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cScene.cpp
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cScene.cpp
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#include "cScene.h"
#include "noise.h"
cScene::cScene(void) {
for(int i = 0; i<SCENE_HEIGHT; ++i) {
nCubes[i] = 0;
}
}
cScene::~cScene(void) {
}
void cScene::Draw() {
//Paint Light focus
glPushMatrix();
glColor3f(1.0, 1.0, 0.0);
glTranslatef(SCENE_WIDTH/2,SCENE_HEIGHT+SCENE_HEIGHT/2, SCENE_DEPTH/2);
glutSolidSphere(10, 10, 10);
glPopMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, idV);
glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)0);
glEnableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, idN);
glNormalPointer(GL_FLOAT, 0, (GLvoid*)0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idI);
for(int y = 0; y<SCENE_HEIGHT; ++y) {
glPushMatrix();
glTranslatef(0.0, (GLfloat)y, 0.0);
glDrawElements(GL_QUADS, NUM_FACES_BLOCK*NUM_VERT_IN_FACE*SCENE_WIDTH*SCENE_DEPTH, GL_UNSIGNED_INT, (GLvoid*)0);
glPopMatrix();
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
bool cScene::Init(FILE* fd) {
maxHeight = 0;
minHeight = SCENE_HEIGHT;
int randomseed = 0;
int amplitude = SCENE_HEIGHT/2;
PerlinNoise noise = PerlinNoise(0.1,1,amplitude,8,randomseed);
for(int z=0;z<SCENE_DEPTH;z++){
for(int x=0;x<SCENE_WIDTH;x++){
int alt = amplitude + (int)noise.GetHeight(x,z);
int y;
for (y = 0; y < alt; y++){
mapa[y][x][z] = 1;
nCubes[y]++;
}
minHeight = min(y,minHeight);
maxHeight = max(y,maxHeight);
heightMap[x][z] = y;
for(;y<SCENE_HEIGHT;y++){
mapa[y][x][z] = 0;
}
}
}
//fprintf(fd,"min-->%d\nmax-->%d\n",minHeight,maxHeight);
initVBO();
initNormals();
unsigned long len = 0;
if(shader.loadShader("vertexShader.vert", &len, VERTEX_SHADER) != OK) return false;
if(shader.loadShader("fragmentShader.frag", &len, FRAGMENT_SHADER) != OK) return false;
if(shader.compileShader(VERTEX_SHADER) != OK) {
GLchar *log = shader.getCompilationLog(VERTEX_SHADER);
return false;
}
if(shader.compileShader(FRAGMENT_SHADER) != OK) {
GLchar *log = shader.getCompilationLog(FRAGMENT_SHADER);
return false;
}
if(shader.linkShader(VERTEX_SHADER) != OK) {
GLchar *log = shader.getLinkingLog(VERTEX_SHADER);
return false;
}
if(shader.linkShader(FRAGMENT_SHADER) != OK) {
GLchar *log = shader.getLinkingLog(FRAGMENT_SHADER);
return false;
}
if(shader.useShader(VERTEX_SHADER) != OK) return false;
//if(shader.useShader(FRAGMENT_SHADER) != OK) return false;
return true;
}
void cScene::initVBO() {
glGenBuffers(1, &idV);
glGenBuffers(1, &idI);
float v[SCENE_DEPTH*SCENE_WIDTH * 3*NUM_VERTICES_PER_CUBE];
GLuint i[SCENE_DEPTH*SCENE_WIDTH * 3 * NUM_VERTICES_PER_CUBE];
float zaux=0,xaux;
for(int z = 0; z<SCENE_DEPTH; ++z) {
xaux=0;
for(int x = 0; x<SCENE_WIDTH; ++x) {
float vAux[3*NUM_VERTICES_PER_CUBE] = {
xaux, 1.0f, zaux+1.0f, //0 TOP
xaux+1.0f, 1.0f, zaux+1.0f, //1
xaux+1.0f, 1.0f, zaux, //2
xaux, 1.0f, zaux, //3
xaux, 0.0f, zaux+1.0f, //4 BOTTOM
xaux, 0.0f, zaux, //5
xaux+1.0f, 0.0f, zaux, //6
xaux+1.0f, 0.0f, zaux+1.0f, //7
};
unsigned int base = (z*SCENE_WIDTH + x)*NUM_VERTICES_PER_CUBE;
GLuint iAux[3 * NUM_VERTICES_PER_CUBE] = {
base+0, base+1, base+2, base+3, //TOP
base+4, base+5, base+6, base+7, //BOTTOM
base+1, base+0, base+4, base+7, //FRONT
base+6, base+5, base+3, base+2, //BACK
base+0, base+3, base+5, base+4, //LEFT
base+1, base+7, base+6, base+2, //RIGHT
};
for(int l=0; l<3*NUM_VERTICES_PER_CUBE; ++l) {
v[(z*SCENE_WIDTH+x)*24 + l] = vAux[l];
i[(z*SCENE_WIDTH+x)*24 + l] = iAux[l];
}
xaux += 1.0;
}
zaux += 1.0;
}
//sending vertices to GPU
glBindBuffer(GL_ARRAY_BUFFER, idV);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*NUM_VERTICES_PER_CUBE*SCENE_WIDTH*SCENE_DEPTH,v, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//sending vertices indices to GPU
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, idI);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*NUM_FACES_BLOCK*NUM_VERT_IN_FACE*SCENE_WIDTH*SCENE_DEPTH,i, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void cScene::destroyVBO() {
glDeleteBuffers(1, &idV);
glDeleteBuffers(1, &idN);
glDeleteBuffers(1, &idI);
}
void cScene::initNormals() {
//NORMALS
glGenBuffers(1, &idN);
float *n = (float *) malloc(sizeof(float) * SCENE_DEPTH*SCENE_WIDTH* 3 *NUM_VERTICES_PER_CUBE * 3);
for(int z = 0; z<SCENE_DEPTH; ++z) {
for(int x = 0; x<SCENE_WIDTH; ++x) {
float nAux[3*NUM_VERTICES_PER_CUBE* 3] = {
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, //TOP
0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, //BOTTOM
0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, //FRONT
0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, //BACK
-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, //LEFT
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, //RIGHT
};
for(int l=0; l<3*NUM_VERTICES_PER_CUBE*3; l++) {
n[(z*SCENE_WIDTH+x)*24 + l] = nAux[l];
}
}
}
//sending normals to GPU
glBindBuffer(GL_ARRAY_BUFFER, idN);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*NUM_VERTICES_PER_CUBE*SCENE_WIDTH*SCENE_DEPTH*3,n, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}