#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(i) * (8.0 / DEFAULT_SIDE_UNIV); v = 2.0 * static_cast(j) * (8.0 / DEFAULT_SIDE_UNIV); double val1 = t1.getValueBilerp (u, v); u = 1.0 * static_cast(i) * (64.0 / DEFAULT_SIDE_UNIV); v = 1.0 * static_cast(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); }