get height, camera + cow movement with keys
authorEleni Maria Stea <estea@igalia.com>
Sun, 20 Aug 2017 20:31:04 +0000 (23:31 +0300)
committerEleni Maria Stea <estea@igalia.com>
Sun, 20 Aug 2017 20:31:04 +0000 (23:31 +0300)
src/camera.cc
src/camera.h
src/main.cc
src/renderer.cc
src/terrain.cc
src/terrain.h

index 73980b8..b3ad077 100644 (file)
@@ -30,6 +30,7 @@ void OrbitCamera::set_orbit_params(float theta, float phi, float distance)
 Mat4 OrbitCamera::get_view_matrix() const
 {
        Mat4 view_matrix;
+       view_matrix.translation(-position);
        view_matrix.rotate_y(theta * (float)M_PI / 180);
        view_matrix.rotate_x(phi * (float)M_PI / 180);
        view_matrix.translate(Vec3(0, 0, -distance));
@@ -55,4 +56,11 @@ Mat4 calc_projection_matrix(float fov_deg, float aspect, float n, float f)
                    );
 
        return pmat;
+}
+
+void OrbitCamera::set_position(float x, float y, float z)
+{
+       position.x = x;
+       position.y = y;
+       position.z = z;
 }
\ No newline at end of file
index 62120f1..1fbbf9c 100644 (file)
@@ -18,6 +18,8 @@ protected:
        float phi;
        float distance;
 
+       Vec3 position;
+
 public:
        OrbitCamera();
        virtual ~OrbitCamera();
@@ -25,6 +27,7 @@ public:
        virtual Mat4 get_view_matrix() const override;
 
        void set_orbit_params(float theta, float phi, float distance);
+       void set_position(float x, float y, float z);
 };
 
 Mat4 calc_projection_matrix(float fov_deg, float aspect, float n, float f);
index e5572e2..d4d4226 100644 (file)
@@ -43,28 +43,29 @@ GLFWwindow *win;
 int win_w = 800;
 int win_h = 600;
 
-float phi = 25;
-float theta = 0;
-float dist = 16;
 
 ShaderManager *sdr_man;
 
 /* variables */
+static bool move_camera;
+
+static float cam_phi = 25;
+static float cam_theta = 0;
+static float cam_dist = 16;
+static Vec3 cam_pos;
 
 static float aspect;
 static OrbitCamera *camera;
 
 static Scene *cow_scene;
+static Object *cow_object;
 static Renderer *cow_rend;
 
-static Scene *ground_scene;
-static Renderer *ground_rend; // default renderer
+static Terrain terrain;
 static Texture *skybox_tex;
-
-static Renderer *terrain_rend;
-static Material terrain_mat;
 static Texture *terrain_tex;
-static Terrain terrain;
+static Material terrain_mat;
+static Renderer *terrain_rend;
 
 /* *** */
 
@@ -121,25 +122,6 @@ static bool init(Gfx_API api)
 
        camera = new OrbitCamera;
 
-       // ground_scene = new Scene;
-       // if(!ground_scene->load("data/ground.obj")) {
-       //      fprintf(stderr, "Failed to load scene: ground.obj.\n");
-       //      return false;
-       // }
-
-       // ground_rend = new Renderer;
-       // ground_rend->camera = camera;
-       // ground_rend->scene = ground_scene;
-
-       // if(!ground_rend->create()) {
-       //      fprintf(stderr, "Failed to create default renderer.\n");
-       //      return false;
-       // }
-
-       // skybox_tex = gfx_create_texture();
-       // skybox_tex->load("data/cubemap/cubemap.hdr");
-       // ground_rend->set_sky_tex(skybox_tex);
-
        cow_scene = new Scene;
        if(!cow_scene->load("data/spot/spot.obj")) {
                fprintf(stderr, "Failed to load scene: spot.obj.\n");
@@ -155,6 +137,8 @@ static bool init(Gfx_API api)
                return false;
        }
 
+       cow_object = cow_scene->objects[0];
+
        terrain_tex = gfx_create_texture();
        if(!terrain_tex->load("data/grass.jpeg")) {
                fprintf(stderr, "Failed to load ground texture.\n");
@@ -168,16 +152,16 @@ static bool init(Gfx_API api)
        }
 
        TerrainParams p;
-       p.xsz = 50;
-       p.ysz = 50;
-       p.max_height = 5;
-       p.xtiles = 20;
-       p.ytiles = 20;
+       p.xsz = 200;
+       p.ysz = 200;
+       p.max_height = 30;
+       p.xtiles = 40;
+       p.ytiles = 40;
        p.tile_usub = 10;
        p.tile_vsub = 10;
        p.num_octaves = 3;
-       p.noise_freq = 10;
-       p.coarse_heightmap = &ter_hmap;
+       p.noise_freq = 5;
+       p.coarse_heightmap = ter_hmap;
 
        terrain.init();
        terrain.generate(p);
@@ -193,20 +177,16 @@ static bool init(Gfx_API api)
        terrain_rend = new Renderer;
        terrain_rend->camera = camera;
        terrain_rend->scene = terrain.get_visible(camera);
+
+       skybox_tex = gfx_create_texture();
+       skybox_tex->load("data/cubemap/cubemap.hdr");
+       terrain_rend->set_sky_tex(skybox_tex);
+
        if(!terrain_rend->create()) {
                fprintf(stderr, "terrain fail\n");
                return false;
        }
 
