Merge branch 'developer' into enemy
# Conflicts: # CrystalPoint.cpp # Entity.cpp # Player.cpp # Player.h # World.cpp # World.h
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+26
-7
@@ -2,21 +2,31 @@
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#include "stb_image.h"
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#include "vector.h"
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#include "LevelObject.h"
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#include <GL/freeglut.h>
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#include <iostream>
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#include <string>
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#include "World.h"
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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#define ALPHA 3
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HeightMap::HeightMap(const std::string &file, float scale)
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HeightMap::HeightMap(const std::string &file, World* world)
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{
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this->scale = scale;
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int bpp;
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unsigned char* imgData = stbi_load(file.c_str(), &width, &height, &bpp, 4);
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auto heightAt = [&](int x, int y)
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{
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return (imgData[(x + y * width) * 4] / 256.0f) * 100.0f;
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return (imgData[(x + y * width) * 4 ] / 256.0f) * 50.0f;
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};
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auto valueAt = [&](int x, int y, int offset = 0)
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{
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return imgData[(x + y * width) * 4 + offset];
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};
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for (int y = 0; y < height-1; y++)
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@@ -27,13 +37,18 @@ HeightMap::HeightMap(const std::string &file, float scale)
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Vec3f ca(0, heightAt(x, y + 1) - heightAt(x, y), 1);
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Vec3f ba(1, heightAt(x + 1, y) - heightAt(x, y), 0);
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if (valueAt(x, y, GREEN) > 0)
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{
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world->addLevelObject(new LevelObject(world->getObjectFromValue(valueAt(x, y, GREEN)).first, Vec3f(x, heightAt(x, y), y), Vec3f(0, 0, 0), 1, world->getObjectFromValue(valueAt(x, y, GREEN)).second));
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}
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Vec3f normal = ca.cross(ba);
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normal.Normalize();
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for (int i = 0; i < 4; i++)
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{
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float h = heightAt(x + offsets[i][0], y + offsets[i][1]);
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vertices.push_back(Vertex{ (float)(x + offsets[i][0])*scale, h*scale, (float)(y + offsets[i][1])*scale,
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vertices.push_back(Vertex{ (float)(x + offsets[i][0]), h, (float)(y + offsets[i][1]),
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normal.x, normal.y, normal.z,
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(x + offsets[i][0]) / (float)height, (y + offsets[i][1]) / (float)width } );
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}
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@@ -91,13 +106,17 @@ void HeightMap::Draw()
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float HeightMap::GetHeight(float x, float y)
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{
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x /= scale;
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y /= scale;
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int ix = x;
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int iy = y;
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int index = (ix + (width - 1) * iy) * 4;
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if (index + 3 >= vertices.size())
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index = vertices.size() - 4;
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if (index < 0)
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index = 0;
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Vertex& a = vertices[index];
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Vertex& b = vertices[index+1];
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Vertex& c = vertices[index+3];
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