1
1
forked from 0ad/0ad
0ad/source/terrain/terrainMain.cpp
Ykkrosh 2efcfa9145 Added left+right click/drag to rotate
Made W and H work
Made numpad plus/minus work

This was SVN commit r500.
2004-06-13 19:35:04 +00:00

417 lines
11 KiB
C++
Executable File

#include "precompiled.h"
#include "Matrix3D.h"
#include "Renderer.h"
#include "Terrain.h"
#include "LightEnv.h"
#include "TextureManager.h"
#include "ObjectManager.h"
#include "Prometheus.h"
#include "sdl.h"
#include "res/tex.h"
#include "detect.h"
void InitScene ();
void InitResources ();
void RenderScene ();
extern bool keys[512]; // SDL also defines non-ascii keys; 512 should be enough
extern bool mouseButtons[5];
CMatrix3D g_WorldMat;
CTerrain g_Terrain;
CCamera g_Camera;
CLightEnv g_LightEnv;
int SelPX, SelPY, SelTX, SelTY;
int g_BaseTexCounter = 0;
int g_SecTexCounter = 1;
int g_TransTexCounter = 0;
int g_TickCounter = 0;
double g_LastTime;
float g_CameraZoom = 10;
const int NUM_ALPHA_MAPS = 13;
const float ViewScrollSpeed = 60;
const float ViewRotateSensitivity = 0.002f;
const float ViewDragSensitivity = 0.5f;
const float ViewZoomSensitivityWheel = 16.0f;
const float ViewZoomSensitivityKey = 256.0f;
const float ViewZoomSmoothness = 0.02f; // 0.0 = instantaneous zooming, 1.0 = so slow it never moves
float ViewFOV;
int mouse_x=50, mouse_y=50;
extern int g_xres, g_yres;
void terr_init()
{
SViewPort vp;
vp.m_X=0;
vp.m_Y=0;
vp.m_Width=g_xres;
vp.m_Height=g_yres;
g_Camera.SetViewPort(&vp);
InitResources ();
InitScene ();
}
void terr_update(const float DeltaTime)
{
#define CAMERASTYLE 2 // 0 = old style, 1 = relatively new style, 2 = newest style
#if CAMERASTYLE == 2
// This could be rewritten much more reliably, so it doesn't e.g. accidentally tilt
// the camera, assuming we know exactly what limits the camera should have.
// Calculate mouse movement
static int mouse_last_x = 0;
static int mouse_last_y = 0;
int mouse_dx = mouse_x - mouse_last_x;
int mouse_dy = mouse_y - mouse_last_y;
mouse_last_x = mouse_x;
mouse_last_y = mouse_y;
// Miscellaneous vectors
CVector3D forwards = g_Camera.m_Orientation.GetIn();
CVector3D upwards (0.0f, 1.0f, 0.0f);
CVector3D rightwards = upwards.Cross(forwards);
rightwards.Normalize();
CVector3D forwards_horizontal = forwards;
forwards_horizontal.Y = 0.0f;
forwards_horizontal.Normalize();
if ((mouseButtons[SDL_BUTTON_MIDDLE] && (keys[SDLK_LCTRL] || keys[SDLK_RCTRL]))
|| (mouseButtons[SDL_BUTTON_LEFT] && mouseButtons[SDL_BUTTON_RIGHT]) )
{
// Ctrl + middle-drag or left-and-right-drag to rotate view
// Untranslate the camera, so it rotates around the correct point
CVector3D position = g_Camera.m_Orientation.GetTranslation();
g_Camera.m_Orientation.Translate(position*-1);
// Sideways rotation
g_Camera.m_Orientation.RotateY(ViewRotateSensitivity * (float)(mouse_dx));
// Up/down rotation
CQuaternion temp;
temp.FromAxisAngle(rightwards, ViewRotateSensitivity * (float)(mouse_dy));
g_Camera.m_Orientation.Rotate(temp);
// Retranslate back to the right position
g_Camera.m_Orientation.Translate(position);
}
else if (mouseButtons[SDL_BUTTON_MIDDLE])
{
// Middle-drag to pan
g_Camera.m_Orientation.Translate(rightwards * (ViewDragSensitivity * mouse_dx));
g_Camera.m_Orientation.Translate(forwards_horizontal * (-ViewDragSensitivity * mouse_dy));
}
// Mouse movement
if (mouse_x >= g_xres-2)
g_Camera.m_Orientation.Translate(rightwards * (ViewScrollSpeed * DeltaTime));
else if (mouse_x <= 3)
g_Camera.m_Orientation.Translate(-rightwards * (ViewScrollSpeed * DeltaTime));
if (mouse_y >= g_yres-2)
g_Camera.m_Orientation.Translate(-forwards_horizontal * (ViewScrollSpeed * DeltaTime));
