This function creates a new terrain entity.
Parameter | Description |
---|---|
world | world to create the terrain in |
resolution, (width, height) | number of terrain points on each axis |
#include "UltraEngine.h"
#include "ComponentSystem.h"
using namespace UltraEngine;
int main(int argc, const char* argv[])
{
//Get the display list
auto displays = GetDisplays();
//Create a window
auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);
//Create a world
auto world = CreateWorld();
world->SetAmbientLight(0);
//Create a framebuffer
auto framebuffer = CreateFramebuffer(window);
//Create a camera
auto camera = CreateCamera(world);
camera->SetFov(70);
camera->SetPosition(0, 50, 0);
camera->SetRotation(45, 0, 0);
camera->SetClearColor(0.125);
//Sunlight
auto light = CreateDirectionalLight(world);
light->SetRotation(45, 35, 0);
light->SetColor(2);
//Create terrain
auto terrain = CreateTerrain(world, 512, 512, 2048);
terrain->LoadHeightmap("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Terrain/512.r16");
terrain->SetScale(1, 100, 1);
//Create base material
auto ground = CreateMaterial();
auto diffusemap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_diff_2k.dds");
auto normalmap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_nor_gl_2k.dds");
ground->SetTexture(diffusemap, TEXTURE_BASE);
ground->SetTexture(normalmap, TEXTURE_NORMAL);
terrain->SetMaterial(ground);
//Create paint material
auto rocks = CreateMaterial();
diffusemap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k.dds");
normalmap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k_dot3.dds");
auto dispmap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k_disp.dds");
rocks->SetTexture(diffusemap, TEXTURE_BASE);
rocks->SetTexture(normalmap, TEXTURE_NORMAL);
rocks->SetTexture(dispmap, TEXTURE_DISPLACEMENT);
int rocklayer = terrain->AddLayer(rocks);
//Apply material based on terrain slope
for (int x = 0; x < terrain->resolution.x; ++x)
{
for (int y = 0; y < terrain->resolution.y; ++y)
{
float slope = terrain->GetSlope(x, y);
if (slope > 15.0f)
{
float wt = Min((slope - 15.0f) / 10.0f, 1.0f);
terrain->SetLayerWeight(rocklayer, x, y, wt);
}
}
}
//Camera controls
camera->AddComponent<CameraControls>();
//Main loop
while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
{
world->Update();
world->Render(framebuffer);
}
return 0;
}