-
-// TODO delete: debugging
-       // for(size_t i=0; i<ground_scene->objects.size(); ++i) {
-       //      printf("object: %d\n", (int)i);
-       //      printf("mesh: %s\n", ground_scene->objects[i]->mesh->name.c_str());
-       //      printf("material: %s\n", ground_scene->objects[i]->material->name.c_str());
-       //      printf("transform:\n");
-       //      ground_scene->objects[i]->transform.print();
-       // }
        return true;
 }
 
@@ -218,19 +198,37 @@ static void cleanup()
        delete cow_scene;
        delete cow_rend;
 
-       // delete ground_scene;
-       // delete ground_rend;
-
 //TODO
        delete terrain_tex;
        delete terrain_rend;
        gfx_cleanup();
 }
 
+static float cow_speed = 10;
+static Vec3 cow_pos;
+static bool keystate[256];
+
 static void clbk_key(GLFWwindow *win, int key, int scancode, int action, int mods)
 {
-       if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
-               glfwSetWindowShouldClose(win, GLFW_TRUE);
+       if(action == GLFW_REPEAT) return;
+
+       if(action == GLFW_PRESS) {
+               switch(key) {
+               case GLFW_KEY_ESCAPE:
+                       glfwSetWindowShouldClose(win, GLFW_TRUE);
+                       return;
+
+               case ' ':
+                       move_camera = !move_camera;
+                       break;
+
+               default:
+                       break;
+               }
+       }
+
+       if(key < 256) {
+               keystate[key] = action == GLFW_PRESS;
        }
 }
 
@@ -246,22 +244,22 @@ static void clbk_motion(GLFWwindow *win, double x, double y)
        prev_y = y;
 
        if(button[0]) {
-               theta += dx * 0.5;
-               phi += dy * 0.5;
+               cam_theta += dx * 0.5;
+               cam_phi += dy * 0.5;
 
-               if(phi < 0)
-                       phi = 0;
-               if(phi > 90)
-                       phi = 90;
+               if(cam_phi < 0)
+                       cam_phi = 0;
+               if(cam_phi > 90)
+                       cam_phi = 90;
        }
 
        if(button[1]) {
-               dist += dy * 0.1;
-               if(dist < 0.0) {
-                       dist = 0.0;
+               cam_dist += dy * 0.1;
+               if(cam_dist < 0.0) {
+                       cam_dist = 0.0;
                }
        }
-}
+ }
 
 static void clbk_mouse(GLFWwindow *win, int bn, int action, int mods)
 {
@@ -279,14 +277,43 @@ static void clbk_reshape(GLFWwindow *win, int width, int height)
        win_w = width;
 }
 
+static void update(float dt)
+{
+       Vec3 dir;
+
+       if(keystate['D'])
+               dir.x += cow_speed * dt;
+       if(keystate['A'])
+               dir.x -= cow_speed * dt;
+       if(keystate['W'])
+               dir.z -= cow_speed * dt;
+       if(keystate['S'])
+               dir.z += cow_speed * dt;
+
+       Vec3 *pos = move_camera ? &cam_pos : &cow_pos;
+       float theta = cam_theta / 180.0 * M_PI;
+       pos->x += dir.x * cos(theta) - dir.z * sin(theta);
+       pos->z += dir.x * sin(theta) + dir.z * cos(theta);
+}
+
 static void display()
 {
-       camera->set_orbit_params(theta, phi, dist);
+       static float prev_tsec;
+       float tsec = glfwGetTime();
+       float dt = tsec - prev_tsec;
+       prev_tsec = tsec;
+
+       update(dt);
+
+       cam_pos.y = terrain.get_height(cam_pos) + 0.5;
+       camera->set_orbit_params(cam_theta, cam_phi, cam_dist);
+       camera->set_position(cam_pos.x, cam_pos.y, cam_pos.z);
 
-       // gfx_clear(0.76, 0.3, 0.43);
        gfx_clear(0.1, 0.1, 0.1);
 
        terrain_rend->draw();
-//     ground_rend->draw();
+
+       cow_pos.y = terrain.get_height(cow_pos);
+       cow_object->transform.translation(cow_pos);
        cow_rend->draw();
 }
\ No newline at end of file
index 816e924..380cf69 100644 (file)
@@ -14,6 +14,8 @@
 #include "shader_manager.h"
 #include "texture.h"
 
