胤龙 ada32313b8 地形图的hitpoint
使用线性搜索法
2022-12-18 16:59:14 +08:00

201 lines
6.3 KiB
C++

#include "terrain.h"
#include "utils.h"
#include "vertex.h"
#include <STBImage/stb_image.h>
#include <vector>
#include <GLM/glm.hpp>
#include <GLM/gtc/type_ptr.hpp>
Terrain::Terrain(std::string path){
_Vertex.clear();
Indicess.clear();
Point.clear();
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);
int index1 = 0, index = 0;
float xrate = imgW / 2.0f;
float rrate = imgH / 2.0f;
if (data) {
for (int r = 0; r < imgH; r++)
{
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);
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);
}
}
}
stbi_image_free(data);
OPENGL_EXTRA_FUNCTIONS->glGenVertexArrays(1, &VAO);
OPENGL_EXTRA_FUNCTIONS->glGenBuffers(1, &VBO);
OPENGL_EXTRA_FUNCTIONS->glGenBuffers(1, &EBO);
OPENGL_EXTRA_FUNCTIONS->glBindVertexArray(VAO);
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);
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);
//textureID = loadTexture2(texName, GL_REPEAT, GL_REPEAT, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
tex = loadTexture(path + "/texture.jpg");
}
unsigned int Terrain::loadTexture(std::string path) {
unsigned int textureID;
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);
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_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);
}
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);
int less_y = floor(point.y);
float great_z = Point[greater_x][greater_y];
float less_z = Point[less_x][less_y];
float z = (point.x - less_x) * (great_z - less_z) + less_z;
if (fabs(z - point.z) < 1e-2) {
return 2;
}
if (z > point.z) {
return 1;
}
else
{
return -1;
}
}
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);
int flag = if_under_terrain(orig);
glm::vec3 right = orig;
while (true) {
right += step;
int temp = if_under_terrain(right);
if (temp == 0) {
return Vertex(glm::vec3(0.0f));
}
if (flag * temp == -1 || temp == 2) {
return Vertex(right);
}
}
}