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#include "terrain.h"
#include "gfx/models/texture.h"
#include <GL/glew.h>
#include <cache.h>
#include <cmath>
#include <gfx/gl/shader.h>
#include <gfx/gl/transform.h>
#include <gfx/image.h>
#include <gfx/models/mesh.h>
#include <gfx/models/vertex.hpp>
#include <glm/glm.hpp>
#include <maths.h>
#include <random>
#include <stb_image.h>
Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Texture::cachedTexture.get("water.png")}
{
constexpr auto size {241}; // Vertices
constexpr auto offset {(size - 1) / 2};
constexpr auto verticesCount = size * size;
constexpr auto resolution = 10; // Grid size
std::vector<Vertex> vertices;
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, z};
}
}
// Add hills
std::mt19937 gen(std::random_device {}());
std::uniform_int_distribution<> rpos(2, size - 2);
std::uniform_int_distribution<> rsize(10, 30);
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) {
const float 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};
const auto out {
(pow(x - hpos.x, 2) / pow(hsize.x, 2)) + (pow(z - hpos.y, 2) / pow(hsize.y, 2))};
if (out <= 1.0) {
auto & vertex = vertices[x + (z * size)];
const auto m {1.F / (7.F * out - 8.F) + 1.F};
vertex.pos.y += height * m;
}
}
}
h += 1;
}
}
}
finish(size, size, vertices);
}
Terrain::Terrain(const std::string & fileName) :
grass {Texture::cachedTexture.get("grass.png")}, water {Texture::cachedTexture.get("water.png")}
{
constexpr auto resolution {100};
const Image map {fileName.c_str(), STBI_grey};
std::vector<Vertex> vertices;
vertices.reserve((map.width * map.height) + 4);
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 - (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});
}
}
finish(map.width, map.height, vertices);
}
void
Terrain::finish(unsigned int width, unsigned int height, std::vector<Vertex> & vertices)
{
const auto tilesCount = (width - 1) * (height - 1);
const auto trianglesCount = tilesCount * 2;
const auto indicesCount = trianglesCount * 3;
std::vector<unsigned int> indices;
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
auto v = [&vertices](unsigned int width, unsigned int x, unsigned int z) -> Vertex & {
return vertices[x + (z * width)];
};
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));
}
}
meshes.create<Mesh>(vertices, indices);
}
static const Transform identity {};
static const auto identityModel {identity.GetModel()};
void
Terrain::tick(TickDuration dur)
{
waveCycle += dur.count();
}
void
Terrain::render(const Shader & shader) const
{
shader.setModel(identityModel, Shader::Program::LandMass);
grass->Bind();
meshes.apply(&Mesh::Draw);
shader.setModel(identityModel, Shader::Program::Water);
shader.setUniform("waves", {waveCycle, 0, 0});
water->Bind();
meshes.apply(&Mesh::Draw);
}
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