terrain.cpp 5.3 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
  22. {
  23. public:
  24. MainScene() :
  25. optShowSkybox(true),
  26. optShowCrate(true),
  27. optShowTerrain(true),
  28. camera_active(true)
  29. {
  30. mouseRightPressed = false;
  31. mouseLeftPressed = false;
  32. }
  33. ~MainScene()
  34. {
  35. }
  36. void poll_input()
  37. {
  38. Keyboard* keyb = device()->keyboard();
  39. Mouse* mouse = device()->mouse();
  40. if (keyb->key_pressed(KC_1))
  41. {
  42. terrain.PlotCircle(2, 2, 2, 2);
  43. }
  44. if (keyb->key_pressed(KC_2))
  45. {
  46. terrain.PlotCircle(4, 4, 4, 2);
  47. }
  48. if (keyb->key_pressed(KC_3))
  49. {
  50. terrain.PlotCircle(8, 8, 8, 2);
  51. }
  52. if (keyb->key_pressed(KC_F5))
  53. {
  54. device()->reload(grass);
  55. }
  56. if (keyb->key_pressed(KC_SPACE))
  57. {
  58. camera_active = !camera_active;
  59. }
  60. //GLint view[4];
  61. //GLdouble proj[16], model[16];
  62. //glGetDoublev(GL_MODELVIEW_MATRIX, model);
  63. //glGetDoublev(GL_PROJECTION_MATRIX, proj);
  64. //glGetIntegerv(GL_VIEWPORT, view);
  65. //int x = event.x;
  66. //int y = event.y;
  67. // Adjust y wndCoord
  68. //y = (625 - y);
  69. //double sX, sY, sZ;
  70. //double eX, eY, eZ;
  71. //gluUnProject(x, y, 0.0f, model, proj, view, &sX, &sY, &sZ);
  72. //gluUnProject(x, y, 1.0f, model, proj, view, &eX, &eY, &eZ);
  73. //Vec3 dir = Vec3(eX, eY, eZ) - Vec3(sX, sY, sZ);
  74. //dir.normalize();
  75. //ray.direction = dir;
  76. mouseLeftPressed = mouse->button_pressed(MB_LEFT);
  77. mouseRightPressed = mouse->button_pressed(MB_RIGHT);
  78. }
  79. void on_load()
  80. {
  81. crown::Renderer* renderer = crown::device()->renderer();
  82. Vec3 start = Vec3(0.0f, 10.0f, 0.0f);
  83. // Add a movable camera
  84. cam = new Camera(start, 90.0f, 1.6f);
  85. system = new FPSSystem(cam, 10.0f, 2.5f);
  86. // Add a skybox
  87. skybox = new Skybox(Vec3::ZERO, true);
  88. terrain.CreateTerrain(64, 64, 1, 0.0f);
  89. terrain.PlotCircle(4, 4, 4, 2);
  90. terrain.UpdateVertexBuffer(true);
  91. red_north = device()->load("textures/red_north.tga");
  92. red_south = device()->load("textures/red_south.tga");
  93. red_east = device()->load("textures/red_east.tga");
  94. red_west = device()->load("textures/red_west.tga");
  95. red_up = device()->load("textures/red_up.tga");
  96. red_down = device()->load("textures/red_down.tga");
  97. grass = device()->load("textures/grass.tga");
  98. device()->resource_manager()->flush();
  99. TextureResource* grass_texture = (TextureResource*)device()->data(grass);
  100. grass_id = device()->renderer()->create_texture(grass_texture->width(), grass_texture->height(), grass_texture->format(), grass_texture->data());
  101. //rb_id = device()->renderer()->create_render_buffer(200, 200, PF_RGBA_8);
  102. }
  103. void on_unload()
  104. {
  105. device()->unload(grass);
  106. device()->unload(red_north);
  107. device()->unload(red_south);
  108. device()->unload(red_east);
  109. device()->unload(red_west);
  110. device()->unload(red_up);
  111. device()->unload(red_down);
  112. //device()->renderer()->destroy_render_buffer(rb_id);
  113. }
  114. void update(float dt)
  115. {
  116. poll_input();
  117. Renderer* renderer = device()->renderer();
  118. renderer->set_clear_color(Color4::LIGHTBLUE);
  119. if (camera_active)
  120. {
  121. system->set_view_by_cursor();
  122. }
  123. system->update(dt);
  124. renderer->set_lighting(false);
  125. renderer->set_texturing(0, false);
  126. if (skybox)
  127. {
  128. skybox->Render();
  129. }
  130. ray.set_origin(cam->position());
  131. ray.set_direction(cam->look_at());
  132. /* Render the terrain */
  133. renderer->set_ambient_light(Color4(0.5f, 0.5f, 0.5f, 1.0f));
  134. renderer->set_lighting(true);
  135. renderer->set_light(0, true);
  136. renderer->set_light_params(0, LT_DIRECTION, Vec3(0.6, 0.5f, -2.0f));
  137. renderer->set_light_color(0, Color4::WHITE, Color4::WHITE, Color4(0.6f, 0.6f, 0.6f));
  138. renderer->set_light_attenuation(0, 1, 0, 0);
  139. renderer->set_material_params(Color4(0.3f, 0.3f, 0.3f), Color4(0.8f, 0.8f, 0.8f), Color4::BLACK, Color4::BLACK, 0);
  140. renderer->set_matrix(MT_MODEL, Mat4::IDENTITY);
  141. if (device()->is_loaded(grass))
  142. {
  143. renderer->set_texturing(0, true);
  144. renderer->bind_texture(0, grass_id);
  145. }
  146. //glColor3f(1, 1, 1);
  147. terrain.Render();
  148. /* Test for intersection */
  149. Triangle tri, tri2;
  150. real dist;
  151. if (terrain.TraceRay(ray, tri, tri2, dist))
  152. {
  153. renderer->set_depth_test(false);
  154. Vec3 intersectionPoint = ray.origin() + (ray.direction() * dist);
  155. if (mouseLeftPressed)
  156. {
  157. terrain.ApplyBrush(intersectionPoint, 0.09f);
  158. terrain.UpdateVertexBuffer(true);
  159. }
  160. if (mouseRightPressed)
  161. {
  162. terrain.ApplyBrush(intersectionPoint, -0.09f);
  163. terrain.UpdateVertexBuffer(true);
  164. }
  165. renderer->set_depth_test(true);
  166. }
  167. }
  168. private:
  169. FPSSystem* system;
  170. Camera* cam;
  171. Skybox* skybox;
  172. Mat4 ortho;
  173. Terrain terrain;
  174. // Resources
  175. ResourceId grass;
  176. ResourceId red_north;
  177. ResourceId red_south;
  178. ResourceId red_east;
  179. ResourceId red_west;
  180. ResourceId red_up;
  181. ResourceId red_down;
  182. TextureId grass_id;
  183. RenderBufferId rb_id;
  184. bool optShowSkybox;
  185. bool optShowCrate;
  186. bool optShowTerrain;
  187. bool mouseLeftPressed;
  188. bool mouseRightPressed;
  189. float wheel;
  190. bool camera_active;
  191. Ray ray;
  192. };
  193. MainScene m_scene;
  194. WndCtrl m_ctrl;
  195. extern "C"
  196. {
  197. void init()
  198. {
  199. m_scene.on_load();
  200. }
  201. void shutdown()
  202. {
  203. m_scene.on_unload();
  204. }
  205. void frame(float dt)
  206. {
  207. m_scene.update(dt);
  208. }
  209. }