+#undef DRAW_NORMALS
+
 /* skybox */
 
 static Mesh *skymesh; /* it will be used by many renderers => no destroy */
@@ -110,7 +112,8 @@ void Renderer::draw_object(Object *object) const
 
        object->mesh->draw();
 
-       /* debug
+       // debug
+#ifdef DRAW_NORMALS
        if(nprog) {
                int loc = nprog->get_uniform_location("mmviewproj");
                if(loc != -1) {
@@ -119,10 +122,7 @@ void Renderer::draw_object(Object *object) const
                nprog->use();
                object->mesh->draw_normals(1.0);
        }
-       */
-
-       // if(m->dtex)
-       //      m->dtex->unbind();
+#endif
 }
 
 void Renderer::set_sky_tex(Texture *stex)
index ff54f46..c4db7ed 100644 (file)
@@ -2,7 +2,6 @@
 
 #include "camera.h"
 #include "gfxapi.h"
-#include "image.h"
 #include "mesh.h"
 #include "meshgen.h"
 #include "object.h"
@@ -33,6 +32,7 @@ void Terrain::destroy()
 }
 
 struct GenData {
+       const Terrain *terrain;
        const TerrainParams *tp;
        float xoffs;
        float yoffs;
@@ -41,6 +41,7 @@ struct GenData {
 bool Terrain::generate(const TerrainParams &params)
 {
        tiles.clear();
+       this->params = params;
 
        float txsz = params.xsz / params.xtiles;
        float tysz = params.ysz / params.ytiles;
@@ -51,6 +52,7 @@ bool Terrain::generate(const TerrainParams &params)
                        tile.mesh = gfx_create_mesh();
 
                        GenData data;
+                       data.terrain = this;
                        data.tp = &params;
                        data.xoffs = (float)j / (float)params.xtiles;
                        data.yoffs = (float)i / (float)params.ytiles;
@@ -88,24 +90,44 @@ Scene *Terrain::get_visible(const Camera *camera) const
        return vis_scene;
 }
 
-static float calc_height(float u, float v, void *ptr)
+float Terrain::get_height(const Vec3 &pos) const
 {
-       if(!ptr) {
-               fprintf(stderr, "Terrain parameters not found.\n");
+       float x = pos.x;
+       float y = pos.z;
+
+       float half_width = params.xsz / 2.0;
+       float half_height = params.ysz / 2.0;
+
+       if(x < -half_width || x > half_width)
                return 0;
+       if(y < -half_height || y > half_height)
+               return 0;
+
+       float u = (x + half_width) / params.xsz;
+       float v = (y + half_height) / params.ysz;
+
+       return get_height(u, v) * params.max_height;
+}
+
+float Terrain::get_height(float u, float v) const
+{
+       float sn = gph::fbm(u * params.noise_freq, v * params.noise_freq, params.num_octaves);
+       sn = sn * 0.5 + 0.5;
+
+       if(params.coarse_heightmap.pixels) {
+               Vec4 texel = params.coarse_heightmap.lookup_nearest(u, v);
+               sn *= texel.x;
        }
+       return sn;
+}
 
+static float calc_height(float u, float v, void *ptr)
+{
        GenData *data = (GenData*)ptr;
        const TerrainParams *tp = data->tp;
 
        u = u / tp->xtiles + data->xoffs;
        v = v / tp->ytiles + data->yoffs;
 
-       float sn = gph::fbm(u * tp->noise_freq, v * tp->noise_freq, tp->num_octaves);
-
-       if(tp->coarse_heightmap) {
-               Vec4 texel = tp->coarse_heightmap->lookup_nearest(u, v);
-               sn *= texel.x;
-       }
-       return sn;
+       return data->terrain->get_height(u, v);
 }
\ No newline at end of file
index bf9df09..db9464d 100644 (file)
@@ -1,8 +1,9 @@
 #ifndef TERRAIN_H_
 #define TERRAIN_H_
 
+#include "image.h"
+
 class Camera;
-class Image;
 class Scene;
 
 // terrain 8a ftiaxnei skini k taisma renderer
@@ -25,7 +26,7 @@ struct TerrainParams {
        int tile_vsub;
        int num_octaves; /* Perlin noise sums */
        float noise_freq; /* Perlin noise scaling factor */
-       Image *coarse_heightmap; /* mask for low detail heightmap */
+       Image coarse_heightmap; /* mask for low detail heightmap */
 };
 
 class Terrain {
@@ -46,6 +47,9 @@ public:
 
        bool generate(const TerrainParams &params);
        Scene *get_visible(const Camera *camera) const;
+
+       float get_height(float u, float v) const;       
+       float get_height(const Vec3 &pos) const; /* world coordinates */ 
 };
 
 #endif // TERRAIN_H_
\ No newline at end of file