www.pudn.com > Terrain.rar > terrain.cpp
////////////////////////////////////////////////////////////////////////////////////////////////// // // File: terrain.cpp // // Author: Frank Luna (C) All Rights Reserved // // System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 // // Desc: Represents a 3D terrain. // ////////////////////////////////////////////////////////////////////////////////////////////////// #include "terrain.h" #include#include const DWORD Terrain::TerrainVertex::FVF = D3DFVF_XYZ | D3DFVF_TEX1; Terrain::Terrain(IDirect3DDevice9* device, std::string heightmapFileName, int numVertsPerRow, int numVertsPerCol, int cellSpacing, float heightScale) { _device = device; _numVertsPerRow = numVertsPerRow; _numVertsPerCol = numVertsPerCol; _cellSpacing = cellSpacing; _numCellsPerRow = _numVertsPerRow - 1; _numCellsPerCol = _numVertsPerCol - 1; _width = _numCellsPerRow * _cellSpacing; _depth = _numCellsPerCol * _cellSpacing; _numVertices = _numVertsPerRow * _numVertsPerCol; _numTriangles = _numCellsPerRow * _numCellsPerCol * 2; _heightScale = heightScale; // load heightmap if( !readRawFile(heightmapFileName) ) { ::MessageBox(0, "readRawFile - FAILED", 0, 0); ::PostQuitMessage(0); } // scale heights for(int i = 0; i < _heightmap.size(); i++) _heightmap[i] *= heightScale; // compute the vertices if( !computeVertices() ) { ::MessageBox(0, "computeVertices - FAILED", 0, 0); ::PostQuitMessage(0); } // compute the indices if( !computeIndices() ) { ::MessageBox(0, "computeIndices - FAILED", 0, 0); ::PostQuitMessage(0); } } Terrain::~Terrain() { d3d::Release (_vb); d3d::Release (_ib); d3d::Release (_tex); } int Terrain::getHeightmapEntry(int row, int col) { return _heightmap[row * _numVertsPerRow + col]; } void Terrain::setHeightmapEntry(int row, int col, int value) { _heightmap[row * _numVertsPerRow + col] = value; } bool Terrain::computeVertices() { HRESULT hr = 0; hr = _device->CreateVertexBuffer( _numVertices * sizeof(TerrainVertex), D3DUSAGE_WRITEONLY, TerrainVertex::FVF, D3DPOOL_MANAGED, &_vb, 0); if(FAILED(hr)) return false; // coordinates to start generating vertices at int startX = -_width / 2; int startZ = _depth / 2; // coordinates to end generating vertices at int endX = _width / 2; int endZ = -_depth / 2; // compute the increment size of the texture coordinates // from one vertex to the next. float uCoordIncrementSize = 1.0f / (float)_numCellsPerRow; float vCoordIncrementSize = 1.0f / (float)_numCellsPerCol; TerrainVertex* v = 0; _vb->Lock(0, 0, (void**)&v, 0); int i = 0; for(int z = startZ; z >= endZ; z -= _cellSpacing) { int j = 0; for(int x = startX; x <= endX; x += _cellSpacing) { // compute the correct index into the vertex buffer and heightmap // based on where we are in the nested loop. int index = i * _numVertsPerRow + j; v[index] = TerrainVertex( (float)x, (float)_heightmap[index], (float)z, (float)j * uCoordIncrementSize, (float)i * vCoordIncrementSize); j++; // next column } i++; // next row } _vb->Unlock(); return true; } bool Terrain::computeIndices() { HRESULT hr = 0; hr = _device->CreateIndexBuffer( _numTriangles * 3 * sizeof(WORD), // 3 indices per triangle D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &_ib, 0); if(FAILED(hr)) return false; WORD* indices = 0; _ib->Lock(0, 0, (void**)&indices, 0); // index to start of a group of 6 indices that describe the // two triangles that make up a quad int baseIndex = 0; // loop through and compute the triangles of each quad for(int i = 0; i < _numCellsPerCol; i++) { for(int j = 0; j < _numCellsPerRow; j++) { indices[baseIndex] = i * _numVertsPerRow + j; indices[baseIndex + 1] = i * _numVertsPerRow + j + 1; indices[baseIndex + 2] = (i+1) * _numVertsPerRow + j; indices[baseIndex + 3] = (i+1) * _numVertsPerRow + j; indices[baseIndex + 4] = i * _numVertsPerRow + j + 