#include "terrain.h" #include "gfx/models/texture.h" #include #include #include #include #include #include #include #include #include Terrain::Terrain() : m_vertexArrayObject {}, m_vertexArrayBuffers {}, texture {Texture::cachedTexture.get("res/terrain.png")} { constexpr auto size {241}; // Vertices constexpr auto offset {(size - 1) / 2}; constexpr auto verticesCount = size * size; constexpr auto resolution = 10; // Grid size 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, {{}, {}, {}}); // 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 - offset), -1.5, resolution * (z - offset)}; vertex.normal = {0, 1, 0}; vertex.texCoord = {(x % 2) / 2.01, (z % 2) / 2.01}; } } // 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; } } } finish(size, size, resolution); } void Terrain::finish(unsigned int width, unsigned int height, unsigned int resolution) { const auto tilesCount = (width - 1) * (height - 1); const auto trianglesCount = tilesCount * 2; const auto indicesCount = trianglesCount * 3; indices.reserve(indicesCount + 6); // Indices for (auto z = 0U; z < height - 1; z += 1) { for (auto x = 0U; x < width - 1; x += 1) { indices.push_back(x + (z * width)); indices.push_back((x + 1) + ((z + 1) * width)); indices.push_back((x + 1) + (z * width)); indices.push_back(x + (z * width)); indices.push_back(x + ((z + 1) * width)); indices.push_back((x + 1) + ((z + 1) * width)); } } // Normals for (auto z = 1U; z < height - 1; z += 1) { for (auto x = 1U; x < width - 1; x += 1) { const auto a = v(width, x - 1, z).pos; const auto b = v(width, x, z - 1).pos; const auto c = v(width, x + 1, z).pos; const auto d = v(width, x, z + 1).pos; v(width, x, z).normal = -glm::normalize(glm::cross(c - a, d - b)); } } const auto verticesCount = vertices.size(); // Add water const auto extentx {(int)((width - 1) * resolution / 2)}; const auto extentz {(int)((height - 1) * resolution / 2)}; vertices.emplace_back(glm::vec3 {-extentx, 0, -extentz}, glm::vec2 {0.5, 0.0}, glm::vec3 {0, 1, 0}); vertices.emplace_back(glm::vec3 {-extentx, 0, extentz}, glm::vec2 {0.5, 0.5}, glm::vec3 {0, 1, 0}); vertices.emplace_back(glm::vec3 {extentx, 0, extentz}, glm::vec2 {1, 0.5}, glm::vec3 {0, 1, 0}); vertices.emplace_back(glm::vec3 {extentx, 0, -extentz}, 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); glGenBuffers(2, m_vertexArrayBuffers.data()); glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size(), 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]) * indices.size(), indices.data(), GL_STATIC_DRAW); glBindVertexArray(0); } Vertex & Terrain::v(unsigned int width, unsigned int x, unsigned int z) { return vertices[x + (z * width)]; } 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, indices.size(), GL_UNSIGNED_INT, nullptr, 0); glBindVertexArray(0); }