scaled heightmap height to [0,1] tried to give the heightmap a clor
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c68119d7d0
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21
terrain.cc
21
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"); //TODO: filepath organization
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std::ifstream terrain_png(this->filePath + "/heightmap.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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@ -25,9 +25,6 @@ void Terrain::load() {
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terrain_png.read(temp, 4); //read height
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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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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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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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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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heightmap[rowNum] = new float[this->heightmapWidth];
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@ -50,7 +47,6 @@ void Terrain::makeTriangleMesh(){
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unsigned int rowNum=0, columnNum=0, dataCount=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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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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printf("NumberofVertices: %d ", numVertices);
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float* abData = new float[numVertices * 3];
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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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while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
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@ -104,6 +100,21 @@ void Terrain::makeTriangleMesh(){
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this->triangleMesh->setMode(GL_TRIANGLE_STRIP);
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this->triangleMesh->setMode(GL_TRIANGLE_STRIP);
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this->triangleMesh->attachAllAttributes(ab);
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this->triangleMesh->attachAllAttributes(ab);
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//TODO unbind?
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//TODO unbind?
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//TODO remove this TestCode (that doesnt even work yet...):
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/* ACGL::OpenGL::SharedArrayBuffer tex = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
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tex->defineAttribute("color", GL_FLOAT, 3);
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float* texData = new float[numVertices*3];
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for (int i=0; i<numVertices*3; i++){
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texData[i] = 1.0;
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}
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tex->setDataElements(numVertices, texData);
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this->triangleMesh->attachAllAttributes(tex);
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*/
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}
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}
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void Terrain::render() {
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void Terrain::render() {
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