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terrain.cpp
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#include "terrain.h"
#include "math.h"
Terrain::Terrain(int gridX, int gridZ, QList<QSharedPointer<Shader>>& shaders, const Camera* camera)
{
this->shaders = shaders;
this->camera = camera;
setMaxDistanceLevels();
setTerrainGridXZ(gridX, gridZ);
}
void Terrain::setTerrainGridXZ(int gridX, int gridZ){
this->gridX = gridX;
this->gridZ = gridZ;
xz.clear();
xz.push_back(gridX * GRID_SIZE);
xz.push_back(gridZ * GRID_SIZE);
position = QVector3D(xz.at(0), 0.0f, xz.at(1));
}
void Terrain::appendTexture(const QList<QString>& texturePaths, FileSystem* fileSystem)
{
for (auto& t : texturePaths){
Texture texture;
texture.id = ModelTexture::textureFromFile(QString("%1%2").arg(fileSystem->getTerrainPath(), t));//ModelTexture::textureFromFile(QString("%1%2").arg(fileSystem->getTerrainPath(), t));
textures.append(texture);
}
}
void Terrain::setMaxDistanceLevels(){
float hq_lv1 = GRID_SIZE / NODE_COUNT * (2*sqrt(2));
float mq_lv1 = GRID_SIZE / NODE_COUNT * (4*sqrt(2));
maxDistanceLevels.push_back(hq_lv1);
maxDistanceLevels.push_back(mq_lv1);
}
void Terrain::generateTerrain(){
hqVertices.clear(); mqVertices.clear(); lqVertices.clear();
hqIndices.clear(); mqIndices.clear(); lqIndices.clear();
hqIndicesPointer = 0; mqIndicesPointer = 0; lqIndicesPointer = 0;
QVector3D cameraPos = camera->getCameraPos();
QVector3D cameraDirection = camera->getCameraDirection();
for (int z=1; z<NODE_COUNT+1; z++){
for (int x=1; x<NODE_COUNT+1; x++){
QVector3D vertexPos(x/(NODE_COUNT-1) * GRID_SIZE, 0.0f, z/(NODE_COUNT) * GRID_SIZE);
QVector3D vertexWorldPos = vertexPos + position;
float distance = cameraPos.distanceToPoint(vertexWorldPos);
if (distance <= maxDistanceLevels.at(0)) // HIGH_QUALITY
{
loadVertex(x, z, 0, hqVertices, hqIndices);
}else if(distance > maxDistanceLevels.at(0) && distance <= maxDistanceLevels.at(1)){ // MEDIUM_QUALITY
loadVertex(x, z, 1, mqVertices, mqIndices);
}else{ // LOW_QUALITY
loadVertex(x, z, 2, lqVertices, lqIndices);
}
//loadVertex(x, z, 0, hqVertices, hqIndices);
}
}
shaders.at(0)->loadToVAO(hqVertices, hqIndices);
shaders.at(1)->loadToVAO(mqVertices, mqIndices);
shaders.at(2)->loadToVAO(lqVertices, lqIndices);
}
void Terrain::loadVertex(const int& nodeX, const int& nodeZ, const int& lodLevel, QVector<float>& vertices, QVector<int>& indices)
{
const float& VERTEX_COUNT = VERTEX_COUNTS[lodLevel];
float nodeSelectedX = (float)nodeX/(NODE_COUNT) * GRID_SIZE; // x*(GRID_SIZE/NODE_COUNT);
float nodePreviousX = (float)(nodeX-1)/(NODE_COUNT) * GRID_SIZE; //startX + (GRID_SIZE/NODE_COUNT);
float nodeSelectedZ = (float)nodeZ/(NODE_COUNT) * GRID_SIZE;
float nodePreviousZ = (float)(nodeZ-1)/(NODE_COUNT) * GRID_SIZE;
int addedVertexCount = 0;
for (int z=0; z<VERTEX_COUNT; z++){
for (int x=0; x<VERTEX_COUNT; x++){
//coord vertices
float nodeCurrentX = nodePreviousX + (x/(VERTEX_COUNT-1) * (nodeSelectedX-nodePreviousX));
