| 1 | /* |
|---|
| 2 | * ldrawparser.cpp |
|---|
| 3 | * legotown3d |
|---|
| 4 | * |
|---|
| 5 | * Created by Nico Bernold on 08.01.05. |
|---|
| 6 | * Copyright 2005 __MyCompanyName__. All rights reserved. |
|---|
| 7 | * |
|---|
| 8 | */ |
|---|
| 9 | |
|---|
| 10 | #include "heightMapTerrain.h" |
|---|
| 11 | #include "vector.h" |
|---|
| 12 | #ifdef HAVE_SDL_SDL_IMAGE_H |
|---|
| 13 | #include <SDL/SDL_image.h> |
|---|
| 14 | #endif /* HAVE_SDL_SDL_IMAGE_H */ |
|---|
| 15 | |
|---|
| 16 | HeightMapTerrain::HeightMapTerrain() |
|---|
| 17 | { |
|---|
| 18 | } |
|---|
| 19 | |
|---|
| 20 | HeightMapTerrain::~HeightMapTerrain() |
|---|
| 21 | { |
|---|
| 22 | } |
|---|
| 23 | |
|---|
| 24 | bool HeightMapTerrain::loadBitmap(char* fileName) |
|---|
| 25 | { |
|---|
| 26 | #ifdef HAVE_SDL_SDL_IMAGE_H |
|---|
| 27 | cout << "Using SDL-image for reading in the File " << fileName <<endl; |
|---|
| 28 | return this->bitmap = IMG_Load(fileName); |
|---|
| 29 | #else |
|---|
| 30 | return this->bitmap = SDL_LoadBMP(fileName); |
|---|
| 31 | #endif /* HAVE_SDL_SDL_IMAGE_H */ |
|---|
| 32 | } |
|---|
| 33 | |
|---|
| 34 | bool HeightMapTerrain::createDisplayLists(int width, int height, int levelOfDetail) |
|---|
| 35 | { |
|---|
| 36 | if (bitmap == NULL) return false; |
|---|
| 37 | |
|---|
| 38 | cout << "bitmap-dimensions: " << bitmap->w << " x " << bitmap->h << endl; |
|---|
| 39 | cout << "bitmap-pitch: " << bitmap->pitch << endl; |
|---|
| 40 | cout << "bitmap->format->BytesPerPixel: " << (int)bitmap->format->BytesPerPixel << endl; |
|---|
| 41 | cout << "bitmap->format->BitsPerPixel: " << (int)bitmap->format->BitsPerPixel << endl; |
|---|
| 42 | |
|---|
| 43 | if (bitmap->w % width != 0) return false; |
|---|
| 44 | if (bitmap->h % height != 0) return false; |
|---|
| 45 | |
|---|
| 46 | if (levelOfDetail < 1 || levelOfDetail > 10) return false; |
|---|
| 47 | |
|---|
| 48 | int howManyListsWide = bitmap->w / width; |
|---|
| 49 | int howManyListsHigh = bitmap->h / height; |
|---|
| 50 | |
|---|
| 51 | // calculate how many displayLists we'll create |
|---|
| 52 | displayListCount = howManyListsWide * howManyListsHigh; |
|---|
| 53 | |
|---|
| 54 | cout << "lists-information: " << howManyListsWide << " * " << howManyListsHigh << " = " << displayListCount << " display lists." << endl; |
|---|
| 55 | |
|---|
| 56 | displayListStart = glGenLists(displayListCount); |
|---|
| 57 | if (displayListStart == 0) |
|---|
| 58 | { |
|---|
| 59 | cout << "could not generate " << displayListCount << " display lists. exiting. " << endl; |
|---|
| 60 | return false; |
|---|
| 61 | } |
|---|
| 62 | |
|---|
| 63 | cout << displayListCount << " display lists generated. starting at: " << displayListStart << endl; |
|---|
| 64 | |
|---|
| 65 | |
|---|
| 66 | int i,j; |
|---|
| 67 | |
|---|
| 68 | for (i=0; i<howManyListsHigh; i++) |
|---|
| 69 | { |
|---|
| 70 | for (j=0; j<howManyListsWide; j++) |
|---|
| 71 | { |
|---|
| 72 | if (readIntoList(j*width,i*height,width,height,levelOfDetail,i*howManyListsHigh + j) == false) |
|---|
| 73 | { |
|---|
| 74 | cout << "error while generating display lists. exiting. " << endl; |
|---|
| 75 | return false; |
|---|
| 76 | } |
|---|
| 77 | |
|---|
| 78 | } |
|---|
| 79 | } |
|---|
| 80 | |
|---|
| 81 | return true; |
|---|
| 82 | } |
|---|
| 83 | |
|---|
