#include "Crown.h" #include "Terrain.h" #include "FPSSystem.h" #include "Game.h" using namespace crown; class WndCtrl: public KeyboardListener { public: WndCtrl() { device()->input_manager()->register_keyboard_listener(this); } void key_released(const KeyboardEvent& event) { if (event.key == KC_ESCAPE) { device()->stop(); } } }; class MainScene { public: MainScene() : optShowSkybox(true), optShowCrate(true), optShowTerrain(true), camera_active(true) { mouseRightPressed = false; mouseLeftPressed = false; } ~MainScene() { } void poll_input() { Keyboard* keyb = device()->keyboard(); Mouse* mouse = device()->mouse(); if (keyb->key_pressed(KC_1)) { terrain.PlotCircle(2, 2, 2, 2); } if (keyb->key_pressed(KC_2)) { terrain.PlotCircle(4, 4, 4, 2); } if (keyb->key_pressed(KC_3)) { terrain.PlotCircle(8, 8, 8, 2); } if (keyb->key_pressed(KC_F5)) { device()->reload(grass); } if (keyb->key_pressed(KC_SPACE)) { camera_active = !camera_active; } //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; mouseLeftPressed = mouse->button_pressed(MB_LEFT); mouseRightPressed = mouse->button_pressed(MB_RIGHT); } void on_load() { crown::Renderer* renderer = crown::device()->renderer(); Vec3 start = Vec3(0.0f, 10.0f, 0.0f); // Add a movable camera cam = new Camera(start, 90.0f, 1.6f); system = new FPSSystem(cam, 10.0f, 2.5f); // Add a skybox skybox = new Skybox(Vec3::ZERO, true); terrain.CreateTerrain(64, 64, 1, 0.0f); terrain.PlotCircle(4, 4, 4, 2); terrain.UpdateVertexBuffer(true); red_north = device()->load("textures/red_north.tga"); red_south = device()->load("textures/red_south.tga"); red_east = device()->load("textures/red_east.tga"); red_west = device()->load("textures/red_west.tga"); red_up = device()->load("textures/red_up.tga"); red_down = device()->load("textures/red_down.tga"); grass = device()->load("textures/grass.tga"); device()->resource_manager()->flush(); TextureResource* grass_texture = (TextureResource*)device()->data(grass); grass_id = device()->renderer()->create_texture(grass_texture->width(), grass_texture->height(), grass_texture->format(), grass_texture->data()); //rb_id = device()->renderer()->create_render_buffer(200, 200, PF_RGBA_8); } void on_unload() { device()->unload(grass); device()->unload(red_north); device()->unload(red_south); device()->unload(red_east); device()->unload(red_west); device()->unload(red_up); device()->unload(red_down); //device()->renderer()->destroy_render_buffer(rb_id); } void update(float dt) { poll_input(); Renderer* renderer = device()->renderer(); renderer->set_clear_color(Color4::LIGHTBLUE); if (camera_active) { system->set_view_by_cursor(); } system->update(dt); renderer->set_lighting(false); renderer->set_texturing(0, false); if (skybox) { skybox->Render(); } ray.set_origin(cam->position()); ray.set_direction(cam->look_at()); /* 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); if (device()->is_loaded(grass)) { renderer->set_texturing(0, true); renderer->bind_texture(0, grass_id); } //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; Camera* cam; Skybox* skybox; Mat4 ortho; Terrain terrain; // Resources ResourceId grass; ResourceId red_north; ResourceId red_south; ResourceId red_east; ResourceId red_west; ResourceId red_up; ResourceId red_down; TextureId grass_id; RenderBufferId rb_id; bool optShowSkybox; bool optShowCrate; bool optShowTerrain; bool mouseLeftPressed; bool mouseRightPressed; float wheel; bool camera_active; Ray ray; }; MainScene m_scene; WndCtrl m_ctrl; extern "C" { void init() { m_scene.on_load(); } void shutdown() { m_scene.on_unload(); } void frame(float dt) { m_scene.update(dt); } }