dimanche 19 juin 2016

Coloring heightmap faces instead of vertices

I'm trying to create a heightmap colored by face, instead of vertex. For example, this is what I currently have:

My terrain, by vertex But this is what I want: Per face coloring

I read that I have to split each vertex into multiple vertices, then index each separately for the triangles. I also know that blender has a function like this for its models (split vertices, or something?), but I'm not sure what kind of algorithm I would follow for this. This would be the last resort, because multiplying the amount of vertices in the mesh for no reason other than color doesn't seem efficient.

I also discovered something called flatshading (using the flat qualifier on the pixel color in the shaders), but it seems to only draw squares instead of triangles. Is there a way to make it shade triangles?

Flatshaded

For reference, this is my current heightmap generation code:

public class HeightMap extends GameModel {

private static final float START_X = -0.5f;
private static final float START_Z = -0.5f;
private static final float REFLECTANCE = .1f;

public HeightMap(float minY, float maxY, float persistence, int width, int height, float spikeness) {
    super(createMesh(minY, maxY, persistence, width, height, spikeness), REFLECTANCE);
}

protected static Mesh createMesh(final float minY, final float maxY, final float persistence, final int width,
        final int height, float spikeness) {
    SimplexNoise noise = new SimplexNoise(128, persistence, 2);// Utils.getRandom().nextInt());

    float xStep = Math.abs(START_X * 2) / (width - 1);
    float zStep = Math.abs(START_Z * 2) / (height - 1);

    List<Float> positions = new ArrayList<>();
    List<Integer> indices = new ArrayList<>();

    for (int z = 0; z < height; z++) {
        for (int x = 0; x < width; x++) {
            // scale from [-1, 1] to [minY, maxY]
            float heightY = (float) ((noise.getNoise(x * xStep * spikeness, z * zStep * spikeness) + 1f) / 2
                    * (maxY - minY) + minY);

            positions.add(START_X + x * xStep);
            positions.add(heightY);
            positions.add(START_Z + z * zStep);

            // Create indices
            if (x < width - 1 && z < height - 1) {
                int leftTop = z * width + x;
                int leftBottom = (z + 1) * width + x;
                int rightBottom = (z + 1) * width + x + 1;
                int rightTop = z * width + x + 1;

                indices.add(leftTop);
                indices.add(leftBottom);
                indices.add(rightTop);

                indices.add(rightTop);
                indices.add(leftBottom);
                indices.add(rightBottom);
            }
        }
    }

    float[] verticesArr = Utils.listToArray(positions);
    Color c = new Color(147, 105, 59);
    float[] colorArr = new float[positions.size()];
    for (int i = 0; i < colorArr.length; i += 3) {
        float brightness = (Utils.getRandom().nextFloat() - 0.5f) * 0.5f;
        colorArr[i] = (float) c.getRed() / 255f + brightness;
        colorArr[i + 1] = (float) c.getGreen() / 255f + brightness;
        colorArr[i + 2] = (float) c.getBlue() / 255f + brightness;
    }
    int[] indicesArr = indices.stream().mapToInt((i) -> i).toArray();

    float[] normalArr = calcNormals(verticesArr, width, height);

    return new Mesh(verticesArr, colorArr, normalArr, indicesArr);
}

private static float[] calcNormals(float[] posArr, int width, int height) {
    Vector3f v0 = new Vector3f();
    Vector3f v1 = new Vector3f();
    Vector3f v2 = new Vector3f();
    Vector3f v3 = new Vector3f();
    Vector3f v4 = new Vector3f();
    Vector3f v12 = new Vector3f();
    Vector3f v23 = new Vector3f();
    Vector3f v34 = new Vector3f();
    Vector3f v41 = new Vector3f();
    List<Float> normals = new ArrayList<>();
    Vector3f normal = new Vector3f();
    for (int row = 0; row < height; row++) {
        for (int col = 0; col < width; col++) {
            if (row > 0 && row < height - 1 && col > 0 && col < width - 1) {
                int i0 = row * width * 3 + col * 3;
                v0.x = posArr[i0];
                v0.y = posArr[i0 + 1];
                v0.z = posArr[i0 + 2];

                int i1 = row * width * 3 + (col - 1) * 3;
                v1.x = posArr[i1];
                v1.y = posArr[i1 + 1];
                v1.z = posArr[i1 + 2];
                v1 = v1.sub(v0);

                int i2 = (row + 1) * width * 3 + col * 3;
                v2.x = posArr[i2];
                v2.y = posArr[i2 + 1];
                v2.z = posArr[i2 + 2];
                v2 = v2.sub(v0);

                int i3 = (row) * width * 3 + (col + 1) * 3;
                v3.x = posArr[i3];
                v3.y = posArr[i3 + 1];
                v3.z = posArr[i3 + 2];
                v3 = v3.sub(v0);

                int i4 = (row - 1) * width * 3 + col * 3;
                v4.x = posArr[i4];
                v4.y = posArr[i4 + 1];
                v4.z = posArr[i4 + 2];
                v4 = v4.sub(v0);

                v1.cross(v2, v12);
                v12.normalize();

                v2.cross(v3, v23);
                v23.normalize();

                v3.cross(v4, v34);
                v34.normalize();

                v4.cross(v1, v41);
                v41.normalize();

                normal = v12.add(v23).add(v34).add(v41);
                normal.normalize();
            } else {
                normal.x = 0;
                normal.y = 1;
                normal.z = 0;
            }
            normal.normalize();
            normals.add(normal.x);
            normals.add(normal.y);
            normals.add(normal.z);
        }
    }
    return Utils.listToArray(normals);
}

}

Edit

I've tried doing a couple things. I tried rearranging the indices with flat shading, but that didn't give me the look I wanted. I tried using a uniform vec3 colors and indexing it with gl_VertexID or gl_InstanceID (I'm not entirely sure the difference), but I couldn't get the arrays to compile. Here is the github repo, by the way.

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