Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

Calculating texture coordinates from a heightmap

I am currently building a height map terrain generator using OpenGL. It's a simple program that loads a height map image, iterates over the image data and generates vertices, indices and normals. At its current state it can render a height map with a single colour based on the normals.

enter image description here

My problem is generating correct UV coordinates for the diffuse map. It just comes out wrong:

enter image description here

This is the diffuse map I am trying to load:

enter image description here

Here is what I currently have:

Generate Vertices, Normals and Indices

// Generate Vertices and texture coordinates
    for (int row = 0; row <= this->imageHeight; row++)
    {
        for (int column = 0; column <= this->imageWidth; column++)
        {
            float x = (float)column / (float)this->imageWidth;
            float y = (float)row / (float)this->imageHeight;

            float pixel = this->imageData[this->imageWidth * row + column];

            float z;
            if (row == this->imageHeight || column == this->imageWidth || row == 0 || column == 0)
            {
                z = 0.0f;
            }
            else
            {
                z = float(pixel / 256.0)*this->scale; 
            }

            MeshV3 mesh;
            mesh.position = glm::vec3(x, y, z);
            mesh.normal = glm::vec3(0.0, 0.0, 0.0);
            mesh.texture = glm::vec2(x, y);

            this->mesh.push_back(mesh);

        }
    }

// Generate indices
    for (int row = 0; row < this->imageHeight; row++)
    {
        for (int column = 0; column < this->imageWidth; column++)
        {
            int row1 = row * (this->imageWidth + 1);
            int row2 = (row + 1) * (this->imageWidth + 1);

            // triangle 1
            this->indices.push_back(glm::uvec3(row1 + column, row1 + column + 1, row2 + column + 1));

            // triangle 2
            this->indices.push_back(glm::uvec3(row1 + column, row2 + column + 1, row2 + column));
        }
    }

// Generate normals
    for (int i = 0; i < this->indices.size(); i++)
    {
        glm::vec3 v1 = this->mesh[this->indices[i].x].position;
        glm::vec3 v2 = this->mesh[this->indices[i].y].position;
        glm::vec3 v3 = this->mesh[this->indices[i].z].position;

        glm::vec3 edge1 = v1 - v2;
        glm::vec3 edge2 = v1 - v3;
        glm::vec3 normal = glm::normalize(glm::cross(edge1, edge2));

        this->mesh[this->indices[i].x].normal += normal;
        this->mesh[this->indices[i].y].normal += normal;
        this->mesh[this->indices[i].z].normal += normal;
    }

I load the diffuse map with the following method

void Terrein::getDIffuseMap()
{
    glGenTextures(1, &this->texture);
    glBindTexture(GL_TEXTURE_2D, this->texture); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    int width, height, nrChannels;

    std::string path = "assets/diffuse.jpg";
    this->diffuseData = stbi_load(path.c_str(), &width, &height, &nrChannels, 0);
    if (this->diffuseData)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, this->diffuseData);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load diffuse texture" << std::endl;
    }
}

I can't seem to figure out what might be wrong here. Is there an issue with how I am loading the image? Or am I not calculating the texture coordinates coorectly? Please let me know if there is anything else I should provide. I have been stuck at this for a few days now. Thanks!

like image 577
Aaron Z Avatar asked Apr 18 '19 04:04

Aaron Z


1 Answers

By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes.

This is because the GL_UNPACK_ALIGNMENT parameter by default is 4.

Since the image has 3 color channels (GL_RGB), and is tightly packed the size of a row of the image may not be aligned to 4 bytes.

When a RGB image with 3 color channels is loaded to a texture object, then GL_UNPACK_ALIGNMENT has to be set to 1:

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
             GL_RGB, GL_UNSIGNED_BYTE, this->diffuseData);

The diffuse image in the question has a dimension of 390x390. So each row of the image has a size of 390 * 3 = 1170 bytes.
Since 1170 is not divisible by 4 (1170 / 4 = 292,5), the start of a row is not aligned to 4 bytes.

Related question: Failing to map a simple unsigned byte rgb texture to a quad

like image 126
Rabbid76 Avatar answered Nov 02 '22 23:11

Rabbid76