| 84 | bool HeightMapTerrain::readIntoList(int left, int top, int width, int height, int levelOfDetail, GLuint displayListNr) |
|---|
| 85 | { |
|---|
| 86 | cout << "creating list Nr " << displayListNr << endl; |
|---|
| 87 | cout << "left, top, width, height: " << left << ", " << top << ", " << width << ", " << height << endl; |
|---|
| 88 | |
|---|
| 89 | // y is the height value in OpenGL convention |
|---|
| 90 | int x,y,z; |
|---|
| 91 | GLfloat col; |
|---|
| 92 | |
|---|
| 93 | // used for normal calculations |
|---|
| 94 | Vector O; // origin: the vertex where i'm standing |
|---|
| 95 | Vector N,E,S,W,NE,SE,SW,NW; // vectors pointing to north, east, ... |
|---|
| 96 | |
|---|
| 97 | bool eightTriangles = false; |
|---|
| 98 | |
|---|
| 99 | |
|---|
| 100 | // contains a normal vector for every vertex |
|---|
| 101 | normals = new Vector[width*height]; |
|---|
| 102 | |
|---|
| 103 | // precalculate all vertex normals for later use in display list generation |
|---|
| 104 | // many superflous calculations i know... |
|---|
| 105 | for (z=top; z<top+height; z++) |
|---|
| 106 | { |
|---|
| 107 | for (x=left; x<left+width; x++) |
|---|
| 108 | { |
|---|
| 109 | O = Vector(x,getHeightValue(x,z),z); |
|---|
| 110 | |
|---|
| 111 | N = Vector(x,getHeightValue(x,z-1),z-1) - O; |
|---|
| 112 | E = Vector(x+1,getHeightValue(x+1,z),z) - O; |
|---|
| 113 | S = Vector(x,getHeightValue(x,z+1),z+1) - O; |
|---|
| 114 | W = Vector(x-1,getHeightValue(x-1,z),z) - O; |
|---|
| 115 | |
|---|
| 116 | if (eightTriangles == false) |
|---|
| 117 | // calculate the average normal vector by adding up all 4 adjacent triangle normal vectors |
|---|
| 118 | normals[(z-top) * height + (x-left)] = N.cross(W) + W.cross(S) + S.cross(E); |
|---|
| 119 | |
|---|
| 120 | else |
|---|
| 121 | { |
|---|
| 122 | NE = Vector(x+1,getHeightValue(x+1,z-1),z-1) - O; |
|---|
| 123 | SE = Vector(x+1,getHeightValue(x+1,z+1),z+1) - O; |
|---|
| 124 | SW = Vector(x-1,getHeightValue(x-1,z+1),z+1) - O; |
|---|
| 125 | NW = Vector(x-1,getHeightValue(x-1,z-1),z-1) - O; |
|---|
| 126 | // calculate the average normal vector by adding up all 8 adjacent triangle normal vectors |
|---|
| 127 | normals[(z-top) * height + (x-left)] = N.cross(NW) + NW.cross(W) + W.cross(SW) + SW.cross(S) + S.cross(SE) + SE.cross(E) + E.cross(NE) + NE.cross(N); |
|---|
| 128 | } |
|---|
| 129 | |
|---|
| 130 | // every second vertex is the edge of eightTriangles (the others have only four triangles) |
|---|
| 131 | eightTriangles = !eightTriangles; |
|---|
| 132 | } |
|---|
| 133 | } |
|---|
| 134 | |
|---|
| 135 | cout << "normals precalculated for list " << displayListNr << endl; |
|---|
| 136 | |
|---|
| 137 | glNewList(displayListStart + displayListNr,GL_COMPILE); |
|---|
| 138 | { |
|---|
| 139 | glBegin(GL_TRIANGLES); |
|---|
| 140 | { |
|---|
| 141 | // don't go through last col and row, because they are already done by second last col&row |
|---|
| 142 | for (z = top; z < (top + height) - 1; z++) |
|---|
| 143 | { |
|---|
| 144 | for (x = left; x < (left + width) - 1; x++) |
|---|
| 145 | { |
|---|
| 146 | // draw 2 triangles per (x,z) pair |
|---|
| 147 | |
|---|
| 148 | if (eightTriangles) |
|---|
| 149 | { |
|---|
| 150 | call_glNormal_and_glVertex(x,z,top,left,height); |
|---|
| 151 | call_glNormal_and_glVertex(x,z+1,top,left,height); |
|---|
| 152 | call_glNormal_and_glVertex(x+1,z,top,left,height); |
