- Timestamp:
- Dec 21, 2005, 2:22:59 PM (19 years ago)
- Location:
- branches/height_map/src
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/height_map/src/lib/graphics/importer/height_map.cc
r6100 r6227 10 10 11 11 ### File Specific: 12 main-programmer: 12 main-programmer: bottac@ee.ethz.ch 13 13 */ 14 14 … … 17 17 #include "texture.h" 18 18 #include "vector.h" 19 #include "material.h" 20 #include "p_node.h" 21 #include "state.h" 22 #include "resource_manager.h" 19 23 20 24 #include "debug.h" … … 27 31 #endif 28 32 29 HeightMap::HeightMap() : StaticModel()30 { 31 32 } 33 34 HeightMap::HeightMap(const char* height_map_name = NULL) : StaticModel()33 HeightMap::HeightMap() 34 { 35 36 } 37 38 HeightMap::HeightMap(const char* height_map_name = NULL) 35 39 { 36 40 this->setClassID(CL_HEIGHT_MAP, "HeightMap"); … … 50 54 51 55 else PRINTF(4)("oops! couldn't load %s for some reason.\n", height_map_name); 52 } 53 54 56 57 58 generateNormalVectorField(); 59 60 61 //Defines 2 Materials (for testing only!) 62 this->tmp_mat = new Material(); 63 tmp_mat->setTransparency(1.0); 64 tmp_mat->setIllum(0.3); 65 tmp_mat->setDiffuse(0.55,0.4,0.2); 66 tmp_mat->setAmbient(0.6,0.4,0.2); 67 tmp_mat->setSpecular(0.02,0.02,0.02); 68 tmp_mat->setShininess(.1); 69 tmp_mat->setTransparency(1.0); 70 71 tmp_mat->diffuseTexture = NULL; 72 tmp_mat->ambientTexture = NULL; 73 tmp_mat->specularTexture = NULL; 74 75 this->red_mat = new Material(); 76 red_mat->setTransparency(1.0); 77 red_mat->setIllum(0.3); 78 red_mat->setDiffuse(0.55,0.1,0.1); 79 red_mat->setAmbient(0.55,0.1,0.1); 80 red_mat->setSpecular(0.02,0.02,0.02); 81 red_mat->setShininess(.1); 82 red_mat->setTransparency(1.0); 83 84 red_mat->diffuseTexture = NULL; 85 red_mat->ambientTexture = NULL; 86 red_mat->specularTexture = NULL; 87 88 } 89 90 HeightMap::HeightMap(const char* height_map_name = NULL, const char* colour_map_name = NULL) 91 { 92 this->setClassID(CL_HEIGHT_MAP, "HeightMap"); 93 94 heightMap = IMG_Load(height_map_name); 95 if(heightMap!=NULL) { 96 97 PRINTF(0)("loading Image %s\n", height_map_name); 98 PRINTF(0)("width : %i\n", heightMap->w); 99 PRINTF(0)("hight : %i\n", heightMap->h); 100 PRINTF(0)("%i Byte(s) per Pixel \n", heightMap->format->BytesPerPixel); 101 PRINTF(0)("Rshift : %i\n", heightMap->format->Rshift); 102 PRINTF(0)("Bshift: %i\n", heightMap->format->Bshift); 103 PRINTF(0)("Gshift: %i\n", heightMap->format->Gshift); 104 PRINTF(0)("Rmask: %i\n", heightMap->format->Rmask); 105 PRINTF(0)("Gmask: %i\n", heightMap->format->Gmask); 106 } 107 108 else PRINTF(4)("oops! couldn't load %s for some reason.