summaryrefslogtreecommitdiff
path: root/terrain.cpp
diff options
context:
space:
mode:
authorJon Bergli Heier <snakebite@jvnv.net>2011-05-08 15:52:41 +0200
committerJon Bergli Heier <snakebite@jvnv.net>2011-05-08 15:52:41 +0200
commit595ac4744b75688f7ca61993c42ea9eedab3a6b7 (patch)
tree89f7e10b47fb4e709d2896d5e366305ec3a3ced8 /terrain.cpp
parent7d5c1adf8e581599848b3fec54e0af88eb469046 (diff)
Merged Quadtree and friends into Terrain.
Diffstat (limited to 'terrain.cpp')
-rw-r--r--terrain.cpp525
1 files changed, 525 insertions, 0 deletions
diff --git a/terrain.cpp b/terrain.cpp
index e0cd291..a6f1e66 100644
--- a/terrain.cpp
+++ b/terrain.cpp
@@ -1,12 +1,445 @@
#include "terrain.h"
+#include "vector.h"
+
+#include "gl.h"
#include <noise/noise.h>
#include "noiseutils/noiseutils.h"
#include <iostream>
+#include <cmath>
+#include <queue>
+#include <set>
using namespace noise;
+using std::min;
+using std::max;
+
+Terrain::Node::Node(Chunk *chunk, float x, float y, float width, float height) {
+ this->chunk = chunk;
+ this->x = x;
+ this->y = y;
+ this->width = width;
+ this->height = height;
+
+ fill();
+}
+
+Terrain::Node::~Node() {
+}
+
+float Terrain::Node::distance(float px, float pz) {
+ bool in_width = px > x && px < x+width;
+ bool in_height = pz > y && pz < y+height;
+
+ if(in_width && in_height)
+ return 0;
+
+ Vector2 p(px, pz);
+
+ float a = (p - Vector2(x, y)).length();
+ float b = (p - Vector2(x+width, y)).length();
+ float c = (p - Vector2(x, y+height)).length();
+ float d = (p - Vector2(x+width, y+height)).length();
+
+ float dist = min(min(min(a, b), c), d);
+
+ if(in_width)
+ dist = min(dist, (float)min(abs(y - pz), abs(y+height - pz)));
+ if(in_height)
+ dist = min(dist, (float)min(abs(x - px), abs(x+width - px)));
+
+ return dist;
+}
+
+void Terrain::Node::fill() {
+ vertex_array[0] = x + width / 2;
+ vertex_array[1] = chunk->heights[(int)floorf((int)(x + width/2)*(chunk->height+1) + (int)(y + height/2))];
+ vertex_array[2] = y + height / 2;
+
+ vertex_array[3] = x;
+ vertex_array[4] = chunk->heights[(int)floorf((x)*(chunk->height+1)+y)];
+ vertex_array[5] = y;
+
+ vertex_array[6] = x;
+ vertex_array[7] = chunk->heights[(int)floorf((x)*(chunk->height+1) + (y + height))];
+ vertex_array[8] = y + height;
+
+ vertex_array[9] = x + width;
+ vertex_array[10] = chunk->heights[(int)floorf((x + width)*(chunk->height+1) + (y + height))];
+ vertex_array[11] = y + height;
+
+ vertex_array[12] = x + width;
+ vertex_array[13] = chunk->heights[(int)floorf((x + width)*(chunk->height+1) + y)];
+ vertex_array[14] = y;
+
+ /* midpoint is average of corner heights when width == 1 */
+ if(width == 1) {
+ vertex_array[1] = (vertex_array[4] + vertex_array[7] + vertex_array[10] + vertex_array[13])/4;
+ }
+}
+
+void Terrain::Node::draw() {
+ float tex_coords[4][3][2] = {
+ {{.5, .5}, {0, 0}, {0, 1}},
+ {{.5, .5}, {0, 1}, {1, 1}},
+ {{.5, .5}, {1, 1}, {1, 0}},
+ {{.5, .5}, {1, 0}, {0, 0}}
+ };
+
+ glBegin(GL_TRIANGLES);
+ for(int i = 0; i < 4; i++) {
+ Vector3 a(vertex_array[0], vertex_array[1], vertex_array[2]);
+ Vector3 b(vertex_array[i*3+3], vertex_array[i*3+4], vertex_array[i*3+5]);
