Files
directx-plane-game/Graphics2/TerrainNode.cpp
iDunnoDev 616f68bf8b Added Comments
Added ability to hold shift and skip the terrain generation when loading
Added ability for the perlin terrain to save a raw image of the terrain to use as a cache
2022-06-13 16:41:25 +01:00

747 lines
26 KiB
C++

#include "TerrainNode.h"
#define WORLD_HEIGHT 1024
TerrainNode::TerrainNode(wstring name, wstring seed, float waterHeight, int widthX, int widthZ, int cellSizeX, int cellSizeZ) : SceneNode(name)
{
// Get the seed string and hash it
_seedString = seed;
_seedHash = (unsigned int)std::hash<wstring>{}(_seedString);
// Set the random seed number
srand(_seedHash);
_widthX = widthX;
_widthZ = widthZ;
_gridCols = _widthX + 1;
_gridRows = _widthZ + 1;
_cellSizeX = cellSizeX;
_cellSizeZ = cellSizeZ;
_waterHeight = waterHeight;
_polygonsCount = (_gridCols * _gridRows) * 2;
_vertexCount = _polygonsCount * 2;
_indicesCount = _polygonsCount * 3;
}
void TerrainNode::SetAmbientLight(XMFLOAT4 ambientLight)
{
_ambientLight = ambientLight;
}
void TerrainNode::SetWaterColor(XMFLOAT4 waterColor)
{
_waterColor = waterColor;
}
void TerrainNode::SetDirectionalLight(FXMVECTOR lightVector, XMFLOAT4 lightColor)
{
_directionalLightColor = lightColor;
XMStoreFloat4(&_directionalLightVector, lightVector);
}
bool TerrainNode::Initialise()
{
_device = DirectXFramework::GetDXFramework()->GetDevice();
_deviceContext = DirectXFramework::GetDXFramework()->GetDeviceContext();
if (_device.Get() == nullptr || _deviceContext.Get() == nullptr || _initError)
{
return false;
}
GenerateTerrainData();
GenerateTerrainNormals();
LoadTerrainTextures();
GenerateBlendMap();
BuildExtraMaps();
GenerateBuffers();
BuildShaders();
BuildVertexLayout();
BuildConstantBuffer();
BuildRendererStates();
return true;
}
void TerrainNode::GenerateTerrainData()
{
float totalWidth = (float)(_gridCols * _cellSizeX);
float totalDepth = (float)(_gridRows * _cellSizeZ);
float centerWidth = totalWidth * -0.5f;
float centerDepth = totalDepth * 0.5f;
_terrainStartX = centerWidth;
_terrainStartZ = centerDepth;
_terrainEndX = centerWidth + totalWidth - 1;
_terrainEndZ = centerDepth - totalDepth + 1;
float bu = 1.0f / (float)(_gridCols - 1u);
float bv = 1.0f / (float)(_gridRows - 1u);
int currentVertexCount = 0;
for (int z = 0; z < (int)_gridRows; z++)
{
for (int x = 0; x < (int)_gridCols; x++)
{
int currentIndex = (z * _gridCols) + x;
int offsetIndexX = 1;
if (x == _widthX)
{
offsetIndexX = 0;
}
int offsetIndexZ = _gridCols;
if (z == _widthZ)
{
offsetIndexZ = 0;
}
// Generate pairs of random UV's
float rUA = SharedMethods::GenerateRandomUV(0.0f, 0.25f);
float rVA = SharedMethods::GenerateRandomUV(0.0f, 0.25f); //rUA; // 0.0f;
float rUB = SharedMethods::GenerateRandomUV(0.75f, 1.0f);
float rVB = SharedMethods::GenerateRandomUV(0.75f, 1.0f); //rUB;
// Rotate the UV's around a bit to add some more variance
int tumbleAmount = rand() % 10;
float prevUV = 0.0f;
for (int ti = 0; ti < tumbleAmount; ti++)
{
prevUV = rVB;
rVB = rUB;
rUB = rVA;
rVA = rUA;
rUA = prevUV;
}
// TL
TerrainVertex vertex{};
vertex.Position = XMFLOAT3(x * _cellSizeX + centerWidth, GetHeightValueAt(currentIndex), (-z + 1) * _cellSizeZ + centerDepth);