\n", height_map_name); 109 110 111 generateNormalVectorField(); 112 113 114 //Defines 2 Materials (for testing only!) 115 this->tmp_mat = new Material("tmp"); 116 tmp_mat->setTransparency(1.0); 117 tmp_mat->setIllum(0.3); 118 tmp_mat->setDiffuse(1.0,1.0,1.0); 119 tmp_mat->setAmbient(1.0,1.0,1.0); 120 121 tmp_mat->setSpecular(0.0,0.00,0.00); 122 tmp_mat->setShininess(1.0); 123 124 125 126 127 this->red_mat = new Material("red"); 128 red_mat->setTransparency(1.0); 129 red_mat->setIllum(3); 130 red_mat->setDiffuse(0.55,0.1,0.1); 131 red_mat->setAmbient(0.55,0.1,0.1); 132 red_mat->setSpecular(0.0,0.0,0.0); 133 red_mat->setShininess(1.0); 134 red_mat->setTransparency(1.0); 135 136 // red_mat->diffuseTexture = NULL; 137 // red_mat->ambientTexture = NULL; 138 //red_mat->specularTexture = NULL; 139 140 if(colour_map_name != NULL) 141 { 142 colourMap = IMG_Load(colour_map_name); 143 if(colourMap != NULL) 144 { 145 PRINTF(0)("loading Image %s\n", colour_map_name); 146 PRINTF(0)("width : %i\n", colourMap->w); 147 PRINTF(0)("hight : %i\n", colourMap->h); 148 PRINTF(0)("%i Byte(s) per Pixel \n", colourMap->format->BytesPerPixel); 149 PRINTF(0)("Rshift : %i\n", colourMap->format->Rshift); 150 PRINTF(0)("Bshift: %i\n", colourMap->format->Bshift); 151 PRINTF(0)("Gshift: %i\n", colourMap->format->Gshift); 152 PRINTF(0)("Rmask: %i\n", colourMap->format->Rmask); 153 PRINTF(0)("Gmask: %i\n", colourMap->format->Gmask); 154 } 155 else PRINTF(4)("oops! couldn't load %s for some reason.\n", colour_map_name); 156 157 const char* texture_name = "pictures/ground1.tga"; 158 tmp_mat->setDiffuseMap(texture_name); 159 if(colourMap != NULL) 160 { 161 colours = (unsigned char *) colourMap->pixels; 162 hasColourMap = true; 163 } 164 else 165 { 166 hasColourMap = false; 167 168 169 } 170 171 // tmp_mat->setAmbientMap(texture_name); 172 //tmp_mat->setSpecularMap(texture_name); 173 174 // red_mat->setDiffuseMap(texture_name); 175 // red_mat->setAmbientMap(texture_name); 176 //red_mat->setSpecularMap(texture_name); 177 } 178 179 180 } 55 181 HeightMap::~HeightMap() 56 182 { … … 60 186 void HeightMap::load() 61 187 { 62 unsigned char height = 0; 188 189 } 190 191 192 void HeightMap::draw() 193 { 194 195 this->camera = State::getCamera(); 196 this->camCoords = this->camera->getAbsCoor(); 197 float x = this->camCoords.x + 300; 198 float y = this->camCoords.z + 100; 199 200 // Draw a red rectangle to test getHeight 201 202 red_mat->select(); 203 glBegin(GL_TRIANGLE_STRIP); 204 glNormal3f(0,1,0); 205 glTexCoord2d(1.0,0.0); 206 glVertex3f(x-10,getHeight(x-10,y+10)+5.0f ,y+10); // Top Left 207 208 209 glNormal3f(0,1,0); 210 glTexCoord2d(1.0,1.0); 211 glVertex3f(x+10,getHeight(x+10,y+10)+5.0f ,y+10); // Top Left 212 213 214 glNormal3f(0,1,0); 215 glTexCoord2d(0.0,0.0); 216 glVertex3f(x-10,getHeight(x-10,y-10)+5.0f ,y-10); // Top Left 217 218 219 glNormal3f(0,1,0); 220 glTexCoord2d(0.0,1.0); 221 glVertex3f(x+10,getHeight(x+10,y-10)+5.0f ,y-10); // Top Left 222 223 glEnd(); 224 225 tmp_mat->select(); 226 227 unsigned char height = 0; 63 228 int offset = 0; 64 65 char * bmp = (char*) heightMap->pixels; 66 229 int g = 0; 230 float old_r = 0.0f; 231 float old_g = 0.0f; 232 float old_b = 0.0f; 233 heights = (unsigned char*) heightMap->pixels; 