+ Vector3 c(vertex_array[i == 3 ? 3 : (i*3+6)], vertex_array[i == 3 ? 4 : (i*3+7)], vertex_array[i == 3 ? 5 : (i*3+8)]);
+
+ Vector3 U(c.x-a.x, c.y-a.y, c.z-a.z);
+ Vector3 V(b.x-a.x, b.y-a.y, b.z-a.z);
+ Vector3 N(V.cross(U));
+ glNormal3f(N.x, N.y, N.z);
+
+ glTexCoord2f(tex_coords[i][0][0], tex_coords[i][0][1]);
+ glVertex3f(a.x, a.y, a.z);
+
+ glTexCoord2f(tex_coords[i][1][0], tex_coords[i][1][1]);
+ glVertex3f(b.x, b.y, b.z);
+
+ glTexCoord2f(tex_coords[i][2][0], tex_coords[i][2][1]);
+ glVertex3f(c.x, c.y, c.z);
+ }
+ glEnd();
+}
+
+void Terrain::Node::draw_grid() {
+ glNormal3f(0, 1, 0);
+ glBegin(GL_LINES);
+ for(int i = 0; i < 4; i++) {
+ Vector3 a(vertex_array[0], vertex_array[1], vertex_array[2]);
+ Vector3 b(vertex_array[i*3+3], vertex_array[i*3+4], vertex_array[i*3+5]);
+
+ glVertex3f(chunk->x + a.x, a.y, chunk->y + a.z);
+ glVertex3f(chunk->x + b.x, b.y, chunk->y + b.z);
+ }
+ glEnd();
+ glBegin(GL_LINE_LOOP);
+ glVertex3f(chunk->x + vertex_array[3], vertex_array[4], chunk->y + vertex_array[5]);
+ glVertex3f(chunk->x + vertex_array[6], vertex_array[7], chunk->y + vertex_array[8]);
+ glVertex3f(chunk->x + vertex_array[9], vertex_array[10], chunk->y + vertex_array[11]);
+ glVertex3f(chunk->x + vertex_array[12], vertex_array[13], chunk->y + vertex_array[14]);
+ glEnd();
+}
+
+void Terrain::Node::draw_normal() {
+ glNormal3f(0, 1, 0);
+ glColor3f(1, 0, 0);
+ int i = (int)(x*(chunk->height+1) + y);
+ glBegin(GL_LINES);
+ Vector3 N = chunk->normals[i];
+ glVertex3f(chunk->x + x, chunk->heights[i], chunk->y + y);
+ glVertex3f(chunk->x + x + N.x, chunk->heights[i] + N.y, chunk->y + y + N.z);
+ glEnd();
+}
+
+float Terrain::Node::get_height(float px, float py) {
+ px -= chunk->x;
+ py -= chunk->y;
+ bool left;
+ bool top;
+ top = px - x >= height - (py - y);
+ left = px - x >= py - y;
+ Vector3 a(vertex_array[0], vertex_array[1], vertex_array[2]);
+ Vector3 b, c;
+ int bi, ci;
+ if(left) {
+ if(top) {
+ bi = 3*3;
+ ci = 4*3;
+ } else {
+ bi = 4*3;
+ ci = 1*3;
+ }
+ } else {
+ if(top) {
+ bi = 2*3;
+ ci = 3*3;
+ } else {
+ bi = 1*3;
+ ci = 2*3;
+ }
+ }
+ b = Vector3(vertex_array[bi], vertex_array[bi+1], vertex_array[bi+2]);
+ c = Vector3(vertex_array[ci], vertex_array[ci+1], vertex_array[ci+2]);
+ float det1 = (b.z - c.z) * (a.x - c.x) + (c.x - b.x) * (a.z - c.z);
+ float det2 = (c.z - a.z) * (b.x - c.x) + (a.x - c.x) * (b.z - c.z);
+ float l1 = ((b.z - c.z) * (px - c.x) + (c.x - b.x) * (py - c.z)) / det1;
+ float l2 = ((c.z - a.z) * (px - c.x) + (a.x - c.x) * (py - c.z)) / det2;
+ float l3 = 1 - l1 - l2;
+ return l1 * a.y + l2 * b.y + l3 * c.y;
+}
+
+/* Chunk */
+
+Terrain::Chunk::Chunk(Terrain *terrain, float x, float y, float width, float height) {
+ this->terrain = terrain;
+ this->x = x;
+ this->y = y;
+ this->width = width;
+ this->height = height;
+ this->vbo_object = this->node_count = this->vertices = 0;
+ this->nodes = NULL;
+ heights = terrain->generate_heights(x, y, width+1, height+1);
+ normals = new Vector3[(int)((width+1)*(height+1))];
+
+ calc_normals();
+
+ node_count = width*height;
+ nodes = new Node*[node_count];
+ for(int i = 0; i < height; i++) {
+ for(int j = 0; j < width; j++) {
+ nodes[j*(int)height + i] = new Node(this, j, i, 1, 1);
+ }
+ }
