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/**
* @file terrain.h
* @brief
*/
#pragma once
/*
Future:
- Chunked terrain
- Dynamic LOD
*/
#include "defines.h"
#include "maths_types.h"
#include "mem.h"
#include "ral.h"
#include "ral_types.h"
#include "render.h"
#include "str.h"
typedef struct Heightmap {
Str8 filepath;
u32x2 pixel_dimensions;
void* image_data;
u32 num_channels;
bool is_uploaded;
} Heightmap;
typedef struct Terrain_Storage {
// arena terrain_allocator;
u32x2 grid_dimensions;
f32 grid_scale;
u32 num_vertices;
Heightmap heightmap; // NULL = no heightmap
GPU_Renderpass* hmap_renderpass;
GPU_Pipeline* hmap_pipeline;
bool hmap_loaded;
BufferHandle vertex_buffer;
BufferHandle index_buffer;
u32 indices_count;
} Terrain_Storage;
// --- Public API
PUB bool Terrain_Init(Terrain_Storage* storage);
PUB void Terrain_Shutdown(Terrain_Storage* storage);
PUB void Terrain_Draw(
Terrain_Storage* storage); // NOTE: For now it renders directly to main framebuffer
/** @brief Sets the active heightmap to be rendered and collided against. */
PUB void Terrain_LoadHeightmap(Terrain_Storage* storage, Heightmap hmap, f32 grid_scale, bool free_on_upload);
PUB Heightmap Heightmap_FromImage(Str8 filepath);
PUB Heightmap Heightmap_FromPerlin(/* TODO: perlin noise generation parameters */);
PUB bool Terrain_IsActive(); // checks whether we have a loaded heightmap and it's being rendered
// --- Internal
// TODO: void terrain_system_render_hmap(renderer* rend, terrain_state* state);
/** @brief Get the height (the Y component) for a vertex at a particular coordinate in the heightmap
*/
f32 Heightmap_HeightXZ(const Heightmap* hmap, u32 x, u32 z);
/** @brief Calculate the normal vector of a vertex at a particular coordinate in the heightmap */
Vec3 Heightmap_NormalXZ(const Heightmap* hmap, f32 x, f32 z);
// /** @brief Generate the `geometry_data` for a heightmap ready to be uploaded to the GPU */
// Geometry geo_heightmap(arena* a, Heightmap heightmap);
ShaderDataLayout TerrainUniforms_GetLayout(void* data);
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