234 235 bool colourChanged = true; 236 67 237 if(heightMap != NULL && heightMap->format->BitsPerPixel == 8 ) 68 238 { 69 239 SDL_LockSurface(heightMap); 70 for(int i = 0 ; i < heightMap->h ; i +=2) 71 { 72 for(int j = 0; j < heightMap->w ; j += 2) 240 241 242 for(int i = 0 ; i < heightMap->h -sampleRate ; i +=sampleRate) 243 { 244 245 246 247 glBegin(GL_TRIANGLE_STRIP); 248 int j = 0; 249 250 /* 251 height = heights[j + i*(heightMap->w )]; 252 glNormal3f(normalVectorField[i][j].y,normalVectorField[i][j].z,normalVectorField[i][j].x); 253 glVertex3f(20*(heightMap->h -(i))-1000,(double)((double)(height)/1-300),20*(j)-1000); // Top Left 254 255 height = heights[j + (i+2)*(heightMap->w )]; 256 glNormal3f(normalVectorField[i+2][j].y,normalVectorField[i+2][j].z,normalVectorField[i+2][j].x); 257 glVertex3f(20*(heightMap->h -(i+2))-1000,(double)((double)(height)/1-300),20*(j)-1000); // Bottom Left 258 */ 259 260 261 for(int j = 0 ; j < heightMap->w -sampleRate ; j += sampleRate) 73 262 { 74 // get local hight from heightMap 75 // This seems to work only on 8-Bit Grayscale-Bitmaps 76 height = bmp[j + i*(heightMap->w )]; 77 78 79 /*height = heightMap->format->palette->colors[offset].r + 80 heightMap->format->palette->colors[offset].g + 81 heightMap->format->palette->colors[offset].b ; */ 82 83 84 this->addVertex( 20*(heightMap->h - i) , (( (double)height)/0.3)-1200 ,20*j); 263 if(hasColourMap) 264 { 265 float r = (float)colours[3*j+2 + 3*i*(heightMap->w )]; 266 float g = (float)colours[3*j+1 + 3*i*(heightMap->w)]; 267 float b = (float)colours[3*j+0 + 3*i*(heightMap->w)]; 268 colourChanged = old_r != r || old_g != g || old_b != b; 269 old_r = r; 270 old_g = g; 271 old_b = b; 272 if(colourChanged) 273 { 274 tmp_mat->setAmbient(r/255.0,g/255.0,b/255.0); 275 tmp_mat->setDiffuse(r/255.0,g/255.0,b/255.0); 276 tmp_mat->select(); 277 } 278 } 279 280 if(true/*(abs(-scaleX*i-x+5000) > 1100 || abs(scaleZ*j-y-2000) > 1100 )*/){ //subdivide?? 281 282 height = heights[j+sampleRate + i*(heightMap->w )]; 283 glNormal3f(normalVectorField[i][j+sampleRate].y,normalVectorField[i][j+sampleRate].z,normalVectorField[i][j+2].x); 284 glTexCoord2f(((j/sampleRate)%4)/4.0,((i/sampleRate)%4)/4.0); 285 ///glTexCoord2f(1.0,1.0); 286 glVertex3f(scaleX*(heightMap->h -i),(double)((double)(height)*scaleY),scaleZ*(j+sampleRate)); // Top Right 287 288 height = heights[j+sampleRate + (i+sampleRate)*(heightMap->w )]; 289 glNormal3f(normalVectorField[i+sampleRate][j+sampleRate].y,normalVectorField[i+sampleRate][j+sampleRate].z,normalVectorField[i+sampleRate][j+sampleRate].x); 290 glTexCoord2f(((j/sampleRate)%4)/4.0,1/4.0+((i/sampleRate)%4)/4.0); 291 //glTexCoord2f(0.0,0.0); 292 glVertex3f(scaleX*(heightMap->h -(i+sampleRate)),(double)((double)(height)*scaleY),scaleZ*(j+sampleRate)); // Bottom Right 293 294 295 296 /* 297 height = heights[j+2 + (i+2)*(heightMap->w )]; 298 