+ make_vbo();
+}
+
+Terrain::Chunk::~Chunk() {
+ for(unsigned int i = 0; i < node_count; i++)
+ delete nodes[i];
+ delete[] nodes;
+ delete[] heights;
+ delete[] normals;
+}
+
+float Terrain::Chunk::distance(float px, float pz) {
+ bool in_width = px > x && px < x+width;
+ bool in_height = pz > y && pz < y+height;
+
+ if(in_width && in_height)
+ return 0;
+
+ Vector2 p(px, pz);
+
+ float a = (p - Vector2(x, y)).length();
+ float b = (p - Vector2(x+width, y)).length();
+ float c = (p - Vector2(x, y+height)).length();
+ float d = (p - Vector2(x+width, y+height)).length();
+
+ float dist = min(min(min(a, b), c), d);
+
+ if(in_width)
+ dist = min(dist, (float)min(abs(y - pz), abs(y+height - pz)));
+ if(in_height)
+ dist = min(dist, (float)min(abs(x - px), abs(x+width - px)));
+
+ return dist;
+}
+
+void Terrain::Chunk::make_vbo() {
+ node_count = width*height;
+ vertices = node_count*12;
+ if(vbo_object)
+ glDeleteBuffers(1, &vbo_object);
+ glGenBuffers(1, &vbo_object);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_object);
+
+ const size_t vertex_chunk_size = /*sizeof(float)*/3*12;
+ const size_t vertices_size = vertex_chunk_size*node_count;
+ const size_t normal_chunk_size = vertex_chunk_size;
+ const size_t normals_size = normal_chunk_size*node_count;
+ const size_t tex_coord_chunk_size = /*sizeof(float)*/2*12;
+ const size_t tex_coords_size = tex_coord_chunk_size*node_count;
+
+ buf_size = sizeof(float)*(vertices_size + normals_size + tex_coords_size);
+
+ glBufferData(GL_ARRAY_BUFFER, buf_size, NULL, GL_STATIC_DRAW);
+
+ float *buffer = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
+
+ for(unsigned int index = 0; index < node_count; index++) {
+ Terrain::Node *node = nodes[index];
+ float tex_coords[4][4][3][2] = {
+ {{{.25, .25}, {0, 0}, {0, .5}},
+ {{.25, .25}, {0, .5}, {.5, .5}},
+ {{.25, .25}, {.5, .5}, {.5, 0}},
+ {{.25, .25}, {.5, 0}, {0, 0}}},
+
+ {{{.75, .25}, {.5, 0}, {.5, .5}},
+ {{.75, .25}, {.5, .5}, {1, .5}},
+ {{.75, .25}, {1, .5}, {1, 0}},
+ {{.75, .25}, {1, 0}, {.5, 0}}},
+
+ {{{.25, .75}, {0, .5}, {0, 1}},
+ {{.25, .75}, {0, 1}, {.5, 1}},
+ {{.25, .75}, {.5, 1}, {.5, .5}},
+ {{.25, .75}, {.5, .5}, {0, .5}}},
+
+ {{{.75, .75}, {.5, .5}, {.5, 1}},
+ {{.75, .75}, {.5, 1}, {1, 1}},
+ {{.75, .75}, {1, 1}, {1, .5}},
+ {{.75, .75}, {1, .5}, {.5, .5}}}
+ };
+ for(int i = 0; i < 4; i++) {
+ float *v = buffer + vertex_chunk_size*index + 3*3*i;
+ for(int j = 0; j < 3; j++) {
+ float *tc = buffer + vertices_size + normals_size + tex_coord_chunk_size*index + 6*i + 2*j;
+ int k = (fmodf(node->x, 2) == 0 ? 1 : 0) + (fmodf(node->y, 2) == 0 ? 2 : 0);
+ tc[0] = tex_coords[k][i][j][0]*node->width;
+ tc[1] = tex_coords[k][i][j][1]*node->height;
+ }
+
+ v[0] = node->vertex_array[0];
+ v[1] = node->vertex_array[1];
+ v[2] = node->vertex_array[2];
+
+ v[3] = node->vertex_array[i*3+3];
+ v[4] = node->vertex_array[i*3+4];
+ v[5] = node->vertex_array[i*3+5];
+
+ v[6] = node->vertex_array[i == 3 ? 3 : (i*3+6)];
+ v[7] = node->vertex_array[i == 3 ? 4 : (i*3+7)];
+ v[8] = node->vertex_array[i == 3 ? 5 : (i*3+8)];
+ }
+
+ float *n = buffer + vertices_size + normal_chunk_size*index;
+
+ Vector3 bl = normals[(int)((node->x+1)*(height+1) + node->y)];
