+#include <gmath/gmath.h>
+
#include "camera.h"
+#include "gfxapi.h"
#include "image.h"
+#include "mesh.h"
+#include "meshgen.h"
+#include "object.h"
#include "scene.h"
#include "terrain.h"
-Terrain::Terrain() {}
+static float calc_height(float u, float v, void *ptr);
+
+Terrain::Terrain()
+{
+ vis_scene = 0;
+}
Terrain::~Terrain()
{
}
+bool Terrain::init()
+{
+ vis_scene = new Scene;
+
+ return true;
+}
+
+void Terrain::destroy()
+{
+ delete vis_scene;
+}
+
bool Terrain::generate(const TerrainParams ¶ms)
{
- // if(xsz <= 0 || ysz <=0) {
- // fprintf(stderr, "Invalid terrain size.\n");
- // return false;
- // }
+ tiles.clear();
- // if(xtiles <= 0 || ytiles <= 0) {
- // fprintf(stderr, "Invalid number of terrain tiles.\n");
- // return false;
- // }
+ float txsz = params.xsz / params.xtiles;
+ float tysz = params.ysz / params.ytiles;
- // if(tiles)
- // tiles.clear();
+ for(int i=0; i<params.ytiles; i++) {
+ for(int j=0; j<params.xtiles; j++) {
+ TerrainTile tile;
+ tile.mesh = gfx_create_mesh();
- // int tsz = xtiles * ytiles;
- // tiles.resize(tsz);
+ gen_heightfield(tile.mesh, txsz, tysz, params.max_height,
+ params.tile_usub, params.tile_vsub, calc_height,
+ (void*)¶ms);
- // for(int i=0; i<tsz; i++) {
+ tile.mesh->update_vertex_data();
+ tiles.push_back(tile);
- // }
+/*
+ the terrain scene stores objects only
+ no need to fill the mat, mesh std::vectors
+*/
+ Object *o = new Object;
+ o->mesh = tile.mesh;
+ o->material = &material;
+ o->transform = Mat4::identity;
+
+ vis_scene->objects.push_back(o);
+ }
+ }
return true;
}
Scene *Terrain::get_visible(const Camera *camera) const
{
- return 0;
+ return vis_scene;
}
+
+static float calc_height(float u, float v, void *ptr)
+{
+ if(!ptr) {
+ fprintf(stderr, "Terrain parameters not found.\n");
+ return 0;
+ }
+
+ TerrainParams *tp = (TerrainParams*)ptr;
+ float sn = gph::fbm(u * tp->noise_freq, v * tp->noise_freq, tp->num_octaves);
+ /* todo use the image later */
+ return sn;
+}
\ No newline at end of file