glNormal3f(normalVectorField[i+2][j+2].y,normalVectorField[i+2][j+2].z,normalVectorField[i+2][j+2].x); 299 glVertex3f(20*(heightMap->h -(i+2)),(double)((double)(height)/1-300),20*(j+2)); // Bottom Right 300 301 302 height = heights[j + i*(heightMap->w )]; 303 glNormal3f(normalVectorField[i][j].y,normalVectorField[i][j].z,normalVectorField[i][j].x); 304 glVertex3f(20*(heightMap->h -(i)),(double)((double)(height)/1-300),20*(j)); // Top Left 305 306 */ 307 g=j; 308 309 310 } 311 else 312 { 313 //red_mat->select(); 314 //glEnd(); 315 316 317 318 glBegin(GL_TRIANGLE_STRIP); 319 320 drawRect(j,i+sampleRate/2,j+sampleRate/2,i); 321 glEnd(); 322 glBegin(GL_TRIANGLE_STRIP); 323 324 325 drawRect(j+sampleRate/2,i+sampleRate/2,j+sampleRate,i); 326 glEnd(); 327 glBegin(GL_TRIANGLE_STRIP); 328 329 330 drawRect(j,i+sampleRate,j+sampleRate/2,i+sampleRate/2); 331 glEnd(); 332 glBegin(GL_TRIANGLE_STRIP); 333 drawRect(j+sampleRate/2,i+sampleRate,j+sampleRate,i+sampleRate/2); 334 335 glEnd(); 336 337 /*glBegin(GL_TRIANGLE_STRIP); 338 339 height = heights[j+sampleRate + i*(heightMap->w )]; 340 glNormal3f(normalVectorField[i][j+sampleRate].y,normalVectorField[i][j+sampleRate].z,normalVectorField[i][j+sampleRate].x); 341 glVertex3f(scaleX*(heightMap->h -i),(double)((double)(height)*scaleY),scaleZ*(j+sampleRate)); // Top Right 342 343 344 height = heights[j+sampleRate + (i+sampleRate)*(heightMap->w )]; 345 glNormal3f(normalVectorField[i+sampleRate][j+sampleRate].y,normalVectorField[i+sampleRate][j+sampleRate].z,normalVectorField[i+sampleRate][j+sampleRate].x); 346 glVertex3f(scaleX*(heightMap->h -(i+sampleRate)),(double)((double)(height)*scaleY),scaleZ*(j+sampleRate)); // Bottom Right 347 */ 348 349 350 351 //subdivide 352 } 353 354 355 85 356 } 357 glEnd(); 358 86 359 } 87 360 SDL_UnlockSurface(heightMap); 88 89 90 91 int c = (heightMap->w)/2 ; // One line 92 for(int i = 0; i < (heightMap->w)/2 -2 ; i ++) 93 { 94 for(int j = 0; j < (heightMap->h)/2 - 2; j++) 361 362 } 363 364 365 /* int c = (heightMap->w)/4 ; // One line 366 for(int i = 0; i < (heightMap->w)/4 -4 ; i ++) 367 { 368 for(int j = 0; j < (heightMap->h)/4 - 4; j++) 95 369 { 96 97 /* Two Triangles or ...*/ 98 99 //this->addFace (3, VERTEX_ONLY,j + (i+1)*c,j+1+i*c , j + i*c ); 100 //this->addFace (3, VERTEX_ONLY,j + (i+1)*c,j + (i+1)*c +1 ,j+i*c +1 ); 101 102 /* ... one square*/ 103 104 this->addFace (4 ,VERTEX_ONLY,j+i*c,j+(i+1)*c ,j + (i+1)*c +1, j +i*c+1 ); 370 371 this->addFace (3, VERTEX_ONLY,j + (i+1)*c,j+1+i*c , j + i*c ); 372 this->addFace (3, VERTEX_ONLY,j + (i+1)*c,j + (i+1)*c +1 ,j+i*c +1 ); 373 374 105 375 } 106 376 … … 108 378 109 379 } 110 111 112 }//if 113 else 114 { 115 116 //make a cube 117 this->setName("HardCore"); 118 this->addVertex (-0.5, -0.5, 0.5); 119 this->addVertex (0.5, -0.5, 0.5); 120 this->addVertex (-0.5, 0.5, 0.5); 121 this->addVertex (0.5, 0.5, 0.5); 122 this->addVertex (-0.5, 0.5, -0.5); 123 this->addVertex (0.5, 0.5, -0.5); 124 