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/*---------------------------------------------------------------------
Terrain Renderer using texture splatting and geomipmapping
Copyright (2006) Jelmer Cnossen
This code is released under GPL license (See LICENSE.html for info)
---------------------------------------------------------------------*/
#include "StdAfx.h"
#include "TdfParser.h"
#include <cassert>
#include <cstring>
#include <deque>
#include "TerrainBase.h"
#include "TerrainNode.h"
#include "Textures.h"
#include "Rendering/Textures/Bitmap.h"
#include "FileSystem/FileSystem.h"
#include "float3.h"
namespace terrain {
void SetTexCoordGen (float *tgv)
{
glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
Plane s(tgv[0],0,0,tgv[2]);
glTexGenfv (GL_S, GL_OBJECT_PLANE, (float*)&s);
Plane t(0,0,tgv[1],tgv[3]);
glTexGenfv (GL_T, GL_OBJECT_PLANE, (float*)&t);
glEnable (GL_TEXTURE_GEN_S);
glEnable (GL_TEXTURE_GEN_T);
}
//-----------------------------------------------------------------------
// Texturing objects
//-----------------------------------------------------------------------
BaseTexture::BaseTexture ()
{
id = 0;
tilesize.x = tilesize.y = 10.0f;
}
BaseTexture::~BaseTexture()
{
if (id) {
glDeleteTextures(1, &id);
id = 0;
}
}
void BaseTexture::CalcTexGenVector (float *v)
{
v[0] = 1.0f / (SquareSize * tilesize.x);
v[1] = 1.0f / (SquareSize * tilesize.y);
v[2] = v[3] = 0.0f;
}
void BaseTexture::SetupTexGen ()
{
float tgv[4];
CalcTexGenVector (tgv);
Plane s(tgv[0],0,0,tgv[2]);
glTexGenfv (GL_S, GL_OBJECT_PLANE, (float*)&s);
Plane t(0,0,tgv[1],tgv[3]);
glTexGenfv (GL_T, GL_OBJECT_PLANE, (float*)&t);
}
TiledTexture::TiledTexture ()
{}
TiledTexture::~TiledTexture()
{}
void TiledTexture::Load(const std::string& name, const std::string& section, ILoadCallback *cb, const TdfParser *tdf, bool isBumpmap)
{
this->name = name;
tilesize.x = tilesize.y = atof (tdf->SGetValueDef ("10", section + "\\Tilesize").c_str());
string texture;
if (isBumpmap) {
if (!tdf->SGetValue (texture, section + "\\Bumpmap"))
return;
this->name += "_BM";
} else {
if (!tdf->SGetValue (texture, section + "\\File"))
throw content_error("Texture " + section + " has no image file.");
}
if (cb) cb->PrintMsg (" loading %s %s from %s...", isBumpmap ? "bumpmap" : "texture", name.c_str(), texture.c_str());
id = LoadTexture (texture);
}
TiledTexture* TiledTexture::CreateFlatBumpmap()
{
TiledTexture *tt = new TiledTexture;
glGenTextures(1, &tt->id);
glBindTexture(GL_TEXTURE_2D, tt->id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
uchar img[3] = { 127, 127, 255 };
glTexImage2D (GL_TEXTURE_2D,0, 3, 1, 1, 0,GL_RGB, GL_UNSIGNED_BYTE, img);
tt->name = "_flatbm";
return tt;
}
Blendmap::Blendmap ()
{
generatorInfo = 0;
image = 0;
}
Blendmap::~Blendmap ()
{
if (generatorInfo)
delete generatorInfo;
}
void Blendmap::Load(const std::string& name, const std::string& section, Heightmap *heightmap, ILoadCallback *cb, const TdfParser *tdf)
{
// Create blendmap
this->name = name;
tilesize.x = heightmap->w;
tilesize.y = heightmap->h;
// Is the blendmap generated or loaded from a file?
