I checked for a LibGDX heightmap loader and found one, but I am not quite sure how the buildIndices() code works. I am also not sure why it only generates a heightmap chunk that is 128*x*128, anything bigger than 128 (eg. 1024) makes the loader mess up like this:
1024 chunk
As you can see, the mountains have holes and the chunk shape renders as a 128*1024 mesh
128 chunk
Perfectly ok with the 128*128 chunk
Here is my code:
package com.amzoft.game.utils;
import java.util.Arrays;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Pixmap;
public class HeightmapConverter {
public int mapWidth, mapHeight;
private float[] heightMap;
public float[] vertices;
public short[] indices;
private int strength;
private String heightmapFile;
private float textureWidth;
public HeightmapConverter(int mapWidth, int mapHeight, int strength, String heightmapFile)
{
this.heightMap = new float[(mapWidth+1) * (mapHeight+1)];
this.mapWidth = mapWidth;
this.mapHeight = mapHeight;
this.vertices = new float[heightMap.length*5];
this.indices = new short[mapWidth * mapHeight * 6];
this.strength = strength;
this.heightmapFile = heightmapFile;
loadHeightmap();
createIndices();
createVertices();
}
public void loadHeightmap()
{
try{
FileHandle handle = Gdx.files.internal(heightmapFile);
Pixmap heightmapImage = new Pixmap(handle);
textureWidth = (float)heightmapImage.getWidth();
Color color = new Color();
int indexToIterate = 0;
for(int y = 0; y < mapHeight + 1; y++)
{
for(int x = 0; x < mapWidth + 1; x++)
{
Color.rgba8888ToColor(color, heightmapImage.getPixel(x, y));
heightMap[indexToIterate++] = color.r;
}
}
handle = null;
heightmapImage.dispose();
heightmapImage = null;
color = null;
indexToIterate = 0;
}catch(Exception e){
e.printStackTrace();
}
}
public void createVertices()
{
int heightPitch = mapHeight + 1;
int widthPitch = mapWidth + 1;
int idx = 0;
int hIdx = 0;
for(int z = 0; z < heightPitch; z++)
{
for(int x = 0; x < widthPitch; x++)
{
vertices[idx+0] = x;
vertices[idx+1] = heightMap[hIdx++] * strength;
vertices[idx+2] = z;
vertices[idx+3] = x/textureWidth;
vertices[idx+4] = z/textureWidth;
idx += 5;
}
}
}
public void createIndices()
{
int idx = 0;
short pitch = (short)(mapWidth + 1);
short i1 = 0;
short i2 = 1;
short i3 = (short)(1 + pitch);
short i4 = pitch;
short row = 0;
for(int z = 0; z < mapHeight; z++)
{
for(int x = 0; x < mapWidth; x++)
{
indices[idx++] = (short)(i1);
indices[idx++] = (short)(i2);
indices[idx++] = (short)(i3);
indices[idx++] = (short)(i3);
indices[idx++] = (short)(i4);
indices[idx++] = (short)(i1);
i1++;
i2++;
i3++;
i4++;
}
row += pitch;
i1 = row;
i2 = (short)(row + 1);
i3 = (short)(i2 + pitch);
i4 = (short)(row + pitch);
}
}
public String getHeightmapFile()
{
return heightmapFile;
}
}
Why don't larger chunks work? How does createIndices() (called buildIndices() in the LibGDX code) work?
Solution is here: http://badlogicgames.com/forum/viewtopic.php?f=11&t=4918#p23683
Java short can only hold values [-32768 .. 32767] That terrain mesh use more indices than that. 256*256 is too much(around 65k) so you are only seeing small portion of height map.
Thanks to kalle_h for the solution.