else if (mouse_y <= 3)
g_Camera.m_Orientation.Translate(forwards_horizontal * (ViewScrollSpeed * DeltaTime));
// Keyboard movement (added to mouse movement, so you can go faster if you want)
if (keys[SDLK_RIGHT])
g_Camera.m_Orientation.Translate(rightwards * (ViewScrollSpeed * DeltaTime));
if (keys[SDLK_LEFT])
g_Camera.m_Orientation.Translate(-rightwards * (ViewScrollSpeed * DeltaTime));
if (keys[SDLK_DOWN])
g_Camera.m_Orientation.Translate(-forwards_horizontal * (ViewScrollSpeed * DeltaTime));
if (keys[SDLK_UP])
g_Camera.m_Orientation.Translate(forwards_horizontal * (ViewScrollSpeed * DeltaTime));
// Smoothed zooming (move a certain percentage towards the desired zoom distance every frame)
static float zoom_delta = 0.0f;
if (mouseButtons[SDL_BUTTON_WHEELUP])
zoom_delta -= ViewZoomSensitivityWheel;
else if (mouseButtons[SDL_BUTTON_WHEELDOWN])
zoom_delta += ViewZoomSensitivityWheel;
if (keys[SDLK_MINUS] || keys[SDLK_KP_MINUS])
zoom_delta -= ViewZoomSensitivityKey*DeltaTime;
else if (keys[SDLK_EQUALS] || keys[SDLK_PLUS] || keys[SDLK_KP_PLUS])
zoom_delta += ViewZoomSensitivityKey*DeltaTime;
if (zoom_delta)
{
float zoom_proportion = powf(ViewZoomSmoothness, DeltaTime);
g_Camera.m_Orientation.Translate(forwards * (zoom_delta * (1.0f-zoom_proportion)));
zoom_delta *= zoom_proportion;
}
#elif CAMERASTYLE == 1
// Remember previous mouse position, to calculate changes
static mouse_last_x = 0;
static mouse_last_y = 0;
// Miscellaneous vectors
CVector3D forwards = g_Camera.m_Orientation.GetIn();
CVector3D upwards (0.0f, 1.0f, 0.0f);
CVector3D rightwards = upwards.Cross(forwards);
// Click and drag to look around
if (mouseButtons[0])
{
// Untranslate the camera, so it rotates around the correct point
CVector3D position = g_Camera.m_Orientation.GetTranslation();
g_Camera.m_Orientation.Translate(position*-1);
// Sideways rotation
g_Camera.m_Orientation.RotateY(ViewRotateSpeed*(float)(mouse_x-mouse_last_x));
// Up/down rotation
CQuaternion temp;
temp.FromAxisAngle(rightwards, ViewRotateSpeed*(float)(mouse_y-mouse_last_y));
g_Camera.m_Orientation.Rotate(temp);
// Retranslate back to the right position
g_Camera.m_Orientation.Translate(position);
}
mouse_last_x = mouse_x;
mouse_last_y = mouse_y;
// Calculate the necessary vectors for movement
rightwards.Normalize();
CVector3D forwards_horizontal = upwards.Cross(rightwards);
forwards_horizontal.Normalize();
// Move when desirable
if (mouse_x >= g_xres-2)
g_Camera.m_Orientation.Translate(rightwards);
else if (mouse_x <= 3)
g_Camera.m_Orientation.Translate(-rightwards);
if (mouse_y >= g_yres-2)
g_Camera.m_Orientation.Translate(forwards_horizontal);
else if (mouse_y <= 3)
g_Camera.m_Orientation.Translate(-forwards_horizontal);
// Smoothed height-changing (move a certain percentage towards the desired height every frame)
static float height_delta = 0.0f;
if (mouseButtons[SDL_BUTTON_WHEELUP])
height_delta -= 4.0f;
else if (mouseButtons[SDL_BUTTON_WHEELDOWN])
height_delta += 4.0f;
const float height_speed = 0.2f;
g_Camera.m_Orientation.Translate(0.0f, height_delta*height_speed, 0.0f);
height_delta *= (1.0f - height_speed);
#else // CAMERASTYLE == 0
const float dx = ViewScrollSpeed * DeltaTime;
const CVector3D Right(dx,0, dx);
const CVector3D Up (dx,0,-dx);
if (mouse_x >= g_xres-2)
g_Camera.m_Orientation.Translate(Right);
if (mouse_x <= 3)
g_Camera.m_Orientation.Translate(Right*-1);
if (mouse_y >= g_yres-2)
g_Camera.m_Orientation.Translate(Up);
if (mouse_y <= 3)
g_Camera.m_Orientation.Translate(Up*-1);
/*
janwas: grr, plotted the zoom vector on paper twice, but it appears
to be completely wrong. sticking with the FOV hack for now.