vertex.Normal = XMFLOAT3(0.0f, 0.0f, 0.0f);
vertex.TexCoord = XMFLOAT2(rUA, rVA);
vertex.BlendMapTexCoord = XMFLOAT2((bu * x), (bv * z));
_terrainVerts.push_back(vertex);
// TR
vertex = TerrainVertex();
vertex.Position = XMFLOAT3((x + 1) * _cellSizeX + centerWidth, GetHeightValueAt(currentIndex + offsetIndexX), (-z + 1) * _cellSizeZ + centerDepth);
vertex.Normal = XMFLOAT3(0.0f, 0.0f, 0.0f);
vertex.TexCoord = XMFLOAT2(rUB, rVA);
vertex.BlendMapTexCoord = XMFLOAT2((bu * (x + 1)), (bv * z));
_terrainVerts.push_back(vertex);
// BL
vertex = TerrainVertex();
vertex.Position = XMFLOAT3(x * _cellSizeX + centerWidth, GetHeightValueAt(currentIndex + offsetIndexZ), -z * _cellSizeZ + centerDepth);
vertex.Normal = XMFLOAT3(0.0f, 0.0f, 0.0f);
vertex.TexCoord = XMFLOAT2(rUA, rVB);
vertex.BlendMapTexCoord = XMFLOAT2((bu * x), (bv * (z + 1)));
_terrainVerts.push_back(vertex);
// BR
vertex = TerrainVertex();
vertex.Position = XMFLOAT3((x + 1) * _cellSizeX + centerWidth, GetHeightValueAt(currentIndex + offsetIndexZ + offsetIndexX), -z * _cellSizeZ + centerDepth);
vertex.Normal = XMFLOAT3(0.0f, 0.0f, 0.0f);
vertex.TexCoord = XMFLOAT2(rUB, rVB);
vertex.BlendMapTexCoord = XMFLOAT2((bu * (x + 1)), (bv * (z + 1)));
_terrainVerts.push_back(vertex);
_indices.push_back(currentVertexCount);
_indices.push_back(currentVertexCount + 1);
_indices.push_back(currentVertexCount + 2);
_indices.push_back(currentVertexCount + 2);
_indices.push_back(currentVertexCount + 1);
_indices.push_back(currentVertexCount + 3);
currentVertexCount += 4;
}
}
}
void TerrainNode::GenerateTerrainNormals()
{
int currentNormalIndex = 0;
for (int z = 0; z < (int)_gridRows; z++)
{
for (int x = 0; x < (int)_gridCols; x++)
{
XMVECTOR v1 = XMVectorSet(_terrainVerts[currentNormalIndex + 1].Position.x - _terrainVerts[currentNormalIndex].Position.x,
_terrainVerts[currentNormalIndex + 1].Position.y - _terrainVerts[currentNormalIndex].Position.y,
_terrainVerts[currentNormalIndex + 1].Position.z - _terrainVerts[currentNormalIndex].Position.z,
0.0f);
XMVECTOR v2 = XMVectorSet(_terrainVerts[currentNormalIndex + 2].Position.x - _terrainVerts[currentNormalIndex].Position.x,
_terrainVerts[currentNormalIndex + 2].Position.y - _terrainVerts[currentNormalIndex].Position.y,
_terrainVerts[currentNormalIndex + 2].Position.z - _terrainVerts[currentNormalIndex].Position.z,
0.0f);
XMVECTOR polygonNormal = XMVector3Cross(v1, v2);
XMStoreFloat3(&_terrainVerts[currentNormalIndex].Normal, XMVectorAdd(XMLoadFloat3(&_terrainVerts[currentNormalIndex].Normal), polygonNormal));
XMStoreFloat3(&_terrainVerts[currentNormalIndex + 1].Normal, XMVectorAdd(XMLoadFloat3(&_terrainVerts[currentNormalIndex + 1].Normal), polygonNormal));
XMStoreFloat3(&_terrainVerts[currentNormalIndex + 2].Normal, XMVectorAdd(XMLoadFloat3(&_terrainVerts[currentNormalIndex + 2].Normal), polygonNormal));
XMStoreFloat3(&_terrainVerts[currentNormalIndex + 3].Normal, XMVectorAdd(XMLoadFloat3(&_terrainVerts[currentNormalIndex + 3].Normal), polygonNormal));
// Process all the connected normals
AddNormalToVertex(z - 1, x - 1, 3, polygonNormal);
AddNormalToVertex(z - 1, x, 2, polygonNormal);
