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Functions | |
void | initHeightField (int W, int H, const char *file) |
Initialize the height field. | |
void | drawHeightField (float x, float y, int w, int h) |
Draw the height field. | |
float | gethf (int, int) |
Get value of the height field at certain coordinate. |
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Draw the height field. The field is placed in the XY plane centered in (0,0,0). The height field position (x,y) lies in the origin, and w x h tiles around this position are drawn. Each tile covers 1 square unit in OpenGL coordinates. Definition at line 363 of file heightfield.cpp. References averageHeight(), _S_VertexData::bShadow, _S_VertexData::bWater, drawMultipassQuad(), drawWaterQuads(), g_bBlending, gethfVertexData(), hftexture(), initGLState(), _S_VertexData::nTex, streamVertex(), TEX_N, texture(), TEXTURE, _S_VertexData::x, _S_WaterQuad::x, _S_WaterQuad::xp, _S_WaterQuad::y, _S_WaterQuad::yp, and _S_VertexData::z. Referenced by renderScene().
00364 { 00365 // List of the water quads (rendered after field) 00366 vector<_S_WaterQuad> water; 00367 00368 initGLState(); 00369 int xi = int(x); 00370 int yi = int(y); 00371 for (int xc=xi-w; xc <= xi+w; xc++ ) { 00372 TEXTURE nCurrentTexture = TEX_N; 00373 _S_VertexData v1, v2; 00374 gethfVertexData( x,y, xc+1, yi-h, v1 ); 00375 gethfVertexData( x,y, xc, yi-h, v2 ); 00376 for ( int yc=yi-h; yc <= yi+h; yc++ ) { 00377 _S_VertexData v3, v4; 00378 gethfVertexData( x,y, xc, yc+1, v3 ); 00379 gethfVertexData( x,y, xc+1, yc+1, v4 ); 00380 00381 // Get correct textures for all four vertices of the next quad 00382 TEXTURE t1 = v1.nTex; 00383 TEXTURE t2 = v2.nTex; 00384 TEXTURE t3 = v3.nTex; 00385 TEXTURE t4 = v4.nTex; 00386 // Check if all are equal 00387 bool bAllEqual = false; 00388 if (t1==t2 && t2==t3 && t3==t4) { 00389 bAllEqual = true; 00390 } 00391 // Check if shadow quad 00392 bool bShadow = false; 00393 if (v1.bShadow || v2.bShadow || v3.bShadow || v4.bShadow) { 00394 bShadow = true; 00395 } 00396 00397 bool bWater = false; 00398 if (v1.bWater || v2.bWater || v3.bWater || v4.bWater) { 00399 bWater = true; 00400 } 00401 00402 if (bAllEqual && t1==nCurrentTexture && !bShadow && !bWater) { 00403 // Continue current triangle strip 00404 assert( t1 != TEX_N ); 00405 streamVertex( v1 ); 00406 streamVertex( v2 ); 00407 } 00408 else { 00409 // The current texture changes. Stop the triangle strip, 00410 // if one is currently active. 00411 if ( nCurrentTexture != TEX_N ) { 00412 streamVertex( v1 ); 00413 streamVertex( v2 ); 00414 nCurrentTexture = TEX_N; 00415 glEnd(); 00416 } 00417 00418 if (bAllEqual && !bShadow && !bWater) { 00419 // Only one pass is required. Start a new active 00420 // triangle strip. 00421 glBindTexture( GL_TEXTURE_2D, texture(t1) ); 00422 glBegin( GL_TRIANGLE_STRIP ); 00423 nCurrentTexture = t1; 00424 streamVertex( v1 ); 00425 streamVertex( v2 ); 00426 } 00427 else { 00428 if ( g_bBlending && !bAllEqual ) { 00429 // Draw the current quad using multiple passes. 00430 // Get coordinates for next vertices in the strip 00431 drawMultipassQuad( v1,v2,v3,v4 ); 00432 } 00433 else { 00434 // Just use the texture for the average height 00435 TEXTURE tex = hftexture( averageHeight( xc,yc )); 00436 glBindTexture( GL_TEXTURE_2D, texture(tex) ); 00437 glBegin( GL_QUADS ); 00438 streamVertex( v1 ); 00439 streamVertex( v2 ); 00440 streamVertex( v3 ); 00441 streamVertex( v4 ); 00442 glEnd(); 00443 } 00444 00445 if (bWater) { 00446 _S_WaterQuad W; 00447 W.x = xc; W.y = yc; 00448 W.xp = v2.x; W.yp = v2.z; 00449 water.push_back( W ); 00450 } 00451 } 00452 } 00453 v1 = v4; v2 = v3; 00454 } 00455 00456 glEnd(); 00457 } 00458 glDisable( GL_TEXTURE_2D ); 00459 00460 drawWaterQuads( water ); 00461 glEnable( GL_LIGHTING ); 00462 } |
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Get value of the height field at certain coordinate.
