Beautiful Landscapes By Means Of Height MappingWelcome to another exciting tutorial! The code for this tutorial was written by Ben Humphrey, and is based on the GL framework from lesson 1. By now you should be a GL expert {grin}, and moving the code into your own base code should be a snap! This tutorial will teach you how to create cool looking terrain from a height map. For those of you that have no idea what a height map is, I will attempt a crude explanation. A height map is simply... displacement from a surface. For those of you that are still scratching your heads asking yourself "what the heck is this guy talking about!?!"... In english, our heightmap represents low and height points for our landscape. It's completely up to you to decide which shades represent low points and which shades represent high points. It's also important to note that height maps do not have to be images... you can create a height map from just about any type of data. For instance, you could use an audio stream to create a visual height map representation. If you're still confused... keep reading... it will all start to make sense as you go through the tutorial :)
We start off by defining a few important variables. MAP_SIZE is the dimension of our map. In this tutorial, the map is 1024x1024. The STEP_SIZE is the size of each quad we use to draw the landscape. By reducing the step size, the landscape becomes smoother. It's important to note that the smaller the step size, the more of a performance hit your program will take, especially when using large height maps. The HEIGHT_RATIO is used to scale the landscape on the y-axis. A low HEIGHT_RATIO produces flatter mountains. A high HEIGHT_RATIO produces taller / more defined mountains. Further down in the code you will notice bRender. If bRender is set to true (which it is by default), we will draw solid polygons. If bRender is set to false, we will draw the landscape in wire frame.
Here we make an array (g_HeightMap[ ]) of bytes to hold our height map data. Since we are reading in a .RAW file that just stores values from 0 to 255, we can use the values as height values, with 255 being the highest point, and 0 being the lowest point. We also create a variable called scaleValue for scaling the entire scene. This gives the user the ability to zoom in and out.
The ReSizeGLScene() code is the same as lesson 1 except the farthest distance has been changed from 100.0f to 500.0f.
The following code loads in the .RAW file. Not too complex! We open the file in Read/Binary mode. We then check to make sure the file was found and that it could be opened. If there was a problem opening the file for whatever reason, an error message will be displayed.
If we've gotten this far, then it's safe to assume there were no problems opening the file. With the file open, we can now read in the data. We do this with fread(). pHeightMap is the storage location for the data (pointer to our g_Heightmap array). 1 is the number of items to load (1 byte at a time), nSize is the maximum number of items to read (the image size in bytes - width of image * height of image). Finally, pFile is a pointer to our file structure! After reading in the data, we check to see if there were any errors. We store the results in result and then check result. If an error did occur, we pop up an error message. The last thing we do is close the file with fclose(pFile).
The init code is pretty basic. We set the background clear color to black, set up depth testing, polygon smoothing, etc. After doing all that, we load in our .RAW file. To do this, we pass the filename ("Data/Terrain.raw"), the dimensions of the .RAW file (MAP_SIZE * MAP_SIZE) and finally our HeightMap array (g_HeightMap) to LoadRawFile(). This will jump to the .RAW loading code above. The .RAW file will be loaded, and the data will be stored in our Heightmap array (g_HeightMap).
This is used to index into our height map array. When ever we are dealing with arrays, we want to make sure that we don't go outside of them. To make sure that doesn't happen we use %. % will prevent our x / y values from exceeding MAX_SIZE - 1. We check to make sure pHeightMap points to valid data, if not, we return 0. Otherwise, we return the value stored at x, y in our height map. By now, you should know that we have to multiply y by the width of the image MAP_SIZE to move through the data. More on this below!
We need to treat the single array like a 2D array. We can use the equation: index = (x + (y * arrayWidth) ). This is assuming we are visualizing it like: pHeightMap[x][y], otherwise it's the opposite: (y + (x * arrayWidth) ). Now that we have the correct index, we will return the height at that index (data at x, y in our array).
Here we set the color for a vertex based on the height index. To make it darker, I start with -0.15f. We also get a ratio of the color from 0.0f to 1.0f by dividing the height by 256.0f. If there is no data this function returns without setting the color. If everything goes ok, we set the color to a shade of blue using glColor3f(0.0f, fColor, 0.0f). Try moving fColor to the red or green spots to change the color of the landscape.
This is the code that actually draws our landscape. X and Y will be used to loop through the height map data. x, y and z will be used to render the quads making up the landscape. As always, we check to see if the height map (pHeightMap) contains data. If not, we return without doing anything.
Since we can switch between lines and quads, we check our render state with the code below. If bRender = True, then we want to render polygons, otherwise we render lines.