1; indices[baseIndex + 5] = (i+1) * _numVertsPerRow + j + 1; // next quad baseIndex += 6; } } _ib->Unlock(); return true; } bool Terrain::loadTexture(std::string fileName) { HRESULT hr = 0; hr = D3DXCreateTextureFromFile( _device, fileName.c_str(), &_tex); if(FAILED(hr)) return false; return true; } bool Terrain::genTexture(D3DXVECTOR3* directionToLight) { // Method fills the top surface of a texture procedurally. Then // lights the top surface. Finally, it fills the other mipmap // surfaces based on the top surface data using D3DXFilterTexture. HRESULT hr = 0; // texel for each quad cell int texWidth = _numCellsPerRow; int texHeight = _numCellsPerCol; // create an empty texture hr = D3DXCreateTexture( _device, texWidth, texHeight, 0, // create a complete mipmap chain 0, // usage D3DFMT_X8R8G8B8,// 32 bit XRGB format D3DPOOL_MANAGED, &_tex); if(FAILED(hr)) return false; D3DSURFACE_DESC textureDesc; _tex->GetLevelDesc(0 /*level*/, &textureDesc); // make sure we got the requested format because our code // that fills the texture is hard coded to a 32 bit pixel depth. if( textureDesc.Format != D3DFMT_X8R8G8B8 ) return false; D3DLOCKED_RECT lockedRect; _tex->LockRect(0/*lock top surface*/, &lockedRect, 0 /* lock entire tex*/, 0/*flags*/); DWORD* imageData = (DWORD*)lockedRect.pBits; for(int i = 0; i < texHeight; i++) { for(int j = 0; j < texWidth; j++) { D3DXCOLOR c; // get height of upper left vertex of quad. float height = (float)getHeightmapEntry(i, j) / _heightScale; if( (height) < 42.5f ) c = d3d::BEACH_SAND; else if( (height) < 85.0f ) c = d3d::LIGHT_YELLOW_GREEN; else if( (height) < 127.5f ) c = d3d::PUREGREEN; else if( (height) < 170.0f ) c = d3d::DARK_YELLOW_GREEN; else if( (height) < 212.5f ) c = d3d::DARKBROWN; else c = d3d::WHITE; // fill locked data, note we divide the pitch by four because the // pitch is given in bytes and there are 4 bytes per DWORD. imageData[i * lockedRect.Pitch / 4 + j] = (D3DCOLOR)c; } } _tex->UnlockRect(0); if(!lightTerrain(directionToLight)) { ::MessageBox(0, "lightTerrain() - FAILED", 0, 0); return false; } hr = D3DXFilterTexture( _tex, 0, // default palette 0, // use top level as source level D3DX_DEFAULT); // default filter if(FAILED(hr)) { ::MessageBox(0, "D3DXFilterTexture() - FAILED", 0, 0); return false; } return true; } bool Terrain::lightTerrain(D3DXVECTOR3* directionToLight) { HRESULT hr = 0; D3DSURFACE_DESC textureDesc; _tex->GetLevelDesc(0 /*level*/, &textureDesc); // make sure we got the requested format because our code that fills the // texture is hard coded to a 32 bit pixel depth. if( textureDesc.Format != D3DFMT_X8R8G8B8 ) return false; D3DLOCKED_RECT lockedRect; _tex->LockRect( 0, // lock top surface level in mipmap chain &lockedRect,// pointer to receive locked data 0, // lock entire texture image 0); // no lock flags specified DWORD* imageData = (DWORD*)lockedRect.pBits; for(int i = 0; i < textureDesc.Height; i++) { for(int j = 0; j < textureDesc.Width; j++) { // index into texture, note we use the pitch and divide by // four since the pitch is given in bytes and there are // 4 bytes per DWORD. int index = i * lockedRect.Pitch / 4 + j; // get current color of quad D3DXCOLOR c( imageData[index] ); // shade current quad c *= computeShade(i, j, directionToLight);; // save shaded color imageData[index] = (D3DCOLOR)c; } } _tex->UnlockRect(0); return true; } float Terrain::computeShade(int cellRow, int cellCol, D3DXVECTOR3* directionToLight) { // get heights of three vertices on the quad float heightA = getHeightmapEntry(cellRow, cellCol); float heightB = getHeightmapEntry(cellRow, cellCol+1); float heightC = getHeightmapEntry(cellRow+1, cellCol); // build two vectors on the quad D3DXVECTOR3 u(_cellSpacing, heightB - heightA, 0.0f); D3DXVECTOR3 v(0.0f, heightC - heightA, -_cellSpacing); // find the normal by taking