forked from 0ad/0ad
284 lines
6.7 KiB
C++
Executable File
284 lines
6.7 KiB
C++
Executable File
#include "precompiled.h"
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#include "Matrix3D.h"
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#include "Renderer.h"
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#include "Terrain.h"
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#include "LightEnv.h"
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#include "TextureManager.h"
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#include "ObjectManager.h"
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#include "Prometheus.h"
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#include "sdl.h"
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#include "res/tex.h"
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#include "detect.h"
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void InitScene ();
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void InitResources ();
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void RenderScene ();
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extern bool keys[512]; // SDL also defines non-ascii keys; 512 should be enough
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extern bool mouseButtons[5];
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CMatrix3D g_WorldMat;
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CTerrain g_Terrain;
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CCamera g_Camera;
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CLightEnv g_LightEnv;
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int SelPX, SelPY, SelTX, SelTY;
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int g_BaseTexCounter = 0;
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int g_SecTexCounter = 1;
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int g_TransTexCounter = 0;
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int g_TickCounter = 0;
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double g_LastTime;
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static float g_CameraZoom = 10;
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const int NUM_ALPHA_MAPS = 13;
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const float ViewScrollSpeed = 60;
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float ViewFOV;
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int mouse_x=50, mouse_y=50;
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extern int g_xres, g_yres;
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void terr_init()
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{
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SViewPort vp;
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vp.m_X=0;
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vp.m_Y=0;
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vp.m_Width=g_xres;
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vp.m_Height=g_yres;
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g_Camera.SetViewPort(&vp);
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InitResources ();
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InitScene ();
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}
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void terr_update(const float DeltaTime)
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{
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const float dx = ViewScrollSpeed * DeltaTime;
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const CVector3D Right(dx,0, dx);
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const CVector3D Up (dx,0,-dx);
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if (mouse_x >= g_xres-2)
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g_Camera.m_Orientation.Translate(Right);
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if (mouse_x <= 3)
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g_Camera.m_Orientation.Translate(Right*-1);
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if (mouse_y >= g_yres-2)
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g_Camera.m_Orientation.Translate(Up);
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if (mouse_y <= 3)
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g_Camera.m_Orientation.Translate(Up*-1);
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/*
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const float s30 = sin(DEGTORAD(30.0f));
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const float c30 = cos(DEGTORAD(30.0f));
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const float s45 = sin(DEGTORAD(45.0f));
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const float c45 = cos(DEGTORAD(45.0f));
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const float s60 = sin(DEGTORAD(60.0f));
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const float c60 = cos(DEGTORAD(60.0f));
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const CVector3D viewer_back(c30*c45, s45, -s30*c45);
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janwas: grr, plotted the zoom vector on paper twice, but it appears
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to be completely wrong. sticking with the FOV hack for now.
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if anyone sees what's wrong, or knows how to correctly implement zoom,
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please put this code out of its misery :)
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*/
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float fov = g_Camera.GetFOV();
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#if 0
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const float d_key = DEGTORAD(10.0f) * DeltaTime;
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const float d_wheel = DEGTORAD( 50.0f ) * DeltaTime;
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const float fov_max = DEGTORAD( 60.0f );
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const float fov_min = DEGTORAD( 10.0f );
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if(keys[SDLK_KP_MINUS])
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if (fov < fov_max)
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fov += d_key;
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if(keys[SDLK_KP_PLUS])
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if (fov-d_key > fov_min)
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fov -= d_key;
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if( mouseButtons[SDL_BUTTON_WHEELUP] )
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{
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fov += d_wheel;
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if( fov > fov_max )
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fov = fov_max;
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}
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if( mouseButtons[SDL_BUTTON_WHEELDOWN] )
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{
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fov -= d_wheel;
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if( fov < fov_min )
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fov = fov_min;
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}
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ViewFOV = fov;
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g_Camera.SetProjection(1, 5000, fov);
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#else
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// RC - added ScEd style zoom in and out (actually moving camera, rather than fudging fov)
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float dir=0;
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if (mouseButtons[SDL_BUTTON_WHEELUP]) dir=-1;
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else if (mouseButtons[SDL_BUTTON_WHEELDOWN]) dir=1;
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float factor=dir*dir;
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if (factor) {
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if (dir<0) factor=-factor;
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CVector3D forward=g_Camera.m_Orientation.GetIn();
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// check we're not going to zoom into the terrain, or too far out into space
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float h=g_Camera.m_Orientation.GetTranslation().Y+forward.Y*factor*g_CameraZoom;
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float minh=65536*HEIGHT_SCALE*1.05f;
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if (h<minh || h>1500) {
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// yup, we will; don't move anywhere (do clamped move instead, at some point)
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} else {
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// do a full move
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g_CameraZoom-=(factor)*0.1f;
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if (g_CameraZoom<0.01f) g_CameraZoom=0.01f;
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g_Camera.m_Orientation.Translate(forward*(factor*g_CameraZoom));
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}
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}
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#endif
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g_Camera.UpdateFrustum ();
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}
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bool terr_handler(const SDL_Event& ev)
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{
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switch(ev.type)
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{
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case SDL_MOUSEMOTION:
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mouse_x = ev.motion.x;
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mouse_y = ev.motion.y;
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break;
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case SDL_KEYDOWN:
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switch(ev.key.keysym.sym)
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{
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case 'W':
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if (g_Renderer.GetTerrainRenderMode()==WIREFRAME) {
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g_Renderer.SetTerrainRenderMode(SOLID);
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} else {
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g_Renderer.SetTerrainRenderMode(WIREFRAME);
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}
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break;
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case 'H':
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// quick hack to return camera home, for screenshots (after alt+tabbing)
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g_Camera.SetProjection (1, 5000, DEGTORAD(20));
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g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
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g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
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g_Camera.m_Orientation.Translate (100, 150, -100);
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break;
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}
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}
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return false;
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}
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void InitScene ()
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{
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// setup default lighting environment
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g_LightEnv.m_SunColor=RGBColor(1,1,1);
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g_LightEnv.m_Rotation=DEGTORAD(270);
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g_LightEnv.m_Elevation=DEGTORAD(45);
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g_LightEnv.m_TerrainAmbientColor=RGBColor(0,0,0);
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g_LightEnv.m_UnitsAmbientColor=RGBColor(0.4f,0.4f,0.4f);
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g_Renderer.SetLightEnv(&g_LightEnv);
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// load terrain
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Handle ht = tex_load("terrain.raw");
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if(ht > 0)
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{
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const u8* p;
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int w;
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int h;
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tex_info(ht, &w, &h, NULL, NULL, (void **)&p);
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printf("terrain.raw: %dx%d\n", w, h