pleascach/Scene/Terrain.cpp
connellpaxton dfd0c57c59 Fixed normal generation (for real this time).
Issue was in sampling texture on the CPU side.
2024-02-06 11:31:29 -05:00

118 lines
3.4 KiB
C++

#include <Renderer/CommandBuffer.hpp>
#include <Scene/Terrain.hpp>
#include <util/int.hpp>
float Terrain::getHeight(int32_t x, int32_t y) {
if (x < 0)
x += 64;
if (y < 0)
y += 64;
x %= 64;
y %= 64;
float xf = x;
float yf = y;
xf /= 64.0;
xf *= heightmap_tex->extent.width;
yf /= 64.0;
yf *= heightmap_tex->extent.height;
return static_cast<float>(heightmap_tex->image_data[static_cast<int>(static_cast<int>(yf) * heightmap_tex->extent.width + xf) * 4]) / 256.0f;
}
Terrain::Terrain(vk::PhysicalDevice phys_dev, vk::Device dev, Texture& tex) : phys_dev(phys_dev), dev(dev) {
/* tell Texture() not to free so we can apply our sobel filter */
heightmap_tex = &tex;
const auto patch_size = 64_u32;
const auto uv_scale = 1.0f;
const auto vertex_count = patch_size * patch_size;
vertices.resize(vertex_count);
for (size_t x = 0; x < patch_size; x++)
for (size_t y = 0; y < patch_size; y++)
vertices[x + y*patch_size] = (Vertex {
.pos = glm::vec3(
2.0f * x + 1.0f - patch_size,
0.0f,
2.0f * y + 1.0f - patch_size),
.uv = glm::vec2(static_cast<float>(x)/patch_size, static_cast<float>(y) / patch_size) * uv_scale,
});
/* use sobel filters to get normal:
* X sobel:
* +----+----+----+
* | +1 | +0 | -1 |
* +----+----+----+
* | +2 | +0 | -2 |
* +----+----+----+
* | +1 | +0 | -1 |
* +----+----+----+
* Y sobel:
* +----+----+----+
* | +1 | +2 | +1 |
* +----+----+----+
* | +0 | +0 | +0 |
* +----+----+----+
* | -1 | -2 | -1 |
* +----+----+----+
*/
for(auto x = 0_i32; x < patch_size; x++)
for (auto y = 0_i32; y < patch_size; y++) {
float moores_heights[3][3] = {
{ getHeight(x - 1, y - 1), getHeight(x - 1, y), getHeight(x - 1, y + 1) },
{ getHeight(x + 0, y - 1), getHeight(x + 0, y), getHeight(x + 0, y + 1) },
{ getHeight(x + 1, y - 1), getHeight(x + 1, y), getHeight(x + 1, y + 1) },
};
auto normal = glm::vec3(
/* x gets X sobel filter */
moores_heights[0][0] + 2.0f * moores_heights[0][1] + moores_heights[0][2]
- moores_heights[2][0] - 2.0f * moores_heights[2][1] - moores_heights[2][2],
0.0,
/* z gets Y sobel filter */
moores_heights[0][0] + 2.0f * moores_heights[1][0] + moores_heights[2][0]
- moores_heights[0][2] - 2.0f * moores_heights[1][2] - moores_heights[2][2]
);
/* fill in missing component, first scalar scales bump */
normal.y = 0.25 * glm::sqrt(glm::abs(1.0 - normal.x*normal.x - normal.z*normal.z));
//vertices[x + y * patch_size].norm = glm::vec3(getHeight(x, y));
vertices[x + y * patch_size].norm = glm::normalize(normal * glm::vec3(2.0f, 1.0f, 2.0f));
}
vertex_buffer = std::make_unique<VertexBuffer>(phys_dev, dev, vertices.size());
vertex_buffer->upload(vertices);
/* index generation */
const auto w = patch_size - 1;
indices.resize(w * w * 4);
for (auto x = 0_u32; x < w; x++)
for (auto y = 0_u32; y < w; y++) {
auto idx = (x + y * w) * 4;
indices[idx] = x+y*patch_size;
indices[idx+1] = indices[idx] + patch_size;
indices[idx+2] = indices[idx+1] + 1;
indices[idx + 3] = indices[idx] + 1;
}
index_buffer = std::make_unique<Buffer>(phys_dev, dev, sizeof(uint32_t)*indices.size(),
vk::BufferUsageFlagBits::eIndexBuffer, vk::MemoryPropertyFlagBits::eHostCoherent
| vk::MemoryPropertyFlagBits::eHostVisible);
index_buffer->upload(indices);
}
void Terrain::draw(CommandBuffer& cmd) {
}
Terrain::~Terrain() {
index_buffer.reset();
vertex_buffer.reset();
}