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Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »dot« (09.10.2012, 15:40)
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C-/C++-Quelltext |
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void Tilemap3D::create(unsigned int width, unsigned int height, float* heightMap, unsigned int* textureMap){ m_size[0] = width; m_size[1] = height; // Anzahl Buffer unsigned int buffer[] = {m_size[0]/m_cut[0], m_size[1]/m_cut[1]}; if(m_cut[0] > m_size[0]){ buffer[0] = 1; } else if(m_size[0]%m_cut[0] != 0){ buffer[0]++; } if(m_cut[1] > m_size[1]){ buffer[1] = 1; } else if(m_size[1]%m_cut[1] != 0){ buffer[1]++; } // Buffergröße bestimmen m_bufferSize.resize(buffer[0]*buffer[1]); for(unsigned int i = 0; i < buffer[0]*buffer[1]; i++){ m_bufferSize[i] = 0; } unsigned int column = 0, row = 0; for(unsigned int x = 0; x < m_size[0]; x++){ row = 0; if(x%m_cut[0] == 0 && x != 0){ column += buffer[1]; } for(unsigned int y = 0; y < m_size[1]; y++){ if(y%m_cut[1] == 0 && y != 0){ row++; } m_bufferSize[column+row]++; } } m_vertices.resize(buffer[0]*buffer[1]); m_texCoords.resize(buffer[0]*buffer[1]); m_normals.resize(buffer[0]*buffer[1]); for(unsigned int i = 0; i < buffer[0]*buffer[1]; i++){ m_vertices[i].resize(m_bufferSize[i]*6); m_texCoords[i].resize(m_bufferSize[i]*6); m_normals[i].resize(m_bufferSize[i]*6); } // Buffer befüllen column = 0; row = 0; vertex* triangle = new vertex[4]; texCoord edge; vec2 tc = vec2(1.0f/float(m_textures[0]), 1.0f/float(m_textures[1])); vec3 a, b, n; for(unsigned int i = 0; i < buffer[0]*buffer[1]; i++){ m_bufferSize[i] = 0; } for(unsigned int x = 0; x < m_size[0]; x++){ row = 0; if(x%m_cut[0] == 0 && x != 0){ column += buffer[1]; } for(unsigned int y = 0; y < m_size[1]; y++){ if(y%m_cut[1] == 0 && y != 0){ row++; } // Vertex triangle[0] = vertex(float(x), float(y), heightMap[x*(m_size[1]+1)+y]); triangle[1] = vertex(float(x)+1.0f, float(y), heightMap[(x+1)*(m_size[1]+1)+y]); triangle[2] = vertex(float(x), float(y)+1.0f, heightMap[x*(m_size[1]+1)+y+1]); triangle[3] = vertex(float(x)+1.0f, float(y)+1.0f, heightMap[(x+1)*(m_size[1]+1)+y+1]); m_vertices[column+row][m_bufferSize[column+row]] = triangle[0]; m_vertices[column+row][m_bufferSize[column+row]+1] = triangle[1]; m_vertices[column+row][m_bufferSize[column+row]+2] = triangle[2]; m_vertices[column+row][m_bufferSize[column+row]+3] = triangle[1]; m_vertices[column+row][m_bufferSize[column+row]+4] = triangle[3]; m_vertices[column+row][m_bufferSize[column+row]+5] = triangle[2]; // Texturkoordinate edge = m_tiles[textureMap[x*m_size[1]+y]]; m_texCoords[column+row][m_bufferSize[column+row]] = texCoord(edge.s, edge.t-tc.y); m_texCoords[column+row][m_bufferSize[column+row]+1] = texCoord(edge.s+tc.x, edge.t-tc.y); m_texCoords[column+row][m_bufferSize[column+row]+2] = texCoord(edge.s, edge.t); m_texCoords[column+row][m_bufferSize[column+row]+3] = texCoord(edge.s+tc.x, edge.t-tc.y); m_texCoords[column+row][m_bufferSize[column+row]+4] = texCoord(edge.s+tc.x, edge.t); m_texCoords[column+row][m_bufferSize[column+row]+5] = texCoord(edge.s, edge.t); // Normale a = vec3(triangle[1].x, triangle[1].y, triangle[1].z)-vec3(triangle[0].x, triangle[0].y, triangle[0].z); b = vec3(triangle[2].x, triangle[2].y, triangle[2].z)-vec3(triangle[0].x, triangle[0].y, triangle[0].z); n = a.cross(b); n.normalize(); m_normals[column+row][m_bufferSize[column+row]] = vertex(n.x, n.y, n.z); m_normals[column+row][m_bufferSize[column+row]+1] = m_normals[column+row][m_bufferSize[column+row]]; m_normals[column+row][m_bufferSize[column+row]+2] = m_normals[column+row][m_bufferSize[column+row]]; a = vec3(triangle[1].x, triangle[1].y, triangle[1].z)-vec3(triangle[3].x, triangle[3].y, triangle[3].z); b = vec3(triangle[2].x, triangle[2].y, triangle[2].z)-vec3(triangle[3].x, triangle[3].y, triangle[3].z); n = a.cross(b); n.normalize(); m_normals[column+row][m_bufferSize[column+row]+3] = vertex(n.x, n.y, n.z); m_normals[column+row][m_bufferSize[column+row]+4] = m_normals[column+row][m_bufferSize[column+row]]; m_normals[column+row][m_bufferSize[column+row]+5] = m_normals[column+row][m_bufferSize[column+row]]; m_bufferSize[column+row] += 6; } } delete[] triangle; // Buffer erstellen m_vertexBuffer.resize(buffer[0]*buffer[1]); m_texCoordBuffer.resize(buffer[0]*buffer[1]); m_normalBuffer.resize(buffer[0]*buffer[1]); for(unsigned int i = 0; i < m_vertexBuffer.size(); i++){ glGenBuffers(1, &m_vertexBuffer[i]); glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[i]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*m_vertices[i].size(), &m_vertices[i][0], GL_STATIC_DRAW); glGenBuffers(1, &m_texCoordBuffer[i]); glBindBuffer(GL_ARRAY_BUFFER, m_texCoordBuffer[i]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*m_texCoords[i].size(), &m_texCoords[i][0], GL_STATIC_DRAW); glGenBuffers(1, &m_normalBuffer[i]); glBindBuffer(GL_ARRAY_BUFFER, m_normalBuffer[i]); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*m_normals[i].size(), &m_normals[i][0], GL_STATIC_DRAW); } } |
Community-Fossil
Community-Fossil
Wie würde man das im FragmentShader machen?
Community-Fossil
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