#include "Crown.h" #include "Terrain.h" #include "FPSSystem.h" using namespace crown; class WndCtrl: public KeyboardListener { public: WndCtrl() { get_input_manager()->register_keyboard_listener(this); } void KeyReleased(const KeyboardEvent& event) { if (event.key == KC_ESCAPE) { GetDevice()->stop(); } } }; void DrawCircle(const Vec3& pos, float radius); class MainScene: public KeyboardListener, public MouseListener { public: MainScene() : optShowSkybox(true), optShowCrate(true), optShowTerrain(true) { get_input_manager()->register_keyboard_listener(this); get_input_manager()->register_mouse_listener(this); mouseRightPressed = false; mouseLeftPressed = false; } ~MainScene() { } void key_released(const KeyboardEvent& event) { if (event.key == '1') { terrain.PlotCircle(2, 2, 2, 2); } if (event.key == '2') { terrain.PlotCircle(4, 4, 4, 2); } if (event.key == '3') { terrain.PlotCircle(8, 8, 8, 2); } if (event.key == KC_SPACE) { if (cam) { cam->SetActive(!cam->IsActive()); } } } void button_pressed(const MouseEvent& event) { if (event.button == MB_LEFT) { mouseLeftPressed = true; //GLint view[4]; //GLdouble proj[16], model[16]; //glGetDoublev(GL_MODELVIEW_MATRIX, model); //glGetDoublev(GL_PROJECTION_MATRIX, proj); //glGetIntegerv(GL_VIEWPORT, view); //int x = event.x; //int y = event.y; // Adjust y wndCoord //y = (625 - y); //double sX, sY, sZ; //double eX, eY, eZ; //gluUnProject(x, y, 0.0f, model, proj, view, &sX, &sY, &sZ); //gluUnProject(x, y, 1.0f, model, proj, view, &eX, &eY, &eZ); //Vec3 dir = Vec3(eX, eY, eZ) - Vec3(sX, sY, sZ); //dir.normalize(); //ray.direction = dir; } else if (event.button == MB_RIGHT) { mouseRightPressed = true; } wheel += event.wheel * 0.25; } void button_released(const MouseEvent& event) { if (event.button == MB_LEFT) { mouseLeftPressed = false; } else if (event.button == MB_RIGHT) { mouseRightPressed = false; } wheel -= event.wheel * 0.25; } void OnLoad() { crown::Renderer* renderer = crown::GetDevice()->renderer(); renderer->set_clear_color(Color4::LIGHTBLUE); Vec3 start = Vec3(0.0f, 10.0f, 0.0f); // Add a movable camera cam = new MovableCamera(/*Vec3::ZERO*/start, true, 90.0f, 1.6f, true, 0.1, 2.5); if (cam) { cam->SetActive(true); cam->SetSpeed(0.1); cam->SetFarClipDistance(1000.0f); } system = new FPSSystem(cam); // Add a skybox skybox = new Skybox(Vec3::ZERO, true); //if (skybox) //{ // skybox->SetFace(SF_NORTH, GetTextureManager()->Load("res/red_north.tga")); // skybox->SetFace(SF_SOUTH, GetTextureManager()->Load("res/red_south.tga")); // skybox->SetFace(SF_EAST, GetTextureManager()->Load("res/red_east.tga")); // skybox->SetFace(SF_WEST, GetTextureManager()->Load("res/red_west.tga")); // skybox->SetFace(SF_UP, GetTextureManager()->Load("res/red_up.tga")); // skybox->SetFace(SF_DOWN, GetTextureManager()->Load("res/red_down.tga")); //} terrain.CreateTerrain(64, 64, 1, 0.0f); //grass = GetTextureManager()->Load("res/grass.tga"); //grass->SetFilter(TF_TRILINEAR); terrain.PlotCircle(4, 4, 4, 2); //terrain.ApplyBrush(32, 32, 1.25f); terrain.UpdateVertexBuffer(true); } void RenderScene() { Renderer* renderer = GetDevice()->renderer(); system->set_view_by_cursor(); system->camera_render(); renderer->set_lighting(false); renderer->set_texturing(0, false); if (skybox) { skybox->Render(); } if (cam->IsActive()) { ray.origin = cam->GetPosition(); ray.direction = cam->GetLookAt(); } /* Render the terrain */ renderer->set_ambient_light(Color4(0.5f, 0.5f, 0.5f, 1.0f)); renderer->set_lighting(true); renderer->set_light(0, true); renderer->set_light_params(0, LT_DIRECTION, Vec3(0.6, 0.5f, -2.0f)); renderer->set_light_color(0, Color4::WHITE, Color4::WHITE, Color4(0.6f, 0.6f, 0.6f)); renderer->set_light_attenuation(0, 1, 0, 0); renderer->set_material_params(Color4(0.3f, 0.3f, 0.3f), Color4(0.8f, 0.8f, 0.8f), Color4::BLACK, Color4::BLACK, 0); renderer->set_matrix(MT_MODEL, Mat4::IDENTITY); // Texture disabled because of last updates not in sync... :( //renderer->set_texturing(0, true); //renderer->set_texture(0, grass); renderer->set_lighting(true); //glColor3f(1, 1, 1); terrain.Render(); /* Test for intersection */ Triangle tri, tri2; real dist; if (terrain.TraceRay(ray, tri, tri2, dist)) { renderer->set_depth_test(false); Vec3 intersectionPoint = ray.origin + (ray.direction * dist); if (mouseLeftPressed) { terrain.ApplyBrush(intersectionPoint, 0.09f); terrain.UpdateVertexBuffer(true); } if (mouseRightPressed) { terrain.ApplyBrush(intersectionPoint, -0.09f); terrain.UpdateVertexBuffer(true); } renderer->set_depth_test(true); } } private: FPSSystem* system; MovableCamera* cam; Skybox* skybox; Mat4 ortho; Terrain terrain; // Resources ResourceId grass; bool optShowSkybox; bool optShowCrate; bool optShowTerrain; bool mouseLeftPressed; bool mouseRightPressed; float wheel; Ray ray; }; int main(int argc, char** argv) { os::init_os(); os::create_render_window(0, 0, 1000, 625, false); os::init_input(); Device* engine = GetDevice(); if (!engine->init(argc, argv)) { return 0; } WndCtrl ctrl; MainScene mainScene; mainScene.OnLoad(); while (engine->is_running()) { os::event_loop(); get_input_manager()->event_loop(); engine->renderer()->begin_frame(); mainScene.RenderScene(); engine->renderer()->end_frame(); os::swap_buffers(); } engine->shutdown(); os::destroy_render_window(); return 0; }