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
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);

View File

@ -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];
@ -57,20 +58,23 @@ void Terrain::makeTriangleMesh(){
if (isUp){
rowNum = rowNum + 1;
isUp = false;
}else if (movingRight){
if (columnNum == this->heightmapWidth - 1){
}
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{
}
else {
rowNum = rowNum - 1;
columnNum = columnNum + 1;
isUp = true;
}
}else{
}
else {
if (columnNum == 0){
set_abData(abData, dataCount, rowNum, columnNum);
dataCount += abNumFloats;
@ -78,7 +82,8 @@ void Terrain::makeTriangleMesh(){
dataCount += abNumFloats;
movingRight = true;
rowNum = rowNum + 1;
}else{
}
else {
rowNum = rowNum - 1;
columnNum = columnNum - 1;
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->bind();
this->triangleMesh->setMode(GL_TRIANGLE_STRIP);
@ -101,15 +122,20 @@ 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{
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){
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);
@ -120,14 +146,10 @@ void Terrain::set_abData(float* abData, unsigned int dataCount, unsigned int row
}
}
sumNormals = sumNormals*0.111f;
abData[dataCount+3] = sumNormals[0];
abData[dataCount+4] = sumNormals[1];
abData[dataCount+5] = sumNormals[2];
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(){