AddNormalToVertex(z - 1, x, 3, polygonNormal);
AddNormalToVertex(z - 1, x + 1, 2, polygonNormal);
AddNormalToVertex(z, x - 1, 1, polygonNormal);
AddNormalToVertex(z, x - 1, 3, polygonNormal);
AddNormalToVertex(z, x + 1, 0, polygonNormal);
AddNormalToVertex(z, x + 1, 2, polygonNormal);
AddNormalToVertex(z + 1, x - 1, 1, polygonNormal);
AddNormalToVertex(z + 1, x, 0, polygonNormal);
AddNormalToVertex(z + 1, x, 1, polygonNormal);
AddNormalToVertex(z + 1, x + 1, 0, polygonNormal);
currentNormalIndex += 4;
}
}
for (int i = 0; i < _terrainVerts.size(); i++)
{
XMVECTOR currentNormal = XMLoadFloat3(&_terrainVerts[i].Normal);
//XMVECTOR normalised = XMVector3Normalize(currentNormal);
XMStoreFloat3(&_terrainVerts[i].Normal, XMVector3Normalize(currentNormal));
}
}
void TerrainNode::AddNormalToVertex(int row, int col, int vertexIndex, XMVECTOR normal)
{
int rowIndexOffset = row * _gridCols;
int colIndexOffset = col;
int finalIndex = vertexIndex + ((rowIndexOffset + colIndexOffset) * 4);
// Check if the index is not around the edges
if (row >= 0 && row < (int)_gridRows && col >= 0 && col < (int)_gridCols)
{
XMStoreFloat3(&_terrainVerts[finalIndex].Normal, XMVectorAdd(XMLoadFloat3(&_terrainVerts[finalIndex].Normal), normal));
}
}
float TerrainNode::GetHeightValueAt(int index)
{
float result = _heightValues[index] * WORLD_HEIGHT; // +(rand() % 10);
return result;
}
void TerrainNode::GenerateBuffers()
{
// Setup the structure that specifies how big the vertex
// buffer should be
D3D11_BUFFER_DESC vertexBufferDescriptor;
vertexBufferDescriptor.Usage = D3D11_USAGE_IMMUTABLE;
vertexBufferDescriptor.ByteWidth = sizeof(TerrainVertex) * _vertexCount;
vertexBufferDescriptor.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDescriptor.CPUAccessFlags = 0;
vertexBufferDescriptor.MiscFlags = 0;
vertexBufferDescriptor.StructureByteStride = 0;
// Now set up a structure that tells DirectX where to get the
// data for the vertices from
D3D11_SUBRESOURCE_DATA vertexInitialisationData;
vertexInitialisationData.pSysMem = &_terrainVerts[0];
// and create the vertex buffer
ThrowIfFailed(_device->CreateBuffer(&vertexBufferDescriptor, &vertexInitialisationData, _vertexBuffer.GetAddressOf()));
// Setup the structure that specifies how big the index
// buffer should be
D3D11_BUFFER_DESC indexBufferDescriptor;
indexBufferDescriptor.Usage = D3D11_USAGE_IMMUTABLE;
indexBufferDescriptor.ByteWidth = sizeof(UINT) * _indicesCount;
indexBufferDescriptor.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDescriptor.CPUAccessFlags = 0;
indexBufferDescriptor.MiscFlags = 0;
indexBufferDescriptor.StructureByteStride = 0;
// Now set up a structure that tells DirectX where to get the
// data for the indices from
D3D11_SUBRESOURCE_DATA indexInitialisationData;
indexInitialisationData.pSysMem = &_indices[0];
// and create the index buffer
ThrowIfFailed(_device->CreateBuffer(&indexBufferDescriptor, &indexInitialisationData, _indexBuffer.GetAddressOf()));
}
void TerrainNode::Render()
{
XMMATRIX projectionTransformation = DirectXFramework::GetDXFramework()->GetProjectionTransformation();
XMMATRIX viewTransformation = DirectXFramework::GetDXFramework()->GetCamera()->GetViewMatrix();
