#include "terrain.hh" #include "lodepng.h" Terrain::Terrain(std::string filePath){ this->filePath = filePath; } Terrain::Terrain(){ } Terrain::~Terrain() { } void Terrain::load() { filePath = "../Levels/LevelTest/terrain/"; //TODO remove this, its only for testing std::vector image; //the raw pixels unsigned error = lodepng::decode(image, heightmapWidth, heightmapHeight, filePath + "heightmap.png"); if (error) { std::cout << "decoder error " << error << ": " << lodepng_error_text(error) << std::endl; } this->heightmap = new float*[this->heightmapHeight]; //initialize the heightmap for(unsigned int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap this->heightmap[rowNum] = new float[this->heightmapWidth]; for(unsigned int columnNum = 0; columnNum < this->heightmapWidth; columnNum++){ this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 32; } } this->makeTriangleMesh(); heightmapChanged = false; //no need to make a TriangleMesh again before rendering } void Terrain::makeTriangleMesh(){ ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared(); // 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: bool movingRight = true, isUp = true; int numVertices = (this->heightmapHeight - 1) * (this->heightmapWidth * 2 + 1) + 1; float* abData = new float[numVertices * floatsPerVertex]; while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip! set_abData(abData, dataCount, rowNum, columnNum); dataCount += floatsPerVertex; if (isUp){ rowNum = rowNum + 1; isUp = false; } 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 { rowNum = rowNum - 1; columnNum = columnNum + 1; isUp = true; } } else { if (columnNum == 0){ set_abData(abData, dataCount, rowNum, columnNum); dataCount += abNumFloats; set_abData(abData, dataCount, rowNum, columnNum); dataCount += abNumFloats; movingRight = true; rowNum = rowNum + 1; } else { rowNum = rowNum - 1; columnNum = columnNum - 1; isUp = true; } } } ab->setDataElements(numVertices, abData); this->triangleMesh = std::make_shared(); this->triangleMesh->bind(); this->triangleMesh->setMode(GL_TRIANGLE_STRIP); this->triangleMesh->attachAllAttributes(ab); } void Terrain::set_abData(float* abData, unsigned int dataCount, unsigned int rowNum, unsigned int columnNum){ //set Position abData[dataCount] = (float)rowNum; 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+5] = 0.0; abData[dataCount+6] = 1.0; abData[dataCount+7] = 0.0; } else { glm::vec3 sumNormals = glm::vec3(0.0f, 0.0f, 0.0f); for (int i=-1; i<2; i+=2) { for (int j=-1; j<2; j+=2) { 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); normal = glm::normalize(glm::cross(vecA, vecB)); if(i+j!=0) normal = normal*(-1.0f); sumNormals += normal; } } sumNormals = glm::normalize(sumNormals); abData[dataCount+5] = sumNormals[0]; abData[dataCount+6] = sumNormals[1]; abData[dataCount+7] = sumNormals[2]; } } Model Terrain::getModel(){ return Model(this->triangleMesh); } float** Terrain::getHeightmap(){ return this->heightmap; } unsigned int Terrain::getHeightmapHeight(){ return this->heightmapHeight; } unsigned int Terrain::getHeightmapWidth(){ return this->heightmapWidth; }