the cross product of two // vectors on the quad. D3DXVECTOR3 n; D3DXVec3Cross(&n, &u, &v); D3DXVec3Normalize(&n, &n); float cosine = D3DXVec3Dot(&n, directionToLight); if(cosine < 0.0f) cosine = 0.0f; return cosine; } bool Terrain::readRawFile(std::string fileName) { // Restriction: RAW file dimensions must be >= to the // dimensions of the terrain. That is a 128x128 RAW file // can only be used with a terrain constructed with at most // 128x128 vertices. // A height for each vertex std::vector in( _numVertices ); std::ifstream inFile(fileName.c_str(), std::ios_base::binary); if( inFile == 0 ) return false; inFile.read( (char*)&in[0], // buffer in.size());// number of bytes to read into buffer inFile.close(); // copy BYTE vector to int vector _heightmap.resize( _numVertices ); for(int i = 0; i < in.size(); i++) _heightmap[i] = in[i]; return true; } float Terrain::getHeight(float x, float z) { // Translate on xz-plane by the transformation that takes // the terrain START point to the origin. x = ((float)_width / 2.0f) + x; z = ((float)_depth / 2.0f) - z; // Scale down by the transformation that makes the // cellspacing equal to one. This is given by // 1 / cellspacing since; cellspacing * 1 / cellspacing = 1. x /= (float)_cellSpacing; z /= (float)_cellSpacing; // From now on, we will interpret our positive z-axis as // going in the 'down' direction, rather than the 'up' direction. // This allows to extract the row and column simply by 'flooring' // x and z: float col = ::floorf(x); float row = ::floorf(z); // get the heights of the quad we're in: // // A B // *---* // | / | // *---* // C D float A = getHeightmapEntry(row, col); float B = getHeightmapEntry(row, col+1); float C = getHeightmapEntry(row+1, col); float D = getHeightmapEntry(row+1, col+1); // // Find the triangle we are in: // // Translate by the transformation that takes the upper-left // corner of the cell we are in to the origin. Recall that our // cellspacing was nomalized to 1. Thus we have a unit square // at the origin of our +x -> 'right' and +z -> 'down' system. float dx = x - col; float dz = z - row; // Note the below compuations of u and v are unneccessary, we really // only need the height, but we compute the entire vector to emphasis // the books discussion. float height = 0.0f; if(dz < 1.0f - dx) // upper triangle ABC { float uy = B - A; // A->B float vy = C - A; // A->C // Linearly interpolate on each vector. The height is the vertex // height the vectors u and v originate from {A}, plus the heights // found by interpolating on each vector u and v. height = A + d3d::Lerp(0.0f, uy, dx) + d3d::Lerp(0.0f, vy, dz); } else // lower triangle DCB { float uy = C - D; // D->C float vy = B - D; // D->B // Linearly interpolate on each vector. The height is the vertex // height the vectors u and v originate from {D}, plus the heights // found by interpolating on each vector u and v. height = D + d3d::Lerp(0.0f, uy, 1.0f - dx) + d3d::Lerp(0.0f, vy, 1.0f - dz); } return height; } bool Terrain::draw(D3DXMATRIX* world, bool drawTris) { HRESULT hr = 0; if( _device ) { _device->SetTransform(D3DTS_WORLD, world); _device->SetStreamSource(0, _vb, 0, sizeof(TerrainVertex)); _device->SetFVF(TerrainVertex::FVF); _device->SetIndices(_ib); _device->SetTexture(0, _tex); // turn off lighting since we're lighting it ourselves _device->SetRenderState(D3DRS_LIGHTING, false); hr =_device->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, _numVertices, 0, _numTriangles); _device->SetRenderState(D3DRS_LIGHTING, true); if( drawTris ) { _device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); hr =_device->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, _numVertices, 0, _numTriangles); _device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); } if(FAILED(hr)) return false; } return true; }