【发布时间】:2019-02-10 14:40:10
【问题描述】:
我正在用 C++ 和 OpenGL 编写一个使用嵌套网格和高度图的地形渲染器,但我在处理看起来像块状/梯形的更高细节(更接近)的网格时遇到了问题。
最初我认为问题出在我使用的 8 位高度图上,但 16 位高度图会产生相同的结果(我使用 l3dt、World Machine 和 Photoshop 来生成不同的地图)。
我的代码需要从引擎管道中抽象出来,以便使用顶点着色器中的变换反馈将高度图应用于网格:
void main()
{
float texOffset = 1.0 / mapWidthTexels, mapOffset = scale / mapWidthWorld; //Size of a texel in [0, 1] coordinates and size of a quad in world space
vec2 texCoord = (vertPos.xz * scale + offset) / mapWidthWorld + 0.5; //Texture coordinate to sample heightmap at. vertPos is the input vertex, scale is pow(2, i) where i is the nested grid number, offset is eye position
position = vertPos * scale;
if(vertPos.y == 0.0) //Y coordinate of the input vertex is used as a flag to tell if the vertex is bordering between nested grids
position.y = texture(heightmap, texCoord).r; //If it's not, just sample the heightmap
else
{
//Otherwise get the two adjacent heights and average them
vec2 side = vec2(0.0);
if(abs(vertPos.x) < abs(vertPos.z))
side.x = mapOffset;
else
side.y = mapOffset;
float a = texture(heightmap, texCoord + side).r, b = texture(heightmap, texCoord - side).r;
position.y = (a + b) * 0.5;
}
float mapF = mapWidthWorld * 0.5;
position.xz = clamp(position.xz + offset, -mapF, mapF) - offset; //Vertices outside of the heightmap are clamped, creating degenrate triangles
position.y *= heightMultiplier; //Y component so far is in the [0, 1] range, now multiply it to create the desired height
//Calculate normal
float leftHeight = texture(heightmap, texCoord + vec2(-texOffset, 0.0)).r * heightMultiplier, rightHeight = texture(heightmap, texCoord + vec2(texOffset, 0.0)).r * heightMultiplier;
float downHeight = texture(heightmap, texCoord + vec2(0.0, -texOffset)).r * heightMultiplier, upHeight = texture(heightmap, texCoord + vec2(0.0, texOffset)).r * heightMultiplier;
normal = normalize(vec3(leftHeight - rightHeight, 2.0, upHeight - downHeight));
tex = vertTex; //Pass through texture coordinates
}
RAW 16 位高度图按如下方式加载:
std::ifstream file(_path, std::ios::ate | std::ios::binary);
int size = file.tellg();
file.seekg(0, std::ios::beg);
m_heightmapWidth = sqrt(size / 2); //Assume 16-bit greyscale
unsigned short *data = new unsigned short[size / 2];
file.read(reinterpret_cast<char*>(data), size);
if (m_flip16bit) //Dirty endianness fix
{
for (int i = 0; i < size / 2; i++)
data[i] = (data[i] << 8) | ((data[i] >> 8) & 0xFF);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_heightmapWidth, m_heightmapWidth, 0, GL_RED, GL_UNSIGNED_SHORT, data);
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);
delete[] data;
其他格式的加载方式与 stb_image 类似。
生成的地形如下所示: https://imgur.com/a/d8tDPGO
正如您所见,坡度鲜为人知的区域具有这种梯田外观。我做错了什么?
【问题讨论】:
标签: c++ opengl terrain heightmap