Added heightmap
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@@ -0,0 +1,99 @@
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#include "HeightMap.h"
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#include "stb_image.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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HeightMap::HeightMap(const std::string &file)
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{
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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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for (int h = 0; h < height; h++)
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{
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for (int w = 0; w < width; w++)
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{
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int offsets[4][2] = { { 0, 0 },{ 1, 0 },{ 1, 1 },{ 0, 1 } };
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for (int i = 0; i < 4; i++)
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{
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float y = ((float)imgData[((h + offsets[i][0]) + (w + offsets[i][1]) * width) * 4]);
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y = (y / 256.0f) * 100.0f;
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vertices.push_back(Vertex{ (float)(h + offsets[i][0])*scale, y*scale, (float)(w + offsets[i][1])*scale,
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0, 1, 0,
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(h + offsets[i][0]) / (float)height, (w + offsets[i][1]) / (float)width } );
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}
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}
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}
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glGenTextures(1, &imageIndex);
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glBindTexture(GL_TEXTURE_2D, imageIndex);
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glTexImage2D(GL_TEXTURE_2D,
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0, //level
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GL_RGBA, //internal format
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width, //width
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height, //height
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0, //border
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GL_RGBA, //data format
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GL_UNSIGNED_BYTE, //data type
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imgData); //data
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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stbi_image_free(imgData);
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}
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HeightMap::~HeightMap()
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{
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}
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void HeightMap::Draw()
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{
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, imageIndex);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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//glEnableClientState(GL_COLOR_ARRAY);
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//glEnableClientState(GL_NORMAL_ARRAY);
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glVertexPointer(3, GL_FLOAT, sizeof(Vertex), ((float*)vertices.data()) + 0);
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), ((float*)vertices.data()) + 6);
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//glNormalPointer(GL_FLOAT, sizeof(Vertex), ((float*)cubeVertices.data()) + 3);
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glDrawArrays(GL_QUADS, 0, vertices.size());
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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//glDisableClientState(GL_COLOR_ARRAY);
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//glDisableClientState(GL_NORMAL_ARRAY);
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}
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void HeightMap::GetHeigth(float x, float z)
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{
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}
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void HeightMap::SetTexture(const std::string &file)
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{
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int bpp, width2, height2;
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unsigned char* imgData = stbi_load(file.c_str(), &width2, &height2, &bpp, 4);
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glBindTexture(GL_TEXTURE_2D, imageIndex);
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glTexImage2D(GL_TEXTURE_2D,
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0, //level
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GL_RGBA, //internal format
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width2, //width
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height2, //height
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0, //border
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GL_RGBA, //data format
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GL_UNSIGNED_BYTE, //data type
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imgData); //data
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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stbi_image_free(imgData);
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}
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