Exemplo n.º 1
0
void TerrainRenderer::UpdateTrianglePos(const MapCoord x, const MapCoord y,const GameWorldViewer * gwv, const bool update)
{
	unsigned int pos = 2 * width * y + x*2;

	gl_vertices[pos].pos[0].x = GetTerrainXAround(x,y,4);
	gl_vertices[pos].pos[0].y = GetTerrainYAround(x,y,4);
	gl_vertices[pos].pos[1].x = GetTerrainX(x, y);
	gl_vertices[pos].pos[1].y = GetTerrainY(x, y);
	gl_vertices[pos].pos[2].x = GetTerrainXAround(x,y,5);
	gl_vertices[pos].pos[2].y = GetTerrainYAround(x,y,5);

	++pos;

	gl_vertices[pos].pos[0].x = GetTerrainX(x, y);
	gl_vertices[pos].pos[0].y = GetTerrainY(x, y);
	gl_vertices[pos].pos[1].x = GetTerrainXAround(x,y,4);
	gl_vertices[pos].pos[1].y = GetTerrainYAround(x,y,4);
	gl_vertices[pos].pos[2].x = GetTerrainXAround(x,y,3);
	gl_vertices[pos].pos[2].y = GetTerrainYAround(x,y,3);

	if(update && SETTINGS.video.vbo)
	{
		glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_vertices);
		glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,(pos-1) * 3 * 2 * sizeof(float), 
			2 * 3 * 2 * sizeof(float), &gl_vertices[pos-1]);
	}
}
Exemplo n.º 2
0
/// erzeugt Rand-Vertex
void TerrainRenderer::UpdateBorderVertex(const MapPoint pt, const GameWorldViewer* gwv)
{
    /// @todo GetTerrainX und Co durch GetTerrainXA ausdrücken
    GetVertex(pt).border[0].pos.x = ( GetTerrainXAround(pt.x, pt.y, 5) + GetTerrainX(pt) + GetTerrainXAround(pt.x, pt.y, 4) ) / 3.0f;
    GetVertex(pt).border[0].pos.y = ( GetTerrainYAround(pt.x, pt.y, 5) + GetTerrainY(pt) + GetTerrainYAround(pt.x, pt.y, 4) ) / 3.0f;
    GetVertex(pt).border[0].color = ( GetColor(gwv->GetNeighbour(pt, 5)) + GetColor(pt) + GetColor(gwv->GetNeighbour(pt, 4)) ) / 3.0f;

    GetVertex(pt).border[1].pos.x = ( GetTerrainXAround(pt.x, pt.y, 3) + GetTerrainX(pt) + GetTerrainXAround(pt.x, pt.y, 4) ) / 3.0f;
    GetVertex(pt).border[1].pos.y = ( GetTerrainYAround(pt.x, pt.y, 3) + GetTerrainY(pt) + GetTerrainYAround(pt.x, pt.y, 4) ) / 3.0f;
    GetVertex(pt).border[1].color = ( GetColor(gwv->GetNeighbour(pt, 3)) + GetColor(pt) + GetColor(gwv->GetNeighbour(pt, 4)) ) / 3.0f;
}
Exemplo n.º 3
0
/// erzeugt Rand-Vertex
void TerrainRenderer::UpdateBorderVertex(const MapCoord x, const MapCoord y,const GameWorldViewer * gwv)
{
	/// @todo GetTerrainX und Co durch GetTerrainXA ausdrücken
	GetVertex(x,y).border[0].pos.x = ( GetTerrainXAround(x,y,5) + GetTerrainX(x, y) + GetTerrainXAround(x,y,4) ) / 3.0f;
	GetVertex(x,y).border[0].pos.y = ( GetTerrainYAround(x,y,5) + GetTerrainY(x, y) + GetTerrainYAround(x,y,4) ) / 3.0f;
	GetVertex(x,y).border[0].color = ( GetColor(gwv->GetXA(x,y,5), gwv->GetYA(x,y,5)) + GetColor(x, y) + GetColor(gwv->GetXA(x,y,4), gwv->GetYA(x,y,4)) ) / 3.0f;

