Correction acceptée
28-01-2011 20:54:01
nico
Texte original:
Hello, comme j'ai déjà posté auparavant des screens, je pense qu'il est temps pour moi de vous offrir mon mini code source (A améliorer !!!!)
Je vous serais donc super reconnaissant de pas venir ici dans le seul but de pomper et donc de refiler vos modifs pour l'améliorer et en faire un moteur de terrain digne de se nom
.
voici le header :
#ifndef _CTerrain
#define _CTerrain
#include <irrlicht.h>
using namespace irr;
//#pragma comment(lib, "Irrlicht.lib")
class CTerrain : public scene::ISceneNode
{
public:
const enum TerrainQuality {High=1,Medium=2,Low=4,ExtraLow=8};
CTerrain::CTerrain(c8* HeightmapFile,TerrainQuality Quality,f32 ScaleTexture,scene::ISceneNode* parent,scene::ISceneManager* smgr,s32 id);
CTerrain::~CTerrain();
void setColorTexture(c8* FileName);
void setDetailTexture(c8* FileName);
void SetTextureSplat(u32 NumTex,c8* FileName);
void setDebugMode(bool Enable);
void setRenderDistance(f32 Distance);
void ActivateSplattingTextures(scene::ISceneManager* smgr,f32 Height,f32 Fog,video::SColorf FogColor);
scene::IMesh* getMesh();
f32 getHeight(f32 x,f32 z);
virtual void setMaterialType(const video::E_MATERIAL_TYPE Mat);
virtual void OnRegisterSceneNode();
virtual void render();
virtual const core::aabbox3d<f32>& getBoundingBox() const;
virtual video::SMaterial& getMaterial(u32 i);
virtual void setPosition(const core::vector3df &Pos);
virtual void setScale(const core::vector3df &Scale);
u32 getMaterialCount();
private:
core::aabbox3d<f32> Box;
video::SMaterial Material;
scene::SMeshBufferLightMap** CTTileBuffer;
void calculateNormals ( scene::SMeshBufferLightMap* pMeshBuffer,s32 Size);
bool Debug;
f32 RenderDistance;
scene::SMesh* TerrainMesh;
u16 NbsTiles;
};
class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public:
scene::ISceneManager* smgr;
f32 Height,Fog;
video::SColorf FogColor;
void setSplatScene(scene::ISceneManager* Scene,f32 height,f32 fog,video::SColorf fogColor)
{
smgr=Scene;
Height = height;
Fog = fog;
FogColor = fogColor;
}
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
if (driver->getDriverType() == video::EDT_OPENGL)
{
worldViewProj = worldViewProj.getTransposed();
int var;
var = 0;
services->setPixelShaderConstant("texgrass", reinterpret_cast<f32*>(&var), 1);
var = 1;
services->setPixelShaderConstant("texrock", reinterpret_cast<f32*>(&var), 1);
var = 2;
services->setPixelShaderConstant("texsnow", reinterpret_cast<f32*>(&var), 1);
var = 3;
services->setPixelShaderConstant("texdetail", reinterpret_cast<f32*>(&var), 1);
}
services->setVertexShaderConstant("mWorldViewProj",worldViewProj.pointer(),16);
services->setVertexShaderConstant("TerrainHeight",reinterpret_cast<f32*>(&Height),1);
services->setVertexShaderConstant("FogDistance",reinterpret_cast<f32*>(&Fog),1);
core::vector3df pos = smgr->getActiveCamera()->getPosition();
services->setVertexShaderConstant("cameraPos", reinterpret_cast<f32*>(&pos), 3);
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
services->setVertexShaderConstant("mWorld",world.pointer(),16);
services->setPixelShaderConstant("fog",reinterpret_cast<f32*>(&FogColor),4);
}
};
#endifet enfin le code cpp
#include <CTerrain.h>
#include <irrlicht.h>
using namespace irr;
CTerrain::CTerrain(c8* HeightmapFile,TerrainQuality Quality,f32 ScaleTexture,scene::ISceneNode* parent,scene::ISceneManager* smgr,s32 id): scene::ISceneNode(parent, smgr, id)
{
//Test if the number of quality is correct
if(Quality != 1 && Quality != 2 && Quality != 4 && Quality != 8)
{
//if not force to medium quality
Quality = Medium;
}
//Set the Debug to false
Debug=false;
//Get the Heightmap
video::IImage *Heightmap = SceneManager->getVideoDriver()->createImageFromFile(HeightmapFile);
//Get dimension of heightmap
u16 Size = Heightmap->getDimension().Width;
//Set the size of Tiles for Terrain
s32 SizeOfTiles = 0;
//Switch Size for calculate the Size of Tile
switch(Size)
{
case 64:
SizeOfTiles=(Size/4)+1;
NbsTiles = 4*4;
break;
case 128 :
SizeOfTiles=(Size/8)+1;
NbsTiles = 8*8;
break;
case 256 :
SizeOfTiles=(Size/16)+1;
NbsTiles = 16*16;
break;
case 512 :
SizeOfTiles=(Size/16)+1;
NbsTiles = 16*16;
break;
case 768 :
SizeOfTiles=(Size/24)+1;
NbsTiles = 24*24;
break;
case 1024:
SizeOfTiles=(Size/32)+1;
NbsTiles = 32*32;
break;
case 2048:
SizeOfTiles=(Size/32)+1;
NbsTiles = 32*32;
break;
default:
SizeOfTiles=(Size/16)+1;
NbsTiles = 16*16;
break;
}
//Create the Mesh for the Terrain Mesh
TerrainMesh = new scene::SMesh();
//Calculate the quality factor
u32 SOTiles = irr::core::ceil32((f32)SizeOfTiles/(f32)Quality);
//Init the array of MeshBuffer
CTTileBuffer=new scene::SMeshBufferLightMap* [NbsTiles];
//Start the loop to create Buffers
u32 TileX=0,TileZ=0;
for (u32 i =0;i < NbsTiles;++i)
{
CTTileBuffer[i]=new scene::SMeshBufferLightMap();
CTTileBuffer[i]->Vertices.set_used(SizeOfTiles*SizeOfTiles);
CTTileBuffer[i]->Indices.set_used(SizeOfTiles*SizeOfTiles*6);
const f32 tdSize = 1.0f/(f32)(Size-1);
u32 Index=0;
u16 NbsIndices=0,NbsVertices=0;
for(u32 x=TileX;x<(TileX+SizeOfTiles);x+=Quality)
{
for (u32 z=TileZ;z<(TileZ+SizeOfTiles);z+=Quality)
{
if (NbsVertices < (SOTiles*SOTiles)-SOTiles-1)
{
Index = NbsVertices;
u32 TestValue = ( (((x-TileX)/Quality)+1) * ((z-TileZ)/Quality) + ((x-TileX)/Quality) );
if (Index != TestValue || (x-TileX==0 && z < TileZ+SizeOfTiles-Quality))
{
CTTileBuffer[i]->Indices[NbsIndices++]=Index;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+1;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles+1;
CTTileBuffer[i]->Indices[NbsIndices++]=Index;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles+1;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles;
}
}
video::S3DVertex2TCoords Vertex;
Vertex.Normal = core::vector3df(0,1,0);
Vertex.Pos.X = (f32)x;
video::SColor pixelColor(Heightmap->getPixel(x,z));
Vertex.Pos.Y = (f32) pixelColor.getLuminance()/10.0f;
Vertex.Pos.Z = (f32)z;
Vertex.TCoords = core::vector2d<f32>( (f32)(x*tdSize), (f32)(z*tdSize));
Vertex.TCoords2 = core::vector2d<f32>( (f32)(x*tdSize), (f32)(z*tdSize))*ScaleTexture;
CTTileBuffer[i]->Vertices[NbsVertices]=Vertex;
NbsVertices++;
}
}
CTTileBuffer[i]->Material.Lighting = true;
//CTTileBuffer[i]->Material.Wireframe = true;
CTTileBuffer[i]->Material.BackfaceCulling = true;
CTTileBuffer[i]->Material.GouraudShading=true;
CTTileBuffer[i]->Material.FogEnable=false;
CTTileBuffer[i]->Material.DiffuseColor=video::SColor(255,255,255,255);
CTTileBuffer[i]->Material.AmbientColor=video::SColor(255,255,255,255);
CTTileBuffer[i]->Material.EmissiveColor=video::SColor(255,255,255,255);
CTTileBuffer[i]->Vertices.set_used(NbsVertices);
CTTileBuffer[i]->Indices.set_used(NbsIndices);
for(s32 j = 0; j < ((Quality+1)/2); j++)
{
for(u32 index = 2; index < (SOTiles * SOTiles - 2); index++)
{
//A[i] = (1/8)*(A[i-2] + 2*A[i-1] + 2*A[i] + 2*A[i+1] + A[i+2]);
CTTileBuffer[i]->Vertices[index].Pos.Y += (1/8)*
(CTTileBuffer[i]->Vertices[index-2].Pos.Y +
2*CTTileBuffer[i]->Vertices[index-1].Pos.Y +
2*CTTileBuffer[i]->Vertices[index].Pos.Y +
2*CTTileBuffer[i]->Vertices[index+1].Pos.Y +
CTTileBuffer[i]->Vertices[index+2].Pos.Y);
}
}
for(s32 k = 0; k < ((Quality+1)/2); k++)
{
for(u32 index = SOTiles; index < (SOTiles * (SOTiles - 1)); index++)
{
CTTileBuffer[i]->Vertices[index].Pos.Y = (CTTileBuffer[i]->Vertices[index - SOTiles].Pos.Y + CTTileBuffer[i]->Vertices[index + SOTiles].Pos.Y ) / 2.0f;