XMMATRIX completeTransformation = XMLoadFloat4x4(&_combinedWorldTransformation) * viewTransformation * projectionTransformation;
// Draw the first cube
TCBUFFER cBuffer;
cBuffer.completeTransformation = completeTransformation;
cBuffer.worldTransformation = XMLoadFloat4x4(&_worldTransformation);
cBuffer.ambientColor = _ambientLight; // XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
//cBuffer.AmbientColor = XMFLOAT4(SharedMethods::RGBValueToIntensity(0xfd), 0.0f, 1.0f, 1.0f); //XMFLOAT4(1, 1, 1, 1); //_ambientLight;
cBuffer.lightVector = XMVector4Normalize(XMLoadFloat4(&_directionalLightVector));
//cBuffer.lightColor = XMFLOAT4(0.5f, 0.5f, 0.5f, 0.5f);
//cBuffer.LightColor = XMFLOAT4(SharedMethods::RGBValueToIntensity(0x89), 0.0f, 5.0f, 5.0f);
cBuffer.lightColor = _directionalLightColor;
XMStoreFloat4(&cBuffer.cameraPosition, DirectXFramework::GetDXFramework()->GetCamera()->GetCameraPosition());
cBuffer.waterHeight = _waterHeight;
cBuffer.waterShininess = 10.0f;
cBuffer.waterColor = _waterColor;
_deviceContext->PSSetShaderResources(0, 1, _blendMapResourceView.GetAddressOf());
_deviceContext->PSSetShaderResources(1, 1, _texturesResourceView.GetAddressOf());
_deviceContext->PSSetShaderResources(2, 1, _waterNormalMap.GetAddressOf());
_deviceContext->PSSetShaderResources(3, 1, _snowTest.GetAddressOf());
_deviceContext->VSSetShader(_vertexShader.Get(), 0, 0);
_deviceContext->PSSetShader(_pixelShader.Get(), 0, 0);
_deviceContext->IASetInputLayout(_layout.Get());
UINT stride = sizeof(TerrainVertex);
UINT offset = 0;
_deviceContext->IASetVertexBuffers(0, 1, _vertexBuffer.GetAddressOf(), &stride, &offset);
_deviceContext->IASetIndexBuffer(_indexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0);
cBuffer.diffuseCoefficient = XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f);
cBuffer.specularCoefficient = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
cBuffer.shininess = 5.0f;
cBuffer.opacity = 1.0f;
// Update the constant buffer
_deviceContext->VSSetConstantBuffers(0, 1, _constantBuffer.GetAddressOf());
_deviceContext->PSSetConstantBuffers(0, 1, _constantBuffer.GetAddressOf());
_deviceContext->UpdateSubresource(_constantBuffer.Get(), 0, 0, &cBuffer, 0, 0);
_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//_deviceContext->RSSetState(_wireframeRasteriserState.Get());
_deviceContext->DrawIndexed(_indicesCount, 0, 0);
}
void TerrainNode::Shutdown(void)
{
}
void TerrainNode::BuildShaders()
{
DWORD shaderCompileFlags = 0;
#if defined( _DEBUG )
shaderCompileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
ComPtr<ID3DBlob> compilationMessages = nullptr;
//Compile vertex shader
HRESULT hr = D3DCompileFromFile(L"TerrainShaders.hlsl",
nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE,
"VShader", "vs_5_0",
shaderCompileFlags, 0,
_vertexShaderByteCode.GetAddressOf(),
compilationMessages.GetAddressOf());
if (compilationMessages.Get() != nullptr)
{
// If there were any compilation messages, display them
MessageBoxA(0, (char*)compilationMessages->GetBufferPointer(), 0, 0);
}
// Even if there are no compiler messages, check to make sure there were no other errors.
