359 lines
12 KiB
C++
359 lines
12 KiB
C++
/*
|
|
* File: Terran.cpp
|
|
* Author: Tomas Goldmann
|
|
* Date: 2025-03-23
|
|
* Description: This class defines terrain (surface).
|
|
*
|
|
* Copyright (c) 2025, Brno University of Technology. All rights reserved.
|
|
* Licensed under the MIT.
|
|
*/
|
|
|
|
|
|
#include "Terrain.h"
|
|
#include <algorithm>
|
|
#include <cmath>
|
|
#include <glm/gtc/constants.hpp>
|
|
#include <iostream>
|
|
#include "utils.h" // Include utils.h for checkGLError
|
|
#include <GL/glew.h>
|
|
#include <limits>
|
|
#include <numeric>
|
|
#include <cassert>
|
|
|
|
Terrain::Terrain(int gridSize, float gridSpacing)
|
|
: gridSize(gridSize),
|
|
gridSpacing(gridSpacing),
|
|
vertices(gridSize * gridSize),
|
|
normals(gridSize * gridSize),
|
|
texCoords(gridSize * gridSize),
|
|
vertexBufferID(0),
|
|
normalBufferID(0),
|
|
texCoordBufferID(0),
|
|
indexBufferID(0),
|
|
vaoID(0),
|
|
indexCount(0),
|
|
highestPoint(0.0f, std::numeric_limits<float>::lowest(), 0.0f) {}
|
|
|
|
Terrain::~Terrain() {
|
|
cleanup();
|
|
}
|
|
|
|
bool Terrain::init(GLuint heightMapTextureID) {
|
|
generateGrid(heightMapTextureID);
|
|
createBuffers();
|
|
return true;
|
|
}
|
|
|
|
void Terrain::cleanup() {
|
|
if (vertexBufferID != 0) {
|
|
glDeleteBuffers(1, &vertexBufferID);
|
|
vertexBufferID = 0;
|
|
}
|
|
if (normalBufferID != 0) {
|
|
glDeleteBuffers(1, &normalBufferID);
|
|
normalBufferID = 0;
|
|
}
|
|
if (texCoordBufferID != 0) {
|
|
glDeleteBuffers(1, &texCoordBufferID);
|
|
texCoordBufferID = 0;
|
|
}
|
|
if (indexBufferID != 0) {
|
|
glDeleteBuffers(1, &indexBufferID);
|
|
indexBufferID = 0;
|
|
}
|
|
if (vaoID != 0) {
|
|
glDeleteVertexArrays(1, &vaoID);
|
|
vaoID = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void Terrain::generateGrid(GLuint heightMapTextureID) {
|
|
|
|
vertices.resize(gridSize * gridSize);
|
|
normals.resize(gridSize * gridSize);
|
|
texCoords.resize(gridSize * gridSize);
|
|
|
|
// **Access Heightmap Texture Data**
|
|
glBindTexture(GL_TEXTURE_2D, heightMapTextureID); // Bind heightmap texture
|
|
GLint textureWidth, textureHeight;
|
|
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &textureWidth); // Get texture width
|
|
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &textureHeight); // Get texture height
|
|
|
|
std::vector<unsigned char> heightmapData(textureWidth * textureHeight); // Assuming 8-bit grayscale heightmap
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
glGetTexImage(GL_TEXTURE_2D, 0, GL_RED, GL_UNSIGNED_BYTE, heightmapData.data()); // Get texture pixel data (Red channel = grayscale height)
|
|
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
|
|
|
|
float heightScale = 28.0f; // Smaller vertical scale so the volcano is less tall
|
|
const float terrainBaseOffset = -10.0f; // Lower whole terrain a bit relative to sea level.
