Multitextured quad terrain

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1 comment, last by football94 10 years, 8 months ago

Hi guys

In previous posts I explained how I was using a heightmap as a platform for experimentation with different projects but through help from different forums and google research found out that all I needed was a quad to use as a terrain(link below), and the next thing I would like to try is adding multiple textures along with separate uv coordinates for each texture(ex. grass textcoord1,sand textcoord2,etc..) and if possible for right now without using a shader,if anyone can help me work towards how this would be done would be much appreciated.

Thankyou


http://allenwp.com/blog/2010/05/06/simple-fast-gpu-driven-multi-textured-terrain/

below is the link to the project Ive been experimenting with

and parts of the code Ive modified so far

http://msdn.microsoft.com/en-us/library/bb464051%28v=xnagamestudio.31%29.aspx

changed vertex in quad struct from one vertex format to a custom made(VertexMultitextured)


using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Content;

namespace TexturedQuad
{
    public struct Quad
    {
        public Vector3 Origin;
        public Vector3 UpperLeft;
        public Vector3 LowerLeft;
        public Vector3 UpperRight;
        public Vector3 LowerRight;
        public Vector3 Normal;
        public Vector3 Up;
        public Vector3 Left;

        public VertexMultitextured[] Vertices;
        public int[] Indexes;

        public Quad( Vector3 origin, Vector3 normal, Vector3 up, 
            float width, float height )
        {
            Vertices = new VertexMultitextured[4];
            Indexes = new int[6];
            Origin = origin;
            Normal = normal;
            Up = up;

            // Calculate the quad corners
            Left = Vector3.Cross( normal, Up );
            Vector3 uppercenter = (Up * height / 2) + origin;
            UpperLeft = uppercenter + (Left * width / 2);
            UpperRight = uppercenter - (Left * width / 2);
            LowerLeft = UpperLeft - (Up * height);
            LowerRight = UpperRight - (Up * height);

            FillVertices();
        }
        
        private void FillVertices()
        {
            // Fill in texture coordinates to display full texture
            // on quad
            Vector2 textureUpperLeft = new Vector2( 0.0f, 0.0f );
            Vector2 textureUpperRight = new Vector2( 1.0f, 0.0f );
            Vector2 textureLowerLeft = new Vector2( 0.0f, 1.0f );
            Vector2 textureLowerRight = new Vector2( 1.0f, 1.0f );

            // Provide a normal for each vertex
            for (int i = 0; i < Vertices.Length; i++)
            {
                Vertices[i].Normal = Normal;
            }

            // Set the position and texture coordinate for each
            // vertex
            Vertices[0].Position = LowerLeft;
            Vertices[0].TextureCoordinate1 = textureLowerLeft;
            Vertices[1].Position = UpperLeft;
            Vertices[1].TextureCoordinate1 = textureUpperLeft;
            Vertices[2].Position = LowerRight;
            Vertices[2].TextureCoordinate1 = textureLowerRight;
            Vertices[3].Position = UpperRight;
            Vertices[3].TextureCoordinate1 = textureUpperRight;

            // Set the index buffer for each vertex, using
            // clockwise winding
            Indexes[0] = 0;
            Indexes[1] = 1;
            Indexes[2] = 2;
            Indexes[3] = 2;
            Indexes[4] = 1;
            Indexes[5] = 3;
        }
    }
}

main game code


using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace TexturedQuad
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        Quad quad;
        VertexDeclaration quadVertexDecl;
        Matrix View, Projection;
        protected override void Initialize()
        {
            quad = new Quad(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1);
            View = Matrix.CreateLookAt(new Vector3(0, 0, 2), Vector3.Zero, 
                Vector3.Up);
            Projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.PiOver4, 4.0f / 3.0f, 1, 500);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
       
        Texture2D texture1;
        BasicEffect quadEffect;
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
           
            texture1 = Content.Load<Texture2D>("Glass");
            quadEffect = new BasicEffect(graphics.GraphicsDevice, null);
            quadEffect.EnableDefaultLighting();

            quadEffect.World = Matrix.Identity;
            quadEffect.View = View;
            quadEffect.Projection = Projection;
            quadEffect.TextureEnabled = true;
            quadEffect.Texture = texture1;
            quadVertexDecl = new VertexDeclaration(graphics.GraphicsDevice,
               VertexMultitextured.VertexElements);
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == 
                ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            GraphicsDevice.VertexDeclaration = quadVertexDecl;
            quadEffect.Begin();
            foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes)
            {
                pass.Begin();

                GraphicsDevice.DrawUserIndexedPrimitives
                    <VertexMultitextured>(
                    PrimitiveType.TriangleList, 
                    quad.Vertices, 0, 4, 
                    quad.Indexes, 0, 2);

                pass.End();
            }
            quadEffect.End();
            
            base.Draw(gameTime);
        }
    }
}

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http://allenwp.com/blog/2010/05/06/simple-fast-gpu-driven-multi-textured-terrain/

this appears to use a texture (the red blue and green texture) as a "map" to say what texture to sample from while texturing the quad, using HLSL.


and if possible for right now without using a shader

fixed function can blend two or more textures in various ways. some combination of "masking" type blend ops might get you similar results.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

THANKS AGAIN NORMAN!!! biggrin.png

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