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Land.cpp
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207 lines (182 loc) · 7.45 KB
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#include "Land.h"
CLand::CLand()
:m_bWhichData(false)
{
}
/*!
@param _radarVolumeData 地面に投影する予定の雲のボリュームテクスチャ を渡す。floatでRGBAで既に虹色に変換されたデータにすること
@param _size ボリュームデータのサイズ
*/
void CLand::Init(color<float>* _radarVolumeData,int _size){
m_List[0]=glGenLists(2);
//glGenBuffers(2, m_IdBufferId);
//glGenBuffers(2, m_BufferId);
InitData("../data/map/iruma.jmesh",0);
InitData("../data/map/komaki.jmesh",1);
glActiveTexture(GL_TEXTURE1);
glGenTextures ( 1, &m_ProjectedSamp[0] );
glBindTexture (GL_TEXTURE_2D, m_ProjectedSamp[0]);
glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGBA, _size, _size, 0, GL_RGBA, GL_FLOAT, _radarVolumeData);
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glActiveTexture(GL_TEXTURE1);
glGenTextures ( 1, &m_ProjectedSamp[1] );
glBindTexture (GL_TEXTURE_2D, m_ProjectedSamp[1]);
glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGBA, _size, _size, 0, GL_RGBA, GL_FLOAT, _radarVolumeData);
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glActiveTexture(GL_TEXTURE0);
cout<<"地図バッファ情報"<<endl;
mProgram=new CGLSLClipProjected("land.vert","land.frag");
mProgram->UpdateTextureUniform();
}
void CLand::InitCamera(float *_m){
glUseProgram(mProgram->m_Program);
mProgram->UpdateProjectionMat(_m);miffy::GetGLError("InitCamera");
glUseProgram(0);
}
void CLand::Info(){
cout<<"地図データです"<<endl;
}
void CLand::InitData(const string& _filepath,int _id){
//テクスチャのパスは同じフォルダの同じ名前.bmpと決まっている
char drive[200];
char dir[200];
char fname[200];
char ext[200];
_splitpath(_filepath.c_str(),drive,dir,fname,ext);
glActiveTexture(GL_TEXTURE0);
stringstream texpath;
texpath<<drive<<dir<<fname<<".tga";
tga::Load_Texture_RGB(texpath.str().c_str(),&m_TexId[_id] );
JMeshHeader jmeshhead;
J3Header j3head;
HANDLE handle;
DWORD dwnumread;
handle = CreateFile(_filepath.c_str(),GENERIC_READ,FILE_SHARE_READ, NULL,OPEN_EXISTING,FILE_ATTRIBUTE_NORMAL, NULL);
if(handle==INVALID_HANDLE_VALUE){
cout<<_filepath<<endl;
assert(!"ファイルがみつかりません");
}
ReadFile(handle,&jmeshhead.FileType,sizeof(JMeshHeader),&dwnumread ,NULL);
ReadFile(handle,&j3head.xNum,sizeof(J3Header),&dwnumread ,NULL);
int MAPVERTS=j3head.xNum*j3head.yNum*j3head.zNum;
int MESHNUM;
float TEXMAG;
MESHNUM=(int)(sqrt((double)MAPVERTS));
//_idが1の時にだめになる。なぜだ??
