Exemplo n.º 1
0
void Terrain::Init(ID3D11Device* device, ID3D11DeviceContext* dc, const InitInfo& initInfo)
{
	mInfo = initInfo;

	// Divide heightmap into patches such that each patch has CellsPerPatch.
	mNumPatchVertRows = ((mInfo.HeightmapHeight-1) / CellsPerPatch) + 1;
	mNumPatchVertCols = ((mInfo.HeightmapWidth-1) / CellsPerPatch) + 1;

	mNumPatchVertices  = mNumPatchVertRows*mNumPatchVertCols;
	mNumPatchQuadFaces = (mNumPatchVertRows-1)*(mNumPatchVertCols-1);

	LoadHeightmap();
	Smooth();
	CalcAllPatchBoundsY();

	BuildQuadPatchVB(device);
	BuildQuadPatchIB(device);
	BuildHeightmapSRV(device);

	std::vector<std::wstring> layerFilenames;
	layerFilenames.push_back(mInfo.LayerMapFilename0);
	layerFilenames.push_back(mInfo.LayerMapFilename1);
	layerFilenames.push_back(mInfo.LayerMapFilename2);
	layerFilenames.push_back(mInfo.LayerMapFilename3);
	layerFilenames.push_back(mInfo.LayerMapFilename4);
	mLayerMapArraySRV = d3dHelper::CreateTexture2DArraySRV(device, dc, layerFilenames);

	HR(D3DX11CreateShaderResourceViewFromFileW(device, 
		mInfo.BlendMapFilename.c_str(), 0, 0, &mBlendMapSRV, 0));

}
Exemplo n.º 2
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");

    // Define our custom camera to look into our 3d world
    Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };

    Image image = LoadImage("resources/heightmap.png");         // Load heightmap image (RAM)
    Texture2D texture = LoadTextureFromImage(image);            // Convert image to texture (VRAM)
    Model map = LoadHeightmap(image, (Vector3) {
        16, 8, 16
    });   // Load heightmap model with defined size
    map.material.texDiffuse = texture;                          // Set map diffuse texture
    Vector3 mapPosition = { -8.0f, 0.0f, -8.0f };               // Set model position (depends on model scaling!)

    UnloadImage(image);                     // Unload heightmap image from RAM, already uploaded to VRAM

    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode

    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())            // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        UpdateCamera(&camera);              // Update camera
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

        ClearBackground(RAYWHITE);

        Begin3dMode(camera);

        // NOTE: Model is scaled to 1/4 of its original size (128x128 units)
        DrawModel(map, mapPosition, 1.0f, RED);

        DrawGrid(20, 1.0f);

        End3dMode();

        DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
        DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);

        DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(texture);     // Unload texture
    UnloadModel(map);           // Unload model

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}