Work on terrain mesh towards splatting
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f862c104cc
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5b3c99b2ff
@ -572,6 +572,14 @@ public class Mesh {
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glEnableVertexAttribArray(4);
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}
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public void bufferCustomAttribArray(FloatBuffer buffer, int bufferDimension, int attribIndex){
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int customBuffer = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, customBuffer);
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GL15.glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
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glVertexAttribPointer(attribIndex, bufferDimension, GL_FLOAT, false, 0, 0);
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glEnableVertexAttribArray(attribIndex);
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}
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public void set_material(Material input){
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this.material = input;
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}
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@ -186,116 +186,99 @@ public class ModelUtils {
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if(stride * actualWidth > width){
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int drawWidth = actualWidth + 1;
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int drawHeight = actualHeight + 1;
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vertices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 3);
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normals = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 3);
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vertices = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
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normals = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 12);
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faces = BufferUtils.createIntBuffer((drawWidth - 1) * (drawHeight - 1) * 2 * 3);
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texture_coords = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 2);
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texture_coords = BufferUtils.createFloatBuffer(drawWidth * drawHeight * 8);
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} else {
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vertices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 3);
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normals = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 3);
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vertices = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
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normals = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 12);
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faces = BufferUtils.createIntBuffer((actualWidth - 1) * (actualHeight - 1) * 2 * 3);
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texture_coords = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 2);
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texture_coords = BufferUtils.createFloatBuffer(actualWidth * actualHeight * 8);
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}
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for(int x = 0; x < width; x = x + stride){
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for(int y = 0; y < height; y = y + stride){
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int incrementer = 0;
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int numFaces = (actualWidth - 1) * (actualHeight - 1) * 2 * 3;
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for(int x = 0; x < width - 1; x = x + stride){
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for(int y = 0; y < height - 1; y = y + stride){
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//deal with vertex
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//0,0
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vertices.put(x);
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vertices.put(heightfield[x][y]);
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vertices.put(y);
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//1,0
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vertices.put(x + 1);
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vertices.put(heightfield[x+1][y]);
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vertices.put(y);
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//0,1
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vertices.put(x);
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vertices.put(heightfield[x][y+1]);
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vertices.put(y + 1);
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//1,1
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vertices.put(x + 1);
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vertices.put(heightfield[x+1][y+1]);
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vertices.put(y + 1);
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//deal with normal
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if(x / stride < actualWidth - 1){
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if(y / stride < actualHeight - 1){
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float hL;
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if(x > 0){
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hL = heightfield[x-1][y];
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} else {
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hL = heightfield[x][y];
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}
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float hR = heightfield[x+1][y];
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float hD = heightfield[x][y+1];
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float hU;
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if(y > 0){
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hU = heightfield[x][y-1];
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} else {
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hU = heightfield[x][y];
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}
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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} else {
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float hL;
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if(x > 0){
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hL = heightfield[x-1][y];
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} else {
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hL = heightfield[x][y];
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}
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float hR = heightfield[x+1][y];
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float hD = heightfield[x][y];
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float hU = heightfield[x][y-1];
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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}
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} else {
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if(y / stride < actualHeight - 1){
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float hL = heightfield[x-1][y];
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float hR = heightfield[x][y];
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float hD = heightfield[x][y+1];
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float hU;
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if(y > 0){
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hU = heightfield[x][y-1];
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} else {
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hU = heightfield[x][y];
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}
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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} else {
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float hL = heightfield[x-1][y];
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float hR = heightfield[x][y];
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float hD = heightfield[x][y];
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float hU = heightfield[x][y-1];
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Vector3f Normal = new Vector3f(hL - hR, 2.0f, hD - hU);
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Normal.normalize();
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normals.put(Normal.x);
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normals.put(Normal.y);
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normals.put(Normal.z);
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}
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}
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Vector3f normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x, y);
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normals.put(normal.x);
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normals.put(normal.y);
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normals.put(normal.z);
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normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x + 1, y);
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normals.put(normal.x);
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normals.put(normal.y);
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normals.put(normal.z);
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normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x, y + 1);
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normals.put(normal.x);
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normals.put(normal.y);
