From 535be42da6a32cae03fd0422b44862fdf9638c5b Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 25 Jan 2021 01:11:09 +0000 Subject: Generate some basic flat terrain --- game/terrain.cpp | 87 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 87 insertions(+) create mode 100644 game/terrain.cpp (limited to 'game/terrain.cpp') 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 +#include +#include +#include +#include +#include +#include + +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); +} -- cgit v1.2.3