ThrowIfFailed(hr);
ThrowIfFailed(_device->CreateVertexShader(_vertexShaderByteCode->GetBufferPointer(), _vertexShaderByteCode->GetBufferSize(), NULL, _vertexShader.GetAddressOf()));
// Compile pixel shader
hr = D3DCompileFromFile(L"TerrainShaders.hlsl",
nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE,
"PShader", "ps_5_0",
shaderCompileFlags, 0,
_pixelShaderByteCode.GetAddressOf(),
compilationMessages.GetAddressOf());
if (compilationMessages.Get() != nullptr)
{
// If there were any compilation messages, display them
MessageBoxA(0, (char*)compilationMessages->GetBufferPointer(), 0, 0);
}
ThrowIfFailed(hr);
ThrowIfFailed(_device->CreatePixelShader(_pixelShaderByteCode->GetBufferPointer(), _pixelShaderByteCode->GetBufferSize(), NULL, _pixelShader.GetAddressOf()));
}
void TerrainNode::BuildVertexLayout()
{
// Create the vertex input layout. This tells DirectX the format
// of each of the vertices we are sending to it.
D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT , D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT , D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT , D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
ThrowIfFailed(_device->CreateInputLayout(vertexDesc, ARRAYSIZE(vertexDesc), _vertexShaderByteCode->GetBufferPointer(), _vertexShaderByteCode->GetBufferSize(), _layout.GetAddressOf()));
}
void TerrainNode::BuildConstantBuffer()
{
D3D11_BUFFER_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(bufferDesc));
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.ByteWidth = sizeof(TCBUFFER);
bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
ThrowIfFailed(_device->CreateBuffer(&bufferDesc, NULL, _constantBuffer.GetAddressOf()));
}
void TerrainNode::BuildRendererStates()
{
// Set default and wireframe rasteriser states
D3D11_RASTERIZER_DESC rasteriserDesc;
rasteriserDesc.FillMode = D3D11_FILL_SOLID;
rasteriserDesc.CullMode = D3D11_CULL_BACK;
rasteriserDesc.FrontCounterClockwise = false;
rasteriserDesc.DepthBias = 0;
rasteriserDesc.SlopeScaledDepthBias = 0.0f;
rasteriserDesc.DepthBiasClamp = 0.0f;
rasteriserDesc.DepthClipEnable = true;
rasteriserDesc.ScissorEnable = false;
rasteriserDesc.MultisampleEnable = false;
rasteriserDesc.AntialiasedLineEnable = false;
ThrowIfFailed(_device->CreateRasterizerState(&rasteriserDesc, _defaultRasteriserState.GetAddressOf()));
rasteriserDesc.FillMode = D3D11_FILL_WIREFRAME;
ThrowIfFailed(_device->CreateRasterizerState(&rasteriserDesc, _wireframeRasteriserState.GetAddressOf()));
}
void TerrainNode::LoadTerrainTextures()
{
// Change the paths below as appropriate for your use
wstring terrainTextureNames[5] = { L"Textures\\grass.dds", L"Textures\\darkdirt.dds", L"Textures\\stone.dds", L"Textures\\lightdirt.dds", L"Textures\\snow.dds" };
// Load the textures from the files
ComPtr<ID3D11Resource> terrainTextures[5];
for (int i = 0; i < 5; i++)
{
ThrowIfFailed(CreateDDSTextureFromFileEx(_device.Get(),
_deviceContext.Get(),
terrainTextureNames[i].c_str(),
0,
D3D11_USAGE_IMMUTABLE,
D3D11_BIND_SHADER_RESOURCE,
0,
0,
false,
terrainTextures[i].GetAddressOf(),
nullptr
));
}
// Now create the Texture2D arrary. We assume all textures in the
// array have the same format and dimensions
D3D11_TEXTURE2D_DESC textureDescription;
ComPtr<ID3D11Texture2D> textureInterface;
terrainTextures[0].As<ID3D11Texture2D>(&textureInterface);
textureInterface->GetDesc(&textureDescription);
D3D11_TEXTURE2D_DESC textureArrayDescription;
textureArrayDescription.Width = textureDescription.Width;
textureArrayDescription.Height = textureDescription.Height;
textureArrayDescription.MipLevels = textureDescription.MipLevels;
textureArrayDescription.ArraySize = 5;
textureArrayDescription.Format = textureDescription.Format;
textureArrayDescription.SampleDesc.Count = 1;
textureArrayDescription.SampleDesc.Quality = 0;
textureArrayDescription.Usage = D3D11_USAGE_DEFAULT;
textureArrayDescription.BindFlags = D3D11_BIND_SHADER_RESOURCE;
textureArrayDescription.CPUAccessFlags = 0;
textureArrayDescription.MiscFlags = 0;
ComPtr<ID3D11Texture2D> textureArray = 0;
ThrowIfFailed(_device->CreateTexture2D(&textureArrayDescription, 0, textureArray.GetAddressOf()));
// Copy individual texture elements into texture array.
