File size: 8,506 Bytes
4559903 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 | #include "Edit.h"
edit_c::edit_c(void) {
// initialize the terrain
// printf ("%6d: terrain\n", SDL_GetTicks ());
// ter.resize(DEFAULT_SIDE_UNIV);
}
edit_c::~edit_c(void) {
}
void edit_c::setupOpenGl(void) {
// set the clear color
glClearColor(0.0f, 0.35f, .6f, 0.00f); // nice deep sky blue color
// glClearColor (0.2f, 0.2f, 0.2f, 0.0f);
// glClearColor (0.5f, 0.2f, 0.0f, 0.0f); // orangey
// set up the viewport
glViewport(0, 0, gScreenW, gScreenH);
// enable various things
glEnable(GL_TEXTURE_2D); // Enable 2D Texture Mapping
// glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Select The Type Of Blending
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
// glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
// glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
// LIGHTING
GLfloat LightAmbient[] = { 0.5f, 0.2f, 0.0f, 1.0f };
GLfloat LightDiffuse[] = { 0.7f, 0.5f, 0.0f, 1.0f };
GLfloat LightPosition[] = { 0.0f, 100.0f, 0.0f, 1.0f };
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); // Position The Light
glEnable(GL_LIGHT1); // Enable Light One
// glDisable (GL_LIGHT1);
glDisable(GL_BLEND);
// FOG
GLuint fogMode[] = { GL_EXP, GL_EXP2, GL_LINEAR }; // Storage For Three Types Of Fog
GLuint fogfilter = 2; // Which Fog Mode To Use
// GLfloat fogColor[4] = {0.2f, 0.2f, 0.2f, 1.0f}; // Fog Color
GLfloat fogColor[4] = {0.5f, 0.2f, 0.0f, 1.0f}; // Fog Color
glFogi(GL_FOG_MODE, fogMode[fogfilter]); // Fog Mode
glFogfv(GL_FOG_COLOR, fogColor); // Set Fog Color
glFogf(GL_FOG_DENSITY, 0.15f); // How Dense Will The Fog Be
glHint(GL_FOG_HINT, GL_DONT_CARE); // Fog Hint Value
glFogf(GL_FOG_START, 250.0f); // Fog Start Depth
glFogf(GL_FOG_END, 300.0f); // Fog End Depth
glDisable(GL_FOG); // Enables GL_FOG
// go ahead and clear the buffer
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapBuffers();
}
int edit_c::enter_edit_mode (void) {
printf ("%6d: entered EDIT mode ----------------\n", SDL_GetTicks ());
// change the mouse mode
SDL_WM_GrabInput (SDL_GRAB_OFF);
SDL_ShowCursor (1);
int quit = 0;
unsigned int ticks = SDL_GetTicks ();
int frame = 0;
int blocks_drawn = 0;
setupOpenGl ();
while (!quit) {
unsigned int delta_t = SDL_GetTicks () - ticks;
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// get the camera info
GlCamera *cam = rts.gl_cam_setup ();
// draw the octree
// blocks_drawn += oct->draw (*cam);
// draw the terrain as mesh
ter.draw ();
// draw the trees
// forest.draw_block ();
// swap the back buffer to the front
SDL_GL_SwapBuffers ();
// make sure everything goes through
glFlush ();
// do some frames per second calculating
frame++;
if (delta_t >= 5000) {
printf ("FPS: %f, total frames: %d\n", (double)frame / ((double)delta_t / 1000.0), frame);
printf ("average blocks per frame: %10.2f\n", (double)blocks_drawn / (double)frame);
frame = 0;
blocks_drawn = 0;
ticks = SDL_GetTicks ();
}
// deal with the input
quit = handle_input ();
}
printf ("%6d: exiting EDIT mode ----------------\n", SDL_GetTicks ());
return 0;
}
// handle an SDL_Event
int edit_c::handle_input (void) {
int quit = 0;
mouse_moved = 0;
// goes through all the queued events and deals with each one
while (SDL_PollEvent (&sdlevent) && !quit) {
switch (sdlevent.type) {
case SDL_QUIT:
quit = 1;
break;
case SDL_KEYDOWN:
quit = handle_keystroke ();
break;
case SDL_KEYUP:
handle_keyup ();
break;
case SDL_MOUSEMOTION:
mouse_delta.x = -sdlevent.motion.xrel;
mouse_delta.y = sdlevent.motion.yrel;
mouse_position.x = sdlevent.motion.x;
mouse_position.y = gScreenH - sdlevent.motion.y;
mouse_moved = 1;
break;
// handle the mousebuttondown event
case SDL_MOUSEBUTTONDOWN:
handle_mouse_button_down (sdlevent.button.button, v2d_v (sdlevent.button.x, gScreenH - sdlevent.button.y));
break;
case SDL_MOUSEBUTTONUP:
handle_mouse_button_up (sdlevent.button.button, v2d_v (sdlevent.button.x, gScreenH - sdlevent.button.y));
break;
default:
break;
}
}
// RTS MODE
// handle mouse drag
// FIXME: not here please!