+ Vector3 br = normals[(int)((node->x)*(height+1) + node->y)];
+ Vector3 tr = normals[(int)((node->x)*(height+1) + node->y+1)];
+ Vector3 tl = normals[(int)((node->x+1)*(height+1) + node->y+1)];
+
+ n[24] = n[30] = bl.x;
+ n[25] = n[31] = bl.y;
+ n[26] = n[32] = bl.z;
+
+ n[3] = n[33] = br.x;
+ n[4] = n[34] = br.y;
+ n[5] = n[35] = br.z;
+
+ n[6] = n[12] = tr.x;
+ n[7] = n[13] = tr.y;
+ n[8] = n[14] = tr.z;
+
+ n[15] = n[21] = tl.x;
+ n[16] = n[22] = tl.y;
+ n[17] = n[23] = tl.z;
+
+ if(node->width == 1) {
+ Vector3 v(bl + br + tr + tl);
+ v /= v.length();
+ n[0] = n[9] = n[18] = n[27] = v.x;
+ n[1] = n[10] = n[19] = n[28] = v.y;
+ n[2] = n[11] = n[20] = n[29] = v.z;
+ } else {
+ Vector3 v(normals[(int)((node->x+node->width/2)*(height+1) + node->y+node->height/2)]);
+ n[0] = n[9] = n[18] = n[27] = v.x;
+ n[1] = n[10] = n[19] = n[28] = v.y;
+ n[2] = n[11] = n[20] = n[29] = v.z;
+ }
+ }
+
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+}
+
+Terrain::Node* Terrain::Chunk::find(float x, float y) {
+ if(!(x >= this->x && x < this->x+width && y >= this->y && y < this->y+height)) {
+ return NULL;
+ }
+ return nodes[(int)(x-this->x)*(int)height + (int)(y - this->y)];
+}
+
+void Terrain::Chunk::calc_normals() {
+ float *right, *left, *up, *down;
+ right = left = up = down = NULL;
+ if(terrain->has_chunk(this->x - chunk_size, this->y))
+ right = terrain->get_chunk(this->x - chunk_size, this->y, width, height);
+ if(terrain->has_chunk(this->x + chunk_size, this->y))
+ left = terrain->get_chunk(this->x + chunk_size, this->y, width, height);
+ if(terrain->has_chunk(this->x, this->y + chunk_size))
+ up = terrain->get_chunk(this->x, this->y + chunk_size, width, height);
+ if(terrain->has_chunk(this->x, this->y - chunk_size))
+ down = terrain->get_chunk(this->x, this->y - chunk_size, width, height);
+
+ for(int x = 0; x < width; x++) {
+ for(int y = 0; y < height; y++) {
+ Vector3 p(x, heights[x*(int)(height+1) + y], y);
+ Vector3 N;
+ Vector3 temp;
+
+ // TODO: fix border bugginess
+ float h;
+ if(x > 0 || right) {
+ if(x == 0)
+ h = right[(chunk_size-1)*(int)(height) + y];
+ else
+ h = heights[(x-1)*(int)(height+1) + y];
+ Vector3 U = Vector3(x-1, h, y) - p;
+ if(y > 0 || down) {
+ if(y == 0)
+ h = down[x*(int)(height) + chunk_size - 1];
+ else
+ h = heights[x*(int)(height+1) + y - 1];
+ Vector3 V = Vector3(x, h, y-1) - p;
+ N += V.cross(U);
+ }
+ if(y < height-1 || up) {
+ if(y == height-1)
+ h = up[x*(int)(height)]; // y == 0
+ else
+ h = heights[x*(int)(height+1) + y + 1];
+ Vector3 V = Vector3(x, h, y+1) - p;
+ N += U.cross(V);
+ }
+ }
+ if(x < width-1 || left) {
+ if(x == width-1)
+ h = left[y]; // x == 0
+ else
+ h = heights[(x+1)*(int)(height+1) + y];
+ Vector3 U = Vector3(x+1, h, y) - p;
+ if(y > 0 || down) {
+ if(y == 0)
+ h = down[x*(int)(height) + chunk_size - 1];
+ else
+ h = heights[x*(int)(height+1) + y - 1];
+ Vector3 V = Vector3(x, h, y-1) - p;
+ N += U.cross(V);
+ }
+ if(y < height-1 || up) {
+ if(y == height-1)
+ h = up[x*(int)(height)]; // y == 0
+ else
+ h = heights[x*(int)(height+1) + y + 1];
+ Vector3 V = Vector3(x, h, y+1) - p;
+ N += V.cross(U);
+ }
+ }
+ N /= N.length();
