地形cpu版本不加贴图

This commit is contained in:
胤龙 2022-12-19 09:18:50 +08:00
parent f91f10445b
commit e6b97f5363
8 changed files with 82 additions and 107 deletions

View File

@ -66,12 +66,12 @@ void SceneViewer::initializeGL() {
vertexShader.dispose();
fragmentShader.dispose();
skyShader.ensureInitialized();
skyshader.ensureInitialized();
VertexShader vertexShader_sky("./temp/shaders/skyboxShader.vs");
FragmentShader fragmentShader_sky("./temp/shaders/skyboxShader.fs");
skyShader.attachShader(vertexShader_sky);
skyShader.attachShader(fragmentShader_sky);
skyshader.attachShader(vertexShader_sky);
skyshader.attachShader(fragmentShader_sky);
vertexShader_sky.dispose();
fragmentShader_sky.dispose();
@ -117,27 +117,27 @@ void SceneViewer::paintGL() {
ter->render();
terrainShader.unbind();
_shaderProgram.bind();
//_shaderProgram.bind();
// Set view and projection matrices
_shaderProgram.setUniform("view", view);
_shaderProgram.setUniform("projection", projection);
//// Set view and projection matrices
//_shaderProgram.setUniform("view", view);
//_shaderProgram.setUniform("projection", projection);
for (auto object : _objects) {
object.render(_shaderProgram);
}
//for (auto object : _objects) {
// object.render(_shaderProgram);
//}
_shaderProgram.unbind();
//_shaderProgram.unbind();
skyShader.bind();
view = glm::mat4(glm::mat3(view));
skyShader.setUniform("view", view);
skyShader.setUniform("projection", projection);
sky->render();
skyShader.unbind();
//skyshader.bind();
//view = glm::mat4(glm::mat3(view));
//skyshader.setUniform("view", view);
//skyshader.setUniform("projection", projection);
//sky->render();
//skyshader.unbind();
}

View File

@ -25,7 +25,7 @@ private:
std::vector<Renderable> _objects;
// Shader program for objects
ShaderProgram _shaderProgram = ShaderProgram::empty();
ShaderProgram skyShader = ShaderProgram::empty();
ShaderProgram skyshader = ShaderProgram::empty();
ShaderProgram terrainShader = ShaderProgram::empty();
skybox* sky;
Terrain* ter;

