#include "terrain.hh" Terrain::Terrain(){ } Terrain::~Terrain() { } void Terrain::load() { std::ifstream terrain_png(this->filePath); unsigned int rowNum, columnNum; terrain_png.seekg(16); //skip part of the header terrain_png.read((char *)&this->heightmapWidth, 4); //read width terrain_png.read((char *)&this->heightmapHeight, 4); //read height this->heightmapWidth = ntohl(this->heightmapWidth); //convert from host to network byte order this->heightmapHeight = ntohl(this->heightmapHeight); heightmap = new unsigned int*[this->heightmapHeight]; //initialize the heightmap for(rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap heightmap[rowNum] = new unsigned int[this->heightmapWidth]; for(columnNum = 0; columnNum < this->heightmapWidth; columnNum++){ terrain_png.read((char *)&heightmap[rowNum][columnNum], 1); } } this->makeTriangleMesh(); heightmapChanged = false; texture.load(); } void Terrain::makeTriangleMesh(){ ACGL::OpenGL::ArrayBuffer arrayBuffer = ACGL::OpenGL::ArrayBuffer(); arrayBuffer.defineAttribute("pos", GL_UNSIGNED_INT, 3); unsigned int rowNum=0, columnNum=0; //initializing: bool movingRight = true, isUp = true; while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip! unsigned int newPos[3]; newPos[0] = rowNum; newPos[1] = columnNum; newPos[2] = heightmap[rowNum][columnNum]; arrayBuffer.setDataElements(1, &newPos); if (isUp){ rowNum = rowNum + 1; isUp = false; }else if (movingRight){ if (columnNum = this->heightmapWidth - 1){ arrayBuffer.setDataElements(1, &newPos); arrayBuffer.setDataElements(1, &newPos); movingRight = false; rowNum = rowNum + 1; } else{ rowNum = rowNum - 1; columnNum = columnNum + 1; isUp = true; } }else{ if (columnNum = 0){ arrayBuffer.setDataElements(1, &newPos); arrayBuffer.setDataElements(1, &newPos); movingRight = true; rowNum = rowNum + 1; }else{ rowNum = rowNum - 1; columnNum = columnNum - 1; isUp = true; } } } //this->triangleMesh = ACGL::OpenGL::VertexArrayObject(); //does not work since ACGL::OpenGL::VertexArrayObject is ACGL_NOT_COPYABLE this->triangleMesh.bind(); this->triangleMesh.setMode(GL_TRIANGLE_STRIP); //this->triangleMesh.attachAllAttributes(arrayBuffer); //TODO unbind? } void Terrain::render() { if (heightmapChanged) this->makeTriangleMesh(); this->triangleMesh.render(); }