Uint8 ms;
ms = SDL_GetMouseState (NULL, NULL);
if (mouse_moved && (ms & SDL_BUTTON (SDL_BUTTON_LEFT))) {
v2d_t md = v2d_scale (mouse_delta, 0.1);
md.x = -md.x;
rts.translate (md); }
if (mouse_moved && (ms & SDL_BUTTON (SDL_BUTTON_RIGHT))) {
v2d_t md = v2d_scale (mouse_delta, 0.002);
md.x = -md.x;
rts.pan (md); }
return quit;
}
// deal with a keystroke
int edit_c::handle_keystroke (void) {
Terrain t1 (8);
t1.generateTilable (1.0, mPrng);
t1.normalize (0.0, 10.0);
Terrain t2 (64);
t2.generateTilable (2.0, mPrng);
t2.normalize (0.0, 4.0);
switch (sdlevent.key.keysym.sym) {
case SDLK_ESCAPE: // quit
return 1;
case SDLK_t: // seed a new terrain
/* for (int j = 0; j < DEFAULT_SIDE_UNIV; j++) {
for (int i = 0; i < DEFAULT_SIDE_UNIV; ++i) {
double u, v;
u = 2.0 * static_cast<double>(i) * (8.0 / DEFAULT_SIDE_UNIV);
v = 2.0 * static_cast<double>(j) * (8.0 / DEFAULT_SIDE_UNIV);
double val1 = t1.getValueBilerp (u, v);
u = 1.0 * static_cast<double>(i) * (64.0 / DEFAULT_SIDE_UNIV);
v = 1.0 * static_cast<double>(j) * (64.0 / DEFAULT_SIDE_UNIV);
double val2 = t2.getValueBilerp (u, v);
ter.set_value (i, j, val1 + val2);
}
}
ter.normalize (-20.0, 50.0);
// convert the the terrain to an octree
oct->from_terrain (ter);
*/
break;
case SDLK_o: // smooth the terrain
ter.smooth ();
// convert the the terrain to an octree
// oct->from_terrain (ter);
break;
case SDLK_i: //alt_smooth the terrain
ter.alt_smooth ();
// convert the the terrain to an octree
// oct->from_terrain (ter);
break;
case SDLK_p: // pause
// paused = (paused + 1) % 2;
break;
case SDLK_r: // generate a random number
rand ();
break;
default:
break;
}
// don't quit!
return 0;
}
// deal with a key up event
int edit_c::handle_keyup (void) {
/* if (*mode == MODE_PLAYER) {
switch (sdlevent.key.keysym.sym) {
case SDLK_w:
player->add_input_event (INPUT_TYPE_FORE_UP, 1.0);
break;
case SDLK_s:
player->add_input_event (INPUT_TYPE_BACK_UP, 1.0);
break;
case SDLK_a:
player->add_input_event (INPUT_TYPE_LEFT_UP, 1.0);
break;
case SDLK_d:
player->add_input_event (INPUT_TYPE_RIGHT_UP, 1.0);
break;
case SDLK_SPACE: // jump
player->add_input_event (INPUT_TYPE_JUMP_UP, 1.0);
break;
default:
break; } }*/
return 0;
}
// deal with a mouse button down event
void edit_c::handle_mouse_button_down (int button, v2d_t pos) {
switch (button) {
case SDL_BUTTON_WHEELUP:
// zoom in
rts.zoom (-20.0);
break;
case SDL_BUTTON_WHEELDOWN:
// zoom out
rts.zoom (20.0);
break;
case SDL_BUTTON_RIGHT:
break;
default:
break; }
}
// deal with a mouse button up event
void edit_c::handle_mouse_button_up (int button, v2d_t pos) {
/* if (*mode == MODE_PLAYER) {
switch (button) {
case SDL_BUTTON_RIGHT:
player->add_input_event (INPUT_TYPE_ROCKET_UP, 1.0);
break;
default:
break;
}
}*/
}
// create a random world for a game session
void edit_c::create_world_for_game (void) {
// generate the terrain
ter.generateTilable (DEFAULT_TERRAIN_OFFSET, mPrng);
// smooth the terrain
ter.smooth ();
ter.normalize (-25.0, 75.0);
// create the octree
// oct->from_terrain (ter);
}
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