胤龙 754d6050d8 地形图开发中
未完成
2022-12-15 15:45:24 +08:00

97 lines
3.3 KiB
C++

#include "terrain.h"
#include "utils.h"
#include <STBImage/stb_image.h>
#include <vector>
Terrain::Terrain(int rows, int cols):row_num(rows),col_num(cols) {
Vertex.clear();
Indicess.clear();
float x = -50, z = -50;
for (int i = 0; i < rows; i++) {
x = -5;
for (int j = 0; j < cols; j++) {
Vertex.push_back(x);
Vertex.push_back(0);
Vertex.push_back(z);
Vertex.push_back(1.0f / cols * j);
Vertex.push_back(1 - i * 1.0f / rows);
x += 0.1;
}
z += 0.1;
}
for (int i = 1; i < rows; i++) {
for (int j = 1; j < cols; j++) {
Indicess.push_back((i - 1) * cols + j - 1);
Indicess.push_back((i - 1) * cols + j);
Indicess.push_back(i * cols + j - 1);
Indicess.push_back(i * cols + j - 1);
Indicess.push_back((i - 1) * cols + j);
Indicess.push_back(i * cols + j);
}
}
tex1 = loadTexture("D:/ProgrammingFile/SceneEditor/terrain/rock.jpg");
tex2 = loadTexture("D:/ProgrammingFile/SceneEditor/terrain/water.jpg");
dep = loadTexture("D:/ProgrammingFile/SceneEditor/terrain/heightmap.png");
OPENGL_EXTRA_FUNCTIONS->glGenVertexArrays(1, &TerrainVAO);
OPENGL_EXTRA_FUNCTIONS->glGenBuffers(1, &TerrainVBO);
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(TerrainVAO);
OPENGL_EXTRA_FUNCTIONS->glBindBuffer(GL_ARRAY_BUFFER, TerrainVBO);
OPENGL_EXTRA_FUNCTIONS->glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex), &Vertex, GL_STATIC_DRAW);
OPENGL_EXTRA_FUNCTIONS->glEnableVertexAttribArray(0);
OPENGL_EXTRA_FUNCTIONS->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
}
unsigned int Terrain::loadTexture(std::string path) {
unsigned int textureID;
OPENGL_FUNCTIONS->glGenTextures(1, &textureID);
OPENGL_FUNCTIONS->glBindTexture(GL_TEXTURE_2D, textureID);
stbi_set_flip_vertically_on_load(true);
int width, height, nrChannels;
unsigned char* data = stbi_load(path.c_str(), &width, &height, &nrChannels, 0);
if (data) {
GLenum format;
if (nrChannels == 1) {
format = GL_RED;
}
else if (nrChannels == 3) {
format = GL_RGB;
}
else if (nrChannels == 4) {
format = GL_RGBA;
}
else {
return 0;
}
OPENGL_FUNCTIONS->glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
OPENGL_FUNCTIONS->glGenerateMipmap(GL_TEXTURE_2D);
}
stbi_image_free(data);
return textureID;
}
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);
OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE0);
OPENGL_EXTRA_FUNCTIONS->glBindTexture(GL_TEXTURE_2D, dep);
OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE1);
OPENGL_EXTRA_FUNCTIONS->glBindTexture(GL_TEXTURE_2D, tex1);
OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE2);
OPENGL_EXTRA_FUNCTIONS->glBindTexture(GL_TEXTURE_2D, tex2);
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(TerrainVAO);
OPENGL_EXTRA_FUNCTIONS->glDrawElements(GL_TRIANGLES, Indicess.size(), GL_UNSIGNED_SHORT, &Indicess.front());
}