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@ -175,7 +175,7 @@ model* terrain_system::generate_terrain_model(mesh* terrain_mesh) |
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vertex_array* vao = terrain_model->get_vertex_array(); |
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vertex_array* vao = terrain_model->get_vertex_array(); |
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// Resize VBO
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// Resize VBO
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int vertex_size = 3 + 3 + 3; |
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int vertex_size = 3 + 2 + 3 + 4 + 3; |
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int vertex_stride = vertex_size * sizeof(float); |
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int vertex_stride = vertex_size * sizeof(float); |
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vbo->resize(terrain_mesh->get_faces().size() * 3 * vertex_stride, nullptr); |
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vbo->resize(terrain_mesh->get_faces().size() * 3 * vertex_stride, nullptr); |
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@ -183,8 +183,12 @@ model* terrain_system::generate_terrain_model(mesh* terrain_mesh) |
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std::size_t offset = 0; |
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std::size_t offset = 0; |
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vao->bind_attribute(VERTEX_POSITION_LOCATION, *vbo, 3, vertex_attribute_type::float_32, vertex_stride, 0); |
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vao->bind_attribute(VERTEX_POSITION_LOCATION, *vbo, 3, vertex_attribute_type::float_32, vertex_stride, 0); |
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offset += 3; |
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offset += 3; |
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vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *vbo, 2, vertex_attribute_type::float_32, vertex_stride, sizeof(float) * offset); |
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offset += 2; |
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vao->bind_attribute(VERTEX_NORMAL_LOCATION, *vbo, 3, vertex_attribute_type::float_32, vertex_stride, sizeof(float) * offset); |
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vao->bind_attribute(VERTEX_NORMAL_LOCATION, *vbo, 3, vertex_attribute_type::float_32, vertex_stride, sizeof(float) * offset); |
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offset += 3; |
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offset += 3; |
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vao->bind_attribute(VERTEX_TANGENT_LOCATION, *vbo, 4, vertex_attribute_type::float_32, vertex_stride, sizeof(float) * offset); |
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offset += 4; |
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vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *vbo, 3, vertex_attribute_type::float_32, vertex_stride, sizeof(float) * offset); |
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vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *vbo, 3, vertex_attribute_type::float_32, vertex_stride, sizeof(float) * offset); |
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offset += 3; |
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offset += 3; |
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@ -223,11 +227,13 @@ void terrain_system::project_terrain_mesh(mesh* terrain_mesh, const terrain_comp |
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void terrain_system::update_terrain_model(model* terrain_model, mesh* terrain_mesh) |
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void terrain_system::update_terrain_model(model* terrain_model, mesh* terrain_mesh) |
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{ |
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{ |
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aabb<float> bounds = |
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{ |
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{std::numeric_limits<float>::infinity(), std::numeric_limits<float>::infinity(), std::numeric_limits<float>::infinity()}, |
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{-std::numeric_limits<float>::infinity(), -std::numeric_limits<float>::infinity(), -std::numeric_limits<float>::infinity()} |
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}; |
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const std::vector<mesh::face*>& faces = terrain_mesh->get_faces(); |
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const std::vector<mesh::vertex*>& vertices = terrain_mesh->get_vertices(); |
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aabb<float> bounds = calculate_bounds(*terrain_mesh); |
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float bounds_width = bounds.max_point.x - bounds.min_point.x; |
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float bounds_height = bounds.max_point.y - bounds.min_point.y; |
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float bounds_depth = bounds.max_point.z - bounds.min_point.z; |
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static const float3 barycentric_coords[3] = |
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static const float3 barycentric_coords[3] = |
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{ |
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{ |
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@ -236,20 +242,56 @@ void terrain_system::update_terrain_model(model* terrain_model, mesh* terrain_me |
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float3{0, 0, 1} |
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float3{0, 0, 1} |
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}; |
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}; |
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int triangle_count = terrain_mesh->get_faces().size(); |
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int triangle_count = faces.size(); |
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int vertex_count = triangle_count * 3; |
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int vertex_count = triangle_count * 3; |
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int vertex_size = 3 + 3 + 3; |
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int vertex_size = 3 + 2 + 3 + 4 + 3; |
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// Allocate vertex data
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// Allocate vertex data
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float* vertex_data = new float[vertex_size * vertex_count]; |
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float* vertex_data = new float[vertex_size * vertex_count]; |
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// Allocate face normals
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float* face_normals = new float[terrain_mesh->get_faces().size() * 3]; |
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// Allocate and calculate face normals
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float3* face_normals = new float3[faces.size()]; |
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calculate_face_normals(face_normals, *terrain_mesh); |
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calculate_face_normals(face_normals, *terrain_mesh); |
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// Allocate and calculate vertex normals
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float3* vertex_normals = new float3[vertices.size()]; |
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for (std::size_t i = 0; i < vertices.size(); ++i) |
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{ |
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const mesh::vertex* vertex = vertices[i]; |
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float3 n = {0, 0, 0}; |
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mesh::edge* start = vertex->edge; |
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mesh::edge* edge = start; |
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do |
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{ |
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if (edge->face) |
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{ |
