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<h1 id="height-maps">高度图Height Maps</h1>
<p>本章中我们将学习如何使用高度图创建复杂的地形。在开始前,你会注意到我们做了一些重构。我们创建了一些新的包和移动了一些类以更好地组织它们。你可以在源代码中了解这些改变。</p>
<p>所以什么是高度图?高度图是用于生成三维地形的图像,它使用像素颜色来获取表面高度。高度图图像通常是灰度图,它可以由<a href="http://planetside.co.uk/">Terragen</a>等软件生成。一张高度图图像看起来就像这样。</p>
<p><img alt="高度图" src="../_static/14/heightmap.png" /> </p>
<p>上图就像你俯视一片陆地一样。利用上图,我们将构建由顶点组成的三角形所组成的网格。每个顶点的高度将根据图像的每个像素的颜色来计算。黑色是最低,白色是最高。</p>
<p>我们将为图像的每个像素创建一组顶点,这些顶点将组成三角形,这些三角形将组成下图所示的网格。</p>
<p><img alt="高度图网格" src="../_static/14/heightmap_grid.png" /> </p>
<p>网格将组成一个巨大的四边形它将会在X和Z轴上渲染并根据像素颜色来改变它的Y轴高度。</p>
<p><img alt="高度图坐标系" src="../_static/14/heightmap_coordinates.png" /> </p>
<p>由高度图创建三维地形的过程可概括为以下步骤:
* 加载储存高度图的图像(我们将使用一个<code>BufferedImage</code>实例以获取每个像素)。
* 为每个图像像素创建一个顶点,其高度基于像素颜色。
* 将正确的纹理坐标分配给顶点。
* 设置索引以绘制与顶点相关的三角形。</p>
<p>我们将创建一个名为<code>HeightMapMesh</code>的类,该类将基于高度图按以上步骤创建一个<code>Mesh</code>。让我们先看看该类定义的常量:</p>
<pre><code class="language-java">private static final int MAX_COLOUR = 255 * 255 * 255;
</code></pre>
<p>如上所述我们将基于高度图图像的每个像素的颜色来计算每个顶点的高度。图像通常是灰度图对于PNG图像来说这意味着每个像素的每个RGB值可以在0到255之间变化因此我们有256个值来表示不同的高度。这可能足够了但如果精度不够我们可以使用三个RGB值以有更多的值在此情况下高度计算范围为0到255^3。我们将使用第二种方法因此我们不局限于灰度图。</p>
<p>接下来的常量是:</p>
<pre><code class="language-java">private static final float STARTX = -0.5f;
private static final float STARTZ = -0.5f;
</code></pre>
<p>网格将由一组顶点一个顶点对应一个像素构成其X和Z坐标的范围如下
* X轴的范围为[-0.5, 0.5],即[<code>STARTX</code>, <code>-STARTX</code>]。
* Z轴的范围为[-0.5, 0.5],即[<code>STARTZ</code>, <code>-STARTZ</code>]。</p>
<p>不用太过担心这些值稍后得到的网格可以被缩放以适应世界的大小。关于Y轴我们将设置<code>minY</code><code>maxY</code>两个参数用于设置Y坐标的最低和最高值。这些参数并不是常数因为我们可能希望在运行时更改它们而不使用缩放。最后地形将包含在范围为<code>[STARTX, -STARTX]</code><code>[minY, maxY]</code><code>[STARTZ, -STARTZ]</code>的立方体内。</p>
<p>网格将会在<code>HeightMapMesh</code>类的构造函数中创建,该类的定义如下。</p>
<pre><code class="language-java">public HeightMapMesh(float minY, float maxY, String heightMapFile, String textureFile, int textInc) throws Exception {
</code></pre>
<p>它接收Y轴的最小值和最大值被用作高度图的图像文件名和要使用的纹理文件名。它还接受一个名为<code>textInc</code>的整数,这稍后再说明。</p>
<p>我们在构造函数中做的第一件事就是将高度图图像加载到<code>BufferedImage</code>实例中。</p>
<pre><code class="language-java">this.minY = minY;
this.maxY = maxY;
PNGDecoder decoder = new PNGDecoder(getClass().getResourceAsStream(heightMapFile));
int height = decoder.getHeight();
int width = decoder.getWidth();
ByteBuffer buf = ByteBuffer.allocateDirect(
4 * decoder.getWidth() * decoder.getHeight());
decoder.decode(buf, decoder.getWidth() * 4, PNGDecoder.Format.RGBA);
buf.flip();
</code></pre>