for (UINT i = 0; i < 5; i++)
{
// For each mipmap level...
for (UINT mipLevel = 0; mipLevel < textureDescription.MipLevels; mipLevel++)
{
_deviceContext->CopySubresourceRegion(textureArray.Get(),
D3D11CalcSubresource(mipLevel, i, textureDescription.MipLevels),
NULL,
NULL,
NULL,
terrainTextures[i].Get(),
mipLevel,
nullptr
);
}
}
// Create a resource view to the texture array.
D3D11_SHADER_RESOURCE_VIEW_DESC viewDescription;
viewDescription.Format = textureArrayDescription.Format;
viewDescription.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
viewDescription.Texture2DArray.MostDetailedMip = 0;
viewDescription.Texture2DArray.MipLevels = textureArrayDescription.MipLevels;
viewDescription.Texture2DArray.FirstArraySlice = 0;
viewDescription.Texture2DArray.ArraySize = 5;
ThrowIfFailed(_device->CreateShaderResourceView(textureArray.Get(), &viewDescription, _texturesResourceView.GetAddressOf()));
// Cheeky load in the snow hack to solve that weird issue
wstring snowTestName = L"Textures\\snow.dds";
ThrowIfFailed(CreateDDSTextureFromFile(_device.Get(),
snowTestName.c_str(),
nullptr,
_snowTest.GetAddressOf()
));
}
// Method for populating the terrain with random clutter described in the structs
void TerrainNode::PopulateTerrain(SceneGraphPointer currentSceneGraph, vector<TerrainPopNode>& nodesForPop, int xStep, int zStep, float heightLower, float heightUpper, float slopeLower, float slopeUpper)
{
// Step through the z and x with the given spacing
for (int z = 0; z < (int)_gridRows; z += zStep)
{
for (int x = 0; x < (int)_gridCols; x += xStep)
{
int currentIndex = ((z * (int)_gridCols) + x) * 4;
float totalHeights = 0.0f;
float totalSlope = 0.0f;
for (int si = 0; si < 4; si++)
{
totalHeights += _terrainVerts[currentIndex + si].Position.y;
totalSlope += _terrainVerts[currentIndex + si].Normal.y;
}
float heightValue = totalHeights / 4.0f;
// If the height value is within the given range
if (heightValue >= heightLower && heightValue <= heightUpper)
{
float avgSlope = totalSlope / 4.0f;
// If the slope value is within the given range
if (avgSlope >= slopeLower && avgSlope <= slopeUpper)
{
// The Height level and slope values are in range, create a mesh node with the provided details
int nodeIndex = 0;
if (nodesForPop.size() > 1)
{
nodeIndex = rand() % nodesForPop.size();
}
float scale = (rand() % 100 * 0.01f) * nodesForPop[nodeIndex].scaleFactor;
float yRotation = (float)(rand() % 360);
float xPos = x * _cellSizeX + _terrainStartX;
float yPos = heightValue;
float zPos = (-z + 1) * _cellSizeZ + _terrainStartZ;
// Made a unique name to stop conflicts
wstring nodeName = L"_" + to_wstring(z) + L"_" + to_wstring(x);
shared_ptr<MeshNode> newNode = make_shared<MeshNode>(nodesForPop[nodeIndex].nodeBaseName + nodeName, nodesForPop[nodeIndex].modelName);
newNode->SetWorldTransform(XMMatrixRotationAxis(XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f), yRotation * XM_PI / 180.0f) * XMMatrixScaling(scale, scale, scale) * XMMatrixTranslation(xPos, yPos, zPos));
currentSceneGraph->Add(newNode);
}
}
}
}
}
void TerrainNode::GenerateBlendMap()
{
// Set up the color gradients for each type of texture
