added testData to terrain for debugging
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834d3758d6
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5cee3e7dd2
@ -4,8 +4,8 @@ uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 projectionMatrix;
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in vec3 aNormal;
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in vec3 aPosition;
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in vec3 aPosition;
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in vec3 aNormal;
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in vec2 aTexCoord;
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in vec2 aTexCoord;
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out vec3 vNormal;
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out vec3 vNormal;
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2
level.cc
2
level.cc
@ -36,7 +36,7 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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this->terrain.load();
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this->terrain.load();
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Model terrainModel = this->terrain.getModel();
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Model terrainModel = this->terrain.getModel();
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// load a texture:
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// load a texture:
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Material terrainMaterial = Material("clownfishBunny.png", 0.1f, 0.7f, 0.3f, 1.0f);
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Material terrainMaterial = Material("clownfishBunny.png", 0.7f, 0.7f, 0.3f, 1.0f);
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//Create object
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//Create object
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Object terrainObject = Object(terrainModel, terrainMaterial,
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Object terrainObject = Object(terrainModel, terrainMaterial,
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glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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47
terrain.cc
47
terrain.cc
@ -14,7 +14,7 @@ Terrain::~Terrain() {
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void Terrain::load() {
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void Terrain::load() {
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this->filePath = "../Levels/LevelTest/terrain"; //TODO remove this, its only for testing
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this->filePath = "../Levels/LevelTest/terrain"; //TODO remove this, its only for testing
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std::ifstream terrain_png(this->filePath + "/heightmap.png");
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std::ifstream terrain_png(this->filePath + "/heightmap2.png");
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unsigned int rowNum, columnNum, heightmapValue;
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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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@ -42,27 +42,27 @@ void Terrain::load() {
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void Terrain::makeTriangleMesh(){
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void Terrain::makeTriangleMesh(){
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ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
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ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
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ab->defineAttribute("aPosition", GL_FLOAT, 3); //TODO: ArrayBuffer for the texture coordinates
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ab->defineAttributeWithOffset("aPosition", GL_FLOAT, 3, 0);
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ab->defineAttribute("aNormal", GL_FLOAT, 3);
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ab->defineAttributeWithOffset("aNormal", GL_FLOAT, 3, 3);
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ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
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ab->defineAttributeWithOffset("aTexCoord", GL_FLOAT, 2, 6);
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unsigned int rowNum=0, columnNum=0, dataCount=0, abNumFloats=8; //initializing:
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unsigned int rowNum=0, columnNum=0, dataCount=0, floatsPerVertex=8; //initializing:
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bool movingRight = true, isUp = true;
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bool movingRight = true, isUp = true;
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int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
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int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
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float* abData = new float[numVertices * abNumFloats];
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float* abData = new float[numVertices * floatsPerVertex];
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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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set_abData(abData, dataCount, rowNum, columnNum);
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set_abData(abData, dataCount, rowNum, columnNum);
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dataCount += abNumFloats;
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dataCount += floatsPerVertex;
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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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set_abData(abData, dataCount, rowNum, columnNum);
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set_abData(abData, dataCount, rowNum, columnNum);
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dataCount += abNumFloats;
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dataCount += floatsPerVertex;
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set_abData(abData, dataCount, rowNum, columnNum);
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set_abData(abData, dataCount, rowNum, columnNum);
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dataCount += abNumFloats;
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dataCount += floatsPerVertex;
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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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@ -73,9 +73,9 @@ void Terrain::makeTriangleMesh(){
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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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set_abData(abData, dataCount, rowNum, columnNum);
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set_abData(abData, dataCount, rowNum, columnNum);
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dataCount += abNumFloats;
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dataCount += floatsPerVertex;
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set_abData(abData, dataCount, rowNum, columnNum);
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set_abData(abData, dataCount, rowNum, columnNum);
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dataCount += abNumFloats;
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dataCount += floatsPerVertex;
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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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@ -86,7 +86,24 @@ void Terrain::makeTriangleMesh(){
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}
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}
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}
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}
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ab->setDataElements(numVertices, abData);
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//ab->setDataElements(numVertices, abData);
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float* testData = new float[32];
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testData[0]=0.0f;testData[1]=0.0f;testData[2]=0.0f;
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testData[3]=0.0f;testData[4]=1.0f;testData[5]=0.0f;
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testData[6]=0.0f;testData[7]=0.0f;
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testData[8]=1.0f;testData[9]=0.2f;testData[10]=0.0f;
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testData[11]=0.0f;testData[12]=1.0f;testData[13]=0.0f;
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testData[14]=1024.0f;testData[15]=.0f;
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testData[16]=0.0f;testData[17]=0.2f;testData[18]=1.0f;
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testData[19]=0.0f;testData[20]=1.0f;testData[21]=0.0f;
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testData[22]=0.0f;testData[23]=1024.0f;
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testData[24]=1.0f;testData[25]=0.0f;testData[26]=1.0f;
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testData[27]=0.0f;testData[28]=1.0f;testData[29]=0.0f;
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testData[30]=1024.0f;testData[31]=1024.0f;
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ab->setDataElements(numVertices, testData);
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this->triangleMesh = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
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this->triangleMesh = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
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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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@ -139,11 +156,13 @@ float** Terrain::getHeightmap(){
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}
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}
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unsigned int Terrain::getHeightmapHeight(){
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unsigned int Terrain::getHeightmapHeight(){
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return this->heightmapHeight;
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//return this->heightmapHeight;
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return 2;
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}
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}
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unsigned int Terrain::getHeightmapWidth(){
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unsigned int Terrain::getHeightmapWidth(){
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return this->heightmapWidth;
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//return this->heightmapWidth;
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return 2;
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}
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}
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