Unit1.cpp 9.9 KB

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  1. //---------------------------------------------------------------------------
  2. #include <vcl.h>
  3. #include <GLKeyboard.hpp>
  4. #include <stdlib.h>
  5. #pragma hdrstop
  6. #include "Unit1.h"
  7. //---------------------------------------------------------------------------
  8. #pragma package(smart_init)
  9. #pragma link "GLLensFlare"
  10. #pragma link "GLVectorGeometry"
  11. #pragma link "GLSMBASS"
  12. #pragma link "GLSound"
  13. #pragma link "GLWin32Viewer"
  14. #pragma link "GLSkydome"
  15. #pragma link "GLBitmapFont"
  16. #pragma link "GLHUDObjects"
  17. #pragma link "GLTexture"
  18. #pragma link "GLCadencer"
  19. #pragma link "GLHeightData"
  20. #pragma link "GLObjects"
  21. #pragma link "GLTerrainRenderer"
  22. #pragma link "GLScene"
  23. #pragma link "GLKeyboard"
  24. #pragma link "GLBaseClasses"
  25. #pragma link "GLCoordinates"
  26. #pragma link "GLCrossPlatform"
  27. #pragma link "GLMaterial"
  28. #pragma link "GLFileMP3"
  29. #pragma resource "*.dfm"
  30. TForm1 *Form1;
  31. float random(void)
  32. {
  33. return (float)(rand() & 0x1FFF) / (float)0x1FFF;
  34. }
  35. //---------------------------------------------------------------------------
  36. __fastcall TForm1::TForm1(TComponent * Owner):TForm(Owner)
  37. {
  38. SetGLSceneMediaDir();
  39. // 8 MB height data cache
  40. // Note this is the data size in terms of elevation samples, it does not
  41. // take into account all the data required/allocated by the renderer
  42. GLBitmapHDS1->MaxPoolSize = 8 * 1024 * 1024;
  43. // specify height map data
  44. GLBitmapHDS1->Picture->LoadFromFile("terrain.bmp");
  45. // load the texture maps
  46. GLMaterialLibrary1->Materials->Items[0]->Material->Texture->Image->
  47. LoadFromFile("snow512.jpg");
  48. GLMaterialLibrary1->Materials->Items[1]->Material->Texture->Image->
  49. LoadFromFile("detailmap.jpg");
  50. SPMoon->Material->Texture->Image->LoadFromFile("moon.bmp");
  51. SPSun->Material->Texture->Image->LoadFromFile("flare1.bmp");
  52. // apply texture map scale (our heightmap size is 256)
  53. TerrainRenderer1->TilesPerTexture = 256.0 / TerrainRenderer1->TileSize;
  54. // load Bitmap Font
  55. BitmapFont1->Glyphs->LoadFromFile("darkgold_font.bmp");
  56. // load and setup sound samples
  57. GLSoundLibrary->Samples->Add()->LoadFromFile("ChillyWind.mp3");
  58. GLSoundLibrary->Samples->Add()->LoadFromFile("howl.mp3");
  59. // Could've been done at design time, but then it hurts the eyes ;)
  60. GLSceneViewer1->Buffer->BackgroundColor = clWhite;
  61. // Move camera starting point to an interesting hand-picked location
  62. DummyCube1->Position->X = 570;
  63. DummyCube1->Position->Z = -385;
  64. DummyCube1->Turn(90);
  65. // Initial camera height offset (controled with pageUp/pageDown)
  66. FCamHeight = 10;
  67. randomize();
  68. }
  69. //---------------------------------------------------------------------------
  70. void __fastcall TForm1::GLCadencer1Progress(TObject * Sender,
  71. const double deltaTime,
  72. const double newTime)
  73. {
  74. float speed;
  75. // handle keypresses
  76. if(IsKeyDown(VK_SHIFT))
  77. speed = 5 * deltaTime;
  78. else
  79. speed = deltaTime;
  80. TGLCoordinates *c = GLCamera1->Position;
  81. if(IsKeyDown(VK_UP))
  82. DummyCube1->Translate(c->Z * speed, 0, -c->X * speed);
  83. if(IsKeyDown(VK_DOWN))
  84. DummyCube1->Translate(-c->Z * speed, 0, c->X * speed);
  85. if(IsKeyDown(VK_LEFT))
  86. DummyCube1->Translate(-c->X * speed, 0, -c->Z * speed);
  87. if(IsKeyDown(VK_RIGHT))
  88. DummyCube1->Translate(c->X * speed, 0, c->Z * speed);
  89. if(IsKeyDown(VK_PRIOR))
  90. FCamHeight = FCamHeight + 10 * speed;
  91. if(IsKeyDown(VK_NEXT))
  92. FCamHeight = FCamHeight - 10 * speed;
  93. if(IsKeyDown(VK_ESCAPE))
  94. Close();
  95. // don't drop through terrain!
