I have recently created 2D height map grid which generates 3D terrain mesh for my world With the ability to add hills/bumps with mouse click events during runtime. My Problem is that every time i add to the height of the vertices i update the whole terrain's normal and position vbos(very not efficient). what is the way to change specific part of vbo? I have heared that glBufferSubData is the way, but How can i change only the Y value? (the vbo is x,y,z,x,y,z...) and get the changed verticies in order for glBufferSubData?
Terrain class:
public class Terrain {
public static final int SIZE = 500;
//VAO, vertexCount, VBOS
private RawModel model;
//textures for the terrain
private terrainTexturePack texturePack;
Loader loader;
private static int VERTEX_COUNT =128;
float[] Vertices;
float[] Normals;
float[] TextureCoords;
int[] Indices;
private float[][] heights;
public Terrain(Loader loader, terrainTexturePack texturePack) {
this.texturePack = texturePack;
this.loader = loader;
this.model = generateTerrain(loader);
}
public RawModel getModel() {
return model;
}
public terrainTexturePack getTexturePack() {
return texturePack;
}
//player collision detection witn the terrain
public Vector3f getXYZOfTerrain(float worldX, float worldZ) {
float gridSquareSize = SIZE / ((float) heights.length - 1);
int gridX = (int) Math.floor(worldX / gridSquareSize);
int gridZ = (int) Math.floor(worldZ / gridSquareSize);
if(gridX >= heights.length - 1 || gridZ >= heights.length - 1 || gridX < 0 || gridZ < 0) {
return null;
}
float xCoord = (worldX % gridSquareSize)/gridSquareSize;
float zCoord = (worldZ % gridSquareSize)/gridSquareSize;
float yCoord;
if (xCoord <= (1-zCoord)) {
yCoord = Maths.barryCentric(new Vector3f(0, heights[gridX][gridZ], 0), new Vector3f(1,
heights[gridX + 1][gridZ], 0), new Vector3f(0,
heights[gridX][gridZ + 1], 1), new Vector2f(xCoord, zCoord));
} else {
yCoord = Maths.barryCentric(new Vector3f(1, heights[gridX + 1][gridZ], 0), new Vector3f(1,
heights[gridX + 1][gridZ + 1], 1), new Vector3f(0,
heights[gridX][gridZ + 1], 1), new Vector2f(xCoord, zCoord));
}
return new Vector3f(gridX, yCoord, gridZ);
}
//GENERATE THE TERRAIN
private RawModel generateTerrain(Loader loader) {
int pointer = 0;
int count = VERTEX_COUNT * VERTEX_COUNT;
heights = new float[VERTEX_COUNT][VERTEX_COUNT];
float[] vertices = new float[count * 3];
float[] normals = new float[count * 3];
float[] textureCoords = new float[count * 2];
int[] indices = new int[6 * (VERTEX_COUNT - 1) * (VERTEX_COUNT * 1)];
int vertexPointer = 0;
for (int i = 0; i < VERTEX_COUNT; i++) {
for (int j = 0; j < VERTEX_COUNT; j++) {
vertices[vertexPointer * 3] = (float) j / ((float) VERTEX_COUNT - 1) * SIZE;
float height = 0f;
vertices[vertexPointer * 3 + 1] = height;
heights[j][i] = height;
vertices[vertexPointer * 3 + 2] = (float) i / ((float) VERTEX_COUNT - 1) * SIZE;
Vector3f normal =new Vector3f(0, 1, 0);// calculateNormal(j, i, noise);
normals[vertexPointer * 3] = normal.x;
normals[vertexPointer * 3 + 1] = normal.y;
normals[vertexPointer * 3 + 2] = normal.z;
textureCoords[vertexPointer * 2] = (float) j / ((float) VERTEX_COUNT - 1);
textureCoords[vertexPointer * 2 + 1] = (float) i / ((float) VERTEX_COUNT - 1);
vertexPointer++;
if(i < VERTEX_COUNT - 1 && j < VERTEX_COUNT - 1){
int topLeft = (i * VERTEX_COUNT) + j;
int topRight = topLeft + 1;
int bottomLeft = ((i + 1) * VERTEX_COUNT) + j;
int bottomRight = bottomLeft + 1;
indices[pointer++] = topLeft;
indices[pointer++] = bottomLeft;
indices[pointer++] = topRight;
indices[pointer++] = topRight;
indices[pointer++] = bottomLeft;