Next we actually need to draw the terrain from the height map. To do that, we just walk the array of height data and pluck out some heights to plot our points. If we could see this happening, it would draw the columns first (Y), then draw the rows. Notice that we have a STEP_SIZE. This determines how defined our height map is. The higher the STEP_SIZE, the more blocky the terrain looks, while the lower it gets, the more rounded (smooth) it becomes. If we set STEP_SIZE = 1 it would create a vertex for every pixel in the height map. I chose 16 as a decent size. Anything too much less gets to be insane and slow. Of course, you can increase the number when you get lighting in. Then vertex lighting would cover up the blocky shape. Instead of lighting, we just put a color value associated with every poly to simplify the tutorial. The higher the polygon, the brighter the color is.
After we are done, we set the color back to bright white with an alpha value of 1.0f. If there were other objects on the screen, we wouldn't want them showing up BLUE :)
For those of you who haven't used gluLookAt(), what it does is position your camera position, your view, and your up vector. Here we set the camera in a obscure position to get a good outside view of the terrain. In order to avoid using such high numbers, we would divide the terrain's vertices by a scale constant, like we do in glScalef() below. The values of gluLookAt() are as follows: The first three numbers represent where the camera is positioned. So the first three values move the camera 212 units on the x-axis, 60 units on the y-axis and 194 units on the z-axis from our center point. The next 3 values represent where we want the camera to look. In this tutorial, you will notice while running the demo that we are looking a little to the left. We are also look down towards the landscape. 186 is to the left of 212 which gives us the look to the left, and 55 is lower than 60, which gives us the appearance that we are higher than the landscape looking at it with a slight tilt (seeing a bit of the top of it). The value of 171 is how far away from the camera the object is. The last three values tell OpenGL which direction represents up. Our mountains travel upwards on the y-axis, so we set the value on the y-axis to 1. The other two values are set at 0. gluLookAt can be very intimidating when you first use it. After reading the rough explanation above you may still be confused. My best advise is to play around with the values. Change the camera position. If you were to change the y position of the camera to say 120, you would see more of the top of the landscape, because you would be looking all the way down to 55. I'm not sure if this will help, but I'm going to break into one of my highly flamed real life "example" explanations :) Lets say you are 6 feet and a bit tall. Lets also assume your eyes are at the 6 foot mark (your eyes represent the camera - 6 foot is 6 units on the y-axis). Now if you were standing in front of a wall that was only 2 feet tall (2 units on the y-axis), you would be looking DOWN at the wall and would be able to see the top of the wall. If the wall was 8 feet tall, you would be looking UP at the wall and you would NOT see the top of the wall. The view would change depending on if you were looking up or down (if you were higher than or lower than the object you are looking at). Hope that makes a bit of sense!
This will scale down our terrain so it's a bit easier to view and not so big. We can change this scaleValue by using the UP and DOWN arrows on the keyboard. You will notice that we mupltiply the Y scaleValue by a HEIGHT_RATIO as well. This is so the terrain appears higher and gives it more definition.
If we pass the g_HeightMap data into our RenderHeightMap() function it will render the terrain in Quads. If you are going to make any use of this function, it might be a good idea to put in an (X, Y) parameter to draw it at, or just use OpenGL's matrix operations (glTranslatef() glRotate(), etc) to position the land exactly where you want it.
The KillGLWindow() code is the same as lesson 1.
The CreateGLWindow() code is also the same as lesson 1.
The only change in WndProc() is the addition of WM_LBUTTONDOWN. What it does is checks to see if the left mouse button was pressed. If it was, the rendering state is toggled from polygon mode to line mode, or from line mode to polygon mode.
No major changes in this section of code. The only notable change is the title of the window. Everything else is the same up until we check for key presses.
The code below lets you increase and decrease the scaleValue. By pressing the up key, the scaleValue is increased, making the landscape larger. By pressing the down key, the scaleValue is decreased making the landscape smaller.
That's all there is to creating a beautiful height mapped landscape. I hope you appreciate Ben's work! As always, if you find mistakes in the tutorial or the code, please email me, and I will attempt to correct the problem / revise the tutorial. Once you understand how the code works, play around a little. One thing you could try doing is adding a little ball that rolls across the surface. You already know the height of each section of the landscape, so adding the ball should be no problem. Other things to try: Create the heightmap manually, make it a scrolling landscape, add colors to the landscape to represent snowy peaks / water / etc, add textures, use a plasma effect to create a constantly changing landscape. The possibilities are endless :) Hope you enjoyed the tut! You can visit Ben's site at: http://www.GameTutorials.com. Ben Humphrey (DigiBen) Jeff Molofee (NeHe) * DOWNLOAD Visual C++ Code For This Lesson. * DOWNLOAD Borland C++ Builder 6 Code For This Lesson. ( Conversion by Christian Kindahl )
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