  96. DummyCube1->Position->Y =
  97. TerrainRenderer1->InterpolatedHeight(DummyCube1->Position->AsVector) +
  98. FCamHeight;
  99. }
  100. //---------------------------------------------------------------------------
  101. void __fastcall TForm1::GLSceneViewer1MouseDown(TObject * Sender,
  102. TMouseButton Button,
  103. TShiftState Shift, int X, int Y)
  104. {
  105. my = Y;
  106. mx = X;
  107. }
  108. //---------------------------------------------------------------------------
  109. void __fastcall TForm1::GLSceneViewer1MouseMove(TObject * Sender,
  110. TShiftState Shift, int X, int Y)
  111. {
  112. if(Shift.Contains(ssLeft))
  113. {
  114. GLCamera1->MoveAroundTarget((my - Y) * 0.5, (mx - X) * 0.5);
  115. mx = X;
  116. my = Y;
  117. }
  118. }
  119. //---------------------------------------------------------------------------
  120. void __fastcall TForm1::Timer1Timer(TObject * Sender)
  121. {
  122. String s;
  123. // s.printf("%.1f FPS - %d", GLSceneViewer1->FramesPerSecond(),
  124. // TerrainRenderer1->LastTriangleCount());
  125. HUDText1->Text = s;
  126. GLSceneViewer1->ResetPerformanceMonitor();
  127. }
  128. //---------------------------------------------------------------------------
  129. void __fastcall TForm1::FormKeyPress(TObject * Sender, char &Key)
  130. {
  131. TGLMaterial *fp;
  132. TGLFogEnvironment *fe;
  133. TGIFColor Color;
  134. switch (Key)
  135. {
  136. case 'w':
  137. case 'W':
  138. fp = GLMaterialLibrary1->Materials->Items[0]->Material;
  139. if(fp->PolygonMode == pmLines)
  140. fp->PolygonMode = pmFill;
  141. else
  142. fp->PolygonMode = pmLines;
  143. break;
  144. case '+':
  145. if(GLCamera1->DepthOfView < 2000)
  146. {
  147. GLCamera1->DepthOfView = GLCamera1->DepthOfView * 1.2;
  148. fe = GLSceneViewer1->Buffer->FogEnvironment;
  149. fe->FogEnd = fe->FogEnd * 1.2;
  150. fe->FogStart = fe->FogStart * 1.2;
  151. }
  152. break;
  153. case '-':
  154. if(GLCamera1->DepthOfView > 300)
  155. {
  156. GLCamera1->DepthOfView = GLCamera1->DepthOfView / 1.2;
  157. fe = GLSceneViewer1->Buffer->FogEnvironment;
  158. fe->FogEnd = fe->FogEnd / 1.2;
  159. fe->FogStart = fe->FogStart / 1.2;
  160. }
  161. break;
  162. case '*':
  163. if(TerrainRenderer1->CLODPrecision > 20)
  164. TerrainRenderer1->CLODPrecision =
  165. Round(TerrainRenderer1->CLODPrecision * 0.8);
  166. break;
  167. case '/':
  168. if(TerrainRenderer1->CLODPrecision < 1000)
  169. TerrainRenderer1->CLODPrecision =
  170. Round(TerrainRenderer1->CLODPrecision * 1.2);
  171. break;
  172. case '8':
  173. if(TerrainRenderer1->QualityDistance > 40)
  174. TerrainRenderer1->QualityDistance =
  175. Round(TerrainRenderer1->QualityDistance * 0.8);
  176. break;
  177. case '9':
  178. if(TerrainRenderer1->QualityDistance < 1000)
  179. TerrainRenderer1->QualityDistance =
  180. Round(TerrainRenderer1->QualityDistance * 1.2);
  181. break;
  182. case 'n':
  183. case 'N':
  184. if(SkyDome1->Stars->Count == 0)
  185. {
  186. // turn on 'night' mode
  187. Color.Red = 0; Color.Green = 0; Color.Blue = 8;
  188. SkyDome1->Bands->Items[0]->StopColor->AsWinColor = TGIFColorMap::RGB2Color(Color);
  189. Color.Red = 0; Color.Green = 0; Color.Blue = 0;
  190. SkyDome1->Bands->Items[0]->StartColor->AsWinColor = TGIFColorMap::RGB2Color(Color);
  191. Color.Red = 0; Color.Green = 0; Color.Blue = 16;
  192. SkyDome1->Bands->Items[1]->StopColor->AsWinColor = TGIFColorMap::RGB2Color(Color);
  193. Color.Red = 0; Color.Green = 0; Color.Blue = 8;
