Example #1
0
        private List<Vector3> GenerateTreePositions(VertexMultitextured[] terrainVertices)
        {
            int[,] noiseData = new int[continentSize, continentSize];
            for (int x = 0; x < continentSize; x++)
                for (int y = 0; y < continentSize; y++)
                    noiseData[x, y] = (int)continent.treeMap[y, x];

            List<Vector3> treeList = new List<Vector3>();
            Random random = new Random();

            for (int x = 0; x < terrainWidth; x++)
            {
                for (int y = 0; y < terrainLength; y++)
                {
                    float terrainHeight = continent.heightMap[x, y];
                    if ((terrainHeight > 8) && (terrainHeight < 14))
                    {
                        float flatness = Vector3.Dot(terrainVertices[x + y * terrainWidth].Normal, new Vector3(0, 1, 0));
                        float minFlatness = (float)Math.Cos(MathHelper.ToRadians(15));
                        //hard-coded until I can create "flatter" terrain surfaces
                        if (true || flatness >= minFlatness)
                        {
                            float relx = (float)x / (float)terrainWidth;
                            float rely = (float)y / (float)terrainLength;

                            float noiseValueAtCurrentPosition = noiseData[(int)(relx * continentSize), (int)(rely * continentSize)];
                            float treeDensity;
                            if (noiseValueAtCurrentPosition > 150)
                                treeDensity = 0.2f;
                            else if (noiseValueAtCurrentPosition > 100)
                                treeDensity = 0.1f;
                            else
                                treeDensity = 0;

                            for (int currDetail = 0; currDetail < treeDensity; currDetail++)
                            {
                                float rand1 = (float)random.Next(100) / 100.0f;
                                float rand2 = (float)random.Next(100) / 100.0f;
                                Vector3 treePos = new Vector3((float)x - rand1, 0, -(float)y - rand2);
                                treePos.Y = continent.heightMap[x, y];
                                treeList.Add(treePos);
                            }
                        }
                    }
                }
            }

            return treeList;
        }
Example #2
0
        private List<Vector3> GenerateGrassPositions(VertexMultitextured[] terrainVertices)
        {
            List<Vector3> grassList = new List<Vector3>();
            Random random = new Random();

            for (int x = 0; x < terrainWidth; x++)
            {
                for (int y = 0; y < terrainLength; y++)
                {
                    float terrainHeight = continent.heightMap[x, y];
                    if ((terrainHeight > 5) && (terrainHeight < 14))
                    {
                        int grassDensity = 10;

                        for (int currDetail = 0; currDetail < grassDensity; currDetail++)
                        {
                            float rand1 = (float)random.Next(150) / 100.0f;
                            float rand2 = (float)random.Next(150) / 100.0f;
                            Vector3 grassPos = new Vector3((float)x - rand1, 0, -(float)y - rand2);
                            grassPos.Y = continent.heightMap[x, y];
                            grassList.Add(grassPos);
                        }
                    }
                }
            }

            return grassList;
        }
Example #3
0
        private VertexMultitextured[] CalculateNormals(VertexMultitextured[] vertices, int[] indices)
        {
            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal = new Vector3(0, 0, 0);

            for (int i = 0; i < indices.Length / 3; i++)
            {
                int index1 = indices[i * 3];
                int index2 = indices[i * 3 + 1];
                int index3 = indices[i * 3 + 2];

                Vector3 side1 = vertices[index1].Position - vertices[index3].Position;
                Vector3 side2 = vertices[index1].Position - vertices[index2].Position;
                Vector3 normal = Vector3.Cross(side1, side2);

                vertices[index1].Normal += normal;
                vertices[index2].Normal += normal;
                vertices[index3].Normal += normal;
            }

            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal.Normalize();

            return vertices;
        }
Example #4
0
        private void CopyToTerrainBuffers(VertexMultitextured[] vertices, int[] indices)
        {
            terrainVertexBuffer = new VertexBuffer(device, vertices.Length * VertexMultitextured.SizeInBytes, BufferUsage.WriteOnly);
            terrainVertexBuffer.SetData(vertices);

            terrainIndexBuffer = new IndexBuffer(device, typeof(int), indices.Length, BufferUsage.WriteOnly);
            terrainIndexBuffer.SetData(indices);
        }
Example #5
0
        private VertexMultitextured[] SetUpTerrainVertices()
        {
            VertexMultitextured[] terrainVertices = new VertexMultitextured[terrainWidth * terrainLength];

            for (int x = 0; x < terrainWidth; x++)
            {
                for (int y = 0; y < terrainLength; y++)
                {
                    terrainVertices[x + y * terrainWidth].Position = new Vector3(x, continent.heightMap[x, y], -y);
                    terrainVertices[x + y * terrainWidth].TextureCoordinate.X = (float)x / 30.0f;
                    terrainVertices[x + y * terrainWidth].TextureCoordinate.Y = (float)y / 30.0f;

                    terrainVertices[x + y * terrainWidth].TexWeights.X = MathHelper.Clamp(1.0f - Math.Abs(continent.heightMap[x, y] - 0) / 8.0f, 0, 1);
                    terrainVertices[x + y * terrainWidth].TexWeights.Y = MathHelper.Clamp(1.0f - Math.Abs(continent.heightMap[x, y] - 12) / 6.0f, 0, 1);
                    terrainVertices[x + y * terrainWidth].TexWeights.Z = MathHelper.Clamp(1.0f - Math.Abs(continent.heightMap[x, y] - 20) / 6.0f, 0, 1);
                    terrainVertices[x + y * terrainWidth].TexWeights.W = MathHelper.Clamp(1.0f - Math.Abs(continent.heightMap[x, y] - 30) / 6.0f, 0, 1);

                    float total = terrainVertices[x + y * terrainWidth].TexWeights.X;
                    total += terrainVertices[x + y * terrainWidth].TexWeights.Y;
                    total += terrainVertices[x + y * terrainWidth].TexWeights.Z;
                    total += terrainVertices[x + y * terrainWidth].TexWeights.W;

                    terrainVertices[x + y * terrainWidth].TexWeights.X /= total;
                    terrainVertices[x + y * terrainWidth].TexWeights.Y /= total;
                    terrainVertices[x + y * terrainWidth].TexWeights.Z /= total;
                    terrainVertices[x + y * terrainWidth].TexWeights.W /= total;
                }
            }

            return terrainVertices;
        }