RGBA snowTops = RGBA{ 0u, 0u, 0u, 255u };
RGBA grassLand = RGBA{ 0u, 0u, 0u, 0u };
RGBA lightDirt = RGBA{ 50u, 0u, 255u, 0u };
RGBA darkDirt = RGBA{ 255u, 50u, 50u, 0u };
// Create a vector of these gradients, multiple grass because i want it to cover more area, i need to come up with a better way if i have time
vector<RGBA> colorSteps = {darkDirt, lightDirt, grassLand, grassLand, grassLand, snowTops};
float waterOffset = _waterHeight - 50.0f;
if (waterOffset < 0.0f)
{
waterOffset = 0.0f;
}
// Set up the gradient
ColorGradient terrainBlendGradient = ColorGradient(waterOffset, 820.0f, colorSteps);
// Note that _numberOfRows and _numberOfColumns need to be setup
// to the number of rows and columns in your grid in order for this
// to work.
DWORD* blendMap = new DWORD[_gridCols * _gridRows];
DWORD* blendMapPtr = blendMap;
BYTE r;
BYTE g;
BYTE b;
BYTE a;
DWORD index = 0;
for (DWORD i = 0; i < _gridRows; i++)
{
for (DWORD j = 0; j < _gridCols; j++)
{
r = 0u;
g = 0u;
b = 0u;
a = 0u;
// Calculate the appropriate blend colour for the
// current location in the blend map. This has been
// left as an exercise for you. You need to calculate
// appropriate values for the r, g, b and a values (each
// between 0 and 255). The code below combines these
// into a DWORD (32-bit value) and stores it in the blend map.
int currentIndex = ((i * _gridCols) + j) * 4;
float totalHeights = 0.0f;
float totalSlope = 0.0f;
// Calculate the average height and slope values
for (int si = 0; si < 4; si++)
{
totalHeights += _terrainVerts[currentIndex + si].Position.y;
totalSlope += _terrainVerts[currentIndex + si].Normal.y;
}
float avgHeight = totalHeights / 4.0f;
float avgSlope = totalSlope / 4.0f;
// Get the RGB value from the gradient at the given height value
RGBA currentBlend = terrainBlendGradient.GetRGBAValue(avgHeight);
r = (BYTE)currentBlend.red;
g = (BYTE)currentBlend.green;
b = (BYTE)currentBlend.blue;
a = (BYTE)currentBlend.alpha;
// Override the G channel if we are cliff height and slope angle
if (avgHeight > 500.0f)
{
if (avgSlope < 0.6f)
{
g = (BYTE)SharedMethods::Clamp<int>((int)(avgHeight - 450.0f), 0, 150);
}
}
DWORD mapValue = (a << 24) + (b << 16) + (g << 8) + r;
*blendMapPtr++ = mapValue;
}
}
D3D11_TEXTURE2D_DESC blendMapDescription;
blendMapDescription.Width = _gridCols;
blendMapDescription.Height = _gridRows;
blendMapDescription.MipLevels = 1;
blendMapDescription.ArraySize = 1;
blendMapDescription.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
blendMapDescription.SampleDesc.Count = 1;
blendMapDescription.SampleDesc.Quality = 0;
blendMapDescription.Usage = D3D11_USAGE_DEFAULT;
blendMapDescription.BindFlags = D3D11_BIND_SHADER_RESOURCE;
blendMapDescription.CPUAccessFlags = 0;
blendMapDescription.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA blendMapInitialisationData;
blendMapInitialisationData.pSysMem = blendMap;
blendMapInitialisationData.SysMemPitch = 4 * _gridCols;
ComPtr<ID3D11Texture2D> blendMapTexture;
ThrowIfFailed(_device->CreateTexture2D(&blendMapDescription, &blendMapInitialisationData, blendMapTexture.GetAddressOf()));
// Create a resource view to the texture array.