  194. SkyDome1->Bands->Items[1]->StartColor->AsWinColor = TGIFColorMap::RGB2Color(Color);
  195. SkyDome1->Stars->AddRandomStars(700, clWhite, True); // many white stars
  196. Color.Red = 255; Color.Green = 100; Color.Blue = 100;
  197. SkyDome1->Stars->AddRandomStars(100, TGIFColorMap::RGB2Color(Color), True); // some redish ones
  198. Color.Red = 100; Color.Green = 100; Color.Blue = 255;
  199. SkyDome1->Stars->AddRandomStars(100, TGIFColorMap::RGB2Color(Color), True); // some blueish ones
  200. Color.Red = 255; Color.Green = 255; Color.Blue = 100;
  201. SkyDome1->Stars->AddRandomStars(100, TGIFColorMap::RGB2Color(Color), True); // some yellowish ones
  202. GLSceneViewer1->Buffer->BackgroundColor = Graphics::clBlack;
  203. fe = GLSceneViewer1->Buffer->FogEnvironment;
  204. fe->FogColor->AsWinColor = Graphics::clBlack;
  205. fe->FogStart = -fe->FogStart; // Fog is used to make things darker
  206. SPMoon->Visible = True;
  207. SPSun->Visible = False;
  208. GLLensFlare->Visible = False;
  209. }
  210. break;
  211. case 'd':
  212. case 'D':
  213. if(SkyDome1->Stars->Count > 0)
  214. {
  215. // turn on 'day' mode
  216. SkyDome1->Bands->Items[1]->StopColor->Color = clrNavy;
  217. SkyDome1->Bands->Items[1]->StartColor->Color = clrBlue;
  218. SkyDome1->Bands->Items[0]->StopColor->Color = clrBlue;
  219. SkyDome1->Bands->Items[0]->StartColor->Color = clrWhite;
  220. SkyDome1->Stars->Clear();
  221. GLSceneViewer1->Buffer->BackgroundColor = clWhite;
  222. fe = GLSceneViewer1->Buffer->FogEnvironment;
  223. fe->FogColor->AsWinColor = clWhite;
  224. fe->FogStart = -fe->FogStart;
  225. GLSceneViewer1->Buffer->FogEnvironment->FogStart = 0;
  226. SPMoon->Visible = False;
  227. SPSun->Visible = True;
  228. }
  229. break;
  230. case 't':
  231. if(SkyDome1->Options.Contains(sdoTwinkle))
  232. SkyDome1->Options = SkyDome1->Options << sdoTwinkle;
  233. else
  234. SkyDome1->Options = SkyDome1->Options >> sdoTwinkle;
  235. break;
  236. case 'l':
  237. GLLensFlare->Visible = (!GLLensFlare->Visible) && SPSun->Visible;
  238. }
  239. Key = '\0';
  240. }
  241. //---------------------------------------------------------------------------
  242. void __fastcall TForm1::TISoundTimer(TObject * Sender)
  243. {
  244. Glvectorgeometry::TVector wolfPos;
  245. float c, s;
  246. TGLBSoundEmitter *be;
  247. if(!GLSMBASS1->Active)
  248. return;
  249. if(SkyDome1->Stars->Count == 0)
  250. {
  251. // wind blows around camera
  252. be = GetOrCreateSoundEmitter(GLCamera1);
  253. be->Source->SoundLibrary = GLSoundLibrary;
  254. be->Source->SoundName = GLSoundLibrary->Samples->Items[0]->Name;
  255. be->Source->Volume = random() * 0.5 + 0.5;
  256. be->Playing = True;
  257. }
  258. else
  259. {
  260. // wolf howl at some distance, at ground level
  261. wolfPos = GLCamera1->AbsolutePosition;
  262. SinCosine(random() * Glvectorgeometry::c2PI, 100 + random(1000), s, c);
  263. wolfPos.X = wolfPos.X + c;
  264. wolfPos.Z = wolfPos.Z + s;
  265. wolfPos.Y = TerrainRenderer1->InterpolatedHeight(wolfPos);
  266. DCSound->Position->AsVector = wolfPos;
  267. be = GetOrCreateSoundEmitter(DCSound);
  268. be->Source->SoundLibrary = GLSoundLibrary;
  269. be->Source->SoundName = GLSoundLibrary->Samples->Items[1]->Name;
  270. be->Source->MinDistance = 100;
  271. be->Source->MaxDistance = 4000;
  272. be->Playing = True;
  273. }
  274. TISound->Enabled = False;
  275. TISound->Interval = 10000 + random(10000);
  276. TISound->Enabled = True;
  277. }
  278. //---------------------------------------------------------------------------