diff --git a/cw 9/src/ex_9_1.hpp b/cw 9/src/ex_9_1.hpp index 0c302f7..0faeb89 100644 --- a/cw 9/src/ex_9_1.hpp +++ b/cw 9/src/ex_9_1.hpp @@ -4,7 +4,6 @@ #include "ext.hpp" #include #include -#include #include "Shader_Loader.h" #include "Render_Utils.h" @@ -228,7 +227,7 @@ void Terraingen() { for (int y = 0; y < size; y++) { - //Generating noise for point based on time + //Generating noise, based on x and y coordinates float noise = glm::simplex(glm::vec2( (x - size / 2) * scaleA, (y - size / 2) * scaleA @@ -237,7 +236,7 @@ void Terraingen() { noise = (noise + 1) / 2; //x, y, z of a point vertices.push_back(glm::vec3( - ((x - size / 2) * scaleB)+5, + ((x - size / 2) * scaleB)+5.3f, ((noise * 1.2f)-0.65f), (y - size / 2) * scaleB )); @@ -299,8 +298,8 @@ void Terraingen() { } -//function with chatGPT help -//A function to write terrain into a file +//function pregenerated by chatGPT +//Converst the 3 arrays (vertives, indices and normals) into a Wavefront .obj file, in a f v//vn shortened format void WriteOBJ(const std::string& GeneratedTerrain) { // Open the output file std::ofstream outFile(GeneratedTerrain); @@ -1013,7 +1012,7 @@ void init(GLFWwindow* window) loadModelToContext("./models/algae3.obj", models::algae3Context); //model created manually loadModelToContext("./models/glassWindow.obj", models::glassWindowContext); - //model created manually(by generating) + //model created automatically within code loadModelToContext("./models/GeneratedTerrain.obj", models::ProcedurallyGT); @@ -1085,23 +1084,6 @@ void init(GLFWwindow* window) ); } // - - - /* - glGenVertexArrays(1, &TerrainVAO); - glGenBuffers(1, &TerrainVBO); - glGenBuffers(1, &TerrainIBO); - glBindVertexArray(TerrainVAO); - glBindBuffer(GL_ARRAY_BUFFER, TerrainVBO); - glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, TerrainIBO); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); - glEnableVertexAttribArray(0); - glBindVertexArray(0); - //glBindBuffer(GL_ARRAY_BUFFER, 0); - //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - */ } void shutdown(GLFWwindow* window)