Visualization Library 2.0.0-b3

A lightweight C++ OpenGL middleware for 2D/3D graphics

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Terrains and Heightmaps Tutorial

This tutorial demonstrates how to render a heightmap-based terrain using the Terrain scene manager.

[From App_Terrain.cpp]

class App_Terrain: public BaseDemo
{
public:
virtual void initEvent()
{
Log::notify(appletInfo());
{
Log::error("This test requres multi texturing.\n");
Time::sleep(2000);
exit(1);
}
ghostCameraManipulator()->setMovementSpeed(5);
// allocate terrain scene manager
ref<Terrain> terrain = new Terrain;
// use GLSL?
terrain->setUseGLSL( Has_GL_ARB_shading_language_100 ? true : false );
// dimensions of the terrain
terrain->setWidth(100);
terrain->setDepth(100);
terrain->setHeight(5.0f);
// heightmap texture size used by the GLSL program
if (Has_GL_ATI_texture_float || Has_GL_ARB_texture_float)
terrain->setHeightmapTextureFormat(TF_LUMINANCE16F);
else
terrain->setHeightmapTextureFormat(TF_LUMINANCE);
// origin of the terrain
terrain->setOrigin(vec3(0,0,0));
// define textures
terrain->setHeightmapTexture("/images/ps_height_4k.jpg");
terrain->setTerrainTexture("/images/ps_texture_4k.jpg");
terrain->setDetailTexture("/images/noise.png");
terrain->setDetailRepetitionCount(8);
// define shaders to be used to render the terrain
terrain->setFragmentShader("/glsl/terrain.fs");
terrain->setVertexShader("/glsl/terrain.vs");
// initialize the terrain
terrain->init();
// add the terrain scene manager to the rendering
rendering()->as<Rendering>()->sceneManagers()->push_back( terrain.get() );
// adds fog if we are not using GLSL but the fixed function pipeline
if (!terrain->useGLSL())
{
// set sky to white
rendering()->as<Rendering>()->camera()->viewport()->setClearColor(white);
// set fog render state
ref<Fog> fog = new Fog;
fog->setColor(white);
fog->setDensity(0.045f);
fog->setMode(FM_EXP);
// install and enable fog
terrain->shaderNode()->setRenderState(IN_Propagate, fog.get());
terrain->shaderNode()->setEnable(EN_FOG, true);
terrain->shaderNode()->updateHierarchy();
}
// for debugging purposes
#if 0
showBoundingVolumes(1,0);
#endif
}
};
// Have fun!