;
abData[dataCount+6] = 1.0;
abData[dataCount+7] = 0.0;
}
else {
glm::vec3 sumNormals = glm::vec3(0.0f, 0.0f, 0.0f);
for (int i=-1; i<2; i+=2) {
for (int j=-1; j<2; j+=2) {
glm::vec3 vecA, vecB, vecC, normal;
vecA = glm::normalize(glm::vec3((float)i, (heightmap[rowNum+i][columnNum] - heightmap[rowNum][columnNum]), 0.0f));
vecB = glm::normalize(glm::vec3((float)i, (heightmap[rowNum+i][columnNum+j] - heightmap[rowNum][columnNum]), (float)j));
normal = glm::normalize(glm::cross(vecA, vecB));
if(i+j!=0){
normal = normal*(-1.0f);
}
sumNormals += normal;
vecC = glm::normalize(glm::vec3(0.0f, (heightmap[rowNum][columnNum+j] - heightmap[rowNum][columnNum]), (float)j));
normal = glm::normalize(glm::cross(vecB, vecC));
if(i+j!=0){
normal = normal*(-1.0f);
}
sumNormals += normal;
}
}
sumNormals = glm::normalize(sumNormals);
abData[dataCount+5] = sumNormals[0];
abData[dataCount+6] = sumNormals[1];
abData[dataCount+7] = sumNormals[2];
}
}
float** Terrain::getHeightmap(){
return this->heightmap;
}
int Terrain::getHeightmapHeight(){
return this->heightmapHeight;
}
int Terrain::getHeightmapWidth(){
return this->heightmapWidth;
}