#include "Crown.h" #include "Terrain.h" #include #include #include #include "OS.h" using namespace crown; class WndCtrl: public KeyboardListener { public: WndCtrl() { GetInputManager()->RegisterKeyboardListener(this); } void KeyReleased(const KeyboardEvent& event) { if (event.key == KC_ESCAPE) { GetDevice()->StopRunning(); } } }; void DrawCircle(const Vec3& pos, float radius); class MainScene: public KeyboardListener, public MouseListener { public: MainScene() : optShowSkybox(true), optShowCrate(true), optShowTerrain(true) { GetInputManager()->RegisterKeyboardListener(this); GetInputManager()->RegisterMouseListener(this); mouseRightPressed = false; mouseLeftPressed = false; } ~MainScene() { } void KeyReleased(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_F5) { terrain.SaveAsBmp("blah.bmp"); } if (event.key == KC_SPACE) { if (cam) { cam->SetActive(!cam->IsActive()); } } } void ButtonPressed(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.origin = cam->GetPosition(); ray.direction = dir; //std::cout << x << " " << y << std::endl; //std::cout << "Ori: " << ray.origin.ToStr().c_str() << std::endl; //std::cout << "Dir: " << ray.direction.ToStr().c_str() << std::endl; } else if (event.button == MB_RIGHT) { mouseRightPressed = true; } wheel += event.wheel * 0.25; } void ButtonReleased(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()->GetRenderer(); renderer->SetClearColor(Color4::LIGHTBLUE); // Add a movable camera cam = new MovableCamera(Vec3::ZERO, true, 90.0f, 1.6f, true, 0.1, 2.5); if (cam) { cam->SetActive(true); cam->SetSpeed(0.1); cam->SetFarClipDistance(1000.0f); } // 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()->GetRenderer(); cam->Render(); renderer->_SetLighting(false); renderer->_SetTexturing(0, false); if (skybox) { skybox->Render(); } if (cam->IsActive()) { ray.origin = cam->GetPosition(); ray.direction = cam->GetLookAt(); } /* Render the terrain */ renderer->_SetAmbientLight(Color4(0.5f, 0.5f, 0.5f, 1.0f)); renderer->_SetLighting(true); renderer->_SetLight(0, true); renderer->_SetLightParams(0, LT_DIRECTION, Vec3(0.6, 0.5f, -2.0f)); renderer->_SetLightColor(0, Color4::WHITE, Color4::WHITE, Color4(0.6f, 0.6f, 0.6f)); renderer->_SetLightAttenuation(0, 1, 0, 0); renderer->_SetMaterialParams(Color4(0.3f, 0.3f, 0.3f), Color4(0.8f, 0.8f, 0.8f), Color4::BLACK, Color4::BLACK, 0); renderer->SetMatrix(MT_MODEL, Mat4::IDENTITY); renderer->_SetTexturing(0, true); renderer->SetTexture(0, grass); renderer->_SetLighting(true); glColor3f(1, 1, 1); terrain.Render(); /* Test for intersection */ Triangle tri, tri2; real dist; if (terrain.TraceRay(ray, tri, tri2, dist)) { renderer->_SetDepthTest(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->_SetDepthTest(true); } } private: MovableCamera* cam; Skybox* skybox; Mat4 ortho; Terrain terrain; Texture* grass; Mesh* cube; bool optShowSkybox; bool optShowCrate; bool optShowTerrain; bool mouseLeftPressed; bool mouseRightPressed; float wheel; Ray ray; }; int main(int argc, char** argv) { Device* mDevice = GetDevice(); if (!mDevice->Init(argc, argv)) { return 0; } WndCtrl ctrl; MainScene mainScene; mainScene.OnLoad(); while (mDevice->IsRunning()) { os::event_loop(); GetInputManager()->EventLoop(); GetDevice()->GetRenderer()->_BeginFrame(); mainScene.RenderScene(); GetDevice()->GetRenderer()->_EndFrame(); os::swap_buffers(); } mDevice->Shutdown(); return 0; }