+ normals[x*(int)(height+1) + y] = N;
+ }
+ }
+
+ if(right)
+ delete[] right;
+ if(left)
+ delete[] left;
+ if(up)
+ delete[] up;
+ if(down)
+ delete[] down;
+}
+
+/* Terrain */
+
+Terrain::Terrain() {
+}
+
+Terrain::~Terrain() {
+ for(std::list<Chunk*>::iterator it = chunks.begin(); it != chunks.end(); it++) {
+ delete *it;
+ }
+}
+
float *Terrain::generate_heights(int x, int y, int width, int height) {
module::Perlin mod;
mod.SetSeed(0);
@@ -40,3 +473,95 @@ float *Terrain::get_chunk(int x, int y, int width, int height) {
bool Terrain::has_chunk(int x, int y) {
return chunk_indices.find(std::pair<int, int>(x, y)) != chunk_indices.end();
}
+
+void Terrain::raise(float x, float z, float radius, float focus, float strength, bool up) {
+ // TODO: fix this
+/* if(x < 0 || x >= width-1 || z < 0 || z >= height-1)
+ return;
+
+ /* adjust heights */
+ /*for(int i = x-radius; i < x+radius; i++) {
+ if(i < 0 || i >= width-1)
+ continue;
+ for(int j = z-radius; j < z+radius; j++) {
+ if(j < 0 || j >= height-1)
+ continue;
+ float v = powf((radius - min((Vector2(x, z) - Vector2(i, j)).length(), radius)) * strength, 1+focus);
+
+ if(focus > 0)
+ /* Scale v with radius based on focus.
+ * Not 100% accurate, but close enough.
+ */
+ /*v /= radius * (focus/2);
+
+ if(up)
+ heights[i*height + j] += v;
+ else
+ heights[i*height + j] -= v;
+ }
+ }
+
+ /* recalculate normals */
+ /*for(int i = x-radius-1; i < x+radius; i++) {
+ if(i < 0 || i >= width-1)
+ continue;
+ for(int j = z-radius-1; j < z+radius; j++) {
+ if(j < 0 || j >= height-1)
+ continue;
+ calc_normal(i, j);
+ }
+ }
+
+ /* refill nodes and remake VBOs */
+ /*for(int nx = x-radius-1; nx < x+radius+chunk_size; nx+=chunk_size) {
+ if(nx < 0 || nx >= width-1)
+ continue;
+ for(int nz = z-radius-1; nz < z+radius+chunk_size; nz+=chunk_size) {
+ if(nz < 0 || nz >= height-1)
+ continue;
+ Node *node = find(nx, nz);
+ for(unsigned int i = 0; i < node->chunk->node_count; i++) {
+ node->chunk->nodes[i]->fill();
+ }
+ node->chunk->make_vbo();
+ }
+ }*/
+}
+
+void Terrain::update(float x, float z) {
+ std::set<std::pair<int, int> > chunk_indices;
+ int i = x - 100;
+ i -= i % chunk_size;
+ for(; i < x + 100; i += chunk_size) {
+ int j = z - 100;
+ j -= j % chunk_size;
+ for(; j < z + 100; j += chunk_size) {
+ float a = i - x;
+ float b = j - z;
+ if(sqrtf(a*a + b*b) < 100)
+ chunk_indices.insert(std::pair<int, int>(i, j));
+ }
+ }
+ for(std::list<Chunk*>::iterator it = chunks.begin(); it != chunks.end(); it++) {
+ std::set<std::pair<int, int> >::iterator ind_it = chunk_indices.find(std::pair<int, int>((*it)->x, (*it)->y));
+ if(ind_it != chunk_indices.end()) {
+ chunk_indices.erase(ind_it);
+ }
+ if((*it)->distance(x, z) > 100) {
+ it = chunks.erase(it);
+ }
+ }
+ for(std::set<std::pair<int, int> >::iterator it = chunk_indices.begin(); it != chunk_indices.end(); it++) {
+ Chunk *chunk = new Chunk(this, it->first, it->second, chunk_size, chunk_size);
+ chunks.push_back(chunk);
+ }
+}
+
+Terrain::Node *Terrain::find(float x, float y) {
+ for(std::list<Chunk*>::iterator it = chunks.begin(); it != chunks.end(); it++) {
+ Node *node = (*it)->find(x, y);
+ if(node)
+ return node;
+ }
+ return NULL;
+}