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-rw-r--r--quadtree.cpp34
-rw-r--r--scene.cpp37
-rw-r--r--shaders/terrain_vertex.glsl3
3 files changed, 42 insertions, 32 deletions
diff --git a/quadtree.cpp b/quadtree.cpp
index d591730..15759d9 100644
--- a/quadtree.cpp
+++ b/quadtree.cpp
@@ -48,23 +48,23 @@ float Quadtree::QuadNode::distance(float px, float pz) {
void Quadtree::QuadNode::fill() {
vertex_array[0] = x + width / 2;
- vertex_array[1] = chunk->tree->heights[(int)floorf((int)(x + width/2)*chunk->tree->height + (int)(y + height/2))];
+ vertex_array[1] = chunk->tree->heights[(int)floorf((int)(chunk->x + x + width/2)*chunk->tree->height + (int)(chunk->y + y + height/2))];
vertex_array[2] = y + height / 2;
vertex_array[3] = x;
- vertex_array[4] = chunk->tree->heights[(int)floorf(x*chunk->tree->height+y)];
+ vertex_array[4] = chunk->tree->heights[(int)floorf((chunk->x + x)*chunk->tree->height+chunk->y + y)];
vertex_array[5] = y;
vertex_array[6] = x;
- vertex_array[7] = chunk->tree->heights[(int)floorf(x*chunk->tree->height + (y + height))];
+ vertex_array[7] = chunk->tree->heights[(int)floorf((chunk->x + x)*chunk->tree->height + (chunk->y + y + height))];
vertex_array[8] = y + height;
vertex_array[9] = x + width;
- vertex_array[10] = chunk->tree->heights[(int)floorf((x + width)*chunk->tree->height + (y + height))];
+ vertex_array[10] = chunk->tree->heights[(int)floorf((chunk->x + x + width)*chunk->tree->height + (chunk->y + y + height))];
vertex_array[11] = y + height;
vertex_array[12] = x + width;
- vertex_array[13] = chunk->tree->heights[(int)floorf((x + width)*chunk->tree->height + y)];
+ vertex_array[13] = chunk->tree->heights[(int)floorf((chunk->x + x + width)*chunk->tree->height + chunk->y + y)];
vertex_array[14] = y;
/* midpoint is average of corner heights when width == 1 */
@@ -111,19 +111,21 @@ void Quadtree::QuadNode::draw_grid() {
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(a.x, a.y, a.z);
- glVertex3f(b.x, b.y, b.z);
+ 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(vertex_array[3], vertex_array[4], vertex_array[5]);
- glVertex3f(vertex_array[6], vertex_array[7], vertex_array[8]);
- glVertex3f(vertex_array[9], vertex_array[10], vertex_array[11]);
- glVertex3f(vertex_array[12], vertex_array[13], vertex_array[14]);
+ 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();
}
float Quadtree::QuadNode::get_height(float px, float py) {
+ px -= chunk->x;
+ py -= chunk->y;
bool left;
bool top;
top = px - x >= height - (py - y);
@@ -182,7 +184,7 @@ Quadtree::QuadChunk::QuadChunk(Quadtree *tree, float x, float y, float width, fl
nodes = new QuadNode*[node_count];
for(int i = 0; i < height; i++) {
for(int j = 0; j < width; j++) {
- nodes[j*(int)height + i] = new QuadNode(this, x+j, y+i, 1, 1);
+ nodes[j*(int)height + i] = new QuadNode(this, j, i, 1, 1);
}
}
}
@@ -285,10 +287,10 @@ void Quadtree::QuadChunk::make_vbo() {
float *n = buffer + vertices_size + normal_chunk_size*index;
- Vector3 bl = tree->normals[(int)((node->x+1)*tree->height + node->y)];
- Vector3 br = tree->normals[(int)(node->x*tree->height + node->y)];
- Vector3 tr = tree->normals[(int)(node->x*tree->height + node->y+1)];
- Vector3 tl = tree->normals[(int)((node->x+1)*tree->height + node->y+1)];
