terrain.cpp 5.6 KB

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  1. #include "Crown.h"
  2. #include "Terrain.h"
  3. #include "FPSSystem.h"
  4. using namespace crown;
  5. class WndCtrl: public KeyboardListener
  6. {
  7. public:
  8. WndCtrl()
  9. {
  10. get_input_manager()->register_keyboard_listener(this);
  11. }
  12. void KeyReleased(const KeyboardEvent& event)
  13. {
  14. if (event.key == KC_ESCAPE)
  15. {
  16. GetDevice()->stop();
  17. }
  18. }
  19. };
  20. void DrawCircle(const Vec3& pos, float radius);
  21. class MainScene: public KeyboardListener, public MouseListener
  22. {
  23. public:
  24. MainScene() :
  25. optShowSkybox(true),
  26. optShowCrate(true),
  27. optShowTerrain(true)
  28. {
  29. get_input_manager()->register_keyboard_listener(this);
  30. get_input_manager()->register_mouse_listener(this);
  31. mouseRightPressed = false;
  32. mouseLeftPressed = false;
  33. }
  34. ~MainScene()
  35. {
  36. }
  37. void key_released(const KeyboardEvent& event)
  38. {
  39. if (event.key == '1')
  40. {
  41. terrain.PlotCircle(2, 2, 2, 2);
  42. }
  43. if (event.key == '2')
  44. {
  45. terrain.PlotCircle(4, 4, 4, 2);
  46. }
  47. if (event.key == '3')
  48. {
  49. terrain.PlotCircle(8, 8, 8, 2);
  50. }
  51. if (event.key == KC_SPACE)
  52. {
  53. if (cam)
  54. {
  55. cam->SetActive(!cam->IsActive());
  56. }
  57. }
  58. }
  59. void button_pressed(const MouseEvent& event)
  60. {
  61. if (event.button == MB_LEFT)
  62. {
  63. mouseLeftPressed = true;
  64. //GLint view[4];
  65. //GLdouble proj[16], model[16];
  66. //glGetDoublev(GL_MODELVIEW_MATRIX, model);
  67. //glGetDoublev(GL_PROJECTION_MATRIX, proj);
  68. //glGetIntegerv(GL_VIEWPORT, view);
  69. //int x = event.x;
  70. //int y = event.y;
  71. // Adjust y wndCoord
  72. //y = (625 - y);
  73. //double sX, sY, sZ;
  74. //double eX, eY, eZ;
  75. //gluUnProject(x, y, 0.0f, model, proj, view, &sX, &sY, &sZ);
  76. //gluUnProject(x, y, 1.0f, model, proj, view, &eX, &eY, &eZ);
  77. //Vec3 dir = Vec3(eX, eY, eZ) - Vec3(sX, sY, sZ);
  78. //dir.normalize();
  79. //ray.direction = dir;
  80. }
  81. else if (event.button == MB_RIGHT)
  82. {
  83. mouseRightPressed = true;
  84. }
  85. wheel += event.wheel * 0.25;
  86. }
  87. void button_released(const MouseEvent& event)
  88. {
  89. if (event.button == MB_LEFT)
  90. {
  91. mouseLeftPressed = false;
  92. }
  93. else if (event.button == MB_RIGHT)
  94. {
  95. mouseRightPressed = false;
  96. }
  97. wheel -= event.wheel * 0.25;
  98. }
  99. void OnLoad()
  100. {
  101. crown::Renderer* renderer = crown::GetDevice()->renderer();
  102. renderer->set_clear_color(Color4::LIGHTBLUE);
  103. Vec3 start = Vec3(0.0f, 10.0f, 0.0f);
  104. // Add a movable camera
  105. cam = new MovableCamera(/*Vec3::ZERO*/start, true, 90.0f, 1.6f, true, 0.1, 2.5);
  106. if (cam)
  107. {
  108. cam->SetActive(true);
  109. cam->SetSpeed(0.1);
  110. cam->SetFarClipDistance(1000.0f);
  111. }
  112. system = new FPSSystem(cam);
  113. // Add a skybox
  114. skybox = new Skybox(Vec3::ZERO, true);
  115. //if (skybox)
  116. //{
  117. // skybox->SetFace(SF_NORTH, GetTextureManager()->Load("res/red_north.tga"));
  118. // skybox->SetFace(SF_SOUTH, GetTextureManager()->Load("res/red_south.tga"));
  119. // skybox->SetFace(SF_EAST, GetTextureManager()->Load("res/red_east.tga"));
