コード例 #1
0
ファイル: Terrain.cs プロジェクト: jackinf/dx11
 private void GenerateRandomTerrain()
 {
     var hm2 = new HeightMap(Info.HeightMapWidth, Info.HeightMapHeight, 2.0f);
     _heightMap.CreateRandomHeightMapParallel(Info.Seed, Info.NoiseSize1, Info.Persistence1, Info.Octaves1, true);
     hm2.CreateRandomHeightMapParallel(Info.Seed, Info.NoiseSize2, Info.Persistence2, Info.Octaves2, true);
     hm2.Cap(hm2.MaxHeight * 0.4f);
     _heightMap *= hm2;
 }
コード例 #2
0
ファイル: Terrain.cs プロジェクト: jackinf/dx11
 private void SmoothBlendMap(HeightMap hm, List<Color4> colors)
 {
     for (int y = 0; y < _heightMap.HeightMapHeight; y++) {
         for (int x = 0; x < _heightMap.HeightMapWidth; x++) {
             var sum = colors[x + y * hm.HeightMapHeight];
             var num = 0;
             for (int y1 = y - 1; y1 < y + 2; y1++) {
                 for (int x1 = x - 1; x1 < x + 1; x1++) {
                     if (hm.InBounds(y1, x1)) {
                         sum += colors[x1 + y1 * hm.HeightMapHeight];
                         num++;
                     }
                 }
             }
             colors[x + y * hm.HeightMapHeight] = new Color4(sum.Alpha / num, sum.Red / num, sum.Green / num, sum.Blue / num);
         }
     }
 }
コード例 #3
0
ファイル: Terrain.cs プロジェクト: jackinf/dx11
        private ShaderResourceView CreateBlendMap(HeightMap hm, Device device)
        {
            var colors = new List<Color4>();
            for (int y = 0; y < _heightMap.HeightMapHeight; y++) {
                for (int x = 0; x < _heightMap.HeightMapWidth; x++) {
                    var elev = _heightMap[y, x];
                    var color = new Color4(0);
                    if (elev > hm.MaxHeight * (0.05f + MathF.Rand(-0.05f, 0.05f))) {
                        // dark green grass texture
                        color.Red = elev / (hm.MaxHeight) + MathF.Rand(-0.05f, 0.05f);
                    }
                    if (elev > hm.MaxHeight * (0.4f + MathF.Rand(-0.15f, 0.15f))) {
                        // stone texture
                        color.Green = elev / hm.MaxHeight + MathF.Rand(-0.05f, 0.05f);
                    }
                    if (elev > hm.MaxHeight * (0.75f + MathF.Rand(-0.1f, 0.1f))) {
                        // snow texture
                        color.Alpha = elev / hm.MaxHeight + MathF.Rand(-0.05f, 0.05f);
                    }
                    colors.Add(color);

                }
                D3DApp.GD3DApp.ProgressUpdate.Draw(0.95f + 0.05f * ((float)y / _heightMap.HeightMapHeight), "Generating blendmap");
            }
            SmoothBlendMap(hm, colors);
            SmoothBlendMap(hm, colors);
            var texDec = new Texture2DDescription {
                ArraySize = 1,
                BindFlags = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = Format.R32G32B32A32_Float,
                SampleDescription = new SampleDescription(1, 0),
                Height = _heightMap.HeightMapHeight,
                Width = _heightMap.HeightMapWidth,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                Usage = ResourceUsage.Default
            };
            var blendTex = new Texture2D(
                device,
                texDec,
                new DataRectangle(
                    _heightMap.HeightMapWidth * Marshal.SizeOf(typeof(Color4)),
                    new DataStream(colors.ToArray(), false, false)
                )
            ) {DebugName = "terrain blend texture"};
            var srvDesc = new ShaderResourceViewDescription {
                Format = texDec.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
                MostDetailedMip = 0,
                MipLevels = -1
            };

            var srv = new ShaderResourceView(device, blendTex, srvDesc);

            Util.ReleaseCom(ref blendTex);
            return srv;
        }
コード例 #4
0
ファイル: Terrain.cs プロジェクト: jackinf/dx11
        public void Init(Device device, DeviceContext dc, InitInfo info)
        {
            D3DApp.GD3DApp.ProgressUpdate.Draw(0, "Initializing terrain");
            if (device.FeatureLevel == FeatureLevel.Level_11_0) {
                _useTessellation = true;
            }
            Info = info;
            NumPatchVertRows = ((Info.HeightMapHeight - 1) / CellsPerPatch) + 1;
            NumPatchVertCols = ((Info.HeightMapWidth - 1) / CellsPerPatch) + 1;
            _numPatchVertices = NumPatchVertRows * NumPatchVertCols;
            _numPatchQuadFaces = (NumPatchVertRows - 1) * (NumPatchVertCols - 1);

            if (Info.Material.HasValue) {
                _material = Info.Material.Value;
            }

            _heightMap = new HeightMap(Info.HeightMapWidth, Info.HeightMapHeight, Info.HeightScale);
            if (!string.IsNullOrEmpty(Info.HeightMapFilename)) {
                D3DApp.GD3DApp.ProgressUpdate.Draw(0.1f, "Loading terrain from file");
                _heightMap.LoadHeightmap(Info.HeightMapFilename);

