我正试图在Oskar Veerhoek的youtube教程之后将高度图实现到我的游戏中。我按照步骤操作,得到了一些方法:
private static void setUpHeightmap() {
try {
// Load the heightmap-image from its resource file
BufferedImage heightmapImage = ImageIO.read(new File("res/img/heightmap.bmp"));
// Initialise the data array, which holds the heights of the heightmap-vertices, with the correct dimensions
data = new float[heightmapImage.getWidth()][heightmapImage.getHeight()];
// Lazily initialise the convenience class for extracting the separate red, green, blue, or alpha channels
// an int in the default RGB color model and default sRGB colourspace.
Color colour;
// Iterate over the pixels in the image on the x-axis
for (int z = 0; z < data.length; z++) {
// Iterate over the pixels in the image on the y-axis
for (int x = 0; x < data[z].length; x++) {
// Retrieve the colour at the current x-location and y-location in the image
colour = new Color(heightmapImage.getRGB(z, x));
// Store the value of the red channel as the height of a heightmap-vertex in 'data'. The choice for
// the red channel is arbitrary, since the heightmap-image itself only has white, gray, and black.
data[z][x] = colour.getRed();
}
}
// Create an input stream for the 'lookup texture', a texture that will used by the fragment shader to
// determine which colour matches which height on the heightmap
FileInputStream heightmapLookupInputStream = new FileInputStream("res/img/heightmap_lookup.png");
// Create a class that will give us information about the image file (width and height) and give us the
// texture data in an OpenGL-friendly manner
PNGDecoder decoder = new PNGDecoder(heightmapLookupInputStream);
// Create a ByteBuffer in which to store the contents of the texture. Its size is the width multiplied by
// the height and 4, which stands for the amount of bytes a float is in Java.
ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight());
// 'Decode' the texture and store its data in the buffer we just created
decoder.decode(buffer, decoder.getWidth() * 4, PNGDecoder.Format.RGBA);
// Make the contents of the ByteBuffer readable to OpenGL (and unreadable to us)
buffer.flip();
// Close the input stream for the heightmap 'lookup texture'
heightmapLookupInputStream.close();
// Generate a texture handle for the 'lookup texture'
lookupTexture = glGenTextures();
glBindTexture(GL_TEXTURE_2D, lookupTexture);
// Hand the texture data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, buffer);
} catch (IOException e) {
e.printStackTrace();
}
// Use the GL_NEAREST texture filter so that the sampled texel (texture pixel) is not smoothed out. Usually
// using GL_NEAREST will make the textured shape appear pixelated, but in this case using the alternative,
// GL_LINEAR, will make the sharp transitions between height-colours ugly.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Generate a display list handle for the display list that will store the heightmap vertex data
heightmapDisplayList = glGenLists(1);
// TODO: Add alternative VBO rendering for pseudo-compatibility with version 3 and higher.
glNewList(heightmapDisplayList, GL_COMPILE);
// Scale back the display list so that its proportions are acceptable.
glScalef(0.2f, 0.06f, 0.2f);
// Iterate over the 'strips' of heightmap data.
for (int z = 0; z < data.length - 1; z++) {
// Render a triangle strip for each 'strip'.
glBegin(GL_TRIANGLE_STRIP);
for (int x = 0; x < data[z].length; x++) {
// Take a vertex from the current strip
glVertex3f(x, data[z][x], z);
// Take a vertex from the next strip
glVertex3f(x, data[z + 1][x], z + 1);
}
glEnd();
}
glEndList();
}
private static void setUpShaders() {
shaderProgram = ShaderLoader.loadShaderPair("res/shaders/landscape.vs", "res/shaders/landscape.fs");
glUseProgram(shaderProgram);
// The following call is redundant because the default value is already 0, but illustrates how you would use
// multiple textures
glUniform1i(glGetUniformLocation(shaderProgram, "lookup"), 0);
}
private static void setUpStates() {
camera.applyOptimalStates();
glPointSize(2);
// Enable the sorting of shapes from far to near
glEnable(GL_DEPTH_TEST);
// Set the background to a blue sky colour
glClearColor(0, 0.75f, 1, 1);
// Remove the back (bottom) faces of shapes for performance
//glEnable(GL_CULL_FACE);
}
当我运行游戏时,高度图没有显示,屏幕上的模型会像这样被挤压:
我认为它与它错误地呈现高度并将其应用于我的模型有关。但我真的不知道,因为我对3D开发非常陌生。一些帮助会很棒!谢谢!
答案 0 :(得分:0)
要从图像中获取高度图信息,只需编码:
try {
BufferedImage height = ImageIO.read(new File("utah.jpg"));
hm = new double[height.getHeight()][height.getWidth()];
for (int row = 0; row < height.getHeight(); row++) {
for (int col = 0; col < height.getWidth(); col++) {
hm[row][col] = (height.getRGB(col, row) & 255) / 255.0;
}
}
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
要绘制点,您只需执行以下操作(从JOGL转换为LWJGL):
gl.glPushMatrix();
for (int x = 0; x < (257 - 1); x++) {
gl.glBegin(GL.GL_TRIANGLE_STRIP);
for (int z = 0; z < (257 - 1); z++) {
double[] row = hm[0];
double y = hm[(x * hm.length) % 10][(z + row.length) % 10]
* 5;
gl.glColor3d(1, 1, 1);
gl.glVertex3d(x, y, z);
//gl.glTexCoord3d(x, y, z);
y = hm[((x + 1) * hm.length) % 10][((z + 1) + row.length) % 10]
* 5;
gl.glColor3d(1, 1, 1);
gl.glVertex3d(x + 1, y, z + 1);
//gl.glTexCoord3d(x + 1, y, z + 1);
}
gl.glEnd();
}
gl.glPopMatrix();