|
|
|
|
highestPoint = glm::vec3(0.0f, std::numeric_limits<float>::lowest(), 0.0f);
|
|
|
|
for (int x = 0; x < gridSize; ++x) {
|
|
for (int z = 0; z < gridSize; ++z) {
|
|
float worldX = (x - gridSize / 2.0f) * gridSpacing;
|
|
float worldZ = (z - gridSize / 2.0f) * gridSpacing;
|
|
|
|
const float uNorm = static_cast<float>(x) / static_cast<float>(gridSize - 1);
|
|
const float vNorm = static_cast<float>(z) / static_cast<float>(gridSize - 1);
|
|
const int texX = std::clamp(static_cast<int>(std::round(uNorm * static_cast<float>(textureWidth - 1))), 0, textureWidth - 1);
|
|
const int texZ = std::clamp(static_cast<int>(std::round(vNorm * static_cast<float>(textureHeight - 1))), 0, textureHeight - 1);
|
|
const std::size_t texIndex = static_cast<std::size_t>(texZ) * static_cast<std::size_t>(textureWidth) + static_cast<std::size_t>(texX);
|
|
|
|
// Height is sampled from volcano heatmap and shifted down, so low values stay near sea level.
|
|
const float height = static_cast<float>(heightmapData[texIndex]) / 255.0f * heightScale + terrainBaseOffset;
|
|
|
|
vertices[x * gridSize + z] = glm::vec3(worldX, height, worldZ);
|
|
texCoords[x * gridSize + z] = glm::vec2(uNorm, vNorm);
|
|
|
|
if (height > highestPoint.y) {
|
|
highestPoint = vertices[x * gridSize + z];
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int x = 0; x < gridSize; ++x) {
|
|
for (int z = 0; z < gridSize; ++z) {
|
|
const int xL = std::max(0, x - 1);
|
|
const int xR = std::min(gridSize - 1, x + 1);
|
|
const int zD = std::max(0, z - 1);
|
|
const int zU = std::min(gridSize - 1, z + 1);
|
|
|
|
const float hL = vertices[xL * gridSize + z].y;
|
|
const float hR = vertices[xR * gridSize + z].y;
|
|
const float hD = vertices[x * gridSize + zD].y;
|
|
const float hU = vertices[x * gridSize + zU].y;
|
|
|
|
const glm::vec3 normal = glm::normalize(glm::vec3(hL - hR, 2.0f * gridSpacing, hD - hU));
|
|
normals[x * gridSize + z] = normal;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Terrain::createBuffers() {
|
|
glGenVertexArrays(1, &vaoID);
|
|
checkGLError("1"); // Check after drawMeshVBO call
|
|
|
|
glBindVertexArray(vaoID);
|
|
checkGLError("2"); // Check after drawMeshVBO call
|
|
|
|
glGenBuffers(1, &vertexBufferID);
|
|
checkGLError("3"); // Check after drawMeshVBO call
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
|
|
checkGLError("4"); // Check after drawMeshVBO call
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
|
|
checkGLError("5"); // Check after drawMeshVBO call
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|
checkGLError("6"); // Check after drawMeshVBO call
|
|
|
|
glEnableVertexAttribArray(0);
|
|
checkGLError("7"); // Check after drawMeshVBO call
|
|
|
|
glGenBuffers(1, &normalBufferID);
|
|
checkGLError("8"); // Check after drawMeshVBO call
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, normalBufferID);
|
|
checkGLError("9"); // Check after drawMeshVBO call
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), normals.data(), GL_STATIC_DRAW);
|
|
checkGLError("10"); // Check after drawMeshVBO call
|
|
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|
