// ----------------------------------------------------------------------- bool MyCloth::createTexture(const char *filename) { BmpLoader bl; if (!bl.loadBmp(filename)) return false; glGenTextures(1, &mTexId); if (!mTexId) return false; glBindTexture(GL_TEXTURE_2D, mTexId); #ifndef __PPCGEKKO__ glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); #endif glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bl.mWidth, bl.mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bl.mRGB); return true; }
PxRigidActor* SampleSubmarine::loadTerrain(const char* name, const PxReal heightScale, const PxReal rowScale, const PxReal columnScale) { PxRigidActor* heightFieldActor = NULL; BmpLoader loader; if(loader.loadBmp(getSampleMediaFilename(name))) { PxU16 nbColumns = PxU16(loader.mWidth), nbRows = PxU16(loader.mHeight); PxHeightFieldDesc heightFieldDesc; heightFieldDesc.nbColumns = nbColumns; heightFieldDesc.nbRows = nbRows; PxU32* samplesData = (PxU32*)SAMPLE_ALLOC(sizeof(PxU32)*nbColumns * nbRows); heightFieldDesc.samples.data = samplesData; heightFieldDesc.samples.stride = sizeof(PxU32); PxU8* currentByte = (PxU8*)heightFieldDesc.samples.data; PxU8* loader_ptr = loader.mRGB; PxVec3Alloc* vertexesA = SAMPLE_NEW(PxVec3Alloc)[nbRows * nbColumns]; PxF32* uvs = (PxF32*)SAMPLE_ALLOC(sizeof(PxF32) * nbRows * nbColumns * 2); PxVec3* vertexes = vertexesA; for (PxU32 row = 0; row < nbRows; row++) { for (PxU32 column = 0; column < nbColumns; column++) { PxHeightFieldSample* currentSample = (PxHeightFieldSample*)currentByte; currentSample->height = *loader_ptr; vertexes[row * nbColumns + column] = PxVec3(PxReal(row)*rowScale, PxReal(currentSample->height * heightScale), PxReal(column)*columnScale); uvs[(row * nbColumns + column)*2 + 0] = (float)column/7.0f; uvs[(row * nbColumns + column)*2 + 1] = (float)row/7.0f; currentSample->materialIndex0 = 0; currentSample->materialIndex1 = 0; currentSample->clearTessFlag(); currentByte += heightFieldDesc.samples.stride; loader_ptr += 3 * sizeof(PxU8); } } PxHeightField* heightField = getPhysics().createHeightField(heightFieldDesc); if(!heightField) fatalError("createHeightField failed!"); // create shape for heightfield PxTransform pose(PxVec3(-((PxReal)nbRows*rowScale) / 2.0f, 0.0f, -((PxReal)nbColumns*columnScale) / 2.0f), PxQuat::createIdentity()); heightFieldActor = getPhysics().createRigidStatic(pose); if(!heightFieldActor) fatalError("createRigidStatic failed!"); PxShape* shape = heightFieldActor->createShape(PxHeightFieldGeometry(heightField, PxMeshGeometryFlags(), heightScale, rowScale, columnScale), getDefaultMaterial()); if(!shape) fatalError("createShape failed!"); // add actor to the scene getActiveScene().addActor(*heightFieldActor); // create indices PxU32* indices = (PxU32*)SAMPLE_ALLOC(sizeof(PxU32)*((nbColumns - 1) * (nbRows - 1) * 3 * 2)); for(int i = 0; i < (nbColumns - 1); ++i) { for(int j = 0; j < (nbRows - 1); ++j) { // first triangle indices[6 * (i * (nbRows - 1) + j) + 0] = (i + 1) * nbRows + j; indices[6 * (i * (nbRows - 1) + j) + 1] = i * nbRows + j; indices[6 * (i * (nbRows - 1) + j) + 2] = i * nbRows + j + 1; // second triangle indices[6 * (i * (nbRows - 1) + j) + 3] = (i + 1) * nbRows + j + 1; indices[6 * (i * (nbRows - 1) + j) + 4] = (i + 1) * nbRows + j; indices[6 * (i * (nbRows - 1) + j) + 5] = i * nbRows + j + 1; } } // add mesh to renderer RAWMesh data; data.mName = name; data.mTransform = PxTransform::createIdentity(); data.mNbVerts = nbColumns * nbRows; data.mVerts = vertexes; data.mVertexNormals = NULL; data.mUVs = uvs; data.mMaterialID = MATERIAL_TERRAIN_MUD; data.mNbFaces = (nbColumns - 1) * (nbRows - 1) * 2; data.mIndices = indices; RenderMeshActor* hf_mesh = createRenderMeshFromRawMesh(data); if(!hf_mesh) fatalError("createRenderMeshFromRawMesh failed!"); hf_mesh->setPhysicsShape(shape); shape->setFlag(PxShapeFlag::eVISUALIZATION, false); SAMPLE_FREE(indices); SAMPLE_FREE(uvs); DELETEARRAY(vertexesA); SAMPLE_FREE(samplesData); } return heightFieldActor; }