116 lines
No EOL
3.5 KiB
C++
116 lines
No EOL
3.5 KiB
C++
//
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute in modified or unmodified form!
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// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
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//
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/*************************************************************************
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Terrain.
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This class represents a textured and shaded terrain. Both, the texture
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and the height map is read from a bmp file (in the constructor).
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The height map is mapped to a regular grid consisting of triangle strips.
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During rendering the normals needed for lighting are calculated.
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There are some additional rendering modes:
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- solid: The terrain with texture and lighting
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- wireframe: The wireframe of the elevated triangle mesh
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- levels: Some height levels that were evaluated using the marching
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squares algorithm.
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The rendering is done in the "render" method which sets the projection
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and view via "setup_projection" and the light via "setup_light".
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Depending on the settings (that can be changed using "set_show_solid",
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"set_show_wireframe" and "set_show_levels") different passes are rendered
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using the appropriate rendering method ("render_solid_terrain",
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"render_wireframe_terrain", "render_level_lines"). They call the
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"render_terrain" method.
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*************************************************************************/
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#pragma once
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#include "GL/glut.h"
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#include "abstract_scene.h"
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#include "qdbmp.h"
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#include "tiny_vec.h"
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#include <vector>
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class terrain: public abstract_scene
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{
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public:
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// Load images and initialize variables
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terrain();
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// Unload images and textures
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~terrain();
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// Render the actual scene
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void render();
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// Advance one frame
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void advance_frame();
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// (De)activate solid rendering
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void set_show_solid(bool state);
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// (De)activate wireframe rendering
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void set_show_wireframe(bool state);
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// (De)activate height level line rendering
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void set_show_levels(bool state);
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// Set debug text
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void set_text(std::stringstream &stream);
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private:
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// The current rotation angle
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int angle;
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// The heightmap data
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BMP *heightmap;
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// Texture handle
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GLuint texture_handle;
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// Is everything loaded?
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bool initialized;
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// Setting states
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bool show_solid, show_wireframe, show_levels;
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// Display list handle
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GLuint dl_handle;
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// True if the display list is valid
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bool dl_valid;
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// List of line points
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std::vector<point3d> level_lines;
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// Render the terrain
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void render_terrain();
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// Calculate and set the normal for height map entry (x,y)
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void set_normal(int x, int y);
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// Render the terrain as solid
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void render_solid_terrain();
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// Render the terrain as wireframe
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void render_wireframe_terrain();
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// Render height level lines
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void render_level_lines();
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// Create height lines for the level "level"
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void create_level_line(int level);
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void push_point(int x, int y);
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vec3d create_point(int x, int y);
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vec2d texture_coord(int x, int y);
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// Load the height map from the file "filename"
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bool load_heightmap(const char *filename);
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// Return the width of the height map
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int get_heightmap_width() const;
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// Return the height of the height map
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int get_heightmap_height() const;
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// Return the height value at (x,y)
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int get_heightmap_value(int x, int y) const;
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// Set the light parameters
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void setup_light();
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// Set the projection and the view
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void setup_projection();
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// Load a texture and store its handle in "handle"
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bool load_texture(const char* filename, GLuint *handle);
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}; |