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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-30 20:36:42 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-04 19:29:49 +0000 |
commit | bde4a9f40bb4af39270a124d5ef9571a83305d0a (patch) | |
tree | 536719df20d8f18d4c40e893c2f93b4fa45fb2d5 /game/terrain.cpp | |
parent | Add some tests over collection (diff) | |
download | ilt-bde4a9f40bb4af39270a124d5ef9571a83305d0a.tar.bz2 ilt-bde4a9f40bb4af39270a124d5ef9571a83305d0a.tar.xz ilt-bde4a9f40bb4af39270a124d5ef9571a83305d0a.zip |
Restructure to allow a resource path and testing
Diffstat (limited to 'game/terrain.cpp')
-rw-r--r-- | game/terrain.cpp | 26 |
1 files changed, 10 insertions, 16 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp index 3e5c187..092374c 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -6,14 +6,14 @@ #include <cstddef> #include <gfx/gl/shader.h> #include <gfx/gl/transform.h> +#include <gfx/image.h> #include <gfx/models/vertex.hpp> #include <glm/glm.hpp> #include <random> #include <stb_image.h> -#include <stdexcept> Terrain::Terrain() : - m_vertexArrayObject {}, m_vertexArrayBuffers {}, texture {Texture::cachedTexture.get("res/terrain.png")} + m_vertexArrayObject {}, m_vertexArrayBuffers {}, texture {Texture::cachedTexture.get("terrain.png")} { constexpr auto size {241}; // Vertices constexpr auto offset {(size - 1) / 2}; @@ -65,33 +65,27 @@ Terrain::Terrain() : } Terrain::Terrain(const std::string & fileName) : - m_vertexArrayObject {}, m_vertexArrayBuffers {}, texture {Texture::cachedTexture.get("res/terrain.png")} + m_vertexArrayObject {}, m_vertexArrayBuffers {}, texture {Texture::cachedTexture.get("terrain.png")} { constexpr auto resolution {100}; - int width, height, numComponents; - unsigned char * data = stbi_load((fileName).c_str(), &width, &height, &numComponents, STBI_grey); - - if (!data) { - throw std::runtime_error {"Unable to load heightmap: " + fileName}; - } + const Image map {fileName.c_str(), STBI_grey}; 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((width * height) + 4); + vertices.reserve((map.width * map.height) + 4); - for (auto z = 0; z < height; z += 1) { - for (auto x = 0; x < width; x += 1) { + for (auto z = 0; z < map.height; z += 1) { + for (auto x = 0; x < map.width; x += 1) { vertices.emplace_back( - glm::vec3 {resolution * (x - (width / 2)), ((float)data[x + (z * width)] * 0.1F) - 1.5F, - resolution * (z - (height / 2))}, + glm::vec3 {resolution * (x - (map.width / 2)), ((float)map.data[x + (z * map.width)] * 0.1F) - 1.5F, + resolution * (z - (map.height / 2))}, glm::vec2 {(x % 2) / 2.01, (z % 2) / 2.01}, glm::vec3 {0, 1, 0}); } } - stbi_image_free(data); - finish(width, height, resolution); + finish(map.width, map.height, resolution); } void |