fixed terrain class and removed load from texture
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8dca1705fb
commit
2d1328b96b
54
terrain.cc
54
terrain.cc
@ -1,5 +1,9 @@
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#include "terrain.hh"
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#include "terrain.hh"
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//Terrain::Terrain(std::string filePath){
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// this->filePath = filePath;
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//}
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Terrain::Terrain(){
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Terrain::Terrain(){
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}
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}
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@ -8,8 +12,8 @@ Terrain::~Terrain() {
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void Terrain::load() {
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void Terrain::load() {
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std::ifstream terrain_png(this->filePath);
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std::ifstream terrain_png(this->filePath + "/heightmap.png"); //TODO: filepath organization
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unsigned int rowNum, columnNum;
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unsigned int rowNum, columnNum, heightmapValue;
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terrain_png.seekg(16); //skip part of the header
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terrain_png.seekg(16); //skip part of the header
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terrain_png.read((char *)&this->heightmapWidth, 4); //read width
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terrain_png.read((char *)&this->heightmapWidth, 4); //read width
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@ -17,40 +21,40 @@ void Terrain::load() {
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this->heightmapWidth = ntohl(this->heightmapWidth); //convert from host to network byte order
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this->heightmapWidth = ntohl(this->heightmapWidth); //convert from host to network byte order
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this->heightmapHeight = ntohl(this->heightmapHeight);
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this->heightmapHeight = ntohl(this->heightmapHeight);
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heightmap = new unsigned int*[this->heightmapHeight]; //initialize the heightmap
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heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
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for(rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
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for(rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
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heightmap[rowNum] = new unsigned int[this->heightmapWidth];
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heightmap[rowNum] = new float[this->heightmapWidth];
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for(columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
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for(columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
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terrain_png.read((char *)&heightmap[rowNum][columnNum], 1);
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terrain_png.read((char *)&heightmapValue, 1);
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heightmap[rowNum][columnNum] = (float)heightmapValue / 5;
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}
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}
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}
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}
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this->makeTriangleMesh();
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this->makeTriangleMesh();
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heightmapChanged = false;
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heightmapChanged = false; //no need to make a TriangleMesh again before rendering
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texture.load();
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}
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}
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void Terrain::makeTriangleMesh(){
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void Terrain::makeTriangleMesh(){
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ACGL::OpenGL::ArrayBuffer arrayBuffer = ACGL::OpenGL::ArrayBuffer();
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ACGL::OpenGL::SharedArrayBuffer arrayBuffer = ACGL::OpenGL::SharedArrayBuffer();
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arrayBuffer.defineAttribute("pos", GL_UNSIGNED_INT, 3);
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arrayBuffer->defineAttribute("pos", GL_FLOAT, 3); //TODO: ArrayBuffer for the texture coordinates
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unsigned int rowNum=0, columnNum=0; //initializing:
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unsigned int rowNum=0, columnNum=0; //initializing:
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bool movingRight = true, isUp = true;
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bool movingRight = true, isUp = true;
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while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
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while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
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unsigned int newPos[3];
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float newPos[3];
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newPos[0] = rowNum;
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newPos[0] = (float)rowNum;
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newPos[1] = columnNum;
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newPos[1] = (float)columnNum;
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newPos[2] = heightmap[rowNum][columnNum];
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newPos[2] = heightmap[rowNum][columnNum];
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arrayBuffer.setDataElements(1, &newPos);
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arrayBuffer->setDataElements(1, &newPos);
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if (isUp){
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if (isUp){
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rowNum = rowNum + 1;
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rowNum = rowNum + 1;
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isUp = false;
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isUp = false;
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}else if (movingRight){
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}else if (movingRight){
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if (columnNum = this->heightmapWidth - 1){
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if (columnNum == this->heightmapWidth - 1){
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arrayBuffer.setDataElements(1, &newPos);
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arrayBuffer->setDataElements(1, &newPos);
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arrayBuffer.setDataElements(1, &newPos);
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arrayBuffer->setDataElements(1, &newPos);
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movingRight = false;
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movingRight = false;
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rowNum = rowNum + 1;
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rowNum = rowNum + 1;
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} else{
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} else{
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@ -59,9 +63,9 @@ void Terrain::makeTriangleMesh(){
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isUp = true;
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isUp = true;
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}
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}
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}else{
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}else{
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if (columnNum = 0){
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if (columnNum == 0){
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arrayBuffer.setDataElements(1, &newPos);
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arrayBuffer->setDataElements(1, &newPos);
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arrayBuffer.setDataElements(1, &newPos);
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arrayBuffer->setDataElements(1, &newPos);
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movingRight = true;
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movingRight = true;
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rowNum = rowNum + 1;
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rowNum = rowNum + 1;
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}else{
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}else{
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@ -72,17 +76,17 @@ void Terrain::makeTriangleMesh(){
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}
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}
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}
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}
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//this->triangleMesh = ACGL::OpenGL::VertexArrayObject(); //does not work since ACGL::OpenGL::VertexArrayObject is ACGL_NOT_COPYABLE
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this->triangleMesh = ACGL::OpenGL::SharedVertexArrayObject();
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this->triangleMesh.bind();
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this->triangleMesh->bind();
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this->triangleMesh.setMode(GL_TRIANGLE_STRIP);
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this->triangleMesh->setMode(GL_TRIANGLE_STRIP);
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//this->triangleMesh.attachAllAttributes(arrayBuffer);
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this->triangleMesh->attachAllAttributes(arrayBuffer);
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//TODO unbind?
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//TODO unbind?
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}
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}
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void Terrain::render() {
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void Terrain::render() {
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if (heightmapChanged)
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if (heightmapChanged)
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this->makeTriangleMesh();
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this->makeTriangleMesh();
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this->triangleMesh.render();
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this->triangleMesh->render();
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}
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}
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@ -10,18 +10,18 @@
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class Terrain {
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class Terrain {
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public:
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public:
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Terrain();
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Terrain(std::string filePath);
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Terrain();
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~Terrain();
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~Terrain();
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void load();
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void load();
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void render();
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void render();
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private:
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private:
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float friction;
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Texture texture;
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Texture texture;
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std::string filePath;
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std::string filePath;
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unsigned int heightmapWidth, heightmapHeight;
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unsigned int heightmapWidth, heightmapHeight;
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unsigned int** heightmap; //can be accessed like 'unsigned int[][]'
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float** heightmap; //can be accessed like 'float[][]'
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bool heightmapChanged;
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bool heightmapChanged;
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ACGL::OpenGL::VertexArrayObject triangleMesh;
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ACGL::OpenGL::SharedVertexArrayObject triangleMesh;
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void makeTriangleMesh();
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void makeTriangleMesh();
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};
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};
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@ -13,6 +13,3 @@ Texture::~Texture() {
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ACGL::OpenGL::SharedTexture2D Texture::getReference() {
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ACGL::OpenGL::SharedTexture2D Texture::getReference() {
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return reference;
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return reference;
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}
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}
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void Texture::load(){
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}
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@ -12,7 +12,6 @@ class Texture{
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Texture();
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Texture();
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ACGL::OpenGL::SharedTexture2D getReference();
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ACGL::OpenGL::SharedTexture2D getReference();
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~Texture();
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~Texture();
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void load();
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private:
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private:
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ACGL::OpenGL::SharedTexture2D reference;
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ACGL::OpenGL::SharedTexture2D reference;
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};
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};
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