+ Vector3 bl = tree->normals[(int)((this->x+node->x+1)*tree->height + this->y+node->y)];
+ Vector3 br = tree->normals[(int)((this->x+node->x)*tree->height + this->y+node->y)];
+ Vector3 tr = tree->normals[(int)((this->x+node->x)*tree->height + this->y+node->y+1)];
+ Vector3 tl = tree->normals[(int)((this->x+node->x+1)*tree->height + this->y+node->y+1)];
n[24] = n[30] = bl.x;
n[25] = n[31] = bl.y;
diff --git a/scene.cpp b/scene.cpp
index 28f4fcc..b67468b 100644
--- a/scene.cpp
+++ b/scene.cpp
@@ -76,11 +76,9 @@ void Scene::lookat() {
* z = sin Φ sin θ
*/
Vector3 center(sinf(pitch) * cosf(yaw), cosf(pitch), sinf(pitch) * sinf(yaw));
- center += pos;
center.y += cam_height;
- //Vector3 up(cosf(yaw) * cosf(pitch), sinf(pitch), sinf(yaw) * cosf(pitch));
Vector3 up(-cosf(pitch) * cosf(yaw), sinf(pitch), -cosf(pitch) * sinf(yaw));
- gluLookAt(pos.x, pos.y+cam_height, pos.z,
+ gluLookAt(0, cam_height, 0,
center.x, center.y, center.z,
up.x, up.y, up.z);
}
@@ -321,9 +319,11 @@ void Scene::render() {
terrain_program.use();
GLint show_sel = glGetUniformLocation(terrain_program.get_program(), "show_sel");
glUniform1i(show_sel, show_selection ? 1 : 0);
+ GLint chunk_pos;
if(show_selection) {
GLint selpos = glGetUniformLocation(terrain_program.get_program(), "selpos");
glUniform3f(selpos, selected.x, selected.y, selected.z);
+ chunk_pos = glGetUniformLocation(terrain_program.get_program(), "chunk_pos");
}
glEnable(GL_TEXTURE_2D);
@@ -352,17 +352,24 @@ void Scene::render() {
} else if(!chunk->vbo_object)
continue;
chunks_rendered++;
- glBindBuffer(GL_ARRAY_BUFFER, chunk->vbo_object);
- glVertexPointer(3, GL_FLOAT, 0, NULL);
- glNormalPointer(GL_FLOAT, 0, (GLvoid*)(chunk->vertices*3*sizeof(float)));
- glTexCoordPointer(2, GL_FLOAT, 0, (GLvoid*)(chunk->vertices*3*sizeof(float)*2));
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glDrawArrays(GL_TRIANGLES, 0, chunk->vertices);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glPushMatrix();
+ glTranslatef(-pos.x + chunk->x, -pos.y, -pos.z + chunk->y);
+ if(show_selection)
+ glUniform2f(chunk_pos, chunk->x, chunk->y);
+
+ glBindBuffer(GL_ARRAY_BUFFER, chunk->vbo_object);
+ glVertexPointer(3, GL_FLOAT, 0, NULL);
+ glNormalPointer(GL_FLOAT, 0, (GLvoid*)(chunk->vertices*3*sizeof(float)));
+ glTexCoordPointer(2, GL_FLOAT, 0, (GLvoid*)(chunk->vertices*3*sizeof(float)*2));
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDrawArrays(GL_TRIANGLES, 0, chunk->vertices);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glPopMatrix();
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisable(GL_TEXTURE_2D);
@@ -396,7 +403,7 @@ void Scene::render() {
float px, py, pz;
if(do_select && select(sx, sy, px, py, pz)) {
do_select = false;
- selected = Vector3(px, py, pz);
+ selected = Vector3(pos.x + px, pos.y + py, pos.z + pz);
show_selection = true;
}
diff --git a/shaders/terrain_vertex.glsl b/shaders/terrain_vertex.glsl
index 5fcd17b..27da83f 100644
--- a/shaders/terrain_vertex.glsl
+++ b/shaders/terrain_vertex.glsl
@@ -1,11 +1,12 @@
#version 120
varying vec3 normal, light_pos, pos;
+uniform vec2 chunk_pos;
void main() {
normal = gl_Normal;
light_pos = vec3(0, 1, 0);
- pos = gl_Vertex.xyz;
+ pos = gl_Vertex.xyz + vec3(chunk_pos.x, 0, chunk_pos.y);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;