vec3<float>* temp=new vec3<float>[MAPVERTS];
sVerts *m_Verts=new sVerts[MAPVERTS];
vector<unsigned int> m_Index;
ReadFile(handle,&temp[0].x,MAPVERTS*sizeof(vec3<float>),&dwnumread ,NULL);
CloseHandle(handle);
TEXMAG=1.0f/(float)MESHNUM;
for(int i=0;i<MAPVERTS;i++){m_Verts[i].pos=temp[i];}
tri<float> tri;
for(int y=0;y<MESHNUM-2;y++){
//往復の往路
for(int x=0;x<MESHNUM-1;x++){
tri.set(m_Verts[y*MESHNUM+x].pos,m_Verts[(y)*MESHNUM+(x+1)].pos,m_Verts[(y+1)*MESHNUM+x].pos);
m_Verts[y*MESHNUM+x].normal=tri.CalcNormalVector();
m_Verts[(y+1)*MESHNUM+x].normal=tri.CalcNormalVector();
m_Verts[y*MESHNUM+x].texcoord=vec2<float>((float)x*TEXMAG,(float)y*TEXMAG);
m_Verts[(y+1)*MESHNUM+x].texcoord=vec2<float>((float)x*TEXMAG,(float)(y+1)*TEXMAG);
m_Index.push_back((y+1)*MESHNUM+x);
m_Index.push_back(y*MESHNUM+x);
}//end of x
y++;
//復路
for(int x=MESHNUM-1;x>0;x--){
tri.set(m_Verts[y*MESHNUM+x].pos,m_Verts[(y)*MESHNUM+(x-1)].pos,m_Verts[(y+1)*MESHNUM+x].pos);
m_Verts[y*MESHNUM+x].normal=tri.CalcNormalVector();
m_Verts[(y+1)*MESHNUM+x].normal=tri.CalcNormalVector();
m_Verts[y*MESHNUM+x].texcoord=vec2<float>((float)x*TEXMAG,(float)y*TEXMAG);
m_Verts[(y+1)*MESHNUM+x].texcoord=vec2<float>((float)x*TEXMAG,(float)(y+1)*TEXMAG);
m_Index.push_back(y*MESHNUM+x);
m_Index.push_back((y+1)*MESHNUM+x);
}//end of x
}//end of y
delete temp;
/*//VBOに登録
glBindBuffer(GL_ARRAY_BUFFER, m_BufferId[_id]);
glBufferData(GL_ARRAY_BUFFER, sizeof(sVerts)*MAPVERTS,&m_Verts[0].texcoord.x,GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_IdBufferId[_id]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int)*m_Index.size(),&m_Index[0],GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER,0);
m_IndexNum[_id]=m_Index.size();//あとでDrawElementsで使う*/
glNewList(m_List[_id],GL_COMPILE);
glBegin(GL_TRIANGLE_STRIP);
for(int i=0;i<m_Index.size();i++){
m_Verts[m_Index[i]].texcoord.glTexCoord();
m_Verts[m_Index[i]].normal.glNormal();
m_Verts[m_Index[i]].pos.glVertex();
}
glEnd();
glEndList();
delete[] m_Verts;
// delete m_Index[_id];
}
bool CLand::Run(){
miffy::GetGLError("CLand::Run(");
glCullFace(GL_BACK);//
static float m[16];
glGetFloatv(GL_MODELVIEW_MATRIX,m);
glUseProgram(mProgram->m_Program);
miffy::GetGLError("before UpdateModelViewMat");
mProgram->UpdateModelViewMat(m);
static double d_eqn[4];
glEnable(GL_CULL_FACE);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT,GL_AMBIENT);//diffuseをglColor3fで渡すことにする。
glActiveTexture ( GL_TEXTURE0 );//どこかでActiveTextureを0以外にするいたずらをされたっぽい。
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,m_TexId[m_bWhichData]);
glActiveTexture ( GL_TEXTURE1 );
glBindTexture(GL_TEXTURE_2D,m_ProjectedSamp[m_bWhichData]);
miffy::GetGLError("glBindTexture");
glCallList(m_List[m_bWhichData]);
//glBindBuffer(GL_ARRAY_BUFFER, m_BufferId[m_bWhichData]);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_IdBufferId[m_bWhichData]);GetGLError("wrong?");
//glInterleavedArrays(GL_T2F_N3F_V3F, 0, 0);
//
//glEnableClientState(GL_VERTEX_ARRAY);
//glEnableClientState(GL_NORMAL_ARRAY);
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);GetGLError("wrong");
//glLineWidth(2);
//
//glDrawElements(GL_TRIANGLE_STRIP,m_IndexNum[m_bWhichData],GL_UNSIGNED_INT,0);//6分おきの雲にする、にするとここがエラー
//
//glDisableClientState(GL_VERTEX_ARRAY);
//glDisableClientState(GL_NORMAL_ARRAY);
// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D,0);
glDisable(GL_TEXTURE_2D);
glActiveTexture ( GL_TEXTURE0 );
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
return 1;
}
/*!
LandとCLipの癒着関係をどうにかしたい。が、地面に投影する以上は仕方がない。
こいつのおかげで、CLandはCTransformを持たなくて済む、とも言える。
*/
void CLand::SetClipPlane(double _clip_eqn[4]){
glUseProgram(mProgram->m_Program);
glUniform4f(mProgram->m_Map["clip_eqn"],(float)_clip_eqn[0],(float)_clip_eqn[1],(float)_clip_eqn[2],(float)_clip_eqn[3]);
glUseProgram(0);
}
void CLand::ToggleMapKind(){m_bWhichData=!m_bWhichData;}
CLand::~CLand(void)
{
// glDeleteBuffers(2, m_BufferId);
glDeleteLists(m_List[0],2);
}