string blendmapImg;
tdf->GetDef (blendmapImg, string(), section + "\\File");
bool generateBlendmap = blendmapImg.empty();
if (generateBlendmap) {
// Load blendfactor function parameters
GeneratorInfo *gi = generatorInfo = new GeneratorInfo;
gi->coverage = atof (tdf->SGetValueDef ("1", section + "\\Coverage").c_str());
gi->noise = atof (tdf->SGetValueDef ("0", section + "\\Noise").c_str());
gi->minSlope = atof (tdf->SGetValueDef ("0", section + "\\MinSlope").c_str());
gi->maxSlope = atof (tdf->SGetValueDef ("1", section + "\\MaxSlope").c_str());
gi->minSlopeFuzzy = atof (tdf->SGetValueDef ("0", section + "\\MinSlopeFuzzy").c_str());
gi->maxSlopeFuzzy = atof (tdf->SGetValueDef ("0", section + "\\MaxSlopeFuzzy").c_str());
gi->maxHeight = atof (tdf->SGetValueDef ("1.01", section + "\\MaxHeight").c_str());
gi->minHeight = atof (tdf->SGetValueDef ("-0.01", section + "\\MinHeight").c_str());
gi->maxHeightFuzzy = atof (tdf->SGetValueDef ("0", section + "\\MaxHeightFuzzy").c_str());
gi->minHeightFuzzy = atof (tdf->SGetValueDef ("0", section + "\\MinHeightFuzzy").c_str());
int generatorLOD = atoi (tdf->SGetValueDef ("0", section + "\\GeneratorLOD").c_str());
float hmScale = atof (tdf->SGetValueDef ("1000", "map\\terrain\\HeightScale").c_str());
float hmOffset = atof (tdf->SGetValueDef ("0", "map\\terrain\\HeightOffset").c_str());
if (cb) cb->PrintMsg (" generating %s...", name.c_str());
Generate (heightmap, generatorLOD, hmScale, hmOffset);
}
else { // Load blendmap from file
CBitmap bitmap;
if (!bitmap.LoadGrayscale (blendmapImg))
throw std::runtime_error("Failed to load blendmap image " + blendmapImg);
if (cb) cb->PrintMsg (" loading blendmap %s from %s...", name.c_str(), blendmapImg.c_str());
image = new AlphaImage;
image->CopyFromBitmap (bitmap);
}
}
static void BlendmapFilter(AlphaImage *img)
{
float *nd = new float[img->w*img->h];
//3.95f*(x-.5f)^3+.5
for (int y=0;y<img->h;y++) {
for (int x=0;x<img->w;x++) {
int l=x?x-1:x;
int r=x<img->w-1?x+1:x;
int t=y?y-1:y;
int b=y<img->h-1?y+1:y;
float result = 0.0f;
result += img->at (l,t);
result += img->at (x,t);
result += img->at (r,t);
result += img->at (l,y);
//result += img->at (x,y);
result += img->at (r,y);
result += img->at (l,b);
result += img->at (x,b);
result += img->at (r,b);
result *= (1.0f/8.0f);
nd[y*img->w+x] = result;
}
}
memcpy (img->data, nd, sizeof(float)*img->w*img->h);
delete[] nd;
}
void Blendmap::Generate (Heightmap *rootHm, int lodLevel, float hmScale, float hmOffset)
{
Heightmap *heightmap = rootHm->GetLevel(-lodLevel);
// Allocate the blendmap image
AlphaImage *bm = new AlphaImage;
bm->Alloc (heightmap->w-1, heightmap->h-1); // texture dimensions have to be power-of-two
Blendmap::GeneratorInfo *gi = generatorInfo;
// Calculate blend factors using the function parameters and heightmap input:
for (int y=0;y<bm->h;y++)
{
for (int x=0;x<bm->w;x++)
{
float h = (heightmap->at (x,y) - hmOffset) / hmScale;
float factor=1.0f;
if(h < gi->minHeight - gi->minHeightFuzzy) {
bm->at (x,y) = 0.0f;
continue;
} else if (gi->minHeightFuzzy > 0.0f && h < gi->minHeight + gi->minHeightFuzzy)
factor = (h - (gi->minHeight - gi->minHeightFuzzy)) / (2.0f * gi->minHeightFuzzy);