View File

@ -7,94 +7,62 @@
#include <GLM/gtc/type_ptr.hpp>
Terrain::Terrain(std::string path){
_Vertex.clear();
Indicess.clear();
Point.clear();
stbi_set_flip_vertically_on_load(false);
Model = glm::translate(Model, glm::vec3(0.0f, -10.0f, 0.0f));
Model = glm::scale(Model, glm::vec3(20.0f));
unsigned char* data = stbi_load((path + "/heightmap.jpg").c_str(), &imgW, &imgH, &imgChannel, 1);
unsigned char* data = stbi_load((path + "/heightmap.png").c_str(), &width, &height, &nrChannels, 0);
int index1 = 0, index = 0;
float xrate = imgW / 2.0f;
float rrate = imgH / 2.0f;
if (data) {
for (int r = 0; r < imgH; r++)
float yScale = 64.0f / 256.0f, yShift = 16.0f;
int rez = 1;
unsigned bytePerPixel = nrChannels;
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
std::vector<float> temp;
for (int c = 0; c < imgW; c++)
{
//生成顶点数组, 坐标按照三角网格处理 GL_TRIGANLES
index1 = r * imgW + c;
_Vertex.push_back((c - xrate) / xrate);
_Vertex.push_back(data[index1] / 255.0f);
_Vertex.push_back((r - rrate) / rrate);
unsigned char* pixelOffset = data + (j + width * i) * bytePerPixel;
unsigned char y = pixelOffset[0];
temp.push_back(data[index1] / 255.0f);
//顶点颜色
_Vertex.push_back(1.0f);
_Vertex.push_back(0.0f);
_Vertex.push_back(0.0f);
//纹理坐标
_Vertex.push_back((c - xrate) / imgW);
_Vertex.push_back((r - rrate) / imgH);
}
Point.push_back(temp);
}
imgH -= 1;
int iW = imgW - 1;
for (int r = 0; r < imgH; r++)
{
for (int c = 0; c < iW; c++)
{
index1 = r * imgW + c;
index = (r + 1) * imgW + c;
Indicess.push_back(index1);
Indicess.push_back(index1 + 1);
Indicess.push_back(index + 1);
Indicess.push_back(index1);
Indicess.push_back(index);
Indicess.push_back(index + 1);
}
// vertex
vertices.push_back(-height / 2.0f + height * i / (float)height); // vx
vertices.push_back((int)y * yScale - yShift); // vy
vertices.push_back(-width / 2.0f + width * j / (float)width); // vz
}
}
stbi_image_free(data);
for (unsigned i = 0; i < height - 1; i += rez)
{
for (unsigned j = 0; j < width; j += rez)
{
for (unsigned k = 0; k < 2; k++)
{
indices.push_back(j + width * (i + k * rez));
}
}
}
numStrips = (height - 1) / rez;
numTrisPerStrip = (width / rez) * 2 - 2;
OPENGL_EXTRA_FUNCTIONS->glGenVertexArrays(1, &VAO);
OPENGL_EXTRA_FUNCTIONS->glGenBuffers(1, &VBO);
OPENGL_EXTRA_FUNCTIONS->glGenBuffers(1, &EBO);
OPENGL_EXTRA_FUNCTIONS->glGenVertexArrays(1, &terrainVAO);
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(terrainVAO);
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(VAO);
OPENGL_EXTRA_FUNCTIONS->glGenBuffers(1, &terrainVBO);
OPENGL_EXTRA_FUNCTIONS->glBindBuffer(GL_ARRAY_BUFFER, terrainVBO);
OPENGL_EXTRA_FUNCTIONS->glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), &vertices[0], GL_STATIC_DRAW);
OPENGL_EXTRA_FUNCTIONS->glBindBuffer(GL_ARRAY_BUFFER, VBO);
OPENGL_EXTRA_FUNCTIONS->glBufferData(GL_ARRAY_BUFFER, _Vertex.size() * sizeof(float), &_Vertex[0], GL_STATIC_DRAW);
OPENGL_EXTRA_FUNCTIONS->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
OPENGL_EXTRA_FUNCTIONS->glBufferData(GL_ELEMENT_ARRAY_BUFFER, Indicess.size() * sizeof(unsigned int), &Indicess[0], GL_STATIC_DRAW);
OPENGL_EXTRA_FUNCTIONS->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
// position attribute
OPENGL_EXTRA_FUNCTIONS->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
OPENGL_EXTRA_FUNCTIONS->glEnableVertexAttribArray(0);
// color attribute
OPENGL_EXTRA_FUNCTIONS->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
OPENGL_EXTRA_FUNCTIONS->glEnableVertexAttribArray(1);
// texture coord attribute
OPENGL_EXTRA_FUNCTIONS->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
OPENGL_EXTRA_FUNCTIONS->glEnableVertexAttribArray(2);
OPENGL_EXTRA_FUNCTIONS->glBindBuffer(GL_ARRAY_BUFFER, 0);
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(0);
OPENGL_EXTRA_FUNCTIONS->glGenBuffers(1, &terrainIBO);
OPENGL_EXTRA_FUNCTIONS->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, terrainIBO);
OPENGL_EXTRA_FUNCTIONS->glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned), &indices[0], GL_STATIC_DRAW);
//textureID = loadTexture2(texName, GL_REPEAT, GL_REPEAT, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
tex = loadTexture(path + "/texture.jpg");
tex = loadTexture(path + "/white.jpg");
}
@ -103,12 +71,7 @@ unsigned int Terrain::loadTexture(std::string path) {
OPENGL_FUNCTIONS->glGenTextures(1, &textureID);
OPENGL_FUNCTIONS->glBindTexture(GL_TEXTURE_2D, textureID);
// Set the texture wrapping parameters
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture wrapping to GL_REPEAT (usually basic wrapping method)
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Set texture filtering parameters
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_set_flip_vertically_on_load(true);
@ -142,18 +105,30 @@ unsigned int Terrain::loadTexture(std::string path) {
void Terrain::render() {
OPENGL_EXTRA_FUNCTIONS->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
OPENGL_EXTRA_FUNCTIONS->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set the texture wrapping parameters
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture wrapping to GL_REPEAT (usually basic wrapping method)
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Set texture filtering parameters
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
OPENGL_FUNCTIONS->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE2);
OPENGL_EXTRA_FUNCTIONS->glBindTexture(GL_TEXTURE_2D, tex);
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(VAO);
OPENGL_EXTRA_FUNCTIONS->glDrawElements(GL_TRIANGLES, Indicess.size(), GL_UNSIGNED_INT, 0);
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(terrainVAO);
for (unsigned strip = 0; strip < numStrips; strip++)
{
OPENGL_EXTRA_FUNCTIONS->glDrawElements(GL_TRIANGLE_STRIP, // primitive type
numTrisPerStrip + 2, // number of indices to render
GL_UNSIGNED_INT, // index data type
(void*)(sizeof(unsigned) * (numTrisPerStrip + 2) * strip)); // offset to starting index
}
}
int Terrain::if_under_terrain(glm::vec3 point) {
if (point.x >= imgH-1 || point.y >= imgW-1 || point.x < 0 || point.y < 0) {
return 0;
}
int greater_x = ceil(point.x);
int greater_y = ceil(point.y);
int less_x = floor(point.x);
@ -178,9 +153,6 @@ int Terrain::if_under_terrain(glm::vec3 point) {
}
Vertex Terrain::hitPoint(glm::vec3 orig, glm::vec3 dir) {
if (orig.x >= imgH - 1 || orig.y >= imgW - 1 || orig.x <0 || orig.y < 0) {
return Vertex(glm::vec3(0.0f));
}
glm::vec3 step = glm::normalize(dir);

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@ -8,12 +8,15 @@
class Terrain {
private:
std::vector<float> _Vertex;
std::vector<unsigned int> Indicess;
unsigned int VAO, VBO, EBO;
std::vector<float> vertices;
std::vector<unsigned int> indices;
unsigned int terrainVAO, terrainVBO, terrainIBO;
std::vector<std::vector<float>> Point;
int if_under_terrain(glm::vec3 point);
int imgW, imgH, imgChannel;
int width, height, nrChannels;
int numStrips, numTrisPerStrip;
int NUM_PATCH_PTS = 4;
unsigned rez = 20;
public:
unsigned int tex;
Terrain(std::string path);

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