indices[pointer++] = bottomRight;
}
}
}
Vertices = vertices;
TextureCoords = textureCoords;
Normals = normals;
Indices = indices;
return loader.loadToVAO(vertices, textureCoords, normals, indices);
}
//Calculate normal
private Vector3f calculateNormal(int x, int z) {
float heightL = Vertices[((( (z) *VERTEX_COUNT)+ (x-1) )*3)+1];
float heightR = Vertices[((( (z) *VERTEX_COUNT)+ (x+1) )*3)+1];
float heightD = Vertices[((( (z-1) *VERTEX_COUNT)+ (x) )*3)+1];
float heightU = Vertices[((( (z+1) *VERTEX_COUNT)+ (x) )*3)+1];
Vector3f normal = new Vector3f(heightL - heightR, 2f, heightD - heightU);
normal.normalise();
return normal;
}
//create mountain where the mouse clicked
//Vertices[(((y*VERTEX_COUNT)+x)*3)+1] = one Vertex in 2d grid
public void createHill(int x0, int y0){
float h = 0.06f;
int xs=VERTEX_COUNT;
int ys=VERTEX_COUNT;
float maxHeight =Vertices[(((y0*xs)+x0)*3)+1]+h;
float r = (9*maxHeight)/30;
//Loop the vertices
for(int y=(int) (y0-r);y<=y0+r;y++)
for(int x=(int) (x0-r);x<=x0+r;x++){
double circule = Math.sqrt((x-x0)*(x-x0)+(y0-y)*(y0-y));
if (circule <= r)
if ((x>=1)&&(x<xs-1))
if ((y>=1)&&(y<ys-1)){
Vertices[(((y*xs)+x)*3)+1] = Maths.hillsHeight(x0, x, y0, y,(maxHeight), r);
Vector3f normal = calculateNormal(x,y);
Normals[((((y*xs)+x))) * 3] = normal.x;
Normals[((((y*xs)+x))) * 3 + 1] = normal.y;
Normals[((((y*xs)+x))) * 3 + 2] = normal.z;
}
}
//change the whole VBO's not effective
//Note: i know that i dont need to update textures and indices
this.model=loader.loadToVAO(Vertices, TextureCoords, Normals, Indices);
}
}
Raw model class(vbo and vao holder):
//Store the VAOS and VBOS
public class RawModel {
private int vaoID;
private int vertexCount;
private int positionVbo;
private int normalVbo;
private int textureVbo;
public RawModel(int vaoID, int vertexCount, int positionVbo, int normalVbo, int textureVbo) {
this.vaoID = vaoID;
this.vertexCount = vertexCount;
this.positionVbo = positionVbo;
this.normalVbo = normalVbo;
this.textureVbo = textureVbo;
}
public RawModel(int vaoID, int vertexCount) {
this.vaoID = vaoID;
this.vertexCount = vertexCount;
}
public int getVaoID() {
return vaoID;
}
public int getVertexCount() {
return vertexCount;
}
public int getPositionVbo() {
return positionVbo;
}
public int getTextureVbo() {
return textureVbo;
}
public int getNormalVbo() {
return normalVbo;
}
}
loader class:
public class Loader {
//For clean up
private List<Integer> vaos = new ArrayList<Integer>();
private List<Integer> vbos = new ArrayList<Integer>();
private List<Integer> textures = new ArrayList<Integer>();
//Load mesh into VAO
public RawModel loadToVAO(float[] positions,float[] textureCoords,float[] normals,int[] indices){
int vaoID = createVAO();
bindIndicesBuffer(indices);
int positionvbo = storeDataInAttributeList(0,3,positions);
int textureVbo = storeDataInAttributeList(1,2,textureCoords);
int normalsnvbo = storeDataInAttributeList(2,3,normals);
unbindVAO();
return new RawModel(vaoID,indices.length, positionvbo, textureVbo, normalsnvbo);
}
//Load texture
public int loadTexture(String fileName) {
Texture texture = null;
try {
texture = TextureLoader.getTexture("PNG",
new FileInputStream("res/textures/" + fileName + ".png"));
GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
GL11.GL_LINEAR_MIPMAP_LINEAR);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, -2);
if(GLContext.getCapabilities().GL_EXT_texture_filter_anisotropic){
float amount = Math.min(4f,
GL11.glGetFloat(EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT));
GL11.glTexParameterf(GL11.GL_TEXTURE_2D,
EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT, amount);
}
} catch (Exception e) {
e.printStackTrace();
System.err.println("Tried to load texture " + fileName + ".png , didn't work");
System.exit(-1);
}
textures.add(texture.getTextureID());
return texture.getTextureID();
}
//Clean up
public void cleanUp(){
for(int vao:vaos){
GL30.glDeleteVertexArrays(vao);
}
for(int vbo:vbos){
GL15.glDeleteBuffers(vbo);
}
for(int texture:textures){
GL11.glDeleteTextures(texture);
}
}
//Creates vao
private int createVAO(){
int vaoID = GL30.glGenVertexArrays();
vaos.add(vaoID);
GL30.glBindVertexArray(vaoID);
return vaoID;
}
//Store data in vbo
private int storeDataInAttributeList(int attributeNumber, int coordinateSize,float[] data){
int vboID = GL15.glGenBuffers();
vbos.add(vboID);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
FloatBuffer buffer = storeDataInFloatBuffer(data);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(attributeNumber,coordinateSize,GL11.GL_FLOAT,false,0,0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
return vboID;
}
private void unbindVAO(){
GL30.glBindVertexArray(0);
}
//Bind indices buffer
private void bindIndicesBuffer(int[] indices){
int vboID = GL15.glGenBuffers();
vbos.add(vboID);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID);
IntBuffer buffer = storeDataInIntBuffer(indices);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
}
//Store in int buffer
private IntBuffer storeDataInIntBuffer(int[] data){
IntBuffer buffer = BufferUtils.createIntBuffer(data.length);
buffer.put(data);
buffer.flip();
return buffer;
}
//Store in float buffer
private FloatBuffer storeDataInFloatBuffer(float[] data){
FloatBuffer buffer = BufferUtils.createFloatBuffer(data.length);
buffer.put(data);
buffer.flip();
return buffer;
}
//Load skyBox textures
public int loadCubeMap(String[] textureFiles){
int texID = GL11.glGenTextures();
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texID);
for(int i = 0; i < textureFiles.length; i++){
TextureData data = decodeTextureFile("res/textures/"+ textureFiles[i] + ".png");
GL11.glTexImage2D(GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, GL11.GL_RGBA, data.getWidth(), data.getHeight(), 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, data.getBuffer());
}
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
textures.add(texID);
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
return texID;
}
private TextureData decodeTextureFile(String fileName) {
int width = 0;
int height = 0;
ByteBuffer buffer = null;
try {
FileInputStream in = new FileInputStream(fileName);
PNGDecoder decoder = new PNGDecoder(in);
width = decoder.getWidth();
height = decoder.getHeight();
buffer = ByteBuffer.allocateDirect(4 * width * height);
decoder.decode(buffer, width * 4, Format.RGBA);
buffer.flip();
in.close();
} catch (Exception e) {
e.printStackTrace();
System.err.println("Tried to load texture " + fileName + ", didn't work");
System.exit(-1);
}
return new TextureData(buffer, width, height);
}
//Load textures for GUI
public RawModel loadToVAO(float[] positions, int dimensions) {
int vaoID = createVAO();
this.storeDataInAttributeList(0, dimensions, positions);
unbindVAO();
return new RawModel(vaoID, positions.length / dimensions);
}
}
Solved Thank to Reto Koradi
public void changeVbo(int position, float[] data, int VboId){
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VboId);
FloatBuffer ArrayData = storeDataInFloatBuffer(data);
GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER,position * 4, ArrayData);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}