Merge branch 'terrain-test'

Conflicts:
	level.cc
	terrain.cc
This commit is contained in:
Steffen Fündgens 2014-11-17 12:56:10 +01:00
commit c0a730f58a
5 changed files with 7825 additions and 53 deletions

View File

@ -19,16 +19,16 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
// load a texture: // load a texture:
Material material = Material("stoneTexture.png", 0.1f, 0.5f, 0.5f, 3.0f); Material material = Material("stoneTexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
//Create object //Create object
Object object = Object(model, material, glm::vec3(0.0f, 1.0f, -2.0f), Object object = Object(model, material, glm::vec3(0.0f, 7.0f, -2.0f),
glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0472f, 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);
//set lighting parameters //set lighting parameters
ambientLight = glm::vec3(1.0f, 1.0f, 1.0f); ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
Light light = Light(glm::vec3(-3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 2.0f); Light light = Light(glm::vec3(-3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
lights.push_back(light); lights.push_back(light);
Light light2 = Light(glm::vec3(3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 2.0f); Light light2 = Light(glm::vec3(3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
lights.push_back(light2); lights.push_back(light2);
@ -36,11 +36,10 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
this->terrain.load(); this->terrain.load();
Model terrainModel = Model(this->terrain.getModel()); Model terrainModel = Model(this->terrain.getModel());
// load a texture: // load a texture:
Material terrainMaterial = Material("clownfishBunny.png", 1.0f, 0.0f, 0.0f, 3.0f); Material terrainMaterial = Material("terrainTexture.png", 0.1f, 0.8f, 0.2f, 3.0f);
//Create object //Create object
Object terrainObject = Object(terrainModel, terrainMaterial, Object terrainObject = Object(terrainModel, terrainMaterial,
//glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), -0.5f, -0.5f*(float)this->terrain.getHeightmapWidth()), glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -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);

6096
lodepng.cpp Normal file

File diff suppressed because it is too large Load Diff

1702
lodepng.h Normal file

File diff suppressed because it is too large Load Diff

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@ -1,4 +1,5 @@
#include "terrain.hh" #include "terrain.hh"
#include "lodepng.h"
Terrain::Terrain(std::string filePath){ Terrain::Terrain(std::string filePath){
this->filePath = filePath; this->filePath = filePath;
@ -12,28 +13,21 @@ Terrain::~Terrain() {
void Terrain::load() { void Terrain::load() {
this->filePath = "../Levels/LevelTest/terrain"; //TODO remove this, its only for testing filePath = "../Levels/LevelTest/terrain/"; //TODO remove this, its only for testing
std::ifstream terrain_png(this->filePath + "/heightmap2.png"); std::vector<unsigned char> image; //the raw pixels
unsigned int rowNum, columnNum, heightmapValue; unsigned error = lodepng::decode(image, heightmapWidth, heightmapHeight, filePath + "heightmap.png");
if (error) {
terrain_png.seekg(16); //skip part of the header std::cout << "decoder error " << error << ": " << lodepng_error_text(error) << std::endl;
}
char temp[4]; this->heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
terrain_png.read(temp, 4); //read width for(unsigned int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
this->heightmapWidth = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order this->heightmap[rowNum] = new float[this->heightmapWidth];
terrain_png.read(temp, 4); //read height for(unsigned int columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
this->heightmapHeight = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 32;
heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
for(rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
heightmap[rowNum] = new float[this->heightmapWidth];
for(columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
terrain_png.read((char *)&heightmapValue, 1);
heightmap[rowNum][columnNum] = (float)heightmapValue / 256;
} }
} }
this->makeTriangleMesh(); this->makeTriangleMesh();
heightmapChanged = false; //no need to make a TriangleMesh again before rendering heightmapChanged = false; //no need to make a TriangleMesh again before rendering
@ -47,7 +41,7 @@ void Terrain::makeTriangleMesh(){
ab->defineAttribute("aTexCoord", GL_FLOAT, 2); ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
ab->defineAttribute("aNormal", GL_FLOAT, 3); 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 * floatsPerVertex]; float* abData = new float[numVertices * floatsPerVertex];
@ -91,23 +85,7 @@ 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);
@ -133,19 +111,19 @@ void Terrain::set_abData(float* abData, unsigned int dataCount, unsigned int row
abData[dataCount+7] = 0.0; abData[dataCount+7] = 0.0;
} }
else { else {
glm::vec3 sumNormals; glm::vec3 sumNormals = glm::vec3(0.0f, 0.0f, 0.0f);
for (int i=-1; i<2; i+=1) { for (int i=-1; i<2; i+=2) {
for (int j=-1; j<2; j+=1) { for (int j=-1; j<2; j+=2) {
glm::vec3 vecA, vecB, normal; glm::vec3 vecA, vecB, normal;
vecA = glm::vec3((float)i, (heightmap[rowNum+i][columnNum] - heightmap[rowNum][columnNum]), 0.0f); 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); vecB = glm::vec3(0.0f, (heightmap[rowNum][columnNum+j] - heightmap[rowNum][columnNum]), (float)j);
normal = glm::normalize(glm::cross(vecA, vecB)); normal = glm::normalize(glm::cross(vecA, vecB));
if(i+j==0) if(i+j!=0)
normal = normal*(-1.0f); normal = normal*(-1.0f);
sumNormals += normal; sumNormals += normal;
} }
} }
sumNormals = sumNormals*0.111f; sumNormals = glm::normalize(sumNormals);
abData[dataCount+5] = sumNormals[0]; abData[dataCount+5] = sumNormals[0];
abData[dataCount+6] = sumNormals[1]; abData[dataCount+6] = sumNormals[1];
abData[dataCount+7] = sumNormals[2]; abData[dataCount+7] = sumNormals[2];
@ -161,11 +139,9 @@ float** Terrain::getHeightmap(){
} }
unsigned int Terrain::getHeightmapHeight(){ unsigned int Terrain::getHeightmapHeight(){
//return this->heightmapHeight; return this->heightmapHeight;
return 2;
} }
unsigned int Terrain::getHeightmapWidth(){ unsigned int Terrain::getHeightmapWidth(){
//return this->heightmapWidth; return this->heightmapWidth;
return 2;
} }

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@ -3,7 +3,6 @@
#include <string> #include <string>
#include "material.hh" #include "material.hh"
#include <fstream>
#include <ACGL/OpenGL/Objects/VertexArrayObject.hh> #include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
#include "model.hh" #include "model.hh"
class Terrain { class Terrain {