}
}
//Calculate the normals
calculateNormals(CTTileBuffer[i],SOTiles);
//Recalculate the bounding box
CTTileBuffer[i]->recalculateBoundingBox();
//Add the buffer to the Terrain Mesh
TerrainMesh->addMeshBuffer(CTTileBuffer[i]);
TileX+=SizeOfTiles-1;
if(TileX >= Size)
{
TileX=0;
TileZ+=SizeOfTiles-1;
if(TileZ >= Size)
{
TileZ=0;
}
}
}
AutomaticCullingState = scene::EAC_OFF;
Heightmap->drop();
}
CTerrain::~CTerrain()
{
for(u32 i=0;i<NbsTiles;++i)
{
if (CTerrain::CTTileBuffer[i] != NULL)
{
CTerrain::CTTileBuffer[i]->drop();
}
}
delete [] CTerrain::CTTileBuffer;
if(CTerrain::TerrainMesh != NULL)
{
CTerrain::TerrainMesh->drop();
}
}
void CTerrain::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
void CTerrain::render()
{
scene::ICameraSceneNode* cam = SceneManager->getActiveCamera();
const scene::SViewFrustum* frustum = cam->getViewFrustum();
video::IVideoDriver* Driver = SceneManager->getVideoDriver();
core::vector3df Pos = cam->getPosition();
cam->updateAbsolutePosition();
Pos.Y=0.0f;
for (u32 i=0;i<NbsTiles;i++)
{
if (CTTileBuffer[i] != NULL)
{
Driver->setTransform(video::ETS_WORLD,AbsoluteTransformation);
//DEBUG HERE
if(Debug==true)
{
video::SMaterial Mat;
Mat.AmbientColor = video::SColor(255,255,255,255);
Mat.DiffuseColor = video::SColor(255,255,255,255);
Mat.EmissiveColor = video::SColor(255,0,255,0);
Driver->setMaterial(Mat);
Driver->draw3DBox(CTTileBuffer[i]->getBoundingBox(),video::SColor(255,255,255,255));
}
if( frustum->getBoundingBox().intersectsWithBox(CTTileBuffer[i]->getBoundingBox())==true)
{
f64 ActualDistance = CTTileBuffer[i]->BoundingBox.getCenter().getDistanceFrom(Pos);
if(ActualDistance < RenderDistance)
{
Driver->setMaterial(video::SMaterial(CTTileBuffer[i]->Material));
Driver->drawIndexedTriangleList(&CTTileBuffer[i]->Vertices[0],CTTileBuffer[i]->getVertexCount(),&CTTileBuffer[i]->Indices[0], CTTileBuffer[i]->getIndexCount()/3 );
//Driver->drawMeshBuffer(CTTileBuffer[i]);
}
}
}
}
}
void CTerrain::setPosition(const core::vector3df &Pos)
{
for (u32 i=0;i<NbsTiles;i++)
{
if (CTTileBuffer[i] != NULL)
{
for (u32 j=0;j<CTTileBuffer[i]->getVertexCount();++j)
{
CTTileBuffer[i]->Vertices[j].Pos+=Pos;
}
CTTileBuffer[i]->recalculateBoundingBox();
}
}
}
void CTerrain::setScale(const core::vector3df &Scale)
{
for (u32 i=0;i<NbsTiles;i++)
{
if (CTTileBuffer[i] != NULL)
{
for (u32 j=0;j<CTTileBuffer[i]->getVertexCount();++j)
{
CTTileBuffer[i]->Vertices[j].Pos*=Scale;
}
CTTileBuffer[i]->recalculateBoundingBox();
}
}
}
const core::aabbox3d<f32>& CTerrain::getBoundingBox() const
{
return Box;
}
u32 CTerrain::getMaterialCount()
{
return 1;
}
video::SMaterial& CTerrain::getMaterial(u32 i)
{
return Material;
}
void CTerrain::ActivateSplattingTextures(scene::ISceneManager* smgr,f32 Height,f32 Fog,video::SColorf FogColor)
{
video::IVideoDriver* driver = smgr->getVideoDriver();
s32 newMaterialType1 = 0;
video::IGPUProgrammingServices* gpu = smgr->getVideoDriver()->getGPUProgrammingServices();
if (driver->getDriverType() != video::EDT_OPENGL)
{
//Merci à DeusXL pour son shader :D
c8 ShaderFileName[] =
"float4x4 mWorldViewProj;\
" \\
"float4x4 mWorld;\
" \\
"float3 cameraPos;\
" \\
"float TerrainHeight;\
" \\
"float FogDistance;\
" \\
"struct VS_OUTPUT\
" \\
"{\
" \\
"float4 Position : POSITION;\
" \\
"float4 Diffuse : COLOR0;\
" \\
"float2 TexCoord1 : TEXCOORD1;\
" \\
"};\
" \\
"VS_OUTPUT vertexMain( in float4 vPosition : POSITION,in float3 vNormal : NORMAL,float2 texCoord1 : TEXCOORD1)\
" \\
"{\
" \\
"VS_OUTPUT Output;\
" \\
"Output.Position = mul(vPosition, mWorldViewProj);\
" \\
"float4 position = mul(vPosition, mWorld);\
" \\
"float dist = sqrt ( pow(position.x - cameraPos.x, 2.0f) +\
" \\
"pow(position.y - cameraPos.y, 2.0f) +\
" \\
"pow(position.z - cameraPos.z, 2.0f));\
" \\
"Output.Diffuse = float4(vPosition.y / TerrainHeight, dist / FogDistance, 0.0f, 0.0f);\
" \\
"Output.TexCoord1 = texCoord1;\
" \\
"return Output;\
" \\
"}\
" \\
"struct PS_OUTPUT\
" \\
"{\
" \\
"float4 RGBColor : COLOR0;\
" \\
"};\
" \\
"sampler2D tex[4];\
" \\
"float4 fog;\
" \\
"PS_OUTPUT pixelMain( float2 TexCoord1 : TEXCOORD1,float4 Position : POSITION,float4 Diffuse : COLOR0 )\
" \\
"{\
" \\
"PS_OUTPUT Output;\
" \\
"float heightpercent = Diffuse.x;\
" \\
"float dist = Diffuse.y;\
" \\
"float4 grasscolor = tex2D(tex[0], TexCoord1 * 5.0f) * pow((1.0f - heightpercent), 4.0f);\
" \\
"float4 rockcolor = tex2D(tex[1], TexCoord1 * 5.0f) * pow((1.0f - abs(0.5f - heightpercent)), 4.0f);\
" \\
"float4 snowcolor = tex2D(tex[2], TexCoord1 * 5.0f) * pow(heightpercent,4.0f);\
" \\
"float4 detailcolor = tex2D(tex[3], TexCoord1 * 5.0f) * pow((1.0f - abs(0.7f - heightpercent)), 4.0f);\
" \\
"Output.RGBColor = (grasscolor + rockcolor + snowcolor + detailcolor);\
" \\
"if (dist >= 0.5f)\
" \\
"{\
" \\
"Output.RGBColor *= (1.0f - (dist-0.5f));\
" \\
"Output.RGBColor += (fog * (dist-0.5f));\
" \\
"}\
" \\
"return Output;\
" \\
"}\
";
if (gpu)
{
MyShaderCallBack* mc = new MyShaderCallBack();
mc->setSplatScene(smgr,Height,Fog,FogColor);
newMaterialType1 = gpu->addHighLevelShaderMaterial(
ShaderFileName, "vertexMain", video::EVST_VS_2_0,
ShaderFileName, "pixelMain", video::EPST_PS_2_0,
mc, video::EMT_SOLID,0);
mc->drop();
}
}
else
{
c8 ShaderFragment[] =
"//\
" \\
"// Structure definitions\
" \\
"//\
" \\
"struct VS_OUTPUT {\
" \\
"vec4 Position;\
" \\
"vec4 Diffuse;\
" \\
"vec2 TexCoord1;\
" \\
"};\
" \\
"struct PS_OUTPUT {\
" \\
"vec4 RGBColor;\
" \\
"};\
" \\
"//\
" \\
"// Global variable definitions\
" \\
"//\
" \\
"uniform vec4 fog;\
" \\
"uniform sampler2D texgrass,texrock,texsnow,texdetail;\
" \\
"//\
" \\
"// Function declarations\
" \\
"//\
" \\
"PS_OUTPUT pixelMain( in vec2 TexCoord1, in vec4 Position, in vec4 Diffuse );\
" \\
"//\
" \\
"// Function definitions\
" \\
"//\
" \\
"PS_OUTPUT pixelMain( in vec2 TexCoord1, in vec4 Position, in vec4 Diffuse ) {\
" \\
"float heightpercent;\
" \\
"float dist;\
" \\
"vec4 grasscolor;\
" \\
"vec4 rockcolor;\
" \\
"vec4 snowcolor;\
" \\
"vec4 detailcolor;\
" \\
"PS_OUTPUT Output;\
" \\
"heightpercent = Diffuse.x ;\
" \\
"dist = Diffuse.y ;\
" \\
"grasscolor = (texture2D( texgrass, (TexCoord1 * 5.00000)) * pow( (1.00000 - heightpercent), 4.00000));\
" \\
"rockcolor = (texture2D( texrock, (TexCoord1 * 5.00000)) * pow( (1.00000 - abs( (0.500000 - heightpercent) )), 4.00000));\
" \\
"snowcolor = (texture2D( texsnow, (TexCoord1 * 5.00000)) * pow( heightpercent, 4.00000));\
" \\
"detailcolor = (texture2D( texdetail, (TexCoord1 * 5.00000)) * pow( (1.00000 - abs( (0.700000 - heightpercent) )), 4.00000));\
" \\
"Output.RGBColor = (((grasscolor + rockcolor) + snowcolor) + detailcolor);\
" \\
"if ( (dist >= 0.500000) ){\
" \\
"Output.RGBColor *= (1.00000 - (dist - 0.500000));\
" \\
"Output.RGBColor += (fog * (dist - 0.500000));\
" \\
"}\
" \\
"return Output;\
" \\
"}\
" \\
"//\
" \\
"// Translator's entry point\
" \\
"//\
" \\
"void main() {\
" \\
"PS_OUTPUT xlat_retVal;\
" \\
"xlat_retVal = pixelMain( vec2(gl_TexCoord[1]), vec4(gl_FragCoord), vec4(gl_Color));\
" \\
"gl_FragData[0] = vec4( xlat_retVal.RGBColor);\
" \\
"}\
";
c8 ShaderVertex[]=
"//\
" \\
"// Structure definitions\
" \\
"//\
" \\
"struct VS_OUTPUT {\
" \\
"vec4 Position;\
" \\
"vec4 Diffuse;\
" \\
"vec2 TexCoord1;\
" \\
"};\
" \\