checkGLError("11"); // Check after drawMeshVBO call
|
|
|
|
glEnableVertexAttribArray(1);
|
|
checkGLError("12"); // Check after drawMeshVBO call
|
|
|
|
|
|
glGenBuffers(1, &texCoordBufferID);
|
|
checkGLError("13"); // Check after drawMeshVBO call
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, texCoordBufferID);
|
|
checkGLError("14"); // Check after drawMeshVBO call
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, texCoords.size() * sizeof(glm::vec2), texCoords.data(), GL_STATIC_DRAW);
|
|
checkGLError("15"); // Check after drawMeshVBO call
|
|
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|
checkGLError("16"); // Check after drawMeshVBO call
|
|
|
|
glEnableVertexAttribArray(2);
|
|
checkGLError("17"); // Check after drawMeshVBO call
|
|
|
|
|
|
std::vector<unsigned int> indices;
|
|
for (int x = 0; x < gridSize - 1; ++x) {
|
|
for (int z = 0; z < gridSize - 1; ++z) {
|
|
unsigned int v00 = x * gridSize + z;
|
|
unsigned int v10 = (x + 1) * gridSize + z;
|
|
unsigned int v11 = (x + 1) * gridSize + (z + 1);
|
|
unsigned int v01 = x * gridSize + (z + 1);
|
|
indices.insert(indices.end(), {v00, v10, v11, v01});
|
|
}
|
|
}
|
|
glGenBuffers(1, &indexBufferID);
|
|
checkGLError("glGenBuffers - indexBufferID"); // Check after glGenBuffers
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
|
|
checkGLError("18"); // Check after drawMeshVBO call
|
|
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
|
|
checkGLError("19"); // Check after drawMeshVBO call
|
|
|
|
glBindVertexArray(0);
|
|
checkGLError("20"); // Check after drawMeshVBO call
|
|
|
|
indexCount = indices.size();
|
|
}
|
|
|
|
void Terrain::updateBuffers() {
|
|
// Not needed for static terrain in this basic example
|
|
}
|
|
|
|
|
|
glm::vec3 Terrain::getVertex(int x, int z) const {
|
|
assert(x >= 0 && x < gridSize);
|
|
assert(z >= 0 && z < gridSize);
|
|
return vertices[x * gridSize + z];
|
|
}
|
|
|
|
bool Terrain::isInsideBoundsWorld(float worldX, float worldZ) const {
|
|
if (gridSize <= 1 || gridSpacing <= 0.0f || vertices.empty()) {
|
|
return false;
|
|
}
|
|
|
|
const float minX = vertices[0].x;
|
|
const float minZ = vertices[0].z;
|
|
const float maxX = vertices[(gridSize - 1) * gridSize + (gridSize - 1)].x;
|
|
const float maxZ = vertices[(gridSize - 1) * gridSize + (gridSize - 1)].z;
|
|
return worldX >= minX && worldX <= maxX && worldZ >= minZ && worldZ <= maxZ;
|
|
}
|
|
|
|
float Terrain::sampleHeightWorld(float worldX, float worldZ) const {
|
|
if (gridSize <= 1 || gridSpacing <= 0.0f || vertices.empty()) {
|
|
return 0.0f;
|
|
}
|
|
|
|
const glm::vec3 origin = vertices[0];
|
|
const float fx = (worldX - origin.x) / gridSpacing;
|
|
const float fz = (worldZ - origin.z) / gridSpacing;
|
|
|
|
if (!std::isfinite(fx) || !std::isfinite(fz)) {
|
|
return origin.y;
|
|
}
|
|
|
|
const float maxIdx = static_cast<float>(gridSize - 1);
|
|
const float clampedX = std::clamp(fx, 0.0f, maxIdx);
|
|
const float clampedZ = std::clamp(fz, 0.0f, maxIdx);
|
|
|
|
const int x0 = static_cast<int>(std::floor(clampedX));
|
|
const int z0 = static_cast<int>(std::floor(clampedZ));