this->addVertex (-0.5, -0.5, -0.5); 125 this->addVertex (0.5, -0.5, -0.5); 126 127 128 129 130 this->addFace (3, VERTEX_ONLY, 4, 3, 2); 131 132 } 133 this->finalize(); 134 135 136 } 380 381 */ 382 } 383 384 void HeightMap::generateNormalVectorField() 385 { 386 int delta = 1; 387 heights = (unsigned char*) heightMap->pixels; 388 389 //Create a Dynamicly sized 2D-Array to store our normals 390 normalVectorField = new Vector* [heightMap->h]; 391 for(int i=0;i<heightMap->h;i++) 392 normalVectorField [i]= new (Vector [heightMap->w]); 393 394 395 396 // !!! Does not yet calculate any normals for some border points!!!!! 397 398 if(heightMap != NULL && heightMap->format->BitsPerPixel == 8 ) 399 { 400 SDL_LockSurface(heightMap); 401 for(int i = 0 ; i < heightMap->h -1 ; i ++) 402 { 403 for(int j = 0; j < heightMap->w -1 ; j ++) 404 { 405 406 407 delta = (int)heights[j + (i+1)*(heightMap->w )] - (int) heights[j + i*(heightMap->w )]; 408 Vector a = Vector(-20.0,(float)delta ,0.0f); 409 410 delta = (int)heights[j+1 + i*(heightMap->w )] - (int)heights[j + i*(heightMap->w )]; 411 Vector b = Vector(0.0f,(float) delta ,20.0); 412 413 414 normalVectorField[i][j] = b.cross(a); 415 normalVectorField[i][j].normalize(); 416 417 } 418 } 419 SDL_UnlockSurface(heightMap); 420 421 } 422 423 } 424 425 void HeightMap::drawRect(int xBottom, int yBottom, int xTop, int yTop ) 426 { 427 int height = 0; 428 if(true) 429 { 430 431 height = heights[xTop + yTop*(heightMap->w )]; 432 glNormal3f(normalVectorField[yTop][xTop].y,normalVectorField[yTop][xTop].z,normalVectorField[yTop][xTop].x); 433 glTexCoord2f(((yBottom/sampleRate)%8)/8.0+0.125,((xBottom/sampleRate)%8)/8.0+0.125); 434 glVertex3f(scaleX*(heightMap->h - yTop),(double)((double)(height)*scaleY),scaleZ*(xTop)); // Top Right 435 436 height = heights[xBottom + yTop*(heightMap->w )]; 437 glNormal3f(normalVectorField[yTop][xBottom].y,normalVectorField[yTop][xBottom].z,normalVectorField[yTop][xBottom].x); 438 glTexCoord2f(((yBottom/sampleRate)%8)/8.0,((xBottom/sampleRate)%8)/8.0+0.125); 439 glVertex3f(scaleX*(heightMap->h -(yTop)),(double)((double)(height)*scaleY),scaleZ*(xBottom)); // Top Left 440 441 height = heights[xTop + (yBottom)*(heightMap->w )]; 442 glNormal3f(normalVectorField[yBottom][xTop].y,normalVectorField[yBottom][xTop].z,normalVectorField[yBottom][xTop].x); 443 glTexCoord2f(((yBottom/sampleRate)%8)/8.0+0.125,((yBottom/sampleRate)%8)/8.0); 444 glVertex3f(scaleX*(heightMap->h -(yBottom)),(double)((double)(height)*scaleY),scaleZ*(xTop)); // Bottom Right 445 446 height = heights[xBottom + (yBottom)*(heightMap->w )]; 447 glNormal3f(normalVectorField[yBottom][xBottom].y,normalVectorField[yBottom][xBottom].z,normalVectorField[yBottom][xBottom].x); 448 glTexCoord2f(((yBottom/sampleRate)%8)/8.0,((yBottom/sampleRate)%8)/8.0); 449 glVertex3f(scaleX*(heightMap->h -(yBottom)),(double)((double)(height)*scaleY),scaleZ*(xBottom)); // Bottom Left 