"struct PS_OUTPUT {\
" \\
"vec4 RGBColor;\
" \\
"};\
" \\
"//\
" \\
"// Global variable definitions\
" \\
"//\
" \\
"uniform float FogDistance;\
" \\
"uniform float TerrainHeight;\
" \\
"uniform vec3 cameraPos;\
" \\
"uniform mat4 mWorld;\
" \\
"uniform mat4 mWorldViewProj;\
" \\
"//\
" \\
"// Function declarations\
" \\
"//\
" \\
"VS_OUTPUT vertexMain( in vec4 vPosition, in vec3 vNormal, in vec2 texCoord1 );\
" \\
"//\
" \\
"// Function definitions\
" \\
"//\
" \\
"VS_OUTPUT vertexMain( in vec4 vPosition, in vec3 vNormal, in vec2 texCoord1 ) {\
" \\
"VS_OUTPUT Output;\
" \\
"vec4 position;\
" \\
"float dist;\
" \\
"Output.Position = ( vPosition * mWorldViewProj );\
" \\
"position = ( vPosition * mWorld );\
" \\
"dist = sqrt( ((pow( (position.x - cameraPos.x ), 2.00000) + pow( (position.y - cameraPos.y ), 2.00000)) + pow( (position.z - cameraPos.z ), 2.00000)) );\
" \\
"Output.Diffuse = vec4( (vPosition.y / TerrainHeight), (dist / FogDistance), 0.000000, 0.000000);\
" \\
"Output.TexCoord1 = texCoord1;\
" \\
"return Output;\
" \\
"}\
" \\
"//\
" \\
"// Translator's entry point\
" \\
"//\
" \\
"void main() {\
" \\
"VS_OUTPUT xlat_retVal;\
" \\
"xlat_retVal = vertexMain( vec4(gl_Vertex), vec3(gl_Normal), vec2(gl_MultiTexCoord1));\
" \\
"gl_Position = vec4( xlat_retVal.Position);\
" \\
"gl_FrontColor = vec4( xlat_retVal.Diffuse);\
" \\
"gl_TexCoord[1] = vec4( xlat_retVal.TexCoord1, 0.0, 0.0);\
" \\
"}\
";
if (gpu)
{
MyShaderCallBack* mc = new MyShaderCallBack();
mc->setSplatScene(smgr,Height,Fog,FogColor);
newMaterialType1 = gpu->addHighLevelShaderMaterial(
ShaderVertex, "main", video::EVST_VS_1_1,
ShaderFragment, "main", video::EPST_PS_1_1,
mc, video::EMT_SOLID,0);
mc->drop();
}
}
setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);
}
void CTerrain::setColorTexture(c8* FileName)
{
for (u32 i=0;i<NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.MaterialType = video::EMT_SOLID;
CTTileBuffer[i]->Material.Textures[0] = SceneManager->getVideoDriver()->getTexture(FileName);
}
}
}
void CTerrain::setDetailTexture(c8* FileName)
{
for (u32 i=0;i<NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.MaterialType = video::EMT_DETAIL_MAP;
CTTileBuffer[i]->Material.Textures[1] = SceneManager->getVideoDriver()->getTexture(FileName);
}
}
}
void CTerrain::SetTextureSplat(u32 NumTex,c8* FileName)
{
for (u32 i=0;i<NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.Textures[NumTex] = SceneManager->getVideoDriver()->getTexture(FileName);
}
}
}
void CTerrain::setDebugMode(bool Enable)
{
Debug=Enable;
}
void CTerrain::setRenderDistance(f32 Distance)
{
RenderDistance = Distance;
}
void CTerrain::setMaterialType(video::E_MATERIAL_TYPE Mat)
{
for (u32 i=0;i < NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.MaterialType = Mat;
}
}
}
scene::IMesh* CTerrain::getMesh()
{
return (scene::IMesh*)TerrainMesh;
}
f32 CTerrain::getHeight(f32 x,f32 z)
{
scene::SMeshBufferLightMap* TempBuffer=NULL;
f32 ValueReturn = 0.0f;
for (u32 i=0;i < NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
core::vector3df Vec(x,CTTileBuffer[i]->getBoundingBox().getCenter().Y,z);
if(CTTileBuffer[i]->getBoundingBox().isPointInside(Vec))
{
TempBuffer=CTTileBuffer[i];
break;
}
}
}
if(TempBuffer != NULL)
{
//Si le TempBuffer renvoi différent de null, on se situ dans un tile
scene::SMesh* Mesh=new scene::SMesh();
Mesh->addMeshBuffer(TempBuffer);
scene::ITriangleSelector* selector= SceneManager->createTriangleSelector((scene::IMesh*)Mesh,this);
this->setTriangleSelector(selector);
core::line3d<f32> line;
line.start = core::vector3d<f32>(x,-200000,z);
line.end = core::vector3d<f32>(x,200000,z);
core::vector3df intersection;
core::triangle3df tri;
if (SceneManager->getSceneCollisionManager()->getCollisionPoint(line, selector, intersection,tri))
{
ValueReturn = intersection.Y;
}
selector->drop();
Mesh->drop();
}
else
{
ValueReturn=-999999.999f;
}
return ValueReturn;
}
//Take from the irrlicht source code
void CTerrain::calculateNormals ( scene::SMeshBufferLightMap* pMeshBuffer,s32 Size)
{
s32 count;
//s32 Size = 4;
core::vector3df a, b, c, t;
for (s32 x=0; x<Size; ++x)
for (s32 z=0; z<Size; ++z)
{
count = 0;
core::vector3df normal;
// top left
if (x>0 && z>0)
{
a = pMeshBuffer->Vertices[(x-1)*Size+z-1].Pos;
b = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
c = pMeshBuffer->Vertices[x*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[(x-1)*Size+z-1].Pos;
b = pMeshBuffer->Vertices[x*Size+z-1].Pos;
c = pMeshBuffer->Vertices[x*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// top right
if (x>0 && z<Size-1)
{
a = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
b = pMeshBuffer->Vertices[(x-1)*Size+z+1].Pos;
c = pMeshBuffer->Vertices[x*Size+z+1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
b = pMeshBuffer->Vertices[x*Size+z+1].Pos;
c = pMeshBuffer->Vertices[x*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// bottom right
if (x<Size-1 && z<Size-1)
{
a = pMeshBuffer->Vertices[x*Size+z+1].Pos;
b = pMeshBuffer->Vertices[x*Size+z+1].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z+1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[x*Size+z+1].Pos;
b = pMeshBuffer->Vertices[(x+1)*Size+z+1].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// bottom left
if (x<Size-1 && z>0)
{
a = pMeshBuffer->Vertices[x*Size+z-1].Pos;
b = pMeshBuffer->Vertices[x*Size+z].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[x*Size+z-1].Pos;
b = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z-1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
if ( count != 0 )
{
normal.normalize ( );
}
else
{
normal.set( 0.0f, 1.0f, 0.0f );
}
pMeshBuffer->Vertices[x * Size + z].Normal = normal;
}
}Et pour les fégnasses qui veulent pas chercher comment on l'utilise :
#include <CTerrain.h>
CTerrain* Terrain=new CTerrain("Media/Heightmap.bmp",CTerrain::Medium,10,smgr->getRootSceneNode(),smgr,0);
Terrain->setScale(core::vector3df(30,50,30));
//La distance de rendu, plus elle sera élevée plus ça va ramer....
Terrain->setRenderDistance(5000.0f);
//Terrain->setDebugMode(true); //ici ça ralenti le bazard mais ça peut être utile
Terrain->setPosition(core::vector3df(-3840,0,-3840));
//Simili texture splatting on est pas obligé de l'utiliser, voir plus bas
Terrain->ActivateSplattingTextures(smgr,600.0f,3000.0f,video::SColorf(0.0f,0.5f,0.8f,1.0f));
Terrain->SetTextureSplat(0,"Media/detail.jpg");
Terrain->SetTextureSplat(1,"Media/rock.jpg");
Terrain->SetTextureSplat(2,"Media/dirt.png");
Terrain->SetTextureSplat(3,"Media/grass.jpg");
//Texturage normal Voilà, ici on peut utiliser ça mais perso j'aime pas :D
//Terrain->setColorTexture("Media/Colormap.jpg");
//Terrain->setDetailTexture("Media/Detail.jpg");Voilou j'espère sincèrement que vous l'amliorerez et nous en ferez profiter car si je m'apperçois que ça se limite à la pompe....bein vous pourrez dire adieu à des code de se genre....
@++
[Edit] Ne fonctionne qu'avec des Heightmaps de 64,128,256,512,768,1024,2048 et pas d'autre taille.
Correction proposée:
Hello, comme j'ai déjà posté auparavant des screens, je pense qu'il est temps pour moi de vous offrir mon mini code source (A améliorer !!!!)
Je vous serais donc super reconnaissant de pas venir ici dans le seul but de pomper et donc de refiler vos modifs pour l'améliorer et en faire un moteur de terrain digne de se nom
.