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n += face_normals[edge->face->index]; |
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} |
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edge = edge->previous->symmetric; |
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} |
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while (edge != start); |
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n = math::normalize(n); |
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vertex_normals[i] = n; |
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} |
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// Allocate and generate vertex texture coordinates
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float2* vertex_texcoords = new float2[vertices.size()]; |
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for (std::size_t i = 0; i < vertices.size(); ++i) |
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{ |
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const mesh::vertex* vertex = vertices[i]; |
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vertex_texcoords[i].x = (vertex->position.x - bounds.min_point.x) / bounds_width; |
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vertex_texcoords[i].y = (vertex->position.z - bounds.min_point.z) / bounds_depth; |
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} |
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// Allocate and calculate vertex tangents
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float4* vertex_tangents = new float4[vertices.size()]; |
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calculate_vertex_tangents(vertex_tangents, vertex_texcoords, vertex_normals, *terrain_mesh); |
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// Generate vertex data
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// Generate vertex data
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float* v = vertex_data; |
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float* v = vertex_data; |
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const std::vector<mesh::face*>& faces = terrain_mesh->get_faces(); |
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for (int i = 0; i < triangle_count; ++i) |
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for (int i = 0; i < triangle_count; ++i) |
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{ |
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{ |
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const mesh::face* triangle = faces[i]; |
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const mesh::face* triangle = faces[i]; |
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@ -261,38 +303,31 @@ void terrain_system::update_terrain_model(model* terrain_model, mesh* terrain_me |
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for (int j = 0; j < 3; ++j) |
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for (int j = 0; j < 3; ++j) |
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{ |
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{ |
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const mesh::vertex* vertex = abc[j]; |
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const mesh::vertex* vertex = abc[j]; |
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float3 n = {0, 0, 0}; |
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mesh::edge* start = vertex->edge; |
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mesh::edge* edge = start; |
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do |
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{ |
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if (edge->face) |
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{ |
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n += reinterpret_cast<const float3&>(face_normals[edge->face->index * 3]); |
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} |
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edge = edge->previous->symmetric; |
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} |
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while (edge != start); |
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n = math::normalize(n); |
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*(v++) = vertex->position[0]; |
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*(v++) = vertex->position[1]; |
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*(v++) = vertex->position[2]; |
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*(v++) = n[0]; |
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*(v++) = n[1]; |
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*(v++) = n[2]; |
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*(v++) = barycentric_coords[j][0]; |
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*(v++) = barycentric_coords[j][1]; |
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*(v++) = barycentric_coords[j][2]; |
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const float3& position = vertex->position; |
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const float2& texcoord = vertex_texcoords[vertex->index]; |
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const float3& normal = vertex_normals[vertex->index]; |
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const float4& tangent = vertex_tangents[vertex->index]; |
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const float3& barycentric = barycentric_coords[j]; |
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*(v++) = position.x; |
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*(v++) = position.y; |
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*(v++) = position.z; |
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// Add position to bounds
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for (int i = 0; i < 3; ++i) |
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{ |
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bounds.min_point[i] = std::min<float>(bounds.min_point[i], vertex->position[i]); |
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bounds.max_point[i] = std::max<float>(bounds.max_point[i], vertex->position[i]); |
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} |
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*(v++) = texcoord.x; |
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*(v++) = texcoord.y; |
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*(v++) = normal.x; |
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*(v++) = normal.y; |
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*(v++) = normal.z; |
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*(v++) = tangent.x; |
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*(v++) = tangent.y; |
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*(v++) = tangent.z; |
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*(v++) = tangent.w; |
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*(v++) = barycentric.x; |
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*(v++) = barycentric.y; |
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*(v++) = barycentric.z; |
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} |
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} |
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} |
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} |
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@ -304,6 +339,9 @@ void terrain_system::update_terrain_model(model* terrain_model, mesh* terrain_me |
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// Free vertex data
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// Free vertex data
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delete[] face_normals; |
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delete[] face_normals; |
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delete[] vertex_normals; |
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delete[] vertex_texcoords; |
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delete[] vertex_tangents; |
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delete[] vertex_data; |
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delete[] vertex_data; |
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} |
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} |
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