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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-25 01:11:09 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-25 01:11:09 +0000 |
commit | 535be42da6a32cae03fd0422b44862fdf9638c5b (patch) | |
tree | 00802162bfd3c6aa7aa9286035af3d9a1a1e0bbe | |
parent | Simplify vertex interface (diff) | |
download | ilt-535be42da6a32cae03fd0422b44862fdf9638c5b.tar.bz2 ilt-535be42da6a32cae03fd0422b44862fdf9638c5b.tar.xz ilt-535be42da6a32cae03fd0422b44862fdf9638c5b.zip |
Generate some basic flat terrain
-rw-r--r-- | application/main.cpp | 4 | ||||
-rw-r--r-- | game/terrain.cpp | 87 | ||||
-rw-r--r-- | game/terrain.h | 37 |
3 files changed, 127 insertions, 1 deletions
diff --git a/application/main.cpp b/application/main.cpp index f510eca..f7861c8 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -1,3 +1,4 @@ +#include "game/terrain.h" #include "gfx/window.h" #include <SDL2/SDL.h> #include <chrono> @@ -21,7 +22,7 @@ static const int DISPLAY_HEIGHT = 600; class Monkey : public WorldObject, public Physical { public: - Monkey() : Physical {{}, "res/monkey3.obj", "res/bricks.jpg"} { } + Monkey() : Physical {{0.0, 0.5, 1.0}, "res/monkey3.obj", "res/bricks.jpg"} { } void tick(TickDuration elapsed) override @@ -66,6 +67,7 @@ public: World world; world.create<Monkey>(); + world.create<Terrain>(); Shader shader; Camera camera({-5.0F, 2.0F, -5.0F}, 70.0F, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1F, 100.0F); diff --git a/game/terrain.cpp b/game/terrain.cpp new file mode 100644 index 0000000..1669a62 --- /dev/null +++ b/game/terrain.cpp @@ -0,0 +1,87 @@ +#include "terrain.h" +#include "gfx/models/texture.h" +#include <array> +#include <cache.h> +#include <cstddef> +#include <gfx/gl/shader.h> +#include <gfx/gl/transform.h> +#include <gfx/models/vertex.hpp> +#include <glm/glm.hpp> + +constexpr auto size {255}; // Vertices +constexpr auto verticesCount = size * size; +constexpr auto tilesCount = (size - 1) * (size - 1); +constexpr auto trianglesCount = tilesCount * 2; +constexpr auto indicesCount = trianglesCount * 3; +constexpr auto resolution = 10; // Grid size + +Terrain::Terrain() : + m_vertexArrayObject {}, m_vertexArrayBuffers {}, texture {Texture::cachedTexture.get("res/bricks.jpg")} +{ + vertices.resize(verticesCount, {{}, {}, {}}); + indices.reserve(indicesCount); + + // Initial coordinates + for (auto z = 0; z < size; z += 1) { + for (auto x = 0; x < size; x += 1) { + auto & vertex = vertices[x + (z * size)]; + vertex.pos = {resolution * x, -1, resolution * z}; + vertex.normal = {0, 1, 0}; + vertex.texCoord = {x % 2, z % 2}; + } + } + // Indices + for (auto z = 0; z < size - 1; z += 1) { + for (auto x = 0; x < size - 1; x += 1) { + indices.push_back(x + (z * size)); + indices.push_back((x + 1) + ((z + 1) * size)); + indices.push_back((x + 1) + (z * size)); + indices.push_back(x + (z * size)); + indices.push_back(x + ((z + 1) * size)); + indices.push_back((x + 1) + ((z + 1) * size)); + } + } + + glGenVertexArrays(1, &m_vertexArrayObject); + glBindVertexArray(m_vertexArrayObject); + + glGenBuffers(2, m_vertexArrayBuffers.data()); + + glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * verticesCount, vertices.data(), GL_STATIC_DRAW); + + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, pos)); + + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, texCoord)); + + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, normal)); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vertexArrayBuffers[1]); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indicesCount, indices.data(), GL_STATIC_DRAW); + + glBindVertexArray(0); +} + +Terrain::~Terrain() +{ + glDeleteBuffers(NUM_BUFFERS, m_vertexArrayBuffers.data()); + glDeleteVertexArrays(1, &m_vertexArrayObject); +} + +static const Transform identity {}; +static const auto identityModel {identity.GetModel()}; + +void +Terrain::render(const Shader & shader) const +{ + shader.setModel(identityModel); + texture->Bind(); + glBindVertexArray(m_vertexArrayObject); + + glDrawElementsBaseVertex(GL_TRIANGLES, indicesCount, GL_UNSIGNED_INT, nullptr, 0); + + glBindVertexArray(0); +} diff --git a/game/terrain.h b/game/terrain.h new file mode 100644 index 0000000..4db99c5 --- /dev/null +++ b/game/terrain.h @@ -0,0 +1,37 @@ +#ifndef TERRAIN_H +#define TERRAIN_H + +#include "worldobject.h" +#include <GL/glew.h> +#include <array> +#include <gfx/models/vertex.hpp> +#include <gfx/renderable.h> +#include <memory> +#include <special_members.hpp> +#include <vector> + +class Shader; +class Texture; + +class Terrain : public WorldObject, public Renderable { +public: + Terrain(); + ~Terrain() override; + NO_COPY(Terrain); + NO_MOVE(Terrain); + + void render(const Shader & shader) const override; + + void tick(TickDuration) override { } + +private: + static constexpr unsigned int NUM_BUFFERS {4}; + + GLuint m_vertexArrayObject; + std::array<GLuint, NUM_BUFFERS> m_vertexArrayBuffers; + std::vector<Vertex> vertices; + std::vector<unsigned int> indices; + std::shared_ptr<Texture> texture; +}; + +#endif |