Et pour les fégnasses qui veulent pas chercher comment on l'utilise :
CTerrain.h CTerrain.cpp main.cpp 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 #ifndef _CTerrain
#define _CTerrain
#include <irrlicht.h>
using namespace irr;
//#pragma comment(lib, "Irrlicht.lib")
class CTerrain : public scene::ISceneNode
{
public:
const enum TerrainQuality {High=1,Medium=2,Low=4,ExtraLow=8};
CTerrain::CTerrain(c8* HeightmapFile,TerrainQuality Quality,f32 ScaleTexture,scene::ISceneNode* parent,scene::ISceneManager* smgr,s32 id);
CTerrain::~CTerrain();
void setColorTexture(c8* FileName);
void setDetailTexture(c8* FileName);
void SetTextureSplat(u32 NumTex,c8* FileName);
void setDebugMode(bool Enable);
void setRenderDistance(f32 Distance);
void ActivateSplattingTextures(scene::ISceneManager* smgr,f32 Height,f32 Fog,video::SColorf FogColor);
scene::IMesh* getMesh();
f32 getHeight(f32 x,f32 z);
virtual void setMaterialType(const video::E_MATERIAL_TYPE Mat);
virtual void OnRegisterSceneNode();
virtual void render();
virtual const core::aabbox3d<f32>& getBoundingBox() const;
virtual video::SMaterial& getMaterial(u32 i);
virtual void setPosition(const core::vector3df &Pos);
virtual void setScale(const core::vector3df &Scale);
u32 getMaterialCount();
private:
core::aabbox3d<f32> Box;
video::SMaterial Material;
scene::SMeshBufferLightMap** CTTileBuffer;
void calculateNormals ( scene::SMeshBufferLightMap* pMeshBuffer,s32 Size);
bool Debug;
f32 RenderDistance;
scene::SMesh* TerrainMesh;
u16 NbsTiles;
};
class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public:
scene::ISceneManager* smgr;
f32 Height,Fog;
video::SColorf FogColor;
void setSplatScene(scene::ISceneManager* Scene,f32 height,f32 fog,video::SColorf fogColor)
{
smgr=Scene;
Height = height;
Fog = fog;
FogColor = fogColor;
}
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
if (driver->getDriverType() == video::EDT_OPENGL)
{
worldViewProj = worldViewProj.getTransposed();
int var;
var = 0;
services->setPixelShaderConstant("texgrass", reinterpret_cast<f32*>(&var), 1);
var = 1;
services->setPixelShaderConstant("texrock", reinterpret_cast<f32*>(&var), 1);
var = 2;
services->setPixelShaderConstant("texsnow", reinterpret_cast<f32*>(&var), 1);
var = 3;
services->setPixelShaderConstant("texdetail", reinterpret_cast<f32*>(&var), 1);
}
services->setVertexShaderConstant("mWorldViewProj",worldViewProj.pointer(),16);
services->setVertexShaderConstant("TerrainHeight",reinterpret_cast<f32*>(&Height),1);
services->setVertexShaderConstant("FogDistance",reinterpret_cast<f32*>(&Fog),1);
core::vector3df pos = smgr->getActiveCamera()->getPosition();
services->setVertexShaderConstant("cameraPos", reinterpret_cast<f32*>(&pos), 3);
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
services->setVertexShaderConstant("mWorld",world.pointer(),16);
services->setPixelShaderConstant("fog",reinterpret_cast<f32*>(&FogColor),4);
}
};
#endif
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 #include <CTerrain.h>
#include <irrlicht.h>
using namespace irr;
CTerrain::CTerrain(c8* HeightmapFile,TerrainQuality Quality,f32 ScaleTexture,scene::ISceneNode* parent,scene::ISceneManager* smgr,s32 id): scene::ISceneNode(parent, smgr, id)
{
//Test if the number of quality is correct
if(Quality != 1 && Quality != 2 && Quality != 4 && Quality != 8)
{
//if not force to medium quality
Quality = Medium;
}
//Set the Debug to false
Debug=false;
//Get the Heightmap
video::IImage *Heightmap = SceneManager->getVideoDriver()->createImageFromFile(HeightmapFile);
//Get dimension of heightmap
u16 Size = Heightmap->getDimension().Width;
//Set the size of Tiles for Terrain
s32 SizeOfTiles = 0;
//Switch Size for calculate the Size of Tile
switch(Size)
{
case 64:
SizeOfTiles=(Size/4)+1;
NbsTiles = 4*4;
break;
case 128 :
SizeOfTiles=(Size/8)+1;
NbsTiles = 8*8;
break;
case 256 :
SizeOfTiles=(Size/16)+1;
NbsTiles = 16*16;
break;
case 512 :
SizeOfTiles=(Size/16)+1;
NbsTiles = 16*16;
break;
case 768 :
SizeOfTiles=(Size/24)+1;
NbsTiles = 24*24;
break;
case 1024:
SizeOfTiles=(Size/32)+1;
NbsTiles = 32*32;
break;
case 2048:
SizeOfTiles=(Size/32)+1;
NbsTiles = 32*32;
break;
default:
SizeOfTiles=(Size/16)+1;
NbsTiles = 16*16;
break;
}
//Create the Mesh for the Terrain Mesh
TerrainMesh = new scene::SMesh();
//Calculate the quality factor
u32 SOTiles = irr::core::ceil32((f32)SizeOfTiles/(f32)Quality);
//Init the array of MeshBuffer
CTTileBuffer=new scene::SMeshBufferLightMap* [NbsTiles];
//Start the loop to create Buffers
u32 TileX=0,TileZ=0;
for (u32 i =0;i < NbsTiles;++i)
{
CTTileBuffer[i]=new scene::SMeshBufferLightMap();
CTTileBuffer[i]->Vertices.set_used(SizeOfTiles*SizeOfTiles);
CTTileBuffer[i]->Indices.set_used(SizeOfTiles*SizeOfTiles*6);
const f32 tdSize = 1.0f/(f32)(Size-1);
u32 Index=0;
u16 NbsIndices=0,NbsVertices=0;
for(u32 x=TileX;x<(TileX+SizeOfTiles);x+=Quality)
{
for (u32 z=TileZ;z<(TileZ+SizeOfTiles);z+=Quality)
{
if (NbsVertices < (SOTiles*SOTiles)-SOTiles-1)
{
Index = NbsVertices;
u32 TestValue = ( (((x-TileX)/Quality)+1) * ((z-TileZ)/Quality) + ((x-TileX)/Quality) );
if (Index != TestValue || (x-TileX==0 && z < TileZ+SizeOfTiles-Quality))
{
CTTileBuffer[i]->Indices[NbsIndices++]=Index;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+1;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles+1;
CTTileBuffer[i]->Indices[NbsIndices++]=Index;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles+1;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles;
}
}
video::S3DVertex2TCoords Vertex;
Vertex.Normal = core::vector3df(0,1,0);
Vertex.Pos.X = (f32)x;
video::SColor pixelColor(Heightmap->getPixel(x,z));
Vertex.Pos.Y = (f32) pixelColor.getLuminance()/10.0f;
Vertex.Pos.Z = (f32)z;
Vertex.TCoords = core::vector2d<f32>( (f32)(x*tdSize), (f32)(z*tdSize));
Vertex.TCoords2 = core::vector2d<f32>( (f32)(x*tdSize), (f32)(z*tdSize))*ScaleTexture;
CTTileBuffer[i]->Vertices[NbsVertices]=Vertex;
NbsVertices++;
}
}
CTTileBuffer[i]->Material.Lighting = true;
//CTTileBuffer[i]->Material.Wireframe = true;
CTTileBuffer[i]->Material.BackfaceCulling = true;
CTTileBuffer[i]->Material.GouraudShading=true;
CTTileBuffer[i]->Material.FogEnable=false;
CTTileBuffer[i]->Material.DiffuseColor=video::SColor(255,255,255,255);
CTTileBuffer[i]->Material.AmbientColor=video::SColor(255,255,255,255);
CTTileBuffer[i]->Material.EmissiveColor=video::SColor(255,255,255,255);
CTTileBuffer[i]->Vertices.set_used(NbsVertices);
CTTileBuffer[i]->Indices.set_used(NbsIndices);
for(s32 j = 0; j < ((Quality+1)/2); j++)
{
for(u32 index = 2; index < (SOTiles * SOTiles - 2); index++)
{
//A[i] = (1/8)*(A[i-2] + 2*A[i-1] + 2*A[i] + 2*A[i+1] + A[i+2]);
CTTileBuffer[i]->Vertices[index].Pos.Y += (1/8)*
(CTTileBuffer[i]->Vertices[index-2].Pos.Y +
2*CTTileBuffer[i]->Vertices[index-1].Pos.Y +
2*CTTileBuffer[i]->Vertices[index].Pos.Y +
2*CTTileBuffer[i]->Vertices[index+1].Pos.Y +
CTTileBuffer[i]->Vertices[index+2].Pos.Y);
}
}
for(s32 k = 0; k < ((Quality+1)/2); k++)
{
for(u32 index = SOTiles; index < (SOTiles * (SOTiles - 1)); index++)
{
CTTileBuffer[i]->Vertices[index].Pos.Y = (CTTileBuffer[i]->Vertices[index - SOTiles].Pos.Y + CTTileBuffer[i]->Vertices[index + SOTiles].Pos.Y ) / 2.0f;
}
}
//Calculate the normals
calculateNormals(CTTileBuffer[i],SOTiles);
//Recalculate the bounding box
CTTileBuffer[i]->recalculateBoundingBox();
//Add the buffer to the Terrain Mesh
TerrainMesh->addMeshBuffer(CTTileBuffer[i]);
TileX+=SizeOfTiles-1;
if(TileX >= Size)
{
TileX=0;
TileZ+=SizeOfTiles-1;
if(TileZ >= Size)
{
TileZ=0;
}
}
}
AutomaticCullingState = scene::EAC_OFF;
Heightmap->drop();
}
CTerrain::~CTerrain()
{
for(u32 i=0;i<NbsTiles;++i)
{
if (CTerrain::CTTileBuffer[i] != NULL)
{
CTerrain::CTTileBuffer[i]->drop();
}
}
delete [] CTerrain::CTTileBuffer;
if(CTerrain::TerrainMesh != NULL)
{
CTerrain::TerrainMesh->drop();
}
}
void CTerrain::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
void CTerrain::render()
{
scene::ICameraSceneNode* cam = SceneManager->getActiveCamera();
const scene::SViewFrustum* frustum = cam->getViewFrustum();
video::IVideoDriver* Driver = SceneManager->getVideoDriver();
core::vector3df Pos = cam->getPosition();
cam->updateAbsolutePosition();
Pos.Y=0.0f;
for (u32 i=0;i<NbsTiles;i++)
{
if (CTTileBuffer[i] != NULL)
{
Driver->setTransform(video::ETS_WORLD,AbsoluteTransformation);
//DEBUG HERE
if(Debug==true)
{
video::SMaterial Mat;
Mat.AmbientColor = video::SColor(255,255,255,255);
Mat.DiffuseColor = video::SColor(255,255,255,255);
Mat.EmissiveColor = video::SColor(255,0,255,0);
Driver->setMaterial(Mat);
Driver->draw3DBox(CTTileBuffer[i]->getBoundingBox(),video::SColor(255,255,255,255));
}
if( frustum->getBoundingBox().intersectsWithBox(CTTileBuffer[i]->getBoundingBox())==true)
{
f64 ActualDistance = CTTileBuffer[i]->BoundingBox.getCenter().getDistanceFrom(Pos);
if(ActualDistance < RenderDistance)
{
Driver->setMaterial(video::SMaterial(CTTileBuffer[i]->Material));
Driver->drawIndexedTriangleList(&CTTileBuffer[i]->Vertices[0],CTTileBuffer[i]->getVertexCount(),&CTTileBuffer[i]->Indices[0], CTTileBuffer[i]->getIndexCount()/3 );
//Driver->drawMeshBuffer(CTTileBuffer[i]);
}
}
}
}
}
void CTerrain::setPosition(const core::vector3df &Pos)
{
for (u32 i=0;i<NbsTiles;i++)
{
if (CTTileBuffer[i] != NULL)
{
for (u32 j=0;j<CTTileBuffer[i]->getVertexCount();++j)
{
CTTileBuffer[i]->Vertices[j].Pos+=Pos;
}
CTTileBuffer[i]->recalculateBoundingBox();
}
}
}
void CTerrain::setScale(const core::vector3df &Scale)
{
for (u32 i=0;i<NbsTiles;i++)
{
if (CTTileBuffer[i] != NULL)
{
for (u32 j=0;j<CTTileBuffer[i]->getVertexCount();++j)
{
CTTileBuffer[i]->Vertices[j].Pos*=Scale;
}
CTTileBuffer[i]->recalculateBoundingBox();
}
}
}
const core::aabbox3d<f32>& CTerrain::getBoundingBox() const
{
return Box;
}
u32 CTerrain::getMaterialCount()
{
return 1;
}
video::SMaterial& CTerrain::getMaterial(u32 i)
{
return Material;
}
void CTerrain::ActivateSplattingTextures(scene::ISceneManager* smgr,f32 Height,f32 Fog,video::SColorf FogColor)