<p>然后,我们将纹理文件载入到一个<code>ByteBuffer</code>中,并设置构造<code>Mesh</code>所需的变量。<code>incx</code><code>incz</code>变量将储存每个顶点的X或Z坐标之间的最小间隔因此<code>Mesh</code>包含在上述区域中。</p>
<pre><code class="language-java">Texture texture = new Texture(textureFile);
float incx = getWidth() / (width - 1);
float incz = Math.abs(STARTZ * 2) / (height - 1);
List&lt;Float&gt; positions = new ArrayList();
List&lt;Float&gt; textCoords = new ArrayList();
List&lt;Integer&gt; indices = new ArrayList();
</code></pre>
<p>之后,我们将遍历图像,为每个像素创建一个顶点,设置其纹理坐标与索引,以正确地定义组成<code>Mesh</code>的三角形。</p>
<pre><code class="language-java">for (int row = 0; row &lt; height; row++) {
for (int col = 0; col &lt; width; col++) {
// 为当前位置创建顶点
positions.add(STARTX + col * incx); // x
positions.add(getHeight(col, row, width, buf)); // y
positions.add(STARTZ + row * incz); // z
// 设置纹理坐标
textCoords.add((float) textInc * (float) col / (float) width);
textCoords.add((float) textInc * (float) row / (float) height);
// 创建索引
if (col &lt; width - 1 &amp;&amp; row &lt; height - 1) {
int leftTop = row * width + col;
int leftBottom = (row + 1) * width + col;
int rightBottom = (row + 1) * width + col + 1;
int rightTop = row * width + col + 1;
indices.add(rightTop);
indices.add(leftBottom);
indices.add(leftTop);
indices.add(rightBottom);
indices.add(leftBottom);
indices.add(rightTop);
}
}
}
</code></pre>
<p>创建顶点坐标的过程是不需要解释的。现在先别管为什么我们用一个数字乘以纹理坐标以及如何计算高度。你可以看到,对于每个顶点,我们定义两个三角形的索引(除非现在是最后一行或最后一列)。让我们用一个<strong>3×3</strong>的图像来想象它们是如何构造的。一个<strong>3×3</strong>的图像包含9个顶点每因此有<strong>2×4</strong>个三角形组成4个正方形。下图展示了网格每个顶点被命名为<code>Vrc</code>(rc列)。</p>
<p><img alt="高度图顶点" src="../_static/14/heightmap_vertices.png" /></p>
<p>当处理第一个顶点(V00)时,我们在红色阴影处定义了两个三角形的索引。</p>
<p><img alt="高度图索引I" src="../_static/14/heightmap_indices_i.png" /> </p>
<p>当处理第二个顶点(V01)时,我们在红色阴影处又定义了两个三角形的索引。但当处理第三个顶点(V02)时,我们不需要定义更多的索引,该行的所有三角形都已被定义。</p>
<p><img alt="高度图索引II" src="../_static/14/heightmap_indices_ii.png" /> </p>
<p>你可以很容易地想到其他顶点的处理过程是如何进行的。现在,一旦创建了所有的顶点位置、纹理坐标和索引,我们就只需要用所有这些数据创建<code>Mesh</code>和相关的<code>Material</code></p>
<pre><code class="language-java">float[] posArr = Utils.listToArray(positions);
int[] indicesArr = indices.stream().mapToInt(i -&gt; i).toArray();
float[] textCoordsArr = Utils.listToArray(textCoords);
float[] normalsArr = calcNormals(posArr, width, height);
this.mesh = new Mesh(posArr, textCoordsArr, normalsArr, indicesArr);
Material material = new Material(texture, 0.0f);
mesh.setMaterial(material);
</code></pre>
<p>你可以看到,我们根据顶点位置计算法线。在看如何计算法线之前,来看看如何获取高度吧。我们已经创建了一个名为<code>getHeight</code>的方法,它负责计算顶点的高度。</p>
