terrain.cpp 5.5 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. camera_active(true)
  29. {
  30. device()->input_manager()->register_keyboard_listener(this);
  31. device()->input_manager()->register_mouse_listener(this);
  32. mouseRightPressed = false;
  33. mouseLeftPressed = false;
  34. }
  35. ~MainScene()
  36. {
  37. }
  38. void key_released(const KeyboardEvent& event)
  39. {
  40. if (event.key == '1')
  41. {
  42. terrain.PlotCircle(2, 2, 2, 2);
  43. }
  44. if (event.key == '2')
  45. {
  46. terrain.PlotCircle(4, 4, 4, 2);
  47. }
  48. if (event.key == '3')
  49. {
  50. terrain.PlotCircle(8, 8, 8, 2);
  51. }
  52. if (event.key == KC_F5)
  53. {
  54. device()->reload(grass);
  55. }
  56. if (event.key == KC_SPACE)
  57. {
  58. camera_active = !camera_active;
  59. }
  60. }
  61. void button_pressed(const MouseEvent& event)
  62. {
  63. if (event.button == MB_LEFT)
  64. {
  65. mouseLeftPressed = true;
  66. //GLint view[4];
  67. //GLdouble proj[16], model[16];
  68. //glGetDoublev(GL_MODELVIEW_MATRIX, model);
  69. //glGetDoublev(GL_PROJECTION_MATRIX, proj);
  70. //glGetIntegerv(GL_VIEWPORT, view);
  71. //int x = event.x;
  72. //int y = event.y;
  73. // Adjust y wndCoord
  74. //y = (625 - y);
  75. //double sX, sY, sZ;
  76. //double eX, eY, eZ;
  77. //gluUnProject(x, y, 0.0f, model, proj, view, &sX, &sY, &sZ);
  78. //gluUnProject(x, y, 1.0f, model, proj, view, &eX, &eY, &eZ);
  79. //Vec3 dir = Vec3(eX, eY, eZ) - Vec3(sX, sY, sZ);
  80. //dir.normalize();
  81. //ray.direction = dir;
  82. }
  83. else if (event.button == MB_RIGHT)
  84. {
  85. mouseRightPressed = true;
  86. }
  87. wheel += event.wheel * 0.25;
  88. }
  89. void button_released(const MouseEvent& event)
  90. {
  91. if (event.button == MB_LEFT)
  92. {
  93. mouseLeftPressed = false;
  94. }
  95. else if (event.button == MB_RIGHT)
  96. {
  97. mouseRightPressed = false;
  98. }
  99. wheel -= event.wheel * 0.25;
  100. }
  101. void on_load()
  102. {
  103. crown::Renderer* renderer = crown::device()->renderer();
  104. Vec3 start = Vec3(0.0f, 10.0f, 0.0f);
  105. // Add a movable camera
  106. cam = new Camera(start, 90.0f, 1.6f);
  107. system = new FPSSystem(cam, 10.0f, 2.5f);
  108. // Add a skybox
  109. skybox = new Skybox(Vec3::ZERO, true);
  110. terrain.CreateTerrain(64, 64, 1, 0.0f);
  111. terrain.PlotCircle(4, 4, 4, 2);
  112. terrain.UpdateVertexBuffer(true);
  113. red_north = device()->load("textures/red_north.tga");
  114. red_south = device()->load("textures/red_south.tga");
  115. red_east = device()->load("textures/red_east.tga");
  116. red_west = device()->load("textures/red_west.tga");
  117. red_up = device()->load("textures/red_up.tga");
  118. red_down = device()->load("textures/red_down.tga");
  119. grass = device()->load("textures/grass.tga");
  120. }
  121. void on_unload()
  122. {
  123. device()->unload(grass);
  124. device()->unload(red_north);
  125. device()->unload(red_south);
  126. device()->unload(red_east);
  127. device()->unload(red_west);
  128. device()->unload(red_up);
  129. device()->unload(red_down);
  130. }
  131. void render(float dt)
  132. {
  133. Renderer* renderer = device()->renderer();
  134. renderer->set_clear_color(Color4::LIGHTBLUE);
  135. if (camera_active)
  136. {
  137. system->set_view_by_cursor();
  138. }
  139. system->update(dt);
  140. renderer->set_lighting(false);
  141. renderer->set_texturing(0, false);
  142. if (skybox)
  143. {
  144. skybox->Render();
  145. }
  146. ray.set_origin(cam->position());
  147. ray.set_direction(cam->look_at());
  148. /* Render the terrain */
  149. renderer->set_ambient_light(Color4(0.5f, 0.5f, 0.5f, 1.0f));
  150. renderer->set_lighting(true);
  151. renderer->set_light(0, true);
  152. renderer->set_light_params(0, LT_DIRECTION, Vec3(0.6, 0.5f, -2.0f));
  153. renderer->set_light_color(0, Color4::WHITE, Color4::WHITE, Color4(0.6f, 0.6f, 0.6f));
  154. renderer->set_light_attenuation(0, 1, 0, 0);
  155. renderer->set_material_params(Color4(0.3f, 0.3f, 0.3f), Color4(0.8f, 0.8f, 0.8f), Color4::BLACK, Color4::BLACK, 0);
  156. renderer->set_matrix(MT_MODEL, Mat4::IDENTITY);
  157. if (device()->is_loaded(grass))
  158. {
  159. renderer->set_lighting(true);
  160. renderer->set_texturing(0, true);
  161. TextureId grass_id = device()->renderer()->load_texture(grass);
  162. renderer->set_texture(0, grass_id);
  163. }
  164. //glColor3f(1, 1, 1);
  165. terrain.Render();
  166. /* Test for intersection */
  167. Triangle tri, tri2;
  168. real dist;
  169. if (terrain.TraceRay(ray, tri, tri2, dist))
  170. {
  171. renderer->set_depth_test(false);
  172. Vec3 intersectionPoint = ray.origin() + (ray.direction() * dist);
  173. if (mouseLeftPressed)
  174. {
  175. terrain.ApplyBrush(intersectionPoint, 0.09f);
  176. terrain.UpdateVertexBuffer(true);
  177. }
  178. if (mouseRightPressed)
  179. {
  180. terrain.ApplyBrush(intersectionPoint, -0.09f);
  181. terrain.UpdateVertexBuffer(true);
  182. }
  183. renderer->set_depth_test(true);
  184. }
  185. }
  186. private:
  187. FPSSystem* system;
  188. Camera* cam;
  189. Skybox* skybox;
  190. Mat4 ortho;
  191. Terrain terrain;
  192. // Resources
  193. ResourceId grass;
  194. ResourceId red_north;
  195. ResourceId red_south;
  196. ResourceId red_east;
  197. ResourceId red_west;
  198. ResourceId red_up;
  199. ResourceId red_down;
  200. bool optShowSkybox;
  201. bool optShowCrate;
  202. bool optShowTerrain;
  203. bool mouseLeftPressed;
  204. bool mouseRightPressed;
  205. float wheel;
  206. bool camera_active;
  207. Ray ray;
  208. };
  209. class TerrainGame : public Game
  210. {
  211. public:
  212. void init()
  213. {
  214. m_scene.on_load();
  215. }
  216. void shutdown()
  217. {
  218. m_scene.on_unload();
  219. }
  220. void update(float dt)
  221. {
  222. m_scene.render(dt);
  223. }
  224. private:
  225. MainScene m_scene;
  226. WndCtrl m_ctrl;
  227. };
  228. extern "C" Game* create_game()
  229. {
  230. return new TerrainGame;
  231. }
  232. extern "C" void destroy_game(Game* game)
  233. {
  234. delete game;
  235. }