terrain.cpp 5.1 KB

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  1. #include "Crown.h"
  2. #include "Terrain.h"
  3. #include "FPSSystem.h"
  4. #include "Game.h"
  5. using namespace crown;
  6. class WndCtrl: public KeyboardListener
  7. {
  8. public:
  9. WndCtrl()
  10. {
  11. device()->input_manager()->register_keyboard_listener(this);
  12. }
  13. void key_released(const KeyboardEvent& event)
  14. {
  15. if (event.key == KC_ESCAPE)
  16. {
  17. device()->stop();
  18. }
  19. }
  20. };
  21. class MainScene: public KeyboardListener, public MouseListener
  22. {
  23. public:
  24. MainScene() :
  25. optShowSkybox(true),
  26. optShowCrate(true),
  27. optShowTerrain(true)
  28. {
  29. device()->input_manager()->register_keyboard_listener(this);
  30. device()->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. }
  52. void button_pressed(const MouseEvent& event)
  53. {
  54. if (event.button == MB_LEFT)
  55. {
  56. mouseLeftPressed = true;
  57. //GLint view[4];
  58. //GLdouble proj[16], model[16];
  59. //glGetDoublev(GL_MODELVIEW_MATRIX, model);
  60. //glGetDoublev(GL_PROJECTION_MATRIX, proj);
  61. //glGetIntegerv(GL_VIEWPORT, view);
  62. //int x = event.x;
  63. //int y = event.y;
  64. // Adjust y wndCoord
  65. //y = (625 - y);
  66. //double sX, sY, sZ;
  67. //double eX, eY, eZ;
  68. //gluUnProject(x, y, 0.0f, model, proj, view, &sX, &sY, &sZ);
  69. //gluUnProject(x, y, 1.0f, model, proj, view, &eX, &eY, &eZ);
  70. //Vec3 dir = Vec3(eX, eY, eZ) - Vec3(sX, sY, sZ);
  71. //dir.normalize();
  72. //ray.direction = dir;
  73. }
  74. else if (event.button == MB_RIGHT)
  75. {
  76. mouseRightPressed = true;
  77. }
  78. wheel += event.wheel * 0.25;
  79. }
  80. void button_released(const MouseEvent& event)
  81. {
  82. if (event.button == MB_LEFT)
  83. {
  84. mouseLeftPressed = false;
  85. }
  86. else if (event.button == MB_RIGHT)
  87. {
  88. mouseRightPressed = false;
  89. }
  90. wheel -= event.wheel * 0.25;
  91. }
  92. void on_load()
  93. {
  94. crown::Renderer* renderer = crown::device()->renderer();
  95. renderer->set_clear_color(Color4::LIGHTBLUE);
  96. Vec3 start = Vec3(0.0f, 10.0f, 0.0f);
  97. // Add a movable camera
  98. cam = new Camera(start, 90.0f, 1.6f);
  99. system = new FPSSystem(cam, 0.1, 2.5);
  100. // Add a skybox
  101. skybox = new Skybox(Vec3::ZERO, true);
  102. //if (skybox)
  103. //{
  104. // skybox->SetFace(SF_NORTH, GetTextureManager()->Load("res/red_north.tga"));
  105. // skybox->SetFace(SF_SOUTH, GetTextureManager()->Load("res/red_south.tga"));
  106. // skybox->SetFace(SF_EAST, GetTextureManager()->Load("res/red_east.tga"));
  107. // skybox->SetFace(SF_WEST, GetTextureManager()->Load("res/red_west.tga"));
  108. // skybox->SetFace(SF_UP, GetTextureManager()->Load("res/red_up.tga"));
  109. // skybox->SetFace(SF_DOWN, GetTextureManager()->Load("res/red_down.tga"));
  110. //}
  111. terrain.CreateTerrain(64, 64, 1, 0.0f);
  112. //grass = GetTextureManager()->Load("res/grass.tga");
  113. //grass->SetFilter(TF_TRILINEAR);
  114. terrain.PlotCircle(4, 4, 4, 2);
  115. //terrain.ApplyBrush(32, 32, 1.25f);
  116. terrain.UpdateVertexBuffer(true);
  117. }
  118. void render()
  119. {
  120. Renderer* renderer = device()->renderer();
  121. system->set_view_by_cursor();
  122. system->update();
  123. renderer->set_lighting(false);
  124. renderer->set_texturing(0, false);
  125. if (skybox)
  126. {
  127. skybox->Render();
  128. }
  129. ray.set_origin(cam->position());
  130. ray.set_direction(cam->look_at());
  131. /* Render the terrain */
  132. renderer->set_ambient_light(Color4(0.5f, 0.5f, 0.5f, 1.0f));
  133. renderer->set_lighting(true);
  134. renderer->set_light(0, true);
  135. renderer->set_light_params(0, LT_DIRECTION, Vec3(0.6, 0.5f, -2.0f));
  136. renderer->set_light_color(0, Color4::WHITE, Color4::WHITE, Color4(0.6f, 0.6f, 0.6f));
  137. renderer->set_light_attenuation(0, 1, 0, 0);
  138. renderer->set_material_params(Color4(0.3f, 0.3f, 0.3f), Color4(0.8f, 0.8f, 0.8f), Color4::BLACK, Color4::BLACK, 0);
  139. renderer->set_matrix(MT_MODEL, Mat4::IDENTITY);
  140. // Texture disabled because of last updates not in sync... :(
  141. //renderer->set_texturing(0, true);
  142. //renderer->set_texture(0, grass);
  143. renderer->set_lighting(true);
  144. //glColor3f(1, 1, 1);
  145. terrain.Render();
  146. /* Test for intersection */
  147. Triangle tri, tri2;
  148. real dist;
  149. if (terrain.TraceRay(ray, tri, tri2, dist))
  150. {
  151. renderer->set_depth_test(false);
  152. Vec3 intersectionPoint = ray.origin() + (ray.direction() * dist);
  153. if (mouseLeftPressed)
  154. {
  155. terrain.ApplyBrush(intersectionPoint, 0.09f);
  156. terrain.UpdateVertexBuffer(true);
  157. }
  158. if (mouseRightPressed)
  159. {
  160. terrain.ApplyBrush(intersectionPoint, -0.09f);
  161. terrain.UpdateVertexBuffer(true);
  162. }
  163. renderer->set_depth_test(true);
  164. }
  165. }
  166. private:
  167. FPSSystem* system;
  168. Camera* cam;
  169. Skybox* skybox;
  170. Mat4 ortho;
  171. Terrain terrain;
  172. // Resources
  173. ResourceId grass;
  174. bool optShowSkybox;
  175. bool optShowCrate;
  176. bool optShowTerrain;
  177. bool mouseLeftPressed;
  178. bool mouseRightPressed;
  179. float wheel;
  180. Ray ray;
  181. };
  182. class TerrainGame : public Game
  183. {
  184. public:
  185. void init()
  186. {
  187. m_scene.on_load();
  188. }
  189. void shutdown()
  190. {
  191. }
  192. void update()
  193. {
  194. m_scene.render();
  195. }
  196. private:
  197. MainScene m_scene;
  198. WndCtrl m_ctrl;
  199. };
  200. extern "C" Game* create_game()
  201. {
  202. return new TerrainGame;
  203. }
  204. extern "C" void destroy_game(Game* game)
  205. {
  206. delete game;
  207. }