#include "terrain.hh" Terrain::Terrain(std::string filePath){ this->filePath = filePath; } Terrain::Terrain(){ } Terrain::~Terrain() { } void Terrain::load() { std::ifstream terrain_png(this->filePath + "/heightmap.png"); //TODO: filepath organization unsigned int rowNum, columnNum, heightmapValue; 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 network to host byte order this->heightmapHeight = ntohl(this->heightmapHeight); /* //alternate implementation that does NOT work at all char temp[2];4??? terrain_png.read(temp, 4); //read width this->heightmapWidth = (temp[1]<<0) | (temp[0]<<8); //convert from network to host byte order terrain_png.read(temp, 4); //read height this->heightmapHeight = (temp[1]<<0) | (temp[0]<<8); //convert from network to host byte order */ 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 / 5; } } this->makeTriangleMesh(); heightmapChanged = false; //no need to make a TriangleMesh again before rendering } void Terrain::makeTriangleMesh(){ ACGL::OpenGL::SharedArrayBuffer arrayBuffer = ACGL::OpenGL::SharedArrayBuffer(); arrayBuffer->defineAttribute("pos", GL_FLOAT, 3); //TODO: ArrayBuffer for the texture coordinates unsigned int rowNum=0, columnNum=0; //initializing: bool movingRight = true, isUp = true; while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip! float newPos[3]; newPos[0] = (float)rowNum; newPos[1] = (float)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::SharedVertexArrayObject(); 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(); }