D3D11_SHADER_RESOURCE_VIEW_DESC viewDescription;
viewDescription.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
viewDescription.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
viewDescription.Texture2D.MostDetailedMip = 0;
viewDescription.Texture2D.MipLevels = 1;
ThrowIfFailed(_device->CreateShaderResourceView(blendMapTexture.Get(), &viewDescription, _blendMapResourceView.GetAddressOf()));
delete[] blendMap;
}
void TerrainNode::BuildExtraMaps()
{
// Note that in order to use CreateWICTextureFromFile, we
// need to ensure we make a call to CoInitializeEx in our
// Initialise method (and make the corresponding call to
// CoUninitialize in the Shutdown method). Otherwise,
// the following call will throw an exception
wstring waterNormalMapName = L"Textures\\waterNormals.bmp";
ThrowIfFailed(CreateWICTextureFromFile(_device.Get(),
_deviceContext.Get(),
waterNormalMapName.c_str(),
nullptr,
_waterNormalMap.GetAddressOf()
));
}
// Method for getting the height value at a given point, can also check if we are colliding with water or not
float TerrainNode::GetHeightAtPoint(float x, float z, bool waterCollide)
{
int cellX = (int)((x - _terrainStartX) / _cellSizeX);
int cellZ = (int)((_terrainStartZ - z) / _cellSizeZ);
int currentIndex = (cellZ * _gridCols * 4) + (cellX * 4);
float dx = x - _terrainVerts[currentIndex].Position.x;
float dz = z - _terrainVerts[currentIndex].Position.z;
int currentNormalIndex = ((cellZ * _gridCols) + cellX) * 6;
if (dx < dz)
{
currentNormalIndex += 3;
}
XMVECTOR v1 = XMVectorSet(_terrainVerts[_indices[currentNormalIndex + 1]].Position.x - _terrainVerts[_indices[currentNormalIndex]].Position.x,
_terrainVerts[_indices[currentNormalIndex + 1]].Position.y - _terrainVerts[_indices[currentNormalIndex]].Position.y,
_terrainVerts[_indices[currentNormalIndex + 1]].Position.z - _terrainVerts[_indices[currentNormalIndex]].Position.z,
0.0f);
XMVECTOR v2 = XMVectorSet(_terrainVerts[_indices[currentNormalIndex + 2]].Position.x - _terrainVerts[_indices[currentNormalIndex]].Position.x,
_terrainVerts[_indices[currentNormalIndex + 2]].Position.y - _terrainVerts[_indices[currentNormalIndex]].Position.y,
_terrainVerts[_indices[currentNormalIndex + 2]].Position.z - _terrainVerts[_indices[currentNormalIndex]].Position.z,
0.0f);
XMFLOAT4 normal;
XMStoreFloat4(&normal, XMVector3Normalize(XMVector3Cross(v1, v2)));
// Get the normal value for the vert we landed on
float result = _terrainVerts[currentIndex].Position.y + (normal.x * dx + normal.z * dz) / -normal.y;
if (waterCollide)
{
if (result <= _waterHeight)
{
result = _waterHeight;
}
}
return result;
}
// Method for checking if we are within the X Boundary
bool TerrainNode::CheckXBoundary(float x)
{
if (!(x > _terrainStartX && x < _terrainEndX))
{
return false;
}
return true;
}
// Method for checking if we are withing the Z Boundary
bool TerrainNode::CheckZBoundary(float z)
{
if (!(z < _terrainStartZ && z > _terrainEndZ))
{
return false;
}
return true;
}