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HeightMap.cpp
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/*
Penjin is Copyright (c)2005, 2006, 2007, 2008, 2009, 2010 Kevin Winfield-Pantoja
This file is part of Penjin.
Penjin is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Penjin is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Penjin. If not, see <http://www.gnu.org/licenses/>.
*/
#include "HeightMap.h"
HeightMap::HeightMap()
{
//ctor
mapWidth=0;
vertices = NULL;
}
HeightMap::HeightMap(CRuint width)
{
setMapWidth(width);
}
HeightMap::~HeightMap()
{
//dtor
clear();
}
void HeightMap::clear()
{
for(int i = mapWidth-1; i >= 0; --i)
{
if(vertices[i])
{
delete [] vertices[i];
vertices[i] = NULL;
}
}
if(vertices)
{
delete [] vertices;
vertices = NULL;
}
mapWidth = 0;
}
void HeightMap::generateRandom(CRint min, CRint max)
{
Random::setLimits(min,max);
for(int i = mapWidth-1; i >=0; --i)
for(int j = mapWidth-1; j >=0; --j)
setHeight(i,j,Random::nextFloat());
}
float HeightMap::getInterpolatedHeight(CRfloat x, CRfloat y)
{
/*
p1--p2
| |
p4--p3
*/
if(x >= mapWidth-1 || y >= mapWidth-1 || x < 0 || x < 0)
return 0.0f;
float p1 = vertices[(int)x][(int)y+1];
float p2 = vertices[(int)x+1][(int)y+1];
//float p3 = vertices[((int)x+1)+((int)y*mapWidth)];
float p4 = vertices[(int)x][(int)y];
float stepX = x - (int)x;
float stepY = y - (int)y;
float resultA = NumberUtility::linearInterpolate(p1,p2,stepX);
float resultB = NumberUtility::linearInterpolate(p1,p4,stepY);
return ((resultA + resultB) * 0.5f);
}
void HeightMap::render()
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture.getTextureID());
glScalef(1.0,1.0,-1.0);
glBegin(GL_TRIANGLES);
for (uint x = 0; x < mapWidth-1; x++)
{
for (uint z = 0; z < mapWidth-1; z++)
{
// draw two triangles
//1
glTexCoord2f((float)x/(float)mapWidth,(float)(z+1)/(float)mapWidth);
glVertex3f(x,vertices[x][z+1],z+1);
//4
glTexCoord2f((float)x/(float)mapWidth,(float)z/(float)mapWidth);
glVertex3f(x,vertices[x][z],z);
//2
glTexCoord2f((float)(x+1)/(float)mapWidth,(float)(z+1)/(float)mapWidth);
glVertex3f(x+1,vertices[x+1][z+1],(z+1));
// next triangle
//3
glTexCoord2f((float)(x+1)/(float)mapWidth,(float)z/(float)mapWidth);
glVertex3f(x+1,vertices[x+1][z],z);
//2
glTexCoord2f((float)(x+1)/(float)mapWidth,(float)(z+1)/(float)mapWidth);
glVertex3f(x+1,vertices[x+1][z+1],(z+1));
//4
glTexCoord2f((float)x/(float)mapWidth,(float)z/(float)mapWidth);
glVertex3f(x,vertices[x][z],z);
}
}
glEnd();
glDisable(GL_TEXTURE_2D);
}