fixed conflict
This commit is contained in:
commit
2558311844
@ -4,8 +4,8 @@ uniform mat4 modelMatrix;
|
|||||||
uniform mat4 viewMatrix;
|
uniform mat4 viewMatrix;
|
||||||
uniform mat4 projectionMatrix;
|
uniform mat4 projectionMatrix;
|
||||||
|
|
||||||
in vec3 aNormal;
|
|
||||||
in vec3 aPosition;
|
in vec3 aPosition;
|
||||||
|
in vec3 aNormal;
|
||||||
in vec2 aTexCoord;
|
in vec2 aTexCoord;
|
||||||
|
|
||||||
out vec3 vNormal;
|
out vec3 vNormal;
|
||||||
|
8
level.cc
8
level.cc
@ -37,17 +37,17 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
|
|||||||
|
|
||||||
//set lighting parameters
|
//set lighting parameters
|
||||||
ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
|
ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||||
Light light = Light(glm::vec3(-10.0f, 20.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 2.0f);
|
Light light = Light(glm::vec3(-3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
|
||||||
lights.push_back(light);
|
lights.push_back(light);
|
||||||
Light light2 = Light(glm::vec3(10.0f, 20.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 2.0f);
|
Light light2 = Light(glm::vec3(3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
|
||||||
lights.push_back(light2);
|
lights.push_back(light2);
|
||||||
|
|
||||||
|
|
||||||
// load terrain
|
// load terrain
|
||||||
this->terrain.load();
|
this->terrain.load();
|
||||||
Model terrainModel = this->terrain.getModel();
|
Model terrainModel = Model(this->terrain.getModel());
|
||||||
// load a texture:
|
// load a texture:
|
||||||
Material terrainMaterial = Material("clownfishBunny.png", 0.1f, 0.7f, 0.3f, 1.0f);
|
Material terrainMaterial = Material("terrainTexture.png", 0.1f, 0.8f, 0.2f, 3.0f);
|
||||||
//Create object
|
//Create object
|
||||||
Object terrainObject = Object(terrainModel, terrainMaterial,
|
Object terrainObject = Object(terrainModel, terrainMaterial,
|
||||||
glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
|
glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
|
||||||
|
6096
lodepng.cpp
Normal file
6096
lodepng.cpp
Normal file
File diff suppressed because it is too large
Load Diff
155
terrain.cc
155
terrain.cc
@ -1,4 +1,5 @@
|
|||||||
#include "terrain.hh"
|
#include "terrain.hh"
|
||||||
|
#include "lodepng.h"
|
||||||
|
|
||||||
Terrain::Terrain(std::string filePath){
|
Terrain::Terrain(std::string filePath){
|
||||||
this->filePath = filePath;
|
this->filePath = filePath;
|
||||||
@ -12,28 +13,21 @@ Terrain::~Terrain() {
|
|||||||
|
|
||||||
|
|
||||||
void Terrain::load() {
|
void Terrain::load() {
|
||||||
this->filePath = "../Levels/LevelTest/terrain"; //TODO remove this, its only for testing
|
filePath = "../Levels/LevelTest/terrain/"; //TODO remove this, its only for testing
|
||||||
|
|
||||||
std::ifstream terrain_png(this->filePath + "/heightmap.png");
|
std::vector<unsigned char> image; //the raw pixels
|
||||||
unsigned int rowNum, columnNum, heightmapValue;
|
unsigned error = lodepng::decode(image, heightmapWidth, heightmapHeight, filePath + "heightmap.png");
|
||||||
|
if (error) {
|
||||||
terrain_png.seekg(16); //skip part of the header
|
std::cout << "decoder error " << error << ": " << lodepng_error_text(error) << std::endl;
|
||||||
|
}
|
||||||
char temp[4];
|
this->heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
|
||||||
terrain_png.read(temp, 4); //read width
|
for(unsigned int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
|
||||||
this->heightmapWidth = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order
|
this->heightmap[rowNum] = new float[this->heightmapWidth];
|
||||||
terrain_png.read(temp, 4); //read height
|
for(unsigned int columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
|
||||||
this->heightmapHeight = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order
|
this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 32;
|
||||||
|
|
||||||
heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
|
|
||||||
for(rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
|
|
||||||
heightmap[rowNum] = new float[this->heightmapWidth];
|
|
||||||
for(columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
|
|
||||||
terrain_png.read((char *)&heightmapValue, 1);
|
|
||||||
heightmap[rowNum][columnNum] = (float)heightmapValue / 256;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
this->makeTriangleMesh();
|
this->makeTriangleMesh();
|
||||||
heightmapChanged = false; //no need to make a TriangleMesh again before rendering
|
heightmapChanged = false; //no need to make a TriangleMesh again before rendering
|
||||||
|
|
||||||
@ -42,48 +36,53 @@ void Terrain::load() {
|
|||||||
void Terrain::makeTriangleMesh(){
|
void Terrain::makeTriangleMesh(){
|
||||||
|
|
||||||
ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
|
ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
|
||||||
ab->defineAttribute("aPosition", GL_FLOAT, 3); //TODO: ArrayBuffer for the texture coordinates
|
// Do NOT change the order of this!