|---|
| 153 | |
|---|
| 154 | call_glNormal_and_glVertex(x+1,z,top,left,height); |
|---|
| 155 | call_glNormal_and_glVertex(x,z+1,top,left,height); |
|---|
| 156 | call_glNormal_and_glVertex(x+1,z+1,top,left,height); |
|---|
| 157 | } |
|---|
| 158 | |
|---|
| 159 | else |
|---|
| 160 | { |
|---|
| 161 | call_glNormal_and_glVertex(x,z,top,left,height); |
|---|
| 162 | call_glNormal_and_glVertex(x,z+1,top,left,height); |
|---|
| 163 | call_glNormal_and_glVertex(x+1,z+1,top,left,height); |
|---|
| 164 | |
|---|
| 165 | call_glNormal_and_glVertex(x+1,z,top,left,height); |
|---|
| 166 | call_glNormal_and_glVertex(x,z,top,left,height); |
|---|
| 167 | call_glNormal_and_glVertex(x+1,z+1,top,left,height); |
|---|
| 168 | } |
|---|
| 169 | |
|---|
| 170 | |
|---|
| 171 | // use the same trick to change the triangles everytime. once |/| and once |\| |
|---|
| 172 | eightTriangles = !eightTriangles; |
|---|
| 173 | |
|---|
| 174 | } |
|---|
| 175 | } |
|---|
| 176 | } |
|---|
| 177 | glEnd(); |
|---|
| 178 | |
|---|
| 179 | } |
|---|
| 180 | glEndList(); |
|---|
| 181 | |
|---|
| 182 | |
|---|
| 183 | delete[] normals; |
|---|
| 184 | |
|---|
| 185 | return true; |
|---|
| 186 | } |
|---|
| 187 | |
|---|
| 188 | |
|---|
| 189 | void HeightMapTerrain::call_glNormal_and_glVertex(int x,int z,int top,int left,int height) |
|---|
| 190 | { |
|---|
| 191 | /* |
|---|
| 192 | GLfloat color[4]; // color parameter for glMaterial |
|---|
| 193 | |
|---|
| 194 | int heightVal = getHeightValue(x,z); |
|---|
| 195 | |
|---|
| 196 | color[0] = 1.0 / 256.0 * heightVal; |
|---|
| 197 | color[1] = 1.0 / 256.0 * heightVal; |
|---|
| 198 | color[2] = 1.0 / 256.0 * heightVal; |
|---|
| 199 | color[3] = 1; // alpha channel (1 = solid) |
|---|
| 200 | |
|---|
| 201 | glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color); |
|---|
| 202 | */ |
|---|
| 203 | glNormal3f(normals[(z-top) * height + (x-left)].x,normals[(z-top) * height + (x-left)].y,normals[(z-top) * height + (x-left)].z); |
|---|
| 204 | glVertex3i(x,getHeightValue(x,z),z); |
|---|
| 205 | } |
|---|
| 206 | |
|---|
| 207 | |
|---|
| 208 | GLint HeightMapTerrain::getHeightValue(int x, int z) |
|---|
| 209 | { |
|---|
| 210 | if (bitmap == NULL) return 0; |
|---|
| 211 | |
|---|
| 212 | // catch out of image access |
|---|
| 213 | int X = x % bitmap->w; |
|---|
| 214 | int Z = z % bitmap->h; |
|---|
| 215 | |
|---|
| 216 | /* |
|---|
| 217 | if (X != x) cout << "x lies outside of image (" << x << "," << z << ")" << endl; |
|---|
| 218 | if (Z != z) cout << "z lies outside of image (" << x << "," << z << ")" << endl; |
|---|
| 219 | */ |
|---|
| 220 | |
|---|
| 221 | // if x or z exeed the image size, return 0 as height value |
|---|
| 222 | if (X != x || Z != z) return 0; |
|---|
| 223 | |
|---|
| 224 | |
|---|
| 225 | Uint8 index; |
|---|
| 226 | SDL_Color color; |
|---|
| 227 | |
|---|
| 228 | SDL_LockSurface(bitmap); |
|---|
| 229 | |
|---|
| 230 | index = *((Uint8*)bitmap->pixels + Z * bitmap->pitch + X * bitmap->format->BytesPerPixel); |
|---|
| 231 | color = bitmap->format->palette->colors[index]; |
|---|
| 232 | |
|---|
| 233 | SDL_UnlockSurface(bitmap); |
|---|
| 234 | |
|---|
| 235 | // return the red component, because in a grayscale pic, r,g and b are all the same value |
|---|
| 236 | return (GLint)color.r; |
|---|
| 237 | } |
|---|