Saxum/terrain.cc

159 lines
4.6 KiB
C++

#include "terrain.hh"
Terrain::Terrain(std::string filePath){
this->filePath = filePath;
}
Terrain::Terrain(){
}
Terrain::~Terrain() {
}
void Terrain::load() {
this->filePath = "../Levels/LevelTest/terrain"; //TODO remove this, its only for testing
std::ifstream terrain_png(this->filePath + "/heightmap.png");
unsigned int rowNum, columnNum, heightmapValue;
terrain_png.seekg(16); //skip part of the header
char temp[4];
terrain_png.read(temp, 4); //read width
this->heightmapWidth = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //convert from network to host byte order
terrain_png.read(temp, 4); //read height
this->heightmapHeight = (temp[3]<<0) | (temp[2]<<8) | (temp[1]<<16) | (temp[0]<<24); //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 / 256;
}
}
this->makeTriangleMesh();
heightmapChanged = false; //no need to make a TriangleMesh again before rendering
}
void Terrain::makeTriangleMesh(){
ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
ab->defineAttribute("aPosition", GL_FLOAT, 3); //TODO: ArrayBuffer for the texture coordinates
ab->defineAttribute("aNormal", GL_FLOAT, 3);
ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
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 * abNumFloats];
while(rowNum < this->heightmapHeight){ //traversing the Triangle Strip!
set_abData(abData, dataCount, rowNum, columnNum);
dataCount += abNumFloats;
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<ACGL::OpenGL::VertexArrayObject>();
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;
//setNormal
if (rowNum==0 || rowNum==(this->heightmapHeight-1) || columnNum==0 || columnNum==(this->heightmapWidth-1)){
abData[dataCount+3] = 0.0;
abData[dataCount+4] = 1.0;
abData[dataCount+5] = 0.0;
}else{
glm::vec3 sumNormals;
for (int i=-1; i<2; i+=1){
for (int j=-1; j<2; j+=1){
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 = sumNormals*0.111f;
abData[dataCount+3] = sumNormals[0];
abData[dataCount+4] = sumNormals[1];
abData[dataCount+5] = sumNormals[2];
}
//set Texture Coordinate
abData[dataCount+6] = (float)(rowNum % 2);
abData[dataCount+7] = (float)(columnNum % 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;
}