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authorDan Goodliffe <dan@randomdan.homeip.net>2021-01-26 21:17:37 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-01-26 21:17:37 +0000
commit664d7c6700ccc4f71a2df9a5af4bee5591fb2d20 (patch)
treeb875bc84b450dada66fa08d272955153b643ea9d /game/terrain.cpp
parentUse vector sizes when passing terrain to opengl (diff)
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Generate some random terrain with a water layer
Diffstat (limited to 'game/terrain.cpp')
-rw-r--r--game/terrain.cpp71
1 files changed, 66 insertions, 5 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp
index 85a6d32..27fdc1c 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -2,32 +2,40 @@
#include "gfx/models/texture.h"
#include <array>
#include <cache.h>
+#include <cmath>
#include <cstddef>
#include <gfx/gl/shader.h>
#include <gfx/gl/transform.h>
#include <gfx/models/vertex.hpp>
#include <glm/glm.hpp>
+#include <random>
-constexpr auto size {255}; // Vertices
+constexpr auto size {241}; // Vertices
+constexpr auto offset {(size - 1) / 2};
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
+constexpr auto extent = offset * resolution;
Terrain::Terrain() :
- m_vertexArrayObject {}, m_vertexArrayBuffers {}, texture {Texture::cachedTexture.get("res/bricks.jpg")}
+ m_vertexArrayObject {}, m_vertexArrayBuffers {}, texture {Texture::cachedTexture.get("res/terrain.png")}
{
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ vertices.reserve(verticesCount + 4);
vertices.resize(verticesCount, {{}, {}, {}});
- indices.reserve(indicesCount);
+ indices.reserve(indicesCount + 6);
// 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.pos = {resolution * (x - offset), -1.5, resolution * (z - offset)};
vertex.normal = {0, 1, 0};
- vertex.texCoord = {x % 2, z % 2};
+ vertex.texCoord = {(x % 2) / 2.01, (z % 2) / 2.01};
}
}
// Indices
@@ -41,6 +49,53 @@ Terrain::Terrain() :
indices.push_back((x + 1) + ((z + 1) * size));
}
}
+ // Add hills
+ std::mt19937 gen(std::random_device {}());
+ std::uniform_int_distribution<> rpos(2, size - 2);
+ std::uniform_int_distribution<> rsize(10, 20);
+ std::uniform_int_distribution<> rheight(1, 3);
+ for (int h = 0; h < 500;) {
+ const glm::ivec2 hpos {rpos(gen), rpos(gen)};
+ const glm::ivec2 hsize {rsize(gen), rsize(gen)};
+ if (const auto lim1 = hpos - hsize; lim1.x > 0 && lim1.y > 0) {
+ if (const auto lim2 = hpos + hsize; lim2.x < size && lim2.y < size) {
+ auto height {rheight(gen)};
+ const glm::ivec2 hsizesqrd {hsize.x * hsize.x, hsize.y * hsize.y};
+ for (auto z = lim1.y; z < lim2.y; z += 1) {
+ for (auto x = lim1.x; x < lim2.x; x += 1) {
+ const auto dist {hpos - glm::ivec2 {x, z}};
+ const glm::ivec2 distsqrd {dist.x * dist.x, dist.y * dist.y};
+ if ((pow(x - hpos.x, 2) / pow(hsize.x, 2)) + (pow(z - hpos.y, 2) / pow(hsize.y, 2)) <= 1.0) {
+ auto & vertex = vertices[x + (z * size)];
+ vertex.pos.y += height;
+ }
+ }
+ }
+ h += 1;
+ }
+ }
+ }
+ // Normals
+ for (auto z = 1; z < size - 1; z += 1) {
+ for (auto x = 1; x < size - 1; x += 1) {
+ const auto a = v(x - 1, z).pos;
+ const auto b = v(x, z - 1).pos;
+ const auto c = v(x + 1, z).pos;
+ const auto d = v(x, z + 1).pos;
+ v(x, z).normal = -glm::normalize(glm::cross(c - a, d - b));
+ }
+ }
+ // Add water
+ vertices.emplace_back(glm::vec3 {-extent, 0, -extent}, glm::vec2 {0.5, 0.0}, glm::vec3 {0, 1, 0});
+ vertices.emplace_back(glm::vec3 {-extent, 0, extent}, glm::vec2 {0.5, 0.5}, glm::vec3 {0, 1, 0});
+ vertices.emplace_back(glm::vec3 {extent, 0, extent}, glm::vec2 {1, 0.5}, glm::vec3 {0, 1, 0});
+ vertices.emplace_back(glm::vec3 {extent, 0, -extent}, glm::vec2 {1, 0.0}, glm::vec3 {0, 1, 0});
+ indices.push_back(verticesCount);
+ indices.push_back(verticesCount + 1);
+ indices.push_back(verticesCount + 2);
+ indices.push_back(verticesCount);
+ indices.push_back(verticesCount + 2);
+ indices.push_back(verticesCount + 3);
glGenVertexArrays(1, &m_vertexArrayObject);
glBindVertexArray(m_vertexArrayObject);
@@ -65,6 +120,12 @@ Terrain::Terrain() :
glBindVertexArray(0);
}
+Vertex &
+Terrain::v(unsigned int x, unsigned int z)
+{
+ return vertices[x + (z * size)];
+}
+
Terrain::~Terrain()
{
glDeleteBuffers(NUM_BUFFERS, m_vertexArrayBuffers.data());