#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); utils::NoiseMap heightmap; utils::NoiseMapBuilderPlane heightmap_builder; heightmap_builder.SetSourceModule(mod); heightmap_builder.SetDestNoiseMap(heightmap); heightmap_builder.SetDestSize(width, height); heightmap_builder.SetBounds((double)x / 100, (double)(x+width) / 100, (double)y / 100, (double)(y+height) / 100); heightmap_builder.Build(); float *heights = new float[width*height]; for(int i = 0; i < width; i++) { for(int j = 0; j < height; j++) { heights[i*height + j] = 10*(1+heightmap.GetValue(i, j)); } } chunk_indices.insert(std::pair(x, y)); return heights; } float *Terrain::get_chunk(int x, int y, int width, int height) { return generate_heights(x, y, width, 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; }