{
video::IVideoDriver* driver = smgr->getVideoDriver();
s32 newMaterialType1 = 0;
video::IGPUProgrammingServices* gpu = smgr->getVideoDriver()->getGPUProgrammingServices();
if (driver->getDriverType() != video::EDT_OPENGL)
{
//Merci à DeusXL pour son shader :D
c8 ShaderFileName[] =
"float4x4 mWorldViewProj;n"
"float4x4 mWorld;n"
"float3 cameraPos;n"
"float TerrainHeight;n"
"float FogDistance;n"
"struct VS_OUTPUTn"
"{n"
"float4 Position : POSITION;n"
"float4 Diffuse : COLOR0;n"
"float2 TexCoord1 : TEXCOORD1;n"
"};n"
"VS_OUTPUT vertexMain( in float4 vPosition : POSITION,in float3 vNormal : NORMAL,float2 texCoord1 : TEXCOORD1)n"
"{n"
"VS_OUTPUT Output;n"
"Output.Position = mul(vPosition, mWorldViewProj);n"
"float4 position = mul(vPosition, mWorld);n"
"float dist = sqrt ( pow(position.x - cameraPos.x, 2.0f) +n"
"pow(position.y - cameraPos.y, 2.0f) +n"
"pow(position.z - cameraPos.z, 2.0f));n"
"Output.Diffuse = float4(vPosition.y / TerrainHeight, dist / FogDistance, 0.0f, 0.0f);n"
"Output.TexCoord1 = texCoord1;n"
"return Output;n"
"}n"
"struct PS_OUTPUTn"
"{n"
"float4 RGBColor : COLOR0;n"
"};n"
"sampler2D tex[4];n"
"float4 fog;n"
"PS_OUTPUT pixelMain( float2 TexCoord1 : TEXCOORD1,float4 Position : POSITION,float4 Diffuse : COLOR0 )n"
"{n"
"PS_OUTPUT Output;n"
"float heightpercent = Diffuse.x;n"
"float dist = Diffuse.y;n"
"float4 grasscolor = tex2D(tex[0], TexCoord1 * 5.0f) * pow((1.0f - heightpercent), 4.0f);n"
"float4 rockcolor = tex2D(tex[1], TexCoord1 * 5.0f) * pow((1.0f - abs(0.5f - heightpercent)), 4.0f);n"
"float4 snowcolor = tex2D(tex[2], TexCoord1 * 5.0f) * pow(heightpercent,4.0f);n"
"float4 detailcolor = tex2D(tex[3], TexCoord1 * 5.0f) * pow((1.0f - abs(0.7f - heightpercent)), 4.0f);n"
"Output.RGBColor = (grasscolor + rockcolor + snowcolor + detailcolor);n"
"if (dist >= 0.5f)n"
"{n"
"Output.RGBColor *= (1.0f - (dist-0.5f));n"
"Output.RGBColor += (fog * (dist-0.5f));n"
"}n"
"return Output;n"
"}n";
if (gpu)
{
MyShaderCallBack* mc = new MyShaderCallBack();
mc->setSplatScene(smgr,Height,Fog,FogColor);
newMaterialType1 = gpu->addHighLevelShaderMaterial(
ShaderFileName, "vertexMain", video::EVST_VS_2_0,
ShaderFileName, "pixelMain", video::EPST_PS_2_0,
mc, video::EMT_SOLID,0);
mc->drop();
}
}
else
{
c8 ShaderFragment[] =
"//n"
"// Structure definitionsn"
"//n"
"struct VS_OUTPUT {n"
"vec4 Position;n"
"vec4 Diffuse;n"
"vec2 TexCoord1;n"
"};n"
"struct PS_OUTPUT {n"
"vec4 RGBColor;n"
"};n"
"//n"
"// Global variable definitionsn"
"//n"
"uniform vec4 fog;n"
"uniform sampler2D texgrass,texrock,texsnow,texdetail;n"
"//n"
"// Function declarationsn"
"//n"
"PS_OUTPUT pixelMain( in vec2 TexCoord1, in vec4 Position, in vec4 Diffuse );n"
"//n"
"// Function definitionsn"
"//n"
"PS_OUTPUT pixelMain( in vec2 TexCoord1, in vec4 Position, in vec4 Diffuse ) {n"
"float heightpercent;n"
"float dist;n"
"vec4 grasscolor;n"
"vec4 rockcolor;n"
"vec4 snowcolor;n"
"vec4 detailcolor;n"
"PS_OUTPUT Output;n"
"heightpercent = Diffuse.x ;n"
"dist = Diffuse.y ;n"
"grasscolor = (texture2D( texgrass, (TexCoord1 * 5.00000)) * pow( (1.00000 - heightpercent), 4.00000));n"
"rockcolor = (texture2D( texrock, (TexCoord1 * 5.00000)) * pow( (1.00000 - abs( (0.500000 - heightpercent) )), 4.00000));n"
"snowcolor = (texture2D( texsnow, (TexCoord1 * 5.00000)) * pow( heightpercent, 4.00000));n"
"detailcolor = (texture2D( texdetail, (TexCoord1 * 5.00000)) * pow( (1.00000 - abs( (0.700000 - heightpercent) )), 4.00000));n"
"Output.RGBColor = (((grasscolor + rockcolor) + snowcolor) + detailcolor);n"
"if ( (dist >= 0.500000) ){n"
"Output.RGBColor *= (1.00000 - (dist - 0.500000));n"
"Output.RGBColor += (fog * (dist - 0.500000));n"
"}n"
"return Output;n"
"}n"
"//n"
"// Translator's entry pointn"
"//n"
"void main() {n"
"PS_OUTPUT xlat_retVal;n"
"xlat_retVal = pixelMain( vec2(gl_TexCoord[1]), vec4(gl_FragCoord), vec4(gl_Color));n"
"gl_FragData[0] = vec4( xlat_retVal.RGBColor);n"
"}n";
c8 ShaderVertex[]=
"//n"
"// Structure definitionsn"
"//n"
"struct VS_OUTPUT {n"
"vec4 Position;n"
"vec4 Diffuse;n"
"vec2 TexCoord1;n"
"};n"
"struct PS_OUTPUT {n"
"vec4 RGBColor;n"
"};n"
"//n"
"// Global variable definitionsn"
"//n"
"uniform float FogDistance;n"
"uniform float TerrainHeight;n"
"uniform vec3 cameraPos;n"
"uniform mat4 mWorld;n"
"uniform mat4 mWorldViewProj;n"
"//n"
"// Function declarationsn"
"//n"
"VS_OUTPUT vertexMain( in vec4 vPosition, in vec3 vNormal, in vec2 texCoord1 );n"
"//n"
"// Function definitionsn"
"//n"
"VS_OUTPUT vertexMain( in vec4 vPosition, in vec3 vNormal, in vec2 texCoord1 ) {n"
"VS_OUTPUT Output;n"
"vec4 position;n"
"float dist;n"
"Output.Position = ( vPosition * mWorldViewProj );n"
"position = ( vPosition * mWorld );n"
"dist = sqrt( ((pow( (position.x - cameraPos.x ), 2.00000) + pow( (position.y - cameraPos.y ), 2.00000)) + pow( (position.z - cameraPos.z ), 2.00000)) );n"
"Output.Diffuse = vec4( (vPosition.y / TerrainHeight), (dist / FogDistance), 0.000000, 0.000000);n"
"Output.TexCoord1 = texCoord1;n"
"return Output;n"
"}n"
"//n"
"// Translator's entry pointn"
"//n"
"void main() {n"
"VS_OUTPUT xlat_retVal;n"
"xlat_retVal = vertexMain( vec4(gl_Vertex), vec3(gl_Normal), vec2(gl_MultiTexCoord1));n"
"gl_Position = vec4( xlat_retVal.Position);n"
"gl_FrontColor = vec4( xlat_retVal.Diffuse);n"
"gl_TexCoord[1] = vec4( xlat_retVal.TexCoord1, 0.0, 0.0);n"
"}n";
if (gpu)
{
MyShaderCallBack* mc = new MyShaderCallBack();
mc->setSplatScene(smgr,Height,Fog,FogColor);
newMaterialType1 = gpu->addHighLevelShaderMaterial(
ShaderVertex, "main", video::EVST_VS_1_1,
ShaderFragment, "main", video::EPST_PS_1_1,
mc, video::EMT_SOLID,0);
mc->drop();
}
}
setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);
}
void CTerrain::setColorTexture(c8* FileName)
{
for (u32 i=0;i<NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.MaterialType = video::EMT_SOLID;
CTTileBuffer[i]->Material.Textures[0] = SceneManager->getVideoDriver()->getTexture(FileName);
}
}
}
void CTerrain::setDetailTexture(c8* FileName)
{
for (u32 i=0;i<NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.MaterialType = video::EMT_DETAIL_MAP;
CTTileBuffer[i]->Material.Textures[1] = SceneManager->getVideoDriver()->getTexture(FileName);
}
}
}
void CTerrain::SetTextureSplat(u32 NumTex,c8* FileName)
{
for (u32 i=0;i<NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.Textures[NumTex] = SceneManager->getVideoDriver()->getTexture(FileName);
}
}
}
void CTerrain::setDebugMode(bool Enable)
{
Debug=Enable;
}
void CTerrain::setRenderDistance(f32 Distance)
{
RenderDistance = Distance;
}
void CTerrain::setMaterialType(video::E_MATERIAL_TYPE Mat)
{
for (u32 i=0;i < NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.MaterialType = Mat;
}
}
}
scene::IMesh* CTerrain::getMesh()
{
return (scene::IMesh*)TerrainMesh;
}
f32 CTerrain::getHeight(f32 x,f32 z)
{
scene::SMeshBufferLightMap* TempBuffer=NULL;
f32 ValueReturn = 0.0f;
for (u32 i=0;i < NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
core::vector3df Vec(x,CTTileBuffer[i]->getBoundingBox().getCenter().Y,z);
if(CTTileBuffer[i]->getBoundingBox().isPointInside(Vec))
{
TempBuffer=CTTileBuffer[i];
break;
}
}
}
if(TempBuffer != NULL)
{
//Si le TempBuffer renvoi différent de null, on se situ dans un tile
scene::SMesh* Mesh=new scene::SMesh();
Mesh->addMeshBuffer(TempBuffer);
scene::ITriangleSelector* selector= SceneManager->createTriangleSelector((scene::IMesh*)Mesh,this);
this->setTriangleSelector(selector);
core::line3d<f32> line;
line.start = core::vector3d<f32>(x,-200000,z);
line.end = core::vector3d<f32>(x,200000,z);
core::vector3df intersection;
core::triangle3df tri;
if (SceneManager->getSceneCollisionManager()->getCollisionPoint(line, selector, intersection,tri))
{
ValueReturn = intersection.Y;
}
selector->drop();
Mesh->drop();
}
else
{
ValueReturn=-999999.999f;
}
return ValueReturn;
}
//Take from the irrlicht source code
void CTerrain::calculateNormals ( scene::SMeshBufferLightMap* pMeshBuffer,s32 Size)
{
s32 count;
//s32 Size = 4;
core::vector3df a, b, c, t;
for (s32 x=0; x<Size; ++x)
for (s32 z=0; z<Size; ++z)
{
count = 0;
core::vector3df normal;
// top left
if (x>0 && z>0)
{
a = pMeshBuffer->Vertices[(x-1)*Size+z-1].Pos;
b = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
c = pMeshBuffer->Vertices[x*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[(x-1)*Size+z-1].Pos;
b = pMeshBuffer->Vertices[x*Size+z-1].Pos;
c = pMeshBuffer->Vertices[x*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// top right
if (x>0 && z<Size-1)
{
a = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
b = pMeshBuffer->Vertices[(x-1)*Size+z+1].Pos;
c = pMeshBuffer->Vertices[x*Size+z+1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
b = pMeshBuffer->Vertices[x*Size+z+1].Pos;
c = pMeshBuffer->Vertices[x*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// bottom right
if (x<Size-1 && z<Size-1)
{
a = pMeshBuffer->Vertices[x*Size+z+1].Pos;
b = pMeshBuffer->Vertices[x*Size+z+1].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z+1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[x*Size+z+1].Pos;
b = pMeshBuffer->Vertices[(x+1)*Size+z+1].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// bottom left
if (x<Size-1 && z>0)
{
a = pMeshBuffer->Vertices[x*Size+z-1].Pos;
b = pMeshBuffer->Vertices[x*Size+z].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[x*Size+z-1].Pos;
b = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z-1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
if ( count != 0 )
{
normal.normalize ( );
}
else
{
normal.set( 0.0f, 1.0f, 0.0f );
}
pMeshBuffer->Vertices[x * Size + z].Normal = normal;
}
}
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 #include <CTerrain.h>
CTerrain* Terrain=new CTerrain("Media/Heightmap.bmp",CTerrain::Medium,10,smgr->getRootSceneNode(),smgr,0);
Terrain->setScale(core::vector3df(30,50,30));
//La distance de rendu, plus elle sera élevée plus ça va ramer....
