#include "tile.h" #include "matrix2d.h" #include #include "qscenerenderer.h" #include QImage * Tile::m_image = NULL; QOpenGLTexture * Tile::m_texture = NULL; QImage * Tile::m_image_border = NULL; QOpenGLTexture * Tile::m_texture_border = NULL; QOpenGLTexture * Tile::m_texture_rock = NULL; QImage * Tile::m_image_rock = NULL; Vertex * Tile::m_vertices= NULL; int Tile::m_numVertex; QOpenGLBuffer Tile::m_vertex=QOpenGLBuffer(); QOpenGLVertexArrayObject Tile::m_object; QOpenGLShaderProgram *Tile::m_program= NULL; Tile::Tile() : m_scene(NULL), m_tilevertices(NULL), m_x(0), m_y(0), m_startpoint_x(0.0f), m_startpoint_y(0.0f), m_initialized(false), m_normalsBuilt(false) { } void Tile::ensureInitialized(QSceneRenderer* s, int x, int y) { if (!m_initialized) { init(s, x, y); } } void Tile::ensureNormalsBuilt() { if (!m_normalsBuilt && m_initialized) { buildNormals(); m_normalsBuilt = true; } } void Tile::init(QSceneRenderer* s, int x, int y) { m_x = x; m_y = y; m_scene = s; //m_x*LOD_0_SIZE *1.5+ (m_y%2==1 ?( LOD_0_SIZE*1.5f)/2.0f:0),m_y*LOD_0_SIZE/2.0f,1.0f) // m_startpoint_x =( m_scene->getNumPoints05()*3*x)+ (y%2==1? (m_scene->getNumPoints05()*1.5):0); //m_startpoint_y = m_scene->getNumPoints05()*y; m_startpoint_x =( m_scene->getNumPoints05()*1.5f*x) ; m_startpoint_y = m_scene->getNumPoints05()*y*2.0f + (x%2==1? (m_scene->getNumPoints05()):0) ; bool first = false; if (m_vertices==NULL){ buildVertices();first=true; } buildHeights(); if (Tile::m_image == NULL) Tile::m_image = new QImage("/home/bart/project/tiletest/images/grass.jpg"); if (Tile::m_image_border == NULL) Tile::m_image_border = new QImage("/home/bart/project/tiletest/images/border.png"); if (Tile::m_image_rock == NULL) Tile::m_image_rock = new QImage("/home/bart/project/tiletest/images/rock.jpg"); if (Tile::m_texture_rock == NULL) { m_texture_rock = new QOpenGLTexture(*m_image_rock); m_texture_rock->setWrapMode(QOpenGLTexture::Repeat); m_texture_rock->setMinificationFilter(QOpenGLTexture::NearestMipMapNearest); m_texture_rock->setMagnificationFilter(QOpenGLTexture::Nearest); //m_texture->setFormat(QOpenGLTexture::RGB32F);33 m_texture_rock->allocateStorage(); } if (Tile::m_texture_border == NULL) { m_texture_border = new QOpenGLTexture(*m_image_border); m_texture_border->setWrapMode(QOpenGLTexture::Repeat); m_texture_border->setMinificationFilter(QOpenGLTexture::NearestMipMapNearest); m_texture_border->setMagnificationFilter(QOpenGLTexture::Nearest); //m_texture->setFormat(QOpenGLTexture::RGB32F);33 m_texture_border->allocateStorage(); } if (Tile::m_texture == NULL) { m_texture = new QOpenGLTexture(*m_image); m_texture->setWrapMode(QOpenGLTexture::Repeat); m_texture->setMinificationFilter(QOpenGLTexture::NearestMipMapNearest); m_texture->setMagnificationFilter(QOpenGLTexture::Nearest); //m_texture->setFormat(QOpenGLTexture::RGB32F); m_texture->allocateStorage(); } if (first){ m_program = new QOpenGLShaderProgram(); m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, "/home/bart/project/tiletest/shaders/simple.vert"); m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, "/home/bart/project/tiletest/shaders/simple.frag"); m_program->link(); } m_program->bind(); // Generate 1 buffer, put the resulting identifier in vertexbuffer // Create Buffer (Do not release until VAO is created) if (first) { m_vertex.create(); m_vertex.bind(); m_vertex.setUsagePattern(QOpenGLBuffer::StaticDraw); m_vertex.allocate(m_vertices, sizeof(Vertex) * (m_numVertex+1)); // Create Vertex Array Object m_object.create(); m_object.bind(); m_program->enableAttributeArray(0); m_program->enableAttributeArray(1); m_program->setAttributeBuffer(0, GL_FLOAT, Vertex::positionOffset(), Vertex::PositionTupleSize, Vertex::stride()); m_program->setAttributeBuffer(1, GL_FLOAT, Vertex::colorOffset(), Vertex::ColorTupleSize, Vertex::stride()); // Release (unbind) all m_object.release(); m_vertex.release(); m_program->release(); } m_initialized = true; } void Tile::paint(QMatrix4x4 p, QVector3D& cameraPosition,QVector3D& cameraUpDirection,QMatrix4x4& vMatrix, float zRot) { if (!m_initialized) return; QMatrix4x4 mModelToCamera; QMatrix4x4 rMatrix; QMatrix4x4 mMatrix; float fSunAngle = 45.0; QVector3D vSunPos(-sin(fSunAngle*PI/180.0f), -cos(fSunAngle*PI/180.0f), 0.0); glActiveTexture(GL_TEXTURE0); //mMatrix.translate(m_x*LOD_0_SIZE *1.5+ (m_y%2==1 ?( LOD_0_SIZE*1.5f)/2.0f:0),m_y*LOD_0_SIZE/2.0f,1.0f); mMatrix.translate(m_x*(LOD_0_SIZE*0.75) ,(m_y*(LOD_0_SIZE_Y*2)+(m_x%2==0?0:LOD_0_SIZE_Y)) ,1.0f); m_texture->bind(0); m_texture_border->bind(1); m_texture_rock->bind(2); // Render using our shader m_program->bind(); m_heightsbuffer.create(); m_heightsbuffer.bind(); m_heightsbuffer.setUsagePattern(QOpenGLBuffer::StaticDraw); m_heightsbuffer.allocate(m_tilevertices, sizeof(TileVertexInfo) * (m_numVertex+1)); { vSunPos.normalize(); float fSign = -1.0f; // This just returns -1.0f or 1.0f (try to examine this) m_program->setUniformValue("sunLight.vColor", QVector3D(1.0f, 1.0f, 1.0f)); m_program->setUniformValue("sunLight.fAmbientIntensity",0.8f); m_program->setUniformValue("sunLight.vDirection", vSunPos); QVector3D vPos = QVector3D(fSign*15.0f, 0.0f, 50.0f-float(0)*25.0f); vPos.setZ(vPos.z()+1.0f); mModelToCamera =vMatrix * mMatrix.inverted().transposed();//QMatrix4x4();// vPos.translate(1.0f); //mModelToCamera.scale(0.8); m_program->setUniformValue("grass", 0); m_program->setUniformValue("border", 1); m_program->setUniformValue("rock", 2); m_object.bind(); m_heightsbuffer.bind(); m_program->enableAttributeArray(2); m_program->setAttributeBuffer(2, GL_FLOAT,TileVertexInfo::heightOffset(),TileVertexInfo::HeightTupleSize, TileVertexInfo::stride()); m_program->enableAttributeArray(3); m_program->setAttributeBuffer(3, GL_FLOAT,TileVertexInfo::normalOffset(),TileVertexInfo::NormalTupleSize, TileVertexInfo::stride()); m_heightsbuffer.release(); rMatrix.translate(0.5f,LOD_0_SIZE_Y,0); m_program->setUniformValue("cameraPosition", cameraPosition); //mModelToCamera =vMatrix * mMatrix.inverted().transposed();//QMatrix4x4();// vPos.translate(1.0f); m_program->setUniformValue("normalMatrix", mModelToCamera); m_program->setUniformValue("modelMatrix", rMatrix); m_program->setUniformValue("modelViewMatrix", vMatrix * mMatrix); m_program->setUniformValue("MVP", p * vMatrix * mMatrix); glDrawArrays(GL_TRIANGLES, 0, NUM_TRIANGLES*NUM_TRIANGLE_VERTICES); m_object.release(); }m_heightsbuffer.destroy(); m_program->release(); } void Tile::buildVertices() { m_numVertex= NUM_TRIANGLES*NUM_TRIANGLE_VERTICES; m_vertices = new Vertex[m_numVertex]; int cnt =0; for (int i = 0; i< NUM_TRIANGLES_0; i++) { addTriangleVertices(cnt , QVector2D( 0.0f, 0.0f) , QVector2D( 0.5f*cos(PI*60.0f*i/180.0f)*-1.0f , 0.5f*sin(PI*60.0f*i/180.0f))//, QVector2D(-LOD_0_SIZE/2.0f , 0.0f ) ) , QVector2D( 0.5f*cos(PI*60.0f*(i+1)/180.0f)*-1.0f , 0.5f*sin(PI*60.0f*(i+1)/180.0f))//, QVector2D(-LOD_0_SIZE/4.0f , LOD_0_SIZE/2.0f) ) //, QVector2D(0.0f , 0.0f ) ) , 1 , 0, 0 ); } } void Tile::addTriangleVertices(int &cnt, QVector2D t1, QVector2D t2, QVector2D t3,int level, int hex, int l1) { if (level>0) { level--; addTriangleVertices(cnt , QVector2D( t1.x(), t1.y())//, QVector2D(0,0) ) , QVector2D( (t1.x()+t2.x())/2.0f, (t1.y()+t2.y())/2.0f )//, QVector2D(0,0) ) , QVector2D( (t1.x()+t3.x())/2.0f , (t1.y()+t3.y())/2.0f )//, QVector2D(0,0) ) , level, hex, 0 ); addTriangleVertices(cnt , QVector2D( (t1.x()+t2.x())/2.0f, (t1.y()+t2.y())/2.0f)//, QVector2D(0,0) ) , QVector2D( (t2.x()+t3.x())/2.0f, (t2.y()+t3.y())/2.0f)//, QVector2D(0,0) ) , QVector2D( (t1.x()+t3.x())/2.0f , (t1.y()+t3.y())/2.0f )//, QVector2D(0,0) ) , level, hex, 1 ); addTriangleVertices(cnt , QVector2D( (t1.x()+t2.x())/2.0f, (t1.y()+t2.y())/2.0f )//, QVector2D(0,0) ) , QVector2D( t2.x(), t2.y() )//, t1.texturepos()*0.7f ) , QVector2D( (t2.x()+t3.x())/2.0f, (t2.y()+t3.y())/2.0f)//,QVector2D(0,0) ) , level, hex, 2 ); addTriangleVertices(cnt , QVector2D( (t1.x()+t3.x())/2.0f , (t1.y()+t3.y())/2.0f )//,QVector2D(0,0) ) , QVector2D( (t2.x()+t3.x())/2.0f, (t2.y()+t3.y())/2.0f )//, QVector2D(0,0) ) , QVector2D( t3.x(), t3.y() )//, t1.texturepos()) , level, hex, 3 ); } else { drawSubTriangleVertices(cnt , QVector2D( t1.x(), t1.y())//, QVector2D(0,0) ) , QVector2D( (t1.x()+t2.x())/2.0f, (t1.y()+t2.y())/2.0f )//, QVector2D(0,0) ) , QVector2D( (t1.x()+t3.x())/2.0f , (t1.y()+t3.y())/2.0f )//, QVector2D(0,0) ) , hex, l1,0 ); drawSubTriangleVertices(cnt , QVector2D( (t1.x()+t2.x())/2.0f, (t1.y()+t2.y())/2.0f)//, QVector2D(0,0) ) , QVector2D( (t2.x()+t3.x())/2.0f, (t2.y()+t3.y())/2.0f)//, QVector2D(0,0) ) , QVector2D( (t1.x()+t3.x())/2.0f , (t1.y()+t3.y())/2.0f )//, QVector2D(0,0) ) , hex, l1,1 ); drawSubTriangleVertices(cnt , QVector2D( (t1.x()+t2.x())/2.0f, (t1.y()+t2.y())/2.0f )//, QVector2D(0,0) ) , QVector2D( t2.x(), t2.y() )//, t1.texturepos()*0.7f ) , QVector2D( (t2.x()+t3.x())/2.0f, (t2.y()+t3.y())/2.0f)//,QVector2D(0,0) ) , hex, l1,2 ); drawSubTriangleVertices(cnt , QVector2D( (t1.x()+t3.x())/2.0f , (t1.y()+t3.y())/2.0f )//,QVector2D(0,0) ) , QVector2D( (t2.x()+t3.x())/2.0f, (t2.y()+t3.y())/2.0f )//, QVector2D(0,0) ) , QVector2D( t3.x(), t3.y() )//, t1.texturepos()) , hex, l1,3 ); } } void Tile::drawSubTriangleVertices(int &cnt, QVector2D t1, QVector2D t2, QVector2D t3, int hex, int l1, int l2) { m_vertices[cnt++] = Vertex( t1 , QVector2D(t1.x()+LOD_0_SIZE/2.0f,t1.y()+LOD_0_SIZE/2.0f) ); m_vertices[cnt++] = Vertex( t2 , QVector2D(t2.x()+LOD_0_SIZE/2.0f,t2.y()+LOD_0_SIZE/2.0f) ); m_vertices[cnt++] = Vertex( t3 , QVector2D(t3.x()+LOD_0_SIZE/2.0f,t3.y()+LOD_0_SIZE/2.0f) ); } void Tile::buildHeights() { m_tilevertices = new TileVertexInfo[m_numVertex]; Matrix2D * points = Tile::m_scene->getMapPoints(); for (int i = 0; i< m_numVertex; i++) { /*float x=m_vertices[i].position().x(); int xpos = m_vertices[i].position().x()*(m_scene->getNumPoints05()*2); int mappos=(int) round( m_startpoint_x+ ( m_vertices[i].position().x())*(m_scene->getNumPoints05()*2)); int res = (int) round( m_startpoint_x+ ( m_vertices[i].position().x())*(m_scene->getNumPoints05()*2));*/ float r = points->operator ()( (int) round( m_startpoint_x+ ( m_vertices[i].position().x())*(m_scene->getNumPoints05()*2.0f)) ,(int) round( m_startpoint_y+ ( m_vertices[i].position().y())*(m_scene->getNumPoints05()*2.0f))).height /255.0f; //m_heights[i] = 1r; m_tilevertices[i].setHeight(r); //m_tilevertices[i].setNormal(QVector3D(rand()%20/10.0f-1.0,rand()%20/10.0f-1.0,rand()%20/10.0f-1.0)); } m_faces.reserve(m_numVertex/3); int i =0; for (int h = 0; h< 6; h++) { m_face[h].createSub(); for (int l0 = 0; l0< 4; l0++) { m_face[h].getSub(l0).createSub(); for (int l1 = 0; l1< 4; l1++) { m_face[h].getSub(l0).getSub(l1).setSettings( &m_vertices[i],&m_tilevertices[i], &m_vertices[i+1],&m_tilevertices[i+1], &m_vertices[i+2],&m_tilevertices[i+2] ); m_faces.push_back(m_face[h].getSub(l0).getSub(l1)); i +=3; } } } } void Tile::findFaces(std::vector &vec, QVector2D s) { if (!m_initialized) return; for (int h = 0; h< 6; h++) { m_face[h].findFaces(vec, s); } } void Tile::buildNormals() { if (!m_initialized) return; std::vector vec; for (int i=0; igetTile(m_x-1,m_y)->findFaces(vec,m_vertices[i].position()); m_scene->getTile(m_x+1,m_y)->findFaces(vec,m_vertices[i].position()); QVector3D r; float cnt =0; for (std::vector::iterator it = vec.begin() ; it != vec.end(); ++it) { QVector3D v = (*it)->normal(); cnt++; r.setX(r.x() + v.x()); r.setY(r.y() + v.y()); r.setZ(r.z() + v.z()); } r.setX(r.x() /cnt); r.setY(r.y() /cnt); r.setZ(r.z() /cnt); m_tilevertices[i].setNormal(r); } }