450 451 452 453 } 454 else 455 { 456 // subdivide 457 } 458 459 } 460 461 462 void HeightMap::fixBoarder(int xBottomLeft, int yBottomLeft, int xTopRight, int yTopRight) 463 { 464 465 int height = 0; 466 467 for(int i= xTopRight; i < xBottomLeft ; i+= sampleRate) 468 { 469 470 glBegin(GL_TRIANGLES); 471 472 height = heights[yBottomLeft + (i + sampleRate)*(heightMap->w )]; 473 glNormal3f(0,1,0); 474 glVertex3f(scaleX*(heightMap->h -i-sampleRate),scaleY*height,scaleZ*(yBottomLeft)); 475 476 height = heights[yBottomLeft + i*(heightMap->w )]; 477 glNormal3f(0,1,0); 478 glVertex3f(scaleX*(heightMap->h -i),scaleY*height,scaleZ*(yBottomLeft)); 479 480 height = heights[yBottomLeft + (i + sampleRate/2)*(heightMap->w )]; 481 glNormal3f(0,1,0); 482 glVertex3f(scaleX*(heightMap->h -i - sampleRate/2),scaleY*height,scaleZ*(yBottomLeft)); 483 484 485 486 glEnd(); 487 488 489 490 491 } 492 for(int j= yBottomLeft; j < yTopRight; j+= sampleRate) 493 { 494 glBegin(GL_TRIANGLES); 495 height = heights[j + (xBottomLeft+sampleRate)*(heightMap->w )]; 496 glNormal3f(-1,0,0); 497 glVertex3f(scaleX*(heightMap->h -xBottomLeft -sampleRate),scaleY*height,scaleZ*(j)); 498 499 height = heights[j + sampleRate/2 + (xBottomLeft + sampleRate)*(heightMap->w )]; 500 glNormal3f(-1,0,0); 501 glVertex3f(scaleX*(heightMap->h -xBottomLeft - sampleRate),scaleY*height,scaleZ*(j+sampleRate/2)); 502 503 height = heights[j + sampleRate + (xBottomLeft + sampleRate)*(heightMap->w )]; 504 glNormal3f(-1,0,0); 505 glVertex3f(scaleX*(heightMap->h -xBottomLeft-sampleRate),scaleY*height,scaleZ*(j+sampleRate)); 506 507 glEnd(); 508 } 509 } 510 511 void HeightMap::scale(Vector v) 512 { 513 scaleX = v.x; 514 scaleY = v.y; 515 scaleZ = v.z; 516 } 517 518 // Accepts Coordinates relative to HeightMap 519 float HeightMap::getHeight(float x, float y) 520 { 521 int xInt = (int)x / scaleX; x -= (float)xInt*scaleX; xInt = heightMap->h - xInt; 522 int yInt = (int)y / scaleZ; y -= (float)yInt*scaleZ; 523 if(xInt <= 0 || xInt >= heightMap->h || yInt <= 0 || yInt >= heightMap->w ) return 0.0f; 524 float height = heights[yInt + (xInt)*heightMap->w]*scaleY; 525 float a = normalVectorField[(xInt)][yInt].x; 526 float b = normalVectorField [(xInt)][yInt].z; 527 float c = normalVectorField [(xInt)][yInt].y; 528 height -= ( (a/c)*(x) + (b/c)*(y))*scaleY; 529 return height; 530 } -
branches/height_map/src/lib/graphics/importer/height_map.h
r6100 r6227 14 14 15 15 16 #include "static_model.h" 16 #include "model.h" 17 18 #define sampleRate 2 17 19 18 20 class SDL_Surface; 19 21 class Vector; 22 class Material; 23 class PNode; 24 class Texture; 20 25 21 class HeightMap : public StaticModel26 class HeightMap : public Model 22 27 { 23 28 public: 29 void draw(); 24 30 void load(); 25 void load(const char*, int); 31 void load(int Mode); 32 void load(const char*, int Mode); 33 void scale( Vector V); 34 float getHeight(float x, float y); // x,y relative