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- #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 KeyboardListener, public MouseListener
- {
- public:
- MainScene() :
- optShowSkybox(true),
- optShowCrate(true),
- optShowTerrain(true)
- {
- device()->input_manager()->register_keyboard_listener(this);
- device()->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);
- }
- }
- 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 on_load()
- {
- crown::Renderer* renderer = crown::device()->renderer();
- renderer->set_clear_color(Color4::LIGHTBLUE);
-
- 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, 0.1, 2.5);
- // 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 render()
- {
- Renderer* renderer = device()->renderer();
-
- system->set_view_by_cursor();
- system->update();
- 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);
- // 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;
- Camera* cam;
- Skybox* skybox;
- Mat4 ortho;
- Terrain terrain;
- // Resources
- ResourceId grass;
- bool optShowSkybox;
- bool optShowCrate;
- bool optShowTerrain;
- bool mouseLeftPressed;
- bool mouseRightPressed;
- float wheel;
- Ray ray;
- };
- class TerrainGame : public Game
- {
- public:
- void init()
- {
- m_scene.on_load();
- }
- void shutdown()
- {
- }
- void update()
- {
- m_scene.render();
- }
- private:
- MainScene m_scene;
- WndCtrl m_ctrl;
- };
- extern "C" Game* create_game()
- {
- return new TerrainGame;
- }
- extern "C" void destroy_game(Game* game)
- {
- delete game;
- }
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