|
|
const int x1 = std::min(x0 + 1, gridSize - 1);
|
|
const int z1 = std::min(z0 + 1, gridSize - 1);
|
|
|
|
const float tx = clampedX - static_cast<float>(x0);
|
|
const float tz = clampedZ - static_cast<float>(z0);
|
|
|
|
const auto h = [&](int x, int z) {
|
|
return vertices[x * gridSize + z].y;
|
|
};
|
|
|
|
const float h00 = h(x0, z0);
|
|
const float h10 = h(x1, z0);
|
|
const float h01 = h(x0, z1);
|
|
const float h11 = h(x1, z1);
|
|
|
|
const float hx0 = h00 + tx * (h10 - h00);
|
|
const float hx1 = h01 + tx * (h11 - h01);
|
|
return hx0 + tz * (hx1 - hx0);
|
|
}
|
|
|
|
float Terrain::sampleGradientMagnitudeWorld(float worldX, float worldZ) const {
|
|
if (gridSize <= 1 || gridSpacing <= 0.0f || vertices.empty()) {
|
|
return 0.0f;
|
|
}
|
|
|
|
const float step = std::max(0.25f, 0.5f * gridSpacing);
|
|
|
|
const float hL = sampleHeightWorld(worldX - step, worldZ);
|
|
const float hR = sampleHeightWorld(worldX + step, worldZ);
|
|
const float hD = sampleHeightWorld(worldX, worldZ - step);
|
|
const float hU = sampleHeightWorld(worldX, worldZ + step);
|
|
|
|
const float dHdx = (hR - hL) / (2.0f * step);
|
|
const float dHdz = (hU - hD) / (2.0f * step);
|
|
return std::sqrt(dHdx * dHdx + dHdz * dHdz);
|
|
}
|
|
|
|
float Terrain::sampleDirectionalGradientWorld(float worldX, float worldZ, const glm::vec2& directionWorld) const {
|
|
if (gridSize <= 1 || gridSpacing <= 0.0f || vertices.empty()) {
|
|
return 0.0f;
|
|
}
|
|
|
|
const float dirLen = glm::length(directionWorld);
|
|
if (dirLen <= 1.0e-5f) {
|
|
return 0.0f;
|
|
}
|
|
|
|
const glm::vec2 dir = directionWorld / dirLen;
|
|
const float step = std::max(0.25f, gridSpacing);
|
|
|
|
const float h0 = sampleHeightWorld(worldX, worldZ);
|
|
const float h1 = sampleHeightWorld(worldX + dir.x * step, worldZ + dir.y * step);
|
|
return (h1 - h0) / step;
|
|
}
|
|
|
|
|
|
glm::vec3 Terrain::getNormal(int x, int z) const
|
|
{
|
|
assert(x >= 0 && x < gridSize);
|
|
assert(z >= 0 && z < gridSize);
|
|
return normals[x * gridSize + z];
|
|
|
|
}
|
|
|
|
std::vector<glm::vec3> Terrain::getHighestPeaks(int count, float minDistanceWorld) const
|
|
{
|
|
std::vector<glm::vec3> peaks;
|
|
if (count <= 0 || vertices.empty()) {
|
|
return peaks;
|
|
}
|
|
|
|
std::vector<std::size_t> order(vertices.size());
|
|
std::iota(order.begin(), order.end(), static_cast<std::size_t>(0));
|
|
std::sort(order.begin(), order.end(), [&](std::size_t a, std::size_t b) {
|
|
return vertices[a].y > vertices[b].y;
|
|
});
|
|
|
|
const float minDist2 = std::max(0.0f, minDistanceWorld * minDistanceWorld);
|
|
for (std::size_t id : order) {
|
|
const glm::vec3& candidate = vertices[id];
|
|
bool tooClose = false;
|
|
for (const glm::vec3& p : peaks) {
|
|
const float dx = candidate.x - p.x;
|
|
const float dz = candidate.z - p.z;
|
|
if (dx * dx + dz * dz < minDist2) {
|
|
tooClose = true;
|
|
break;
|
|
}
|
|
}
|
|
if (tooClose) {
|
|
continue;
|
|
}
|
|
|
|
peaks.push_back(candidate);
|
|
if (static_cast<int>(peaks.size()) >= count) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return peaks;
|
|
}
|