if anyone sees what's wrong, or knows how to correctly implement zoom,
please put this code out of its misery :)
*/
// RC - added ScEd style zoom in and out (actually moving camera, rather than fudging fov)
float dir=0;
if (mouseButtons[SDL_BUTTON_WHEELUP]) dir=-1;
else if (mouseButtons[SDL_BUTTON_WHEELDOWN]) dir=1;
float factor=dir*dir;
if (factor) {
if (dir<0) factor=-factor;
CVector3D forward=g_Camera.m_Orientation.GetIn();
// check we're not going to zoom into the terrain, or too far out into space
float h=g_Camera.m_Orientation.GetTranslation().Y+forward.Y*factor*g_CameraZoom;
float minh=65536*HEIGHT_SCALE*1.05f;
if (h<minh || h>1500) {
// yup, we will; don't move anywhere (do clamped move instead, at some point)
} else {
// do a full move
g_CameraZoom-=(factor)*0.1f;
if (g_CameraZoom<0.01f) g_CameraZoom=0.01f;
g_Camera.m_Orientation.Translate(forward*(factor*g_CameraZoom));
}
}
#endif // CAMERASTYLE
g_Camera.UpdateFrustum ();
}
bool terr_handler(const SDL_Event& ev)
{
switch(ev.type)
{
case SDL_MOUSEMOTION:
mouse_x = ev.motion.x;
mouse_y = ev.motion.y;
break;
case SDL_KEYDOWN:
switch(ev.key.keysym.sym)
{
case SDLK_w:
if (g_Renderer.GetTerrainRenderMode()==WIREFRAME) {
g_Renderer.SetTerrainRenderMode(SOLID);
} else {
g_Renderer.SetTerrainRenderMode(WIREFRAME);
}
break;
case SDLK_h:
// quick hack to return camera home, for screenshots (after alt+tabbing)
g_Camera.SetProjection (1, 5000, DEGTORAD(20));
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
g_Camera.m_Orientation.Translate (100, 150, -100);
break;
}
}
return false;
}
void InitScene ()
{
// setup default lighting environment
g_LightEnv.m_SunColor=RGBColor(1,1,1);
g_LightEnv.m_Rotation=DEGTORAD(270);
g_LightEnv.m_Elevation=DEGTORAD(45);
g_LightEnv.m_TerrainAmbientColor=RGBColor(0,0,0);
g_LightEnv.m_UnitsAmbientColor=RGBColor(0.4f,0.4f,0.4f);
g_Renderer.SetLightEnv(&g_LightEnv);
// load terrain
Handle ht = tex_load("terrain.raw");
if(ht > 0)
{
const u8* p;
int w;
int h;
tex_info(ht, &w, &h, NULL, NULL, (void **)&p);
printf("terrain.raw: %dx%d\n", w, h);
u16 *p16=new u16[w*h];
u16 *p16p=p16;
while (p16p < p16+(w*h))
*p16p++ = (*p++) << 8;
g_Terrain.Resize(w/PATCH_SIZE);
g_Terrain.SetHeightMap(p16);
delete[] p16;
tex_free(ht);
}
// get default texture to apply to terrain
CTextureEntry* texture=0;
for (uint ii=0;ii<g_TexMan.m_TerrainTextures.size();ii++) {
if (g_TexMan.m_TerrainTextures[ii].m_Textures.size()) {
texture=g_TexMan.m_TerrainTextures[ii].m_Textures[0];
break;
}
}
// cover entire terrain with default texture
u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
for (uint pj=0; pj<patchesPerSide; pj++) {
for (uint pi=0; pi<patchesPerSide; pi++) {
CPatch* patch=g_Terrain.GetPatch(pi,pj);
for (int j=0;j<PATCH_SIZE;j++) {
for (int i=0;i<PATCH_SIZE;i++) {
patch->m_MiniPatches[j][i].Tex1=texture ? texture->GetHandle() :0;
}
}
}
}
g_Camera.SetProjection (1, 5000, DEGTORAD(20));
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
g_Camera.m_Orientation.Translate (100, 150, -100);
}
void InitResources()
{
g_TexMan.LoadTerrainTextures();
g_ObjMan.LoadObjects();
const char* fns[CRenderer::NumAlphaMaps] = {
"art/textures/terrain/alphamaps/special/blendcircle.png",
"art/textures/terrain/alphamaps/special/blendlshape.png",
"art/textures/terrain/alphamaps/special/blendedge.png",
"art/textures/terrain/alphamaps/special/blendedgecorner.png",
"art/textures/terrain/alphamaps/special/blendedgetwocorners.png",
"art/textures/terrain/alphamaps/special/blendfourcorners.png",
"art/textures/terrain/alphamaps/special/blendtwooppositecorners.png",
"art/textures/terrain/alphamaps/special/blendlshapecorner.png",
"art/textures/terrain/alphamaps/special/blendtwocorners.png",
"art/textures/terrain/alphamaps/special/blendcorner.png",
"art/textures/terrain/alphamaps/special/blendtwoedges.png",
"art/textures/terrain/alphamaps/special/blendthreecorners.png",
"art/textures/terrain/alphamaps/special/blendushape.png",
"art/textures/terrain/alphamaps/special/blendbad.png"
};
g_Renderer.LoadAlphaMaps(fns);
}