	GetVertex(x,y).border[1].pos.x = ( GetTerrainXAround(x,y,3) + GetTerrainX(x, y) + GetTerrainXAround(x,y,4) ) / 3.0f;
	GetVertex(x,y).border[1].pos.y = ( GetTerrainYAround(x,y,3) + GetTerrainY(x, y) + GetTerrainYAround(x,y,4) ) / 3.0f;
	GetVertex(x,y).border[1].color = ( GetColor(gwv->GetXA(x,y,3), gwv->GetYA(x,y,3)) + GetColor(x, y) + GetColor(gwv->GetXA(x,y,4), gwv->GetYA(x,y,4)) ) / 3.0f;

}
Exemplo n.º 4
0
/// Erzeugt die Dreiecke für die Ränder
void TerrainRenderer::UpdateBorderTrianglePos(const MapCoord x, const MapCoord y,const GameWorldViewer * gwv, const bool update)
{
	unsigned int pos = y * width + x;
	
	// Für VBO-Aktualisierung:
	// Erzeugte Ränder zählen
	unsigned count_borders = 0;
	// Erstes Offset merken
	unsigned first_offset = 0;


	// Rand	links - rechts
	for(unsigned char i = 0; i < 2; ++i)
	{
		if(borders[pos].left_right[i])
		{
			unsigned int offset = borders[pos].left_right_offset[i];

			if(!first_offset)
				first_offset = offset;

			gl_vertices[offset].pos[i ? 0 : 2].x = GetTerrainX(x, y);
			gl_vertices[offset].pos[i ? 0 : 2].y = GetTerrainY(x, y);
			gl_vertices[offset].pos[1        ].x = GetTerrainXAround(x,y,4);
			gl_vertices[offset].pos[1        ].y = GetTerrainYAround(x,y,4);
			gl_vertices[offset].pos[i ? 2 : 0].x = GetBX(x, y, i);
			gl_vertices[offset].pos[i ? 2 : 0].y = GetBY(x, y, i);

			++count_borders;
		}
	}

	// Rand rechts - links
	for(unsigned char i = 0; i < 2; ++i)
	{
		if(borders[pos].right_left[i])
		{
			unsigned int offset = borders[pos].right_left_offset[i];

			if(!first_offset)
				first_offset = offset;

			gl_vertices[offset].pos[i ? 2 : 0].x = GetTerrainXAround(x,y,4);
			gl_vertices[offset].pos[i ? 2 : 0].y = GetTerrainYAround(x,y,4);
			gl_vertices[offset].pos[1        ].x = GetTerrainXAround(x,y,3);
			gl_vertices[offset].pos[1        ].y = GetTerrainYAround(x,y,3);

			if(i == 0)
			{
				gl_vertices[offset].pos[2].x = GetBX(x, y, 1);
				gl_vertices[offset].pos[2].y = GetBY(x, y, 1);
			}
			else
			{
				gl_vertices[offset].pos[0].x = GetBXAround(x, y, 0, 3);
				gl_vertices[offset].pos[0].y = GetBYAround(x, y, 0, 3);
			}

			++count_borders;
		}
	}

	// Rand oben - unten
	for(unsigned char i = 0; i < 2; ++i)
	{
		if(borders[pos].top_down[i])
		{
			unsigned int offset = borders[pos].top_down_offset[i];

			if(!first_offset)
				first_offset = offset;

			gl_vertices[offset].pos[i ? 2 : 0].x = GetTerrainXAround(x,y,5);
			gl_vertices[offset].pos[i ? 2 : 0].y = GetTerrainYAround(x,y,5);
			gl_vertices[offset].pos[1        ].x = GetTerrainXAround(x,y,4);
			gl_vertices[offset].pos[1        ].y = GetTerrainYAround(x,y,4);

			if(i == 0)
			{
				gl_vertices[offset].pos[2].x = GetBX(x,y,i);
				gl_vertices[offset].pos[2].y = GetBY(x,y,i);
			}
			else
			{
				//x - i + i * rt, y + i, i
				gl_vertices[offset].pos[0].x = GetBXAround(x, y, i, 5);
				gl_vertices[offset].pos[0].y = GetBYAround(x, y, i, 5);
			}

			++count_borders;
		}
	}

	/// Bei Vertexbuffern das die Daten aktualisieren
	if(update && SETTINGS.video.vbo)
	{
		glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_vertices);
		glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,first_offset * 3 * 2 * sizeof(float), 
			count_borders * 3 * 2  * sizeof(float), &gl_vertices[first_offset]);
	}
}