debuged the load function in terrain.cc loading and rendering kind of works (no texture)
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4
level.cc
4
level.cc
@ -12,7 +12,7 @@ Level::~Level() {
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}
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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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@ -38,7 +38,7 @@ void Level::render() {
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for(unsigned int i = 0; i<objects.size(); i++) {
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objects[i].render();
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}
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//this->terrain.render();
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this->terrain.render();
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}
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glm::vec3 Level::getAmbientLight() {
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69
terrain.cc
69
terrain.cc
@ -12,29 +12,28 @@ Terrain::~Terrain() {
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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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std::ifstream terrain_png(this->filePath + "/heightmap.png"); //TODO: filepath organization
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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.read((char *)&this->heightmapWidth, 4); //read width
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terrain_png.read((char *)&this->heightmapHeight, 4); //read height
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this->heightmapWidth = ntohl(this->heightmapWidth); //convert from network to host byte order
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this->heightmapHeight = ntohl(this->heightmapHeight);
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/* //alternate implementation that does NOT work at all
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char temp[2];4???
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terrain_png.read(temp, 4); //read width
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this->heightmapWidth = (temp[1]<<0) | (temp[0]<<8); //convert from network to host byte order
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terrain_png.read(temp, 4); //read height
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this->heightmapHeight = (temp[1]<<0) | (temp[0]<<8); //convert from network to host byte order
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*/
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char temp[4];
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terrain_png.read(temp, 4); //read width
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this->heightmapWidth = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order
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terrain_png.read(temp, 4); //read height
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this->heightmapHeight = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order
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printf("Width: %d ", (int)this->heightmapWidth);
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printf("Height: %d ", (int)this->heightmapHeight);
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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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heightmap[rowNum] = new float[this->heightmapWidth];
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for(columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
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terrain_png.read((char *)&heightmapValue, 1);
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heightmap[rowNum][columnNum] = (float)heightmapValue / 5;
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heightmap[rowNum][columnNum] = (float)heightmapValue / 256;
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}
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}
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@ -45,24 +44,33 @@ void Terrain::load() {
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void Terrain::makeTriangleMesh(){
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ACGL::OpenGL::SharedArrayBuffer arrayBuffer = ACGL::OpenGL::SharedArrayBuffer();
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arrayBuffer->defineAttribute("pos", GL_FLOAT, 3); //TODO: ArrayBuffer for the texture coordinates
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ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
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ab->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, dataCount=0; //initializing:
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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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float newPos[3];
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newPos[0] = (float)rowNum;
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newPos[1] = (float)columnNum;
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newPos[2] = heightmap[rowNum][columnNum];
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arrayBuffer->setDataElements(1, &newPos);
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int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1;
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printf("NumberofVertices: %d ", numVertices);
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float* abData = new float[numVertices * 3];
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while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
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abData[dataCount] = (float)rowNum;
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abData[dataCount+1] = heightmap[rowNum][columnNum];
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abData[dataCount+2] = (float)columnNum;
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dataCount += 3;
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if (isUp){
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rowNum = rowNum + 1;
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isUp = false;
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}else if (movingRight){
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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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abData[dataCount] = (float)rowNum;
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abData[dataCount+1] = heightmap[rowNum][columnNum];
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abData[dataCount+2] = (float)columnNum;
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dataCount += 3;
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abData[dataCount] = (float)rowNum;
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abData[dataCount+1] = heightmap[rowNum][columnNum];
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abData[dataCount+2] = (float)columnNum;
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dataCount += 3;
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movingRight = false;
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rowNum = rowNum + 1;
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} else{
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@ -72,8 +80,14 @@ void Terrain::makeTriangleMesh(){
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}
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}else{
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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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abData[dataCount] = (float)rowNum;
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abData[dataCount+1] = heightmap[rowNum][columnNum];
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abData[dataCount+2] = (float)columnNum;
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dataCount += 3;
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abData[dataCount] = (float)rowNum;
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abData[dataCount+1] = heightmap[rowNum][columnNum];
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abData[dataCount+2] = (float)columnNum;
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dataCount += 3;
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movingRight = true;
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rowNum = rowNum + 1;
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}else{
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@ -84,10 +98,11 @@ void Terrain::makeTriangleMesh(){
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}
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}
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this->triangleMesh = ACGL::OpenGL::SharedVertexArrayObject();
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ab->setDataElements(numVertices, abData);
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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->setMode(GL_TRIANGLE_STRIP);
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this->triangleMesh->attachAllAttributes(arrayBuffer);
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this->triangleMesh->attachAllAttributes(ab);
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//TODO unbind?
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}
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@ -4,7 +4,6 @@
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#include <string>
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#include "material.hh"
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#include <fstream>
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#include <netinet/in.h>
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#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
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class Terrain {
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