float nodeCurrentZ = nodePreviousZ + (z/(VERTEX_COUNT-1) * (nodeSelectedZ-nodePreviousZ));
vertices.push_back(nodeCurrentX); // startX + (x/(VERTEX_COUNT-1) * (endX-startX))
vertices.push_back(0.0f);
vertices.push_back(nodeCurrentZ); // z
//normal vertices
vertices.push_back(0.0f);
vertices.push_back(1.0f);
vertices.push_back(0.0f);
//texture vertices
vertices.push_back(nodeCurrentX / GRID_SIZE); // u
vertices.push_back(nodeCurrentZ / GRID_SIZE); // v
addedVertexCount++;
}
}
double indicesPointer = vertices.size()/8 - addedVertexCount;
for (int iz=0; iz<VERTEX_COUNT-1; iz++){
for (int ix=0; ix<VERTEX_COUNT-1; ix++){
int topLeft = indicesPointer + ((iz*VERTEX_COUNT) + ix);
int topRight = (topLeft+1);
int bottomLeft = indicesPointer + (((iz+1)*VERTEX_COUNT) + ix);
int bottomRight = (bottomLeft+1);
indices.push_back(topLeft);
indices.push_back(bottomLeft);
indices.push_back(topRight);
indices.push_back(topRight);
indices.push_back(bottomLeft);
indices.push_back(bottomRight);
}
}
}
void Terrain::renderTerrain(){
QOpenGLFunctions* ogl = shaders.at(0)->ogl_->currentContext()->functions();
generateTerrain();
QMatrix4x4 m_model;
m_model.setToIdentity();
m_model.translate(getTerrainPosition());
QOpenGLShaderProgram* shaderProgramHq = shaders.at(0)->getShaderProgram();
QOpenGLShaderProgram* shaderProgramMq = shaders.at(1)->getShaderProgram();
QOpenGLShaderProgram* shaderProgramLq = shaders.at(2)->getShaderProgram();
shaderProgramHq->bind();
shaderProgramHq->setUniformValue(shaderProgramHq->uniformLocation("modelMatrix"), m_model);
shaders.at(0)->getVAO()->bind();
loadTexture(shaders.at(0), 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
ogl->glDrawElements(GL_TRIANGLES, hqIndices.size(), GL_UNSIGNED_INT, 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
shaders.at(0)->getVAO()->release();
shaderProgramMq->bind();
shaderProgramMq->setUniformValue(shaderProgramHq->uniformLocation("modelMatrix"), m_model);
shaders.at(1)->getVAO()->bind();
loadTexture(shaders.at(1), 1);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
ogl->glDrawElements(GL_TRIANGLES, mqIndices.size(), GL_UNSIGNED_INT, 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
shaders.at(1)->getVAO()->release();
shaderProgramLq->bind();
shaderProgramLq->setUniformValue(shaderProgramHq->uniformLocation("modelMatrix"), m_model);
shaders.at(2)->getVAO()->bind();
loadTexture(shaders.at(2), 2);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
ogl->glDrawElements(GL_TRIANGLES, lqIndices.size(), GL_UNSIGNED_INT, 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
shaders.at(2)->getVAO()->release();
}
void Terrain::loadTexture(QSharedPointer<Shader> shader, const int& lodLevel){
QOpenGLFunctions* ogl = shaders.at(0)->ogl_->currentContext()->functions();
for (GLuint i = 0; i < textures.size(); i++){
ogl->glActiveTexture(GL_TEXTURE0 + i);
shader->getShaderProgram()->setUniformValue(shader->getShaderProgram()->uniformLocation(QString("textures[%1]").arg(i)), i);
ogl->glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
}