terrain.cpp 5.7 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, 10.0f, 2.5f);
  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. device()->resource_manager()->load("textures/red_north.tga");
  113. device()->resource_manager()->load("textures/red_south.tga");
  114. device()->resource_manager()->load("textures/red_east.tga");
  115. device()->resource_manager()->load("textures/red_west.tga");
  116. device()->resource_manager()->load("textures/red_up.tga");
  117. device()->resource_manager()->load("textures/red_down.tga");
  118. grass = device()->resource_manager()->load("textures/grass.tga");
  119. terrain.PlotCircle(4, 4, 4, 2);
  120. //terrain.ApplyBrush(32, 32, 1.25f);
  121. terrain.UpdateVertexBuffer(true);
  122. }
  123. void render(float dt)
  124. {
  125. Renderer* renderer = device()->renderer();
  126. system->set_view_by_cursor();
  127. system->update(dt);
  128. renderer->set_lighting(false);
  129. renderer->set_texturing(0, false);
  130. if (skybox)
  131. {
  132. skybox->Render();
  133. }
  134. ray.set_origin(cam->position());
  135. ray.set_direction(cam->look_at());
  136. /* Render the terrain */
  137. renderer->set_ambient_light(Color4(0.5f, 0.5f, 0.5f, 1.0f));
  138. renderer->set_lighting(true);
  139. renderer->set_light(0, true);
  140. renderer->set_light_params(0, LT_DIRECTION, Vec3(0.6, 0.5f, -2.0f));
  141. renderer->set_light_color(0, Color4::WHITE, Color4::WHITE, Color4(0.6f, 0.6f, 0.6f));
  142. renderer->set_light_attenuation(0, 1, 0, 0);
  143. renderer->set_material_params(Color4(0.3f, 0.3f, 0.3f), Color4(0.8f, 0.8f, 0.8f), Color4::BLACK, Color4::BLACK, 0);
  144. renderer->set_matrix(MT_MODEL, Mat4::IDENTITY);
  145. if (device()->resource_manager()->is_loaded(grass))
  146. {
  147. TextureResource* grass_tex = (TextureResource*)device()->resource_manager()->data(grass);
  148. if (grass_tex)
  149. {
  150. TextureId grass_id = grass_tex->m_render_texture;
  151. renderer->set_texturing(0, true);
  152. renderer->set_texture(0, grass_id);
  153. renderer->set_lighting(true);
  154. }
  155. }
  156. //glColor3f(1, 1, 1);
  157. terrain.Render();
  158. /* Test for intersection */
  159. Triangle tri, tri2;
  160. real dist;
  161. if (terrain.TraceRay(ray, tri, tri2, dist))
  162. {
  163. renderer->set_depth_test(false);
  164. Vec3 intersectionPoint = ray.origin() + (ray.direction() * dist);
  165. if (mouseLeftPressed)
  166. {
  167. terrain.ApplyBrush(intersectionPoint, 0.09f);
  168. terrain.UpdateVertexBuffer(true);
  169. }
  170. if (mouseRightPressed)
  171. {
  172. terrain.ApplyBrush(intersectionPoint, -0.09f);
  173. terrain.UpdateVertexBuffer(true);
  174. }
  175. renderer->set_depth_test(true);
  176. }
  177. }
  178. private:
  179. FPSSystem* system;
  180. Camera* cam;
  181. Skybox* skybox;
  182. Mat4 ortho;
  183. Terrain terrain;
  184. // Resources
  185. ResourceId grass;
  186. bool optShowSkybox;
  187. bool optShowCrate;
  188. bool optShowTerrain;
  189. bool mouseLeftPressed;
  190. bool mouseRightPressed;
  191. float wheel;
  192. Ray ray;
  193. };
  194. class TerrainGame : public Game
  195. {
  196. public:
  197. void init()
  198. {
  199. m_scene.on_load();
  200. }
  201. void shutdown()
  202. {
  203. }
  204. void update(float dt)
  205. {
  206. m_scene.render(dt);
  207. }
  208. private:
  209. MainScene m_scene;
  210. WndCtrl m_ctrl;
  211. };
  212. extern "C" Game* create_game()
  213. {
  214. return new TerrainGame;
  215. }
  216. extern "C" void destroy_game(Game* game)
  217. {
  218. delete game;
  219. }