Pendigard's picture
Upload folder using huggingface_hub
4559903 verified
Raw History Blame Contribute Delete
8.51 kB
#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);
}