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normals.put(normal.z);
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normal = calculateTerrainNormal(heightfield, actualWidth, actualHeight, stride, x + 1, y + 1);
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normals.put(normal.x);
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normals.put(normal.y);
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normals.put(normal.z);
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//deal with texture coordinates
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if(x / stride % 2 == 0){
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if(y / stride % 2 == 0){
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texture_coords.put(0);
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texture_coords.put(0);
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} else {
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texture_coords.put(0);
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texture_coords.put(1);
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}
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} else {
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if(y / stride % 2 == 0){
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texture_coords.put(1);
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texture_coords.put(0);
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} else {
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texture_coords.put(1);
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texture_coords.put(1);
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}
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}
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// if(x / stride % 2 == 0){
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// if(y / stride % 2 == 0){
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// texture_coords.put(0);
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// texture_coords.put(0);
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// texture_coords.put(1);
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// texture_coords.put(0);
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// texture_coords.put(0);
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// texture_coords.put(1);
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// texture_coords.put(1);
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// texture_coords.put(1);
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// } else {
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// texture_coords.put(0);
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// texture_coords.put(1);
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// }
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// } else {
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// if(y / stride % 2 == 0){
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// texture_coords.put(1);
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// texture_coords.put(0);
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// } else {
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// texture_coords.put(1);
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// texture_coords.put(1);
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// }
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// }
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texture_coords.put(0);
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texture_coords.put(0);
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texture_coords.put(1);
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texture_coords.put(0);
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texture_coords.put(0);
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texture_coords.put(1);
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texture_coords.put(1);
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texture_coords.put(1);
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//deal with faces
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if(1.0f * x / stride < actualWidth - 1 && 1.0f * y / stride < actualHeight - 1){
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faces.put((x / stride + 0) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 0));
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faces.put((x / stride + 0) * actualHeight + (y / stride + 1));
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faces.put((x / stride + 1) * actualHeight + (y / stride + 1));
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faces.put(incrementer * 4 + 0);
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faces.put(incrementer * 4 + 1);
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faces.put(incrementer * 4 + 2);
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faces.put(incrementer * 4 + 1);
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faces.put(incrementer * 4 + 2);
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faces.put(incrementer * 4 + 3);
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}
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incrementer++;
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}
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}
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@ -330,6 +313,64 @@ public class ModelUtils {
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return rVal;
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}
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static Vector3f calculateTerrainNormal(float[][] heightfield, int actualWidth, int actualHeight, int stride, int x, int y){
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Vector3f rVal = new Vector3f();
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if(x / stride < actualWidth - 1){
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if(y / stride < actualHeight - 1){
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float hL;
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if(x > 0){
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hL = heightfield[x-1][y];
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} else {
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hL = heightfield[x][y];
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}
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float hR = heightfield[x+1][y];
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float hD = heightfield[x][y+1];
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float hU;
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if(y > 0){
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hU = heightfield[x][y-1];
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} else {
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hU = heightfield[x][y];
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}
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rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
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rVal.normalize();
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} else {
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float hL;
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if(x > 0){
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hL = heightfield[x-1][y];
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} else {
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hL = heightfield[x][y];
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}
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float hR = heightfield[x+1][y];
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float hD = heightfield[x][y];
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float hU = heightfield[x][y-1];
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rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
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rVal.normalize();
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}
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} else {
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if(y / stride < actualHeight - 1){
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float hL = heightfield[x-1][y];
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float hR = heightfield[x][y];
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float hD = heightfield[x][y+1];
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float hU;
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if(y > 0){
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hU = heightfield[x][y-1];
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} else {
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hU = heightfield[x][y];
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}
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rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
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rVal.normalize();
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} else {
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float hL = heightfield[x-1][y];
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float hR = heightfield[x][y];
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float hD = heightfield[x][y];
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float hU = heightfield[x][y-1];
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rVal = new Vector3f(hL - hR, 2.0f, hD - hU);
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rVal.normalize();
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}
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}
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return rVal;
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}
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public static Model createUnitCube(){
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Model rVal = new Model();
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