Terrain->setRenderDistance(5000.0f);
//Terrain->setDebugMode(true); //ici ça ralenti le bazard mais ça peut être utile
Terrain->setPosition(core::vector3df(-3840,0,-3840));
//Simili texture splatting on est pas obligé de l'utiliser, voir plus bas
Terrain->ActivateSplattingTextures(smgr,600.0f,3000.0f,video::SColorf(0.0f,0.5f,0.8f,1.0f));
Terrain->SetTextureSplat(0,"Media/detail.jpg");
Terrain->SetTextureSplat(1,"Media/rock.jpg");
Terrain->SetTextureSplat(2,"Media/dirt.png");
Terrain->SetTextureSplat(3,"Media/grass.jpg");
//Texturage normal Voilà, ici on peut utiliser ça mais perso j'aime pas :D
//Terrain->setColorTexture("Media/Colormap.jpg");
//Terrain->setDetailTexture("Media/Detail.jpg");
Si vous ne pouvez pas activer javacsript, clique ici
Voilou j'espère sincèrement que vous l'amliorerez et nous en ferez profiter car si je m'apperçois que ça se limite à la pompe....bein vous pourrez dire adieu à des code de se genre....
@++
[Edit] Ne fonctionne qu'avec des Heightmaps de 64,128,256,512,768,1024,2048 et pas d'autre taille.
Création du message
02-07-2007 20:22:40
Copland
Hello, comme j'ai déjà posté auparavant des screens, je pense qu'il est temps pour moi de vous offrir mon mini code source (A améliorer !!!!)
Je vous serais donc super reconnaissant de pas venir ici dans le seul but de pomper et donc de refiler vos modifs pour l'améliorer et en faire un moteur de terrain digne de se nom
.
CTerrain.h CTerrain.cpp main.cpp 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 #ifndef _CTerrain
#define _CTerrain
#include <irrlicht.h>
using namespace irr;
//#pragma comment(lib, "Irrlicht.lib")
class CTerrain : public scene::ISceneNode
{
public:
const enum TerrainQuality {High=1,Medium=2,Low=4,ExtraLow=8};
CTerrain::CTerrain(c8* HeightmapFile,TerrainQuality Quality,f32 ScaleTexture,scene::ISceneNode* parent,scene::ISceneManager* smgr,s32 id);
CTerrain::~CTerrain();
void setColorTexture(c8* FileName);
void setDetailTexture(c8* FileName);
void SetTextureSplat(u32 NumTex,c8* FileName);
void setDebugMode(bool Enable);
void setRenderDistance(f32 Distance);
void ActivateSplattingTextures(scene::ISceneManager* smgr,f32 Height,f32 Fog,video::SColorf FogColor);
scene::IMesh* getMesh();
f32 getHeight(f32 x,f32 z);
virtual void setMaterialType(const video::E_MATERIAL_TYPE Mat);
virtual void OnRegisterSceneNode();
virtual void render();
virtual const core::aabbox3d<f32>& getBoundingBox() const;
virtual video::SMaterial& getMaterial(u32 i);
virtual void setPosition(const core::vector3df &Pos);
virtual void setScale(const core::vector3df &Scale);
u32 getMaterialCount();
private:
core::aabbox3d<f32> Box;
video::SMaterial Material;
scene::SMeshBufferLightMap** CTTileBuffer;
void calculateNormals ( scene::SMeshBufferLightMap* pMeshBuffer,s32 Size);
bool Debug;
f32 RenderDistance;
scene::SMesh* TerrainMesh;
u16 NbsTiles;
};
class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public:
scene::ISceneManager* smgr;
f32 Height,Fog;
video::SColorf FogColor;
void setSplatScene(scene::ISceneManager* Scene,f32 height,f32 fog,video::SColorf fogColor)
{
smgr=Scene;
Height = height;
Fog = fog;
FogColor = fogColor;
}
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
if (driver->getDriverType() == video::EDT_OPENGL)
{
worldViewProj = worldViewProj.getTransposed();
int var;
var = 0;
services->setPixelShaderConstant("texgrass", reinterpret_cast<f32*>(&var), 1);
var = 1;
services->setPixelShaderConstant("texrock", reinterpret_cast<f32*>(&var), 1);
var = 2;
services->setPixelShaderConstant("texsnow", reinterpret_cast<f32*>(&var), 1);
var = 3;
services->setPixelShaderConstant("texdetail", reinterpret_cast<f32*>(&var), 1);
}
services->setVertexShaderConstant("mWorldViewProj",worldViewProj.pointer(),16);
services->setVertexShaderConstant("TerrainHeight",reinterpret_cast<f32*>(&Height),1);
services->setVertexShaderConstant("FogDistance",reinterpret_cast<f32*>(&Fog),1);
core::vector3df pos = smgr->getActiveCamera()->getPosition();
services->setVertexShaderConstant("cameraPos", reinterpret_cast<f32*>(&pos), 3);
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
services->setVertexShaderConstant("mWorld",world.pointer(),16);
services->setPixelShaderConstant("fog",reinterpret_cast<f32*>(&FogColor),4);
}
};
#endif
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 #include <CTerrain.h>
#include <irrlicht.h>
using namespace irr;
CTerrain::CTerrain(c8* HeightmapFile,TerrainQuality Quality,f32 ScaleTexture,scene::ISceneNode* parent,scene::ISceneManager* smgr,s32 id): scene::ISceneNode(parent, smgr, id)
{
//Test if the number of quality is correct
if(Quality != 1 && Quality != 2 && Quality != 4 && Quality != 8)
{
//if not force to medium quality
Quality = Medium;
}
//Set the Debug to false
Debug=false;
//Get the Heightmap
video::IImage *Heightmap = SceneManager->getVideoDriver()->createImageFromFile(HeightmapFile);
//Get dimension of heightmap
u16 Size = Heightmap->getDimension().Width;
//Set the size of Tiles for Terrain
s32 SizeOfTiles = 0;
//Switch Size for calculate the Size of Tile
switch(Size)
{
case 64:
SizeOfTiles=(Size/4)+1;
NbsTiles = 4*4;
break;
case 128 :
SizeOfTiles=(Size/8)+1;
NbsTiles = 8*8;
break;
case 256 :
SizeOfTiles=(Size/16)+1;
NbsTiles = 16*16;
break;
case 512 :
SizeOfTiles=(Size/16)+1;
NbsTiles = 16*16;
break;
case 768 :
SizeOfTiles=(Size/24)+1;
NbsTiles = 24*24;
break;
case 1024:
SizeOfTiles=(Size/32)+1;
NbsTiles = 32*32;
break;
case 2048:
SizeOfTiles=(Size/32)+1;
NbsTiles = 32*32;
break;
default:
SizeOfTiles=(Size/16)+1;
NbsTiles = 16*16;
break;
}
//Create the Mesh for the Terrain Mesh
TerrainMesh = new scene::SMesh();
//Calculate the quality factor
u32 SOTiles = irr::core::ceil32((f32)SizeOfTiles/(f32)Quality);
//Init the array of MeshBuffer
CTTileBuffer=new scene::SMeshBufferLightMap* [NbsTiles];
//Start the loop to create Buffers
u32 TileX=0,TileZ=0;
for (u32 i =0;i < NbsTiles;++i)
{
CTTileBuffer[i]=new scene::SMeshBufferLightMap();
CTTileBuffer[i]->Vertices.set_used(SizeOfTiles*SizeOfTiles);
CTTileBuffer[i]->Indices.set_used(SizeOfTiles*SizeOfTiles*6);
const f32 tdSize = 1.0f/(f32)(Size-1);
u32 Index=0;
u16 NbsIndices=0,NbsVertices=0;
for(u32 x=TileX;x<(TileX+SizeOfTiles);x+=Quality)
{
for (u32 z=TileZ;z<(TileZ+SizeOfTiles);z+=Quality)
{
if (NbsVertices < (SOTiles*SOTiles)-SOTiles-1)
{
Index = NbsVertices;
u32 TestValue = ( (((x-TileX)/Quality)+1) * ((z-TileZ)/Quality) + ((x-TileX)/Quality) );
if (Index != TestValue || (x-TileX==0 && z < TileZ+SizeOfTiles-Quality))
{
CTTileBuffer[i]->Indices[NbsIndices++]=Index;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+1;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles+1;
CTTileBuffer[i]->Indices[NbsIndices++]=Index;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles+1;
CTTileBuffer[i]->Indices[NbsIndices++]=Index+SOTiles;
}
}
video::S3DVertex2TCoords Vertex;
Vertex.Normal = core::vector3df(0,1,0);
Vertex.Pos.X = (f32)x;
video::SColor pixelColor(Heightmap->getPixel(x,z));
Vertex.Pos.Y = (f32) pixelColor.getLuminance()/10.0f;
Vertex.Pos.Z = (f32)z;
Vertex.TCoords = core::vector2d<f32>( (f32)(x*tdSize), (f32)(z*tdSize));
Vertex.TCoords2 = core::vector2d<f32>( (f32)(x*tdSize), (f32)(z*tdSize))*ScaleTexture;
CTTileBuffer[i]->Vertices[NbsVertices]=Vertex;
NbsVertices++;
}
}
CTTileBuffer[i]->Material.Lighting = true;
//CTTileBuffer[i]->Material.Wireframe = true;
CTTileBuffer[i]->Material.BackfaceCulling = true;
CTTileBuffer[i]->Material.GouraudShading=true;