if(h > gi->maxHeight + gi->maxHeightFuzzy) {
bm->at (x,y) = 0.0f;
continue;
} else if (gi->maxHeightFuzzy > 0.0f && h > gi->maxHeight - gi->maxHeightFuzzy)
factor *= ((gi->maxHeight + gi->maxHeightFuzzy) - h) / (2.0f * gi->maxHeightFuzzy);
float norm_y = 0.0f;
if (heightmap->normalData) {
uchar *cnorm = heightmap->GetNormal (x,y);
norm_y = cnorm[1] / 255.0f * 2.0f - 1.0f;
if (norm_y > 1.0f) norm_y = 1.0f;
} else {
Vector3 tangent, binormal;
CalculateTangents(heightmap, x,y,tangent,binormal);
Vector3 normal = tangent.cross(binormal);
normal.ANormalize();
norm_y = normal.y;
}
// flatness=dotproduct of surface normal with up vector
float slope = 1.0f - fabs(norm_y);
if (slope < gi->minSlope - gi->minSlopeFuzzy) {
bm->at (x,y) = 0.0f;
continue;
} else if (gi->minSlopeFuzzy > 0.0f && slope < gi->minSlope + gi->minSlopeFuzzy)
factor *= (h - (gi->minSlope - gi->minSlopeFuzzy)) / ( 2.0f * gi->minSlopeFuzzy);
if (slope > gi->maxSlope + gi->maxSlopeFuzzy) {
bm->at (x,y) = 0.0f;
continue;
} else if (gi->maxSlopeFuzzy > 0.0f && slope > gi->maxSlope - gi->maxSlopeFuzzy)
factor *= ((gi->maxSlope + gi->maxSlopeFuzzy) - h) / (2.0f * gi->maxSlopeFuzzy);
factor *= gi->coverage;
factor *= (rand () < gi->noise * RAND_MAX) ? 0.0f : 1.0f;
bm->at (x,y) = factor;
}
}
BlendmapFilter(bm);
image = bm;
}
void DetailBumpmap::CalcTexGenVector (float *v4)
{
QuadRenderData *rd = node->renderData;
float pw = 1.0f / rd->normalMapTexWidth;
v4[0] = pw * (rd->normalMapW - 1) / (node->end.x - node->start.x);
v4[2] = 0.5f * pw - v4[0] * node->start.x;
v4[1] = pw * (rd->normalMapW - 1) / (node->end.z - node->start.z);
v4[3] = 0.5f * pw - v4[1] * node->start.z;
}
DetailBumpmap::~DetailBumpmap() {}
// Util functions
GLuint GenSphereBumpmap ()
{
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
uchar img[3 * 64 * 64], *p = img;
for (int y=0;y<64;y++) {
for (int x=0;x<64;x++)
{
int sx = x-32;
int sy = y-32;
Vector3 n;
if (sx*sx + sy*sy < 32*32) {
int sz = (int)sqrt(static_cast<float>(32 * 32 - sx*sx - sy*sy));
n = Vector3(sx,sy,sz);
n.ANormalize ();
}
// compress it into a color
*(p++) = (uchar)(255 * (n.x * 0.5f + 0.5f));
*(p++) = (uchar)(255 * (n.y * 0.5f + 0.5f));
*(p++) = (uchar)(255 * (n.z * 0.5f + 0.5f));
}
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D (GL_TEXTURE_2D,0, 3, 64, 64, 0,GL_RGB, GL_UNSIGNED_BYTE, img);
SaveImage("sphere_bm.jpg", 3, GL_UNSIGNED_BYTE, 64,64,img);
return id;
}
GLuint LoadTexture (const string& fn, bool isBumpmap)
{
CBitmap bmp;
if (!bmp.Load (fn))
throw content_error ("Failed to load texture: " + fn);
GLuint tex = bmp.CreateTexture (true);
return tex;
}
void SaveImage(const char *fn, int components, GLenum type, int w,int h, void *data)
{
// We use the fact that DevIL has the same constants for component type as OpenGL
/// ( GL_UNSIGNED_BYTE = IL_UNSIGNED_BYTE for example )
#ifdef TERRAIN_USE_IL
// Save image
ILuint out;
ilGenImages(1,&out);
ilBindImage(out);
ILenum fmt=IL_RGB;
if (components==4) fmt = IL_RGBA;
if (components==1) fmt = IL_LUMINANCE;
ilTexImage(w,h,1,components,fmt,type,data);
filesystem.Remove(fn);
ilSaveImage((ILstring)fn);
ilDeleteImages(1,&out);
#endif
}
};
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