Definition at line 52 of file heightfield.cpp. References g_H, g_hf, and g_W.
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Initialize the height field. The field data is loaded as W*H continuous raw floats from the file. Definition at line 124 of file heightfield.cpp. References computeNormal(), g_cellsize, g_fHeightScale, g_H, g_hf, g_hfData, g_strResourceDir, g_texcoord, g_tpt, g_W, gethf(), hftexture(), _S_VertexData::nTex, _S_VertexData::nx, _S_VertexData::ny, _S_VertexData::nz, _S_VertexData::tx, _S_VertexData::ty, _S_VertexData::x, _S_VertexData::y, and _S_VertexData::z. Referenced by initGL().
00125 { 00126 // Validate params 00127 assert( W>0 && W*H > 0 ); 00128 // Clear old data 00129 if (g_hf != NULL) { 00130 delete[] g_hf; 00131 } 00132 if (g_hfData != NULL) { 00133 delete[] g_hfData; 00134 } 00135 00136 // Init new data 00137 g_W = W; 00138 g_H = H; 00139 g_hf = new float[W*H]; 00140 g_hfData = new _S_VertexData[W*H]; 00141 00142 // Read data from file 00143 if (filename != NULL) { 00144 int L = strlen( filename ) + strlen( g_strResourceDir ); 00145 char fn[L+1]; 00146 strcpy( fn, g_strResourceDir ); 00147 strcat( fn, filename ); 00148 00149 FILE *file = fopen( fn, "rb" ); 00150 assert( file != NULL ); 00151 int n; 00152 if ( (n=fread( g_hf, sizeof(float), W*H, file )) != W*H) { 00153 printf( "Error loading height field, only %i floats read.", n ); 00154 } 00155 else { 00156 printf( "read %i floats ... ", n ); 00157 } 00158 } 00159 00160 // Init texture coords 00161 for ( int i=0; i<=g_tpt; i++) { 00162 g_texcoord[i] = float(i) / float(g_tpt); 00163 } 00164 for ( int i=0; i<g_tpt; i++) { 00165 g_texcoord[i + g_tpt] = 1.0f - float(i) / float(g_tpt); 00166 } 00167 00168 // Init height field 00169 for (int x=0; x<g_W; x++) { 00170 for (int y=0; y<g_H; y++) { 00171 g_hf[ x+y*g_W ] *= g_fHeightScale; 00172 } 00173 } 00174 00175 // Init per vertex height field data 00176 for (int x=0; x<g_W; x++) { 00177 for (int y=0; y<g_H; y++) { 00178 00179 _S_VertexData &V = g_hfData[ x+y*g_W ]; 00180 V.x = x * g_cellsize; 00181 V.y = gethf( x,y ); 00182 V.z = y * g_cellsize; 00183 computeNormal( x,y, V.nx, V.ny, V.nz ); 00184 V.tx = g_texcoord[ abs(x) % (2*g_tpt) ]; 00185 V.ty = g_texcoord[ abs(y) % (2*g_tpt) ]; 00186 V.nTex = hftexture( V.y ); 00187 00188 } 00189 } 00190 } |