Constructed a simple quad for debugging terrain generation.

This commit is contained in:
Faerbit 2014-11-15 13:46:20 +01:00
parent 213a936fbb
commit 5ca77ae3cc
2 changed files with 79 additions and 56 deletions

View File

@ -34,12 +34,13 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
// 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("clownfishBunny.png", 1.0f, 0.0f, 0.0f, 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(), -0.5f, -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), glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 0.0f), shader); glm::vec3(0.0f, 0.0f, 0.0f), shader);
objects.push_back(object); objects.push_back(object);

View File

@ -42,11 +42,12 @@ 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 * abNumFloats];
@ -57,7 +58,8 @@ void Terrain::makeTriangleMesh(){
if (isUp){ if (isUp){
rowNum = rowNum + 1; rowNum = rowNum + 1;
isUp = false; isUp = false;
}else if (movingRight){ }
else if (movingRight) {
if (columnNum == this->heightmapWidth - 1) { if (columnNum == this->heightmapWidth - 1) {
set_abData(abData, dataCount, rowNum, columnNum); set_abData(abData, dataCount, rowNum, columnNum);
dataCount += abNumFloats; dataCount += abNumFloats;
@ -65,12 +67,14 @@ void Terrain::makeTriangleMesh(){
dataCount += abNumFloats; dataCount += abNumFloats;
movingRight = false; movingRight = false;
rowNum = rowNum + 1; rowNum = rowNum + 1;
} else{ }
else {
rowNum = rowNum - 1; rowNum = rowNum - 1;
columnNum = columnNum + 1; columnNum = columnNum + 1;
isUp = true; isUp = true;
} }
}else{ }
else {
if (columnNum == 0){ if (columnNum == 0){
set_abData(abData, dataCount, rowNum, columnNum); set_abData(abData, dataCount, rowNum, columnNum);
dataCount += abNumFloats; dataCount += abNumFloats;
@ -78,7 +82,8 @@ void Terrain::makeTriangleMesh(){
dataCount += abNumFloats; dataCount += abNumFloats;
movingRight = true; movingRight = true;
rowNum = rowNum + 1; rowNum = rowNum + 1;
}else{ }
else {
rowNum = rowNum - 1; rowNum = rowNum - 1;
columnNum = columnNum - 1; columnNum = columnNum - 1;
isUp = true; isUp = true;
@ -86,7 +91,23 @@ void Terrain::makeTriangleMesh(){
} }
} }
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 = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
this->triangleMesh->bind(); this->triangleMesh->bind();
this->triangleMesh->setMode(GL_TRIANGLE_STRIP); this->triangleMesh->setMode(GL_TRIANGLE_STRIP);
@ -101,12 +122,17 @@ 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;
abData[dataCount+7] = 0.0;
}
else {
glm::vec3 sumNormals; glm::vec3 sumNormals;
for (int i=-1; i<2; i+=1) { for (int i=-1; i<2; i+=1) {
for (int j=-1; j<2; j+=1) { for (int j=-1; j<2; j+=1) {
@ -120,14 +146,10 @@ void Terrain::set_abData(float* abData, unsigned int dataCount, unsigned int row
} }
} }
sumNormals = sumNormals*0.111f; sumNormals = sumNormals*0.111f;
abData[dataCount+3] = sumNormals[0]; abData[dataCount+5] = sumNormals[0];
abData[dataCount+4] = sumNormals[1]; abData[dataCount+6] = sumNormals[1];
abData[dataCount+5] = sumNormals[2]; 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(){