|
||||||
ab->defineAttribute("aNormal", GL_FLOAT, 3);
|
ab->defineAttribute("aPosition", GL_FLOAT, 3);
|
||||||
ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
|
ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
|
||||||
|
ab->defineAttribute("aNormal", GL_FLOAT, 3);
|
||||||
|
|
||||||
unsigned int rowNum=0, columnNum=0, dataCount=0, abNumFloats=8; //initializing:
|
unsigned int rowNum=0, columnNum=0, dataCount=0, abNumFloats=8; //initializing:
|
||||||
bool movingRight = true, isUp = true;
|
bool movingRight = true, isUp = true;
|
||||||
int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
|
int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
|
||||||
float* abData = new float[numVertices * abNumFloats];
|
float* abData = new float[numVertices * floatsPerVertex];
|
||||||
|
|
||||||
while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
|
while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
|
||||||
set_abData(abData, dataCount, rowNum, columnNum);
|
set_abData(abData, dataCount, rowNum, columnNum);
|
||||||
dataCount += abNumFloats;
|
dataCount += floatsPerVertex;
|
||||||
if (isUp){
|
if (isUp){
|
||||||
rowNum = rowNum + 1;
|
rowNum = rowNum + 1;
|
||||||
isUp = false;
|
isUp = false;
|
||||||
}else if (movingRight){
|
|
||||||
if (columnNum == this->heightmapWidth - 1){
|
|
||||||
set_abData(abData, dataCount, rowNum, columnNum);
|
|
||||||
dataCount += abNumFloats;
|
|
||||||
set_abData(abData, dataCount, rowNum, columnNum);
|
|
||||||
dataCount += abNumFloats;
|
|
||||||
movingRight = false;
|
|
||||||
rowNum = rowNum + 1;
|
|
||||||
} else{
|
|
||||||
rowNum = rowNum - 1;
|
|
||||||
columnNum = columnNum + 1;
|
|
||||||
isUp = true;
|
|
||||||
}
|
|
||||||
}else{
|
|
||||||
if (columnNum == 0){
|
|
||||||
set_abData(abData, dataCount, rowNum, columnNum);
|
|
||||||
dataCount += abNumFloats;
|
|
||||||
set_abData(abData, dataCount, rowNum, columnNum);
|
|
||||||
dataCount += abNumFloats;
|
|
||||||
movingRight = true;
|
|
||||||
rowNum = rowNum + 1;
|
|
||||||
}else{
|
|
||||||
rowNum = rowNum - 1;
|
|
||||||
columnNum = columnNum - 1;
|
|
||||||
isUp = true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
else if (movingRight) {
|
||||||
|
if (columnNum == this->heightmapWidth - 1) {
|
||||||
|
set_abData(abData, dataCount, rowNum, columnNum);
|
||||||
|
dataCount += abNumFloats;
|
||||||
|
set_abData(abData, dataCount, rowNum, columnNum);
|
||||||
|
dataCount += abNumFloats;
|
||||||
|
movingRight = false;
|
||||||
|
rowNum = rowNum + 1;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
rowNum = rowNum - 1;
|
||||||
|
columnNum = columnNum + 1;
|
||||||
|
isUp = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
if (columnNum == 0){
|
||||||
|
set_abData(abData, dataCount, rowNum, columnNum);
|
||||||
|
dataCount += abNumFloats;
|
||||||
|
set_abData(abData, dataCount, rowNum, columnNum);
|
||||||
|
dataCount += abNumFloats;
|
||||||
|
movingRight = true;
|
||||||
|
rowNum = rowNum + 1;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
rowNum = rowNum - 1;
|
||||||
|
columnNum = columnNum - 1;
|
||||||
|
isUp = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ab->setDataElements(numVertices, abData);
|
ab->setDataElements(numVertices, abData);
|
||||||
