#include "HeightMap.h" #include "stb_image.h" #include "vector.h" #include #include #include HeightMap::HeightMap(const std::string &file) { int bpp; unsigned char* imgData = stbi_load(file.c_str(), &width, &height, &bpp, 4); auto heightAt = [&](int x, int y) { return (imgData[(x + y * width) * 4] / 256.0f) * 100.0f; }; for (int y = 0; y < height-1; y++) { for (int x = 0; x < width-1; x++) { int offsets[4][2] = { { 0, 0 },{ 1, 0 },{ 1, 1 },{ 0, 1 } }; Vec3f ca(0, heightAt(x, y + 1) - heightAt(x, y), 1); Vec3f ba(1, heightAt(x + 1, y) - heightAt(x, y), 0); Vec3f normal = ca.cross(ba); normal.Normalize(); for (int i = 0; i < 4; i++) { float h = heightAt(x + offsets[i][0], y + offsets[i][1]); vertices.push_back(Vertex{ (float)(x + offsets[i][0])*scale, h*scale, (float)(y + offsets[i][1])*scale, normal.x, normal.y, normal.z, (x + offsets[i][0]) / (float)height, (y + offsets[i][1]) / (float)width } ); } } } glGenTextures(1, &imageIndex); glBindTexture(GL_TEXTURE_2D, imageIndex); glTexImage2D(GL_TEXTURE_2D, 0, //level GL_RGBA, //internal format width, //width height, //height 0, //border GL_RGBA, //data format GL_UNSIGNED_BYTE, //data type imgData); //data glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); stbi_image_free(imgData); } HeightMap::~HeightMap() { glDeleteTextures(1, &imageIndex); } void HeightMap::Draw() { glEnable(GL_LIGHTING); float color[] = { 0.7f, 0.7f, 0.7f, 1 }; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, imageIndex); //glDisable(GL_TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); //glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(Vertex), ((float*)vertices.data()) + 0); glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), ((float*)vertices.data()) + 6); glNormalPointer(GL_FLOAT, sizeof(Vertex), ((float*)vertices.data()) + 3); glDrawArrays(GL_QUADS, 0, vertices.size()); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); //glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); } void HeightMap::GetHeigth(float x, float y) { x /= scale; y /= scale; int ix = x; int iy = y; int index = (ix + (width - 1) * iy) * 4; Vertex& a = vertices[index]; Vertex& b = vertices[index+1]; Vertex& c = vertices[index+3]; //http://stackoverflow.com/questions/36090269/finding-height-of-point-on-height-map-triangles } void HeightMap::SetTexture(const std::string &file) { int bpp, width2, height2; unsigned char* imgData = stbi_load(file.c_str(), &width2, &height2, &bpp, 4); glBindTexture(GL_TEXTURE_2D, imageIndex); glTexImage2D(GL_TEXTURE_2D, 0, //level GL_RGBA, //internal format width2, //width height2, //height 0, //border GL_RGBA, //data format GL_UNSIGNED_BYTE, //data type imgData); //data glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); stbi_image_free(imgData); }