to HeightMap 26 35 HeightMap(); 27 36 HeightMap(const char*); 37 HeightMap(const char*, const char*); 28 38 ~HeightMap(); 39 29 40 30 41 private: 31 42 SDL_Surface* heightMap; 43 SDL_Surface* colourMap; 44 unsigned char* heights; 45 unsigned char* colours; 46 void generateNormalVectorField(); 47 void drawRect(int xBottomLeft, int yBottomLeft, int xTopRight, int yTopRight ); 48 void fixBoarder(int xBottomLeft, int yBottomLeft, int xTopRight, int yTopRight); 49 Vector ** normalVectorField ; 50 Vector camCoords; 51 Material * tmp_mat; 52 Material* red_mat; 53 Texture* texture; 54 const PNode* camera; 55 float scaleX ; 56 float scaleY ; 57 float scaleZ ; 58 int cmScaleX; 59 int cmScaleY; 60 bool hasColourMap; 61 inline int abs(int val) 62 { 63 if(val < 0) val = -val; 64 return val; 65 } 32 66 33 67 }; -
branches/height_map/src/world_entities/terrain.cc
r6103 r6227 30 30 31 31 using namespace std; 32 HeightMap * hm; 32 33 33 34 CREATE_FACTORY(Terrain, CL_TERRAIN); … … 41 42 this->init(); 42 43 43 this->tmp_mat = new Material(); 44 this->tmp_mat = new Material(); 45 tmp_mat->setTransparency(1.0); 46 tmp_mat->setIllum(0.3); 47 /* tmp_mat->setDiffuse(0.55,0.4,0.2); 48 tmp_mat->setAmbient(0.6,0.4,0.2); 49 tmp_mat->setSpecular(0.02,0.02,0.02);*/ 50 tmp_mat->setDiffuse(1.0,1.0,1.0); 51 tmp_mat->setAmbient(1.0,1.0,1.0 ); 52 tmp_mat->setSpecular(1.0,1.0,1.0); 53 tmp_mat->setShininess(.1); 54 tmp_mat->setTransparency(1.0); 55 56 tmp_mat->diffuseTexture = NULL; 57 tmp_mat->ambientTexture = NULL; 58 // tmp_mat->specularTexture = NULL; 59 44 60 // this->loadParams(root); 45 61 46 62 char* heightmapName = ResourceManager::getFullName("pictures/heightmapHello.bmp"); 47 HeightMap * hm = new HeightMap(heightmapName); 48 63 char* colourmapName = ResourceManager::getFullName("pictures/heightmapHelloCM.bmp"); 64 hm = new HeightMap(heightmapName, colourmapName); 65 hm->scale(Vector(23.0f,1.7f,23.0f)); 49 66 hm->load(); 50 67 this->model=hm; … … 201 218 202 219 /* translate */ 203 glTranslatef (this->getAbsCoor ().x ,204 this->getAbsCoor ().y ,205 this->getAbsCoor ().z );220 glTranslatef (this->getAbsCoor ().x - 1000, 221 this->getAbsCoor ().y - 400, 222 this->getAbsCoor ().z - 1000) ; 206 223 /* rotate */ 207 224 Vector tmpRot = this->getAbsDir().getSpacialAxis(); 208 225 glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); 209 210 this->tmp_mat->select(); 211 212 this->model->draw(); 213 if (this->objectList) 226 227 //this->tmp_mat->select(); 228 229 230 hm->draw(); 231 /* if (this->objectList) 214 232 glCallList(this->objectList); 215 233 else if (this->model) … … 217 235 if (this->vegetation) 218 236 this->vegetation->draw(); 237 */ 219 238 glPopMatrix(); 220 239 -
branches/height_map/src/world_entities/terrain.h
r6103 r6227 44 44 private: 45 45 Model* vegetation; 46 Model* model; 46 47 Material* tmp_mat; 47 48 int objectList;
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