CTTileBuffer[i]->Material.FogEnable=false;
CTTileBuffer[i]->Material.DiffuseColor=video::SColor(255,255,255,255);
CTTileBuffer[i]->Material.AmbientColor=video::SColor(255,255,255,255);
CTTileBuffer[i]->Material.EmissiveColor=video::SColor(255,255,255,255);
CTTileBuffer[i]->Vertices.set_used(NbsVertices);
CTTileBuffer[i]->Indices.set_used(NbsIndices);
for(s32 j = 0; j < ((Quality+1)/2); j++)
{
for(u32 index = 2; index < (SOTiles * SOTiles - 2); index++)
{
//A[i] = (1/8)*(A[i-2] + 2*A[i-1] + 2*A[i] + 2*A[i+1] + A[i+2]);
CTTileBuffer[i]->Vertices[index].Pos.Y += (1/8)*
(CTTileBuffer[i]->Vertices[index-2].Pos.Y +
2*CTTileBuffer[i]->Vertices[index-1].Pos.Y +
2*CTTileBuffer[i]->Vertices[index].Pos.Y +
2*CTTileBuffer[i]->Vertices[index+1].Pos.Y +
CTTileBuffer[i]->Vertices[index+2].Pos.Y);
}
}
for(s32 k = 0; k < ((Quality+1)/2); k++)
{
for(u32 index = SOTiles; index < (SOTiles * (SOTiles - 1)); index++)
{
CTTileBuffer[i]->Vertices[index].Pos.Y = (CTTileBuffer[i]->Vertices[index - SOTiles].Pos.Y + CTTileBuffer[i]->Vertices[index + SOTiles].Pos.Y ) / 2.0f;
}
}
//Calculate the normals
calculateNormals(CTTileBuffer[i],SOTiles);
//Recalculate the bounding box
CTTileBuffer[i]->recalculateBoundingBox();
//Add the buffer to the Terrain Mesh
TerrainMesh->addMeshBuffer(CTTileBuffer[i]);
TileX+=SizeOfTiles-1;
if(TileX >= Size)
{
TileX=0;
TileZ+=SizeOfTiles-1;
if(TileZ >= Size)
{
TileZ=0;
}
}
}
AutomaticCullingState = scene::EAC_OFF;
Heightmap->drop();
}
CTerrain::~CTerrain()
{
for(u32 i=0;i<NbsTiles;++i)
{
if (CTerrain::CTTileBuffer[i] != NULL)
{
CTerrain::CTTileBuffer[i]->drop();
}
}
delete [] CTerrain::CTTileBuffer;
if(CTerrain::TerrainMesh != NULL)
{
CTerrain::TerrainMesh->drop();
}
}
void CTerrain::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
void CTerrain::render()
{
scene::ICameraSceneNode* cam = SceneManager->getActiveCamera();
const scene::SViewFrustum* frustum = cam->getViewFrustum();
video::IVideoDriver* Driver = SceneManager->getVideoDriver();
core::vector3df Pos = cam->getPosition();
cam->updateAbsolutePosition();
Pos.Y=0.0f;
for (u32 i=0;i<NbsTiles;i++)
{
if (CTTileBuffer[i] != NULL)
{
Driver->setTransform(video::ETS_WORLD,AbsoluteTransformation);
//DEBUG HERE
if(Debug==true)
{
video::SMaterial Mat;
Mat.AmbientColor = video::SColor(255,255,255,255);
Mat.DiffuseColor = video::SColor(255,255,255,255);
Mat.EmissiveColor = video::SColor(255,0,255,0);
Driver->setMaterial(Mat);
Driver->draw3DBox(CTTileBuffer[i]->getBoundingBox(),video::SColor(255,255,255,255));
}
if( frustum->getBoundingBox().intersectsWithBox(CTTileBuffer[i]->getBoundingBox())==true)
{
f64 ActualDistance = CTTileBuffer[i]->BoundingBox.getCenter().getDistanceFrom(Pos);
if(ActualDistance < RenderDistance)
{
Driver->setMaterial(video::SMaterial(CTTileBuffer[i]->Material));
Driver->drawIndexedTriangleList(&CTTileBuffer[i]->Vertices[0],CTTileBuffer[i]->getVertexCount(),&CTTileBuffer[i]->Indices[0], CTTileBuffer[i]->getIndexCount()/3 );
//Driver->drawMeshBuffer(CTTileBuffer[i]);
}
}
}
}
}
void CTerrain::setPosition(const core::vector3df &Pos)
{
for (u32 i=0;i<NbsTiles;i++)
{
if (CTTileBuffer[i] != NULL)
{
for (u32 j=0;j<CTTileBuffer[i]->getVertexCount();++j)
{
CTTileBuffer[i]->Vertices[j].Pos+=Pos;
}
CTTileBuffer[i]->recalculateBoundingBox();
}
}
}
void CTerrain::setScale(const core::vector3df &Scale)
{
for (u32 i=0;i<NbsTiles;i++)
{
if (CTTileBuffer[i] != NULL)
{
for (u32 j=0;j<CTTileBuffer[i]->getVertexCount();++j)
{
CTTileBuffer[i]->Vertices[j].Pos*=Scale;
}
CTTileBuffer[i]->recalculateBoundingBox();
}
}
}
const core::aabbox3d<f32>& CTerrain::getBoundingBox() const
{
return Box;
}
u32 CTerrain::getMaterialCount()
{
return 1;
}
video::SMaterial& CTerrain::getMaterial(u32 i)
{
return Material;
}
void CTerrain::ActivateSplattingTextures(scene::ISceneManager* smgr,f32 Height,f32 Fog,video::SColorf FogColor)
{
video::IVideoDriver* driver = smgr->getVideoDriver();
s32 newMaterialType1 = 0;
video::IGPUProgrammingServices* gpu = smgr->getVideoDriver()->getGPUProgrammingServices();
if (driver->getDriverType() != video::EDT_OPENGL)
{
//Merci à DeusXL pour son shader :D
c8 ShaderFileName[] =
"float4x4 mWorldViewProj;n"
"float4x4 mWorld;n"
"float3 cameraPos;n"
"float TerrainHeight;n"
"float FogDistance;n"
"struct VS_OUTPUTn"
"{n"
"float4 Position : POSITION;n"
"float4 Diffuse : COLOR0;n"
"float2 TexCoord1 : TEXCOORD1;n"
"};n"
"VS_OUTPUT vertexMain( in float4 vPosition : POSITION,in float3 vNormal : NORMAL,float2 texCoord1 : TEXCOORD1)n"
"{n"
"VS_OUTPUT Output;n"
"Output.Position = mul(vPosition, mWorldViewProj);n"
"float4 position = mul(vPosition, mWorld);n"
"float dist = sqrt ( pow(position.x - cameraPos.x, 2.0f) +n"
"pow(position.y - cameraPos.y, 2.0f) +n"
"pow(position.z - cameraPos.z, 2.0f));n"
"Output.Diffuse = float4(vPosition.y / TerrainHeight, dist / FogDistance, 0.0f, 0.0f);n"
"Output.TexCoord1 = texCoord1;n"
"return Output;n"
"}n"
"struct PS_OUTPUTn"
"{n"
"float4 RGBColor : COLOR0;n"
"};n"
"sampler2D tex[4];n"
"float4 fog;n"
"PS_OUTPUT pixelMain( float2 TexCoord1 : TEXCOORD1,float4 Position : POSITION,float4 Diffuse : COLOR0 )n"
"{n"
"PS_OUTPUT Output;n"
"float heightpercent = Diffuse.x;n"
"float dist = Diffuse.y;n"
"float4 grasscolor = tex2D(tex[0], TexCoord1 * 5.0f) * pow((1.0f - heightpercent), 4.0f);n"
"float4 rockcolor = tex2D(tex[1], TexCoord1 * 5.0f) * pow((1.0f - abs(0.5f - heightpercent)), 4.0f);n"
"float4 snowcolor = tex2D(tex[2], TexCoord1 * 5.0f) * pow(heightpercent,4.0f);n"
"float4 detailcolor = tex2D(tex[3], TexCoord1 * 5.0f) * pow((1.0f - abs(0.7f - heightpercent)), 4.0f);n"
"Output.RGBColor = (grasscolor + rockcolor + snowcolor + detailcolor);n"
"if (dist >= 0.5f)n"
"{n"
"Output.RGBColor *= (1.0f - (dist-0.5f));n"
"Output.RGBColor += (fog * (dist-0.5f));n"
"}n"
"return Output;n"
"}n";
if (gpu)
{
MyShaderCallBack* mc = new MyShaderCallBack();
mc->setSplatScene(smgr,Height,Fog,FogColor);
newMaterialType1 = gpu->addHighLevelShaderMaterial(
ShaderFileName, "vertexMain", video::EVST_VS_2_0,
ShaderFileName, "pixelMain", video::EPST_PS_2_0,
mc, video::EMT_SOLID,0);
mc->drop();
}
}
else
{
c8 ShaderFragment[] =
"//n"
"// Structure definitionsn"
"//n"
"struct VS_OUTPUT {n"
"vec4 Position;n"
"vec4 Diffuse;n"
"vec2 TexCoord1;n"
"};n"
"struct PS_OUTPUT {n"
"vec4 RGBColor;n"
"};n"
"//n"
"// Global variable definitionsn"
"//n"
"uniform vec4 fog;n"
"uniform sampler2D texgrass,texrock,texsnow,texdetail;n"
"//n"
"// Function declarationsn"
"//n"
"PS_OUTPUT pixelMain( in vec2 TexCoord1, in vec4 Position, in vec4 Diffuse );n"
"//n"
"// Function definitionsn"
"//n"
"PS_OUTPUT pixelMain( in vec2 TexCoord1, in vec4 Position, in vec4 Diffuse ) {n"
"float heightpercent;n"
"float dist;n"
"vec4 grasscolor;n"
"vec4 rockcolor;n"
"vec4 snowcolor;n"
"vec4 detailcolor;n"
"PS_OUTPUT Output;n"
"heightpercent = Diffuse.x ;n"
"dist = Diffuse.y ;n"
"grasscolor = (texture2D( texgrass, (TexCoord1 * 5.00000)) * pow( (1.00000 - heightpercent), 4.00000));n"
"rockcolor = (texture2D( texrock, (TexCoord1 * 5.00000)) * pow( (1.00000 - abs( (0.500000 - heightpercent) )), 4.00000));n"
"snowcolor = (texture2D( texsnow, (TexCoord1 * 5.00000)) * pow( heightpercent, 4.00000));n"
"detailcolor = (texture2D( texdetail, (TexCoord1 * 5.00000)) * pow( (1.00000 - abs( (0.700000 - heightpercent) )), 4.00000));n"
"Output.RGBColor = (((grasscolor + rockcolor) + snowcolor) + detailcolor);n"
"if ( (dist >= 0.500000) ){n"
"Output.RGBColor *= (1.00000 - (dist - 0.500000));n"