<pre><code class="language-java">private float getHeight(int x, int z, int width, ByteBuffer buffer) {
byte r = buffer.get(x * 4 + 0 + z * 4 * width);
byte g = buffer.get(x * 4 + 1 + z * 4 * width);
byte b = buffer.get(x * 4 + 2 + z * 4 * width);
byte a = buffer.get(x * 4 + 3 + z * 4 * width);
int argb = ((0xFF &amp; a) &lt;&lt; 24) | ((0xFF &amp; r) &lt;&lt; 16)
| ((0xFF &amp; g) &lt;&lt; 8) | (0xFF &amp; b);
return this.minY + Math.abs(this.maxY - this.minY) * ((float) argb / (float) MAX_COLOUR);
}
</code></pre>
<p>该方法接受像素的X和Y坐标图像的宽度以及与之相关的<code>ByteBuffer</code>返回RGB颜色(R、G、B分量之和)并计算包含在<code>minY</code><code>maxY</code>之间的值(<code>minY</code>为黑色,<code>maxY</code>为白色)。</p>
<p>你可以使用<code>BufferedImage</code>来编写一个更简单的方法它有更方便的方法来获得RGB值但这将使用AWT。记住AWT不能很好的兼容OSX所以尽量避免使用它的类。</p>
<p>现在来看看如何计算纹理坐标。第一个方法是将纹理覆盖整个网格,左上角的顶点纹理坐标为(0, 0),右下角的顶点纹理坐标为(1, 1)。这种方法的问题是,纹理必须是巨大的,以便获得良好的渲染效果,否则纹理将会被过度拉伸。</p>
<p>但我们仍然可以使用非常小的纹理,通过使用高效的技术来获得很好的效果。如果我们设置超出[1, 1]范围的纹理坐标,我们将回到原点并重新开始计算。下图表示在几个正方形中平铺相同的纹理,并超出了[1, 1]范围。</p>
<p><img alt="纹理坐标I" src="../_static/14/texture_coordinates_i.png" /> </p>
<p>这是我们在设置纹理坐标时所要做的。我们将一个参数乘以纹理坐标(计算好像整个网格被纹理包裹的情况),即<code>textInc</code>参数,以增加在相邻顶点之间使用的纹理像素数。</p>
<p><img alt="纹理坐标II" src="../_static/14/texture_coordinates_ii.png" /> </p>
<p>目前唯一没有解决的是法线计算。记住我们需要法线,光照才能正确地应用于地形。没有法线,无论光照如何,地形将以相同的颜色渲染。我们在这里使用的方法不一定是最高效的,但它将帮助你理解如何自动计算法线。如果你搜索其他解决方案,可能会发现更有效的方法,只使用相邻点的高度而不需要做交叉相乘操作。尽管如此,这仅需要在启动时完成,这里的方法不会对性能造成太大的损害。</p>
<p>让我们用图解的方式解释如何计算一个法线值。假设我们有一个名为<strong>P0</strong>的顶点。我们首先计算其周围每个顶点(<strong>P1</strong>, <strong>P2</strong>, <strong>P3</strong>, <strong>P4</strong>)和与连接这些点的面相切的向量。这些向量(<strong>V1</strong>, <strong>V2</strong>, <strong>V3</strong>, <strong>V4</strong>)是通过将每个相邻点与<strong>P0</strong>相减(例如<strong>V1 = P1 - P0</strong>)得到的。</p>
<p><img alt="法线计算I" src="../_static/14/normals_calc_i.png" /> </p>
<p>然后,我们计算连接每一个相邻点的平面的法线。这是与之前计算得到的向量交叉相乘计算的。例如,向量<strong>V1</strong><strong>V2</strong>所在的平面(蓝色阴影部分)的法线是由<strong>V1</strong><strong>V2</strong>交叉相乘得到的,即<strong>V12 = V1 × V2</strong></p>
<p><img alt="法线计算II" src="../_static/14/normals_calc_ii.png" /> </p>
<p>如果我们计算完毕其他平面的法线(<strong>V23 = V2 × V3</strong><strong>V34 = V3 × V4</strong><strong>V41 = V4 × V1</strong>),则法线<strong>P0</strong>就是周围所有平面法线(归一化后)之和:<strong>N0 = V12 + V23 + V34 + V41</strong></p>
<p><img alt="法线计算III" src="../_static/14/normals_calc_iii.png" /></p>
<p>法线计算的方法实现如下所示。</p>
<pre><code class="language-java">private 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&lt;Float&gt; normals = new ArrayList&lt;&gt;();
Vector3f normal = new Vector3f();
for (int row = 0; row &lt; height; row++) {
for (int col = 0; col &lt; width; col++) {
