Constructed a simple quad for debugging terrain generation.
This commit is contained in:
parent
213a936fbb
commit
5ca77ae3cc
7
level.cc
7
level.cc
@ -34,12 +34,13 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
|
||||
|
||||
// load terrain
|
||||
this->terrain.load();
|
||||
Model terrainModel = this->terrain.getModel();
|
||||
Model terrainModel = Model(this->terrain.getModel());
|
||||
// load a texture:
|
||||
Material terrainMaterial = Material("clownfishBunny.png", 0.1f, 0.7f, 0.3f, 1.0f);
|
||||
Material terrainMaterial = Material("clownfishBunny.png", 1.0f, 0.0f, 0.0f, 3.0f);
|
||||
//Create object
|
||||
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(), -0.5f, -0.5f*(float)this->terrain.getHeightmapWidth()),
|
||||
glm::vec3(-1.0f, 0.0f, -1.0f),
|
||||
glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
|
||||
glm::vec3(0.0f, 0.0f, 0.0f), shader);
|
||||
objects.push_back(object);
|
||||
|
128
terrain.cc
128
terrain.cc
@ -42,11 +42,12 @@ void Terrain::load() {
|
||||
void Terrain::makeTriangleMesh(){
|
||||
|
||||
ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
|
||||
ab->defineAttribute("aPosition", GL_FLOAT, 3); //TODO: ArrayBuffer for the texture coordinates
|
||||
ab->defineAttribute("aNormal", GL_FLOAT, 3);
|
||||
// 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);
|
||||
|
||||
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;
|
||||
int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
|
||||
float* abData = new float[numVertices * abNumFloats];
|
||||
@ -57,36 +58,56 @@ void Terrain::makeTriangleMesh(){
|
||||
if (isUp){
|
||||
rowNum = rowNum + 1;
|
||||
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);*/
|
||||
float abData[32] = {0.0f, 0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f,
|
||||
|
||||
1.0f, 0.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f, 0.0f,
|
||||
|
||||
0.0f, 0.0f, 1.0f,
|
||||
0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f,
|
||||
|
||||
1.0f, 0.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
0.0f, 1.0f, 0.0f};
|
||||
ab->setDataElements(4, abData);
|
||||
this->triangleMesh = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
|
||||
this->triangleMesh->bind();
|
||||
this->triangleMesh->setMode(GL_TRIANGLE_STRIP);
|
||||
@ -101,33 +122,34 @@ void Terrain::set_abData(float* abData, unsigned int dataCount, unsigned int row
|
||||
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+3] = 0.0;
|
||||
abData[dataCount+4] = 1.0;
|
||||
abData[dataCount+5] = 0.0;
|
||||
}else{
|
||||
glm::vec3 sumNormals;
|
||||
for (int i=-1; i<2; i+=1){
|
||||
for (int j=-1; j<2; j+=1){
|
||||
glm::vec3 vecA, vecB, normal;
|
||||
vecA = glm::vec3((float)i, (heightmap[rowNum+i][columnNum] - heightmap[rowNum][columnNum]), 0.0f);
|
||||
vecB = glm::vec3(0.0f, (heightmap[rowNum][columnNum+j] - heightmap[rowNum][columnNum]), (float)j);
|
||||
normal = glm::normalize(glm::cross(vecA, vecB));
|
||||
if(i+j==0)
|
||||
normal = normal*(-1.0f);
|
||||
sumNormals += normal;
|
||||
}
|
||||
}
|
||||
sumNormals = sumNormals*0.111f;
|
||||
abData[dataCount+3] = sumNormals[0];
|
||||
abData[dataCount+4] = sumNormals[1];
|
||||
abData[dataCount+5] = sumNormals[2];
|
||||
abData[dataCount+6] = 1.0;
|
||||
abData[dataCount+7] = 0.0;
|
||||
}
|
||||
else {
|
||||
glm::vec3 sumNormals;
|
||||
for (int i=-1; i<2; i+=1) {
|
||||
for (int j=-1; j<2; j+=1) {
|
||||
glm::vec3 vecA, vecB, normal;
|
||||
vecA = glm::vec3((float)i, (heightmap[rowNum+i][columnNum] - heightmap[rowNum][columnNum]), 0.0f);
|
||||
vecB = glm::vec3(0.0f, (heightmap[rowNum][columnNum+j] - heightmap[rowNum][columnNum]), (float)j);
|
||||
normal = glm::normalize(glm::cross(vecA, vecB));
|
||||
if(i+j==0)
|
||||
normal = normal*(-1.0f);
|
||||
sumNormals += normal;
|
||||
}
|
||||
}
|
||||
sumNormals = sumNormals*0.111f;
|
||||
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(){
|
||||
|
Loading…
Reference in New Issue
Block a user