            } else {
                D3DApp.GD3DApp.ProgressUpdate.Draw(0.1f, "Generating random terrain");
                GenerateRandomTerrain();
            }
            D3DApp.GD3DApp.ProgressUpdate.Draw(0.50f, "Smoothing terrain");
            _heightMap.Smooth(true);

            D3DApp.GD3DApp.ProgressUpdate.Draw(0.75f, "Building terrain patches");
            if (_useTessellation) {
                CalcAllPatchBoundsY();
                BuildQuadPatchVB(device);
                BuildQuadPatchIB(device);
            } else {
                BuildPatches(device);
            }
            D3DApp.GD3DApp.ProgressUpdate.Draw(0.85f, "Loading textures");
            _heightMapSRV = _heightMap.BuildHeightmapSRV(device);

            var layerFilenames = new List<string> {
                Info.LayerMapFilename0 ?? "textures/null.bmp",
                Info.LayerMapFilename1 ?? "textures/null.bmp",
                Info.LayerMapFilename2 ?? "textures/null.bmp",
                Info.LayerMapFilename3 ?? "textures/null.bmp",
                Info.LayerMapFilename4 ?? "textures/null.bmp"
            };
            _layerMapArraySRV = Util.CreateTexture2DArraySRV(device, dc, layerFilenames.ToArray(), Format.R8G8B8A8_UNorm);
            if (!string.IsNullOrEmpty(Info.BlendMapFilename)) {
                D3DApp.GD3DApp.ProgressUpdate.Draw(0.95f, "Loading blendmap from file");
                _blendMapSRV = ShaderResourceView.FromFile(device, Info.BlendMapFilename);
                _blendMapSRV.Resource.DebugName = Info.BlendMapFilename;
            } else {
                _blendMapSRV = CreateBlendMap(_heightMap, device);
            }

            _bvh = new BVH {
                Root = BuildBvh(new Vector2(0, 0), new Vector2((Info.HeightMapWidth - 1), (Info.HeightMapHeight - 1)))
            };
            if (DebugBvh) {
                BuildBVHDebugBuffers(device);
            }
            D3DApp.GD3DApp.ProgressUpdate.Draw(1.0f, "Terrain initialized");
        }
コード例 #5
0
ファイル: Terrain.cs プロジェクト: amitprakash07/dx11
        public void Init(Device device, DeviceContext dc, InitInfo info) {
            D3DApp.GD3DApp.ProgressUpdate.Draw(0, "Initializing terrain");


            Info = info;


            HeightMap = new HeightMap(Info.HeightMapWidth, Info.HeightMapHeight, Info.HeightScale);
            if (!string.IsNullOrEmpty(Info.HeightMapFilename)) {
                D3DApp.GD3DApp.ProgressUpdate.Draw(0.1f, "Loading terrain from file");
                HeightMap.LoadHeightmap(Info.HeightMapFilename);
            } else {
                D3DApp.GD3DApp.ProgressUpdate.Draw(0.1f, "Generating random terrain");
                GenerateRandomTerrain();
                D3DApp.GD3DApp.ProgressUpdate.Draw(0.50f, "Smoothing terrain");
                HeightMap.Smooth(true);
            }
            InitTileMap();
            D3DApp.GD3DApp.ProgressUpdate.Draw(0.55f, "Building picking quadtree...");
            QuadTree = new QuadTree {
                Root = BuildQuadTree(new Vector2(0, 0), new Vector2((Info.HeightMapWidth - 1), (Info.HeightMapHeight - 1)))
            };


            Renderer.Init(device, dc, this);

        }
コード例 #6
0
ファイル: HeightMap.cs プロジェクト: jackinf/dx11
 // procedural heightmap stuff
 public static HeightMap operator *(HeightMap lhs, HeightMap rhs)
 {
     var hm = new HeightMap(lhs.HeightMapWidth, lhs.HeightMapHeight, lhs.MaxHeight);
     for (int y = 0; y < lhs.HeightMapHeight; y++) {
         for (int x = 0; x < lhs.HeightMapWidth; x++) {
             var a = lhs[y, x] / lhs.MaxHeight;
             var b = 1.0f;
             if (rhs.InBounds(y, x)) {
                 b = rhs[y, x] / rhs.MaxHeight;
             }
             hm[y, x] = a * b * hm.MaxHeight;
         }
     }
     return hm;
 }
コード例 #7
0
ファイル: TerrainRenderer.cs プロジェクト: amitprakash07/dx11
 private static void SmoothBlendMap(HeightMap hm, List<Color4> colors, Terrain terrain) {
     for (var y = 0; y < terrain.HeightMap.HeightMapHeight; y++) {
         for (var x = 0; x < terrain.HeightMap.HeightMapWidth; x++) {
             var sum = colors[x + y * hm.HeightMapHeight];
             var num = 0;
             for (var y1 = y - 1; y1 < y + 2; y1++) {
                 for (var x1 = x - 1; x1 < x + 1; x1++) {
                     if (!hm.InBounds(y1, x1)) {
                         continue;
                     }
                     sum += colors[x1 + y1 * hm.HeightMapHeight];
                     num++;
                 }
             }
             colors[x + y * hm.HeightMapHeight] = new Color4(sum.Alpha / num, sum.Red / num, sum.Green / num, sum.Blue / num);
         }
     }
 }