"Output.RGBColor += (fog * (dist - 0.500000));n"
"}n"
"return Output;n"
"}n"
"//n"
"// Translator's entry pointn"
"//n"
"void main() {n"
"PS_OUTPUT xlat_retVal;n"
"xlat_retVal = pixelMain( vec2(gl_TexCoord[1]), vec4(gl_FragCoord), vec4(gl_Color));n"
"gl_FragData[0] = vec4( xlat_retVal.RGBColor);n"
"}n";
c8 ShaderVertex[]=
"//n"
"// Structure definitionsn"
"//n"
"struct VS_OUTPUT {n"
"vec4 Position;n"
"vec4 Diffuse;n"
"vec2 TexCoord1;n"
"};n"
"struct PS_OUTPUT {n"
"vec4 RGBColor;n"
"};n"
"//n"
"// Global variable definitionsn"
"//n"
"uniform float FogDistance;n"
"uniform float TerrainHeight;n"
"uniform vec3 cameraPos;n"
"uniform mat4 mWorld;n"
"uniform mat4 mWorldViewProj;n"
"//n"
"// Function declarationsn"
"//n"
"VS_OUTPUT vertexMain( in vec4 vPosition, in vec3 vNormal, in vec2 texCoord1 );n"
"//n"
"// Function definitionsn"
"//n"
"VS_OUTPUT vertexMain( in vec4 vPosition, in vec3 vNormal, in vec2 texCoord1 ) {n"
"VS_OUTPUT Output;n"
"vec4 position;n"
"float dist;n"
"Output.Position = ( vPosition * mWorldViewProj );n"
"position = ( vPosition * mWorld );n"
"dist = sqrt( ((pow( (position.x - cameraPos.x ), 2.00000) + pow( (position.y - cameraPos.y ), 2.00000)) + pow( (position.z - cameraPos.z ), 2.00000)) );n"
"Output.Diffuse = vec4( (vPosition.y / TerrainHeight), (dist / FogDistance), 0.000000, 0.000000);n"
"Output.TexCoord1 = texCoord1;n"
"return Output;n"
"}n"
"//n"
"// Translator's entry pointn"
"//n"
"void main() {n"
"VS_OUTPUT xlat_retVal;n"
"xlat_retVal = vertexMain( vec4(gl_Vertex), vec3(gl_Normal), vec2(gl_MultiTexCoord1));n"
"gl_Position = vec4( xlat_retVal.Position);n"
"gl_FrontColor = vec4( xlat_retVal.Diffuse);n"
"gl_TexCoord[1] = vec4( xlat_retVal.TexCoord1, 0.0, 0.0);n"
"}n";
if (gpu)
{
MyShaderCallBack* mc = new MyShaderCallBack();
mc->setSplatScene(smgr,Height,Fog,FogColor);
newMaterialType1 = gpu->addHighLevelShaderMaterial(
ShaderVertex, "main", video::EVST_VS_1_1,
ShaderFragment, "main", video::EPST_PS_1_1,
mc, video::EMT_SOLID,0);
mc->drop();
}
}
setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);
}
void CTerrain::setColorTexture(c8* FileName)
{
for (u32 i=0;i<NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.MaterialType = video::EMT_SOLID;
CTTileBuffer[i]->Material.Textures[0] = SceneManager->getVideoDriver()->getTexture(FileName);
}
}
}
void CTerrain::setDetailTexture(c8* FileName)
{
for (u32 i=0;i<NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.MaterialType = video::EMT_DETAIL_MAP;
CTTileBuffer[i]->Material.Textures[1] = SceneManager->getVideoDriver()->getTexture(FileName);
}
}
}
void CTerrain::SetTextureSplat(u32 NumTex,c8* FileName)
{
for (u32 i=0;i<NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.Textures[NumTex] = SceneManager->getVideoDriver()->getTexture(FileName);
}
}
}
void CTerrain::setDebugMode(bool Enable)
{
Debug=Enable;
}
void CTerrain::setRenderDistance(f32 Distance)
{
RenderDistance = Distance;
}
void CTerrain::setMaterialType(video::E_MATERIAL_TYPE Mat)
{
for (u32 i=0;i < NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
CTTileBuffer[i]->Material.MaterialType = Mat;
}
}
}
scene::IMesh* CTerrain::getMesh()
{
return (scene::IMesh*)TerrainMesh;
}
f32 CTerrain::getHeight(f32 x,f32 z)
{
scene::SMeshBufferLightMap* TempBuffer=NULL;
f32 ValueReturn = 0.0f;
for (u32 i=0;i < NbsTiles;++i)
{
if (CTTileBuffer[i] != NULL)
{
core::vector3df Vec(x,CTTileBuffer[i]->getBoundingBox().getCenter().Y,z);
if(CTTileBuffer[i]->getBoundingBox().isPointInside(Vec))
{
TempBuffer=CTTileBuffer[i];
break;
}
}
}
if(TempBuffer != NULL)
{
//Si le TempBuffer renvoi différent de null, on se situ dans un tile
scene::SMesh* Mesh=new scene::SMesh();
Mesh->addMeshBuffer(TempBuffer);
scene::ITriangleSelector* selector= SceneManager->createTriangleSelector((scene::IMesh*)Mesh,this);
this->setTriangleSelector(selector);
core::line3d<f32> line;
line.start = core::vector3d<f32>(x,-200000,z);
line.end = core::vector3d<f32>(x,200000,z);
core::vector3df intersection;
core::triangle3df tri;
if (SceneManager->getSceneCollisionManager()->getCollisionPoint(line, selector, intersection,tri))
{
ValueReturn = intersection.Y;
}
selector->drop();
Mesh->drop();
}
else
{
ValueReturn=-999999.999f;
}
return ValueReturn;
}
//Take from the irrlicht source code
void CTerrain::calculateNormals ( scene::SMeshBufferLightMap* pMeshBuffer,s32 Size)
{
s32 count;
//s32 Size = 4;
core::vector3df a, b, c, t;
for (s32 x=0; x<Size; ++x)
for (s32 z=0; z<Size; ++z)
{
count = 0;
core::vector3df normal;
// top left
if (x>0 && z>0)
{
a = pMeshBuffer->Vertices[(x-1)*Size+z-1].Pos;
b = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
c = pMeshBuffer->Vertices[x*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[(x-1)*Size+z-1].Pos;
b = pMeshBuffer->Vertices[x*Size+z-1].Pos;
c = pMeshBuffer->Vertices[x*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// top right
if (x>0 && z<Size-1)
{
a = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
b = pMeshBuffer->Vertices[(x-1)*Size+z+1].Pos;
c = pMeshBuffer->Vertices[x*Size+z+1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[(x-1)*Size+z].Pos;
b = pMeshBuffer->Vertices[x*Size+z+1].Pos;
c = pMeshBuffer->Vertices[x*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// bottom right
if (x<Size-1 && z<Size-1)
{
a = pMeshBuffer->Vertices[x*Size+z+1].Pos;
b = pMeshBuffer->Vertices[x*Size+z+1].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z+1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[x*Size+z+1].Pos;
b = pMeshBuffer->Vertices[(x+1)*Size+z+1].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
// bottom left
if (x<Size-1 && z>0)
{
a = pMeshBuffer->Vertices[x*Size+z-1].Pos;
b = pMeshBuffer->Vertices[x*Size+z].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
a = pMeshBuffer->Vertices[x*Size+z-1].Pos;
b = pMeshBuffer->Vertices[(x+1)*Size+z].Pos;
c = pMeshBuffer->Vertices[(x+1)*Size+z-1].Pos;
b -= a;
c -= a;
t = b.crossProduct ( c );
t.normalize ( );
normal += t;
count += 2;
}
if ( count != 0 )
{
normal.normalize ( );
}
else
{
normal.set( 0.0f, 1.0f, 0.0f );
}
pMeshBuffer->Vertices[x * Size + z].Normal = normal;
}
}
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 #include <CTerrain.h>
CTerrain* Terrain=new CTerrain("Media/Heightmap.bmp",CTerrain::Medium,10,smgr->getRootSceneNode(),smgr,0);
Terrain->setScale(core::vector3df(30,50,30));
//La distance de rendu, plus elle sera élevée plus ça va ramer....
Terrain->setRenderDistance(5000.0f);
//Terrain->setDebugMode(true); //ici ça ralenti le bazard mais ça peut être utile
Terrain->setPosition(core::vector3df(-3840,0,-3840));
//Simili texture splatting on est pas obligé de l'utiliser, voir plus bas
Terrain->ActivateSplattingTextures(smgr,600.0f,3000.0f,video::SColorf(0.0f,0.5f,0.8f,1.0f));
Terrain->SetTextureSplat(0,"Media/detail.jpg");
Terrain->SetTextureSplat(1,"Media/rock.jpg");
Terrain->SetTextureSplat(2,"Media/dirt.png");
Terrain->SetTextureSplat(3,"Media/grass.jpg");
//Texturage normal Voilà, ici on peut utiliser ça mais perso j'aime pas :D
//Terrain->setColorTexture("Media/Colormap.jpg");
//Terrain->setDetailTexture("Media/Detail.jpg");
Si vous ne pouvez pas activer javacsript, clique ici
Voilou j'espère sincèrement que vous l'amliorerez et nous en ferez profiter car si je m'apperçois que ça se limite à la pompe....bein vous pourrez dire adieu à des code de se genre....
@++
[Edit] Ne fonctionne qu'avec des Heightmaps de 64,128,256,512,768,1024,2048 et pas d'autre taille.