// This code example is created for educational purpose // by Thorsten Thormaehlen (contact: www.thormae.de). // It is distributed without any warranty. #include #include #include #include #include #include #include #include using namespace std; #include #include class Renderer : protected QOpenGLFunctions_2_0 { public: float t; private: GLuint texID; std::vector terrain; public: // constructor Renderer() : t(0.0), texID(0) {} public: void init() { initializeOpenGLFunctions(); glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH); std::vector< std::string > filenames; filenames.push_back("deep_water.ppm"); filenames.push_back("shallow_water.ppm"); filenames.push_back("shore.ppm"); filenames.push_back("fields.ppm"); filenames.push_back("rocks.ppm"); filenames.push_back("snow.ppm"); texID = loadTexture3D(filenames); rebuildTerrain(); } void resize(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective (30.0, (float)w/(float)h, 0.1, 50.0); } void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // set camera gluLookAt(1.5, -1.0, 1.5, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); // draw scene glRotatef(t, 0.0f, 0.0f, 1.0f); drawTerrain(); } void dispose() { if(texID !=0) glDeleteTextures( 1, &texID); } void rebuildTerrain() { //create random values int dim = 40; terrain.resize(dim*dim); for(int r=0; r < dim*dim; r++) { int rval = rand(); terrain[r] = (fabs(float(rval))/float(RAND_MAX)); } if(true) { // generate smooth terrain values std::vector smoothTerrain(dim*dim); for(unsigned k=0; k < 5; k++){ float maxVal = 0.0f; float minVal = 1.0f; for(int x = 0; x < dim; x++) { for(int y = 0; y < dim; y++) { if(x == 0 || x == dim-1) terrain[x*dim+y] = 0.0f; else if (y == 0 || y == dim-1) terrain[x*dim+y] = 0.0f; else { float a = 0.0f; int counter = 0; for(int s=-1; s <= 1; s++) { for(int r=-1; r <= 1; r++) { a += terrain[(x+s)*dim+(y+r)]; counter++; } } float val = a / float(counter); smoothTerrain[x*dim+y] = val; if(val > maxVal) maxVal = val; if(val < minVal) minVal = val; } } } for(int r=0; r < dim*dim; r++) terrain[r] = (smoothTerrain[r] - minVal) / (maxVal-minVal); } } } private: // returns a valid textureID on success, otherwise 0 GLuint loadTexture3D(const std::vector< std::string > &filenames) { unsigned width = 0; unsigned height = 0; unsigned depth = unsigned(filenames.size()); int level = 0; int border = 0; std::vector imgData; std::vector data3d; unsigned prevWidth = 0; unsigned prevHeight = 0; for(unsigned i=0; i < depth; i++) { // load image data std::string filename = findFile(filenames[i], "qt", 5); if(!loadPPMImageFlipped(filename, width, height, imgData)) return 0; if(i != 0 && (prevWidth != width || prevHeight != height)) return 0; // pack 2D images subsequently into a large 3D buffer data3d.insert(data3d.end(), imgData.begin(), imgData.end()); prevWidth = width; prevHeight = height; } // data is aligned in byte order glPixelStorei(GL_UNPACK_ALIGNMENT, 1); //request textureID GLuint textureID; glGenTextures( 1, &textureID); // bind texture glBindTexture(GL_TEXTURE_3D, textureID); //parameters the define how to warp the texture glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER); GLfloat borderColor[4] = {0.0f,0.0f,0.0f,1.0f}; glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, borderColor); //define how to filter the texture glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //texture colors should replace the original color values glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); //GL_MODULATE // specify the 2D texture map glTexImage3D(GL_TEXTURE_3D, level, GL_RGB, width, height, depth, border, GL_RGB, GL_UNSIGNED_BYTE, &data3d[0]); // return unique texture identifier return textureID; } void drawTerrain() { glEnable(GL_TEXTURE_3D); glBindTexture(GL_TEXTURE_3D, texID); glColor3f(1.0f,0.0f,0.0f); unsigned dim = unsigned(sqrt(double(terrain.size()))); float maxHeight = 0.2f; float texHeight = 0.9f; for(unsigned x = 1; x < dim; x++) { for(unsigned y = 1; y < dim; y++) { glBegin(GL_POLYGON); glTexCoord3f(float(x-1)/float(dim), float(y-1)/float(dim), terrain[(x-1)*dim+(y-1)]*texHeight); glVertex3f(float(x-1)/float(dim)-0.5f, float(y-1)/float(dim)-0.5f, terrain[(x-1)*dim+(y-1)]*maxHeight); glTexCoord3f(float(x)/float(dim), float(y-1)/float(dim), terrain[x*dim+(y-1)]*texHeight); glVertex3f(float(x)/float(dim)-0.5f, float(y-1)/float(dim)-0.5f, terrain[x*dim+(y-1)]*maxHeight); glTexCoord3f(float(x)/float(dim), float(y)/float(dim), terrain[x*dim+y]*texHeight); glVertex3f(float(x)/float(dim)-0.5f, float(y)/float(dim)-0.5f, terrain[x*dim+y]*maxHeight); glTexCoord3f(float(x-1)/float(dim), float(y)/float(dim), terrain[(x-1)*dim+y]*texHeight); glVertex3f(float(x-1)/float(dim)-0.5f, float(y)/float(dim)-0.5f, terrain[(x-1)*dim+y]*maxHeight); glEnd(); } } glDisable(GL_TEXTURE_3D); } bool loadPPMImageFlipped(std::string &filename, unsigned &width, unsigned &height, std::vector &imgData) { ifstream input(filename.c_str(), ifstream::in | ifstream::binary); if(!input) { // cast istream to bool to see if something went wrong cerr << "Can not find texture data file " << filename.c_str() << endl; return false; } input.unsetf(std::ios_base::skipws); string line; input >> line >> std::ws; if (line != "P6") { cerr << "File is not PPM P6 raw format" << endl; return false; } width = 0; height = 0; unsigned depth = 0; unsigned readItems = 0; unsigned char lastCharBeforeBinary; while (readItems < 3) { input >> std::ws; if(input.peek() != '#') { if (readItems == 0) input >> width; if (readItems == 1) input >> height; if (readItems == 2) input >> depth >> lastCharBeforeBinary; readItems++; }else{ // skip comments std::getline(input, line); } } if(depth >= 256) { cerr << "Only 8-bit PPM format is supported" << endl; return false; } unsigned byteCount = width * height * 3; imgData.resize(byteCount); input.read((char*)&imgData[0], byteCount*sizeof(unsigned char)); // vertically flip the image because the image origin // in OpenGL is the lower-left corner unsigned char tmpData; for(unsigned y=0; y < height / 2; y++) { int sourceIndex = y * width * 3; int targetIndex = (height-1-y) * width *3; for(unsigned x=0; x < width*3; x++) { tmpData = imgData[targetIndex]; imgData[targetIndex] = imgData[sourceIndex]; imgData[sourceIndex] = tmpData; sourceIndex++; targetIndex++; } } return true; } bool fileExists(const std::string& filename) { ifstream myfile(filename.c_str()); if (!myfile.is_open()) { return false; } myfile.close(); return true; } std::string findFile(const std::string& filename, const std::string& subdir, int depth) { int counter = 0; std::string path(""); while (counter < depth) { if (fileExists(path + filename)) return path + filename; if (fileExists(path + "/" + subdir + "/" + filename)) return path + "/" + subdir + "/" + filename; path += "../"; counter++; } return filename; } }; class MyWidget : public QOpenGLWidget { private: Renderer *renderer; QTimer *timer; public: MyWidget(QWidget *parent = NULL) : QOpenGLWidget(parent) { this->setWindowTitle("Press 1 to generate a new random terrain"); this->resize(320, 320); renderer = new Renderer(); timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(update())); timer->start(30); } ~MyWidget() { makeCurrent(); renderer->dispose(); doneCurrent(); delete renderer; delete timer; } protected: void initializeGL() { renderer->init(); } void resizeGL(int w, int h){ renderer->resize(w, h); } void paintGL() { float offset = 1.0f; renderer->t += offset; renderer->display(); } void keyPressEvent(QKeyEvent* event){ makeCurrent(); bool redraw = false; switch(event->key()) { case '1': renderer->rebuildTerrain(); redraw = true; break; } if(redraw) { this->update(); } doneCurrent(); } }; int main (int argc, char* argv[]) { // create a QApplication object that handles initialization, // finalization, and the main event loop QApplication appl(argc, argv); MyWidget widget; // create a widget widget.show(); //show the widget and its children return appl.exec(); // execute the application }