@ -101,33 +100,34 @@ void Terrain::set_abData(float* abData, unsigned int dataCount, unsigned int row
|
|||||||
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
abData[dataCount+1] = heightmap[rowNum][columnNum];
|
||||||
abData[dataCount+2] = (float)columnNum;
|
abData[dataCount+2] = (float)columnNum;
|
||||||
|
|
||||||
|
//set Texture Coordinate
|
||||||
|
abData[dataCount+3] = (float)(rowNum % 2);
|
||||||
|
abData[dataCount+4] = (float)(columnNum % 2);
|
||||||
|
|
||||||
//setNormal
|
//setNormal
|
||||||
if (rowNum==0 || rowNum==(this->heightmapHeight-1) || columnNum==0 || columnNum==(this->heightmapWidth-1)){
|
if (rowNum==0 || rowNum==(this->heightmapHeight-1) || columnNum==0 || columnNum==(this->heightmapWidth-1)){
|
||||||
abData[dataCount+3] = 0.0;
|
|
||||||
abData[dataCount+4] = 1.0;
|
|
||||||
abData[dataCount+5] = 0.0;
|
abData[dataCount+5] = 0.0;
|
||||||
}else{
|
abData[dataCount+6] = 1.0;
|
||||||
glm::vec3 sumNormals;
|
abData[dataCount+7] = 0.0;
|
||||||
for (int i=-1; i<2; i+=1){
|
}
|
||||||
for (int j=-1; j<2; j+=1){
|
else {
|
||||||
glm::vec3 vecA, vecB, normal;
|
glm::vec3 sumNormals = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||||
vecA = glm::vec3((float)i, (heightmap[rowNum+i][columnNum] - heightmap[rowNum][columnNum]), 0.0f);
|
for (int i=-1; i<2; i+=2) {
|
||||||
vecB = glm::vec3(0.0f, (heightmap[rowNum][columnNum+j] - heightmap[rowNum][columnNum]), (float)j);
|
for (int j=-1; j<2; j+=2) {
|
||||||
normal = glm::normalize(glm::cross(vecA, vecB));
|
glm::vec3 vecA, vecB, normal;
|
||||||
if(i+j==0)
|
vecA = glm::vec3((float)i, (heightmap[rowNum+i][columnNum] - heightmap[rowNum][columnNum]), 0.0f);
|
||||||
normal = normal*(-1.0f);
|
vecB = glm::vec3(0.0f, (heightmap[rowNum][columnNum+j] - heightmap[rowNum][columnNum]), (float)j);
|
||||||
sumNormals += normal;
|
normal = glm::normalize(glm::cross(vecA, vecB));
|
||||||
}
|
if(i+j!=0)
|
||||||
}
|
normal = normal*(-1.0f);
|
||||||
sumNormals = sumNormals*0.111f;
|
sumNormals += normal;
|
||||||
abData[dataCount+3] = sumNormals[0];
|
}
|
||||||
abData[dataCount+4] = sumNormals[1];
|
}
|
||||||
abData[dataCount+5] = sumNormals[2];
|
sumNormals = glm::normalize(sumNormals);
|
||||||
|
abData[dataCount+5] = sumNormals[0];
|
||||||
|
abData[dataCount+6] = sumNormals[1];
|
||||||
|
abData[dataCount+7] = sumNormals[2];
|
||||||
}
|
}
|
||||||
|
|
||||||
//set Texture Coordinate
|
|
||||||
abData[dataCount+6] = (float)(rowNum % 2);
|
|
||||||
abData[dataCount+7] = (float)(columnNum % 2);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Model Terrain::getModel(){
|
Model Terrain::getModel(){
|
||||||
@ -145,14 +145,3 @@ unsigned int Terrain::getHeightmapHeight(){
|
|||||||
unsigned int Terrain::getHeightmapWidth(){
|
unsigned int Terrain::getHeightmapWidth(){
|
||||||
return this->heightmapWidth;
|
return this->heightmapWidth;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -3,7 +3,6 @@
|
|||||||
|
|
||||||
#include <string>
|
#include <string>
|
||||||
#include "material.hh"
|
#include "material.hh"
|
||||||
#include <fstream>
|
|
||||||
#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
|
#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
|
||||||
#include "model.hh"
|
#include "model.hh"
|
||||||
class Terrain {
|
class Terrain {
|
||||||
|
Loading…
Reference in New Issue
Block a user