  120. // skybox->SetFace(SF_WEST, GetTextureManager()->Load("res/red_west.tga"));
  121. // skybox->SetFace(SF_UP, GetTextureManager()->Load("res/red_up.tga"));
  122. // skybox->SetFace(SF_DOWN, GetTextureManager()->Load("res/red_down.tga"));
  123. //}
  124. terrain.CreateTerrain(64, 64, 1, 0.0f);
  125. //grass = GetTextureManager()->Load("res/grass.tga");
  126. //grass->SetFilter(TF_TRILINEAR);
  127. terrain.PlotCircle(4, 4, 4, 2);
  128. //terrain.ApplyBrush(32, 32, 1.25f);
  129. terrain.UpdateVertexBuffer(true);
  130. }
  131. void RenderScene()
  132. {
  133. Renderer* renderer = GetDevice()->renderer();
  134. system->set_view_by_cursor();
  135. system->camera_render();
  136. renderer->set_lighting(false);
  137. renderer->set_texturing(0, false);
  138. if (skybox)
  139. {
  140. skybox->Render();
  141. }
  142. if (cam->IsActive())
  143. {
  144. ray.origin = cam->GetPosition();
  145. ray.direction = cam->GetLookAt();
  146. }
  147. /* Render the terrain */
  148. renderer->set_ambient_light(Color4(0.5f, 0.5f, 0.5f, 1.0f));
  149. renderer->set_lighting(true);
  150. renderer->set_light(0, true);
  151. renderer->set_light_params(0, LT_DIRECTION, Vec3(0.6, 0.5f, -2.0f));
  152. renderer->set_light_color(0, Color4::WHITE, Color4::WHITE, Color4(0.6f, 0.6f, 0.6f));
  153. renderer->set_light_attenuation(0, 1, 0, 0);
  154. renderer->set_material_params(Color4(0.3f, 0.3f, 0.3f), Color4(0.8f, 0.8f, 0.8f), Color4::BLACK, Color4::BLACK, 0);
  155. renderer->set_matrix(MT_MODEL, Mat4::IDENTITY);
  156. // Texture disabled because of last updates not in sync... :(
  157. //renderer->set_texturing(0, true);
  158. //renderer->set_texture(0, grass);
  159. renderer->set_lighting(true);
  160. //glColor3f(1, 1, 1);
  161. terrain.Render();
  162. /* Test for intersection */
  163. Triangle tri, tri2;
  164. real dist;
  165. if (terrain.TraceRay(ray, tri, tri2, dist))
  166. {
  167. renderer->set_depth_test(false);
  168. Vec3 intersectionPoint = ray.origin + (ray.direction * dist);
  169. if (mouseLeftPressed)
  170. {
  171. terrain.ApplyBrush(intersectionPoint, 0.09f);
  172. terrain.UpdateVertexBuffer(true);
  173. }
  174. if (mouseRightPressed)
  175. {
  176. terrain.ApplyBrush(intersectionPoint, -0.09f);
  177. terrain.UpdateVertexBuffer(true);
  178. }
  179. renderer->set_depth_test(true);
  180. }
  181. }
  182. private:
  183. FPSSystem* system;
  184. MovableCamera* cam;
  185. Skybox* skybox;
  186. Mat4 ortho;
  187. Terrain terrain;
  188. // Resources
  189. ResourceId grass;
  190. bool optShowSkybox;
  191. bool optShowCrate;
  192. bool optShowTerrain;
  193. bool mouseLeftPressed;
  194. bool mouseRightPressed;
  195. float wheel;
  196. Ray ray;
  197. };
  198. int main(int argc, char** argv)
  199. {
  200. os::init_os();
  201. os::create_render_window(0, 0, 1000, 625, false);
  202. os::init_input();
  203. Device* engine = GetDevice();
  204. if (!engine->init(argc, argv))
  205. {
  206. return 0;
  207. }
  208. WndCtrl ctrl;
  209. MainScene mainScene;
  210. mainScene.OnLoad();
  211. while (engine->is_running())
  212. {
  213. os::event_loop();
  214. get_input_manager()->event_loop();
  215. engine->renderer()->begin_frame();
  216. mainScene.RenderScene();
  217. engine->renderer()->end_frame();
  218. os::swap_buffers();
  219. }
  220. engine->shutdown();
  221. os::destroy_render_window();
  222. return 0;
  223. }