From 595ac4744b75688f7ca61993c42ea9eedab3a6b7 Mon Sep 17 00:00:00 2001 From: Jon Bergli Heier Date: Sun, 8 May 2011 15:52:41 +0200 Subject: Merged Quadtree and friends into Terrain. --- terrain.cpp | 525 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 525 insertions(+) (limited to 'terrain.cpp') 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 #include "noiseutils/noiseutils.h" #include +#include +#include +#include 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::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(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 > 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(i, j)); + } + } + for(std::list::iterator it = chunks.begin(); it != chunks.end(); it++) { + std::set >::iterator ind_it = chunk_indices.find(std::pair((*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 >::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::iterator it = chunks.begin(); it != chunks.end(); it++) { + Node *node = (*it)->find(x, y); + if(node) + return node; + } + return NULL; +} -- cgit v1.2.3