if (row &gt; 0 &amp;&amp; row &lt; height -1 &amp;&amp; col &gt; 0 &amp;&amp; col &lt; 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);
}
</code></pre>
<p>最后,为了创建更大的地形,我们有两个选择:
* 创建更大的高度图
* 重用高度图并将其平铺在三维空间中。高度图将像一个地形块,在世界上像瓷砖一样平移。为了做到这一点,高度图边缘的像素必须是相同的(左侧边缘必须与右侧相同,上侧边缘必须与下侧相同),以避免块之间的间隙。</p>
<p>我们将使用第二种方法(并选择适当的高度图)。为了做到它,我们将创建一个名为<code>Terrain</code>的类,该类将创建一个正方形的高度图块,定义如下。</p>
<pre><code class="language-java">package org.lwjglb.engine.items;
import org.lwjglb.engine.graph.HeightMapMesh;
public class Terrain {
private final GameItem[] gameItems;
public Terrain(int blocksPerRow, float scale, float minY, float maxY, String heightMap, String textureFile, int textInc) throws Exception {
gameItems = new GameItem[blocksPerRow * blocksPerRow];
HeightMapMesh heightMapMesh = new HeightMapMesh(minY, maxY, heightMap, textureFile, textInc);
for (int row = 0; row &lt; blocksPerRow; row++) {
for (int col = 0; col &lt; blocksPerRow; col++) {
float xDisplacement = (col - ((float) blocksPerRow - 1) / (float) 2) * scale * HeightMapMesh.getXLength();
float zDisplacement = (row - ((float) blocksPerRow - 1) / (float) 2) * scale * HeightMapMesh.getZLength();
GameItem terrainBlock = new GameItem(heightMapMesh.getMesh());
terrainBlock.setScale(scale);
terrainBlock.setPosition(xDisplacement, 0, zDisplacement);
gameItems[row * blocksPerRow + col] = terrainBlock;
}
}
}
public GameItem[] getGameItems() {
return gameItems;
}
}
</code></pre>
<p>让我们详解整个过程,我们拥有由以下坐标定义的块(X和Z使用之前定义的常量)。</p>
<p><img alt="地形构建I" src="../_static/14/terrain_construction_1.png" /></p>
<p>假设我们创建了一个由3×3块网格构成的地形。我们假设我们不会缩放地形块(也就是说,变量<code>blocksPerRow</code><strong>3</strong>而变量<code>scale</code>将会是<strong>1</strong>)。我们希望网格的中央在坐标系的(0, 0)。</p>
<p>我们需要移动块,这样顶点就变成如下坐标。</p>
<p><img alt="地形构建II" src="../_static/14/terrain_construction_2.png" /></p>
<p>移动是通过调用<code>setPosition</code>方法实现的但记住我们所设置的是一个位移而不是一个位置。如果你看到上图你会发现中央块不需要任何移动它已经定位在适当的坐标上。绘制绿色顶点需要在X轴上位移<strong>-1</strong>而绘制蓝色顶点需要在X轴上位移<strong>+1</strong>。计算X位移的公式要考虑到缩放和块的宽度公式如下</p>
<p>
<script type="math/tex; mode=display">xDisplacement=(col - (blocksPerRow -1 ) / 2) \times scale \times width</script>
</p>
<p>Z位移的公式为</p>
<p>
<script type="math/tex; mode=display">zDisplacement=(row - (blocksPerRow -1 ) / 2) \times scale \times height</script>
</p>
<p>如果在<code>DummyGame</code>类中创建一个<code>Terrain</code>实例,我们可以得到如图所示的效果。</p>
<p><img alt="地形结果" src="../_static/14/terrain_result.png" /> </p>
<p>你可以在地形周围移动相机,看看它是如何渲染的。由于还没有实现碰撞检测,你可以穿过它并从上面看它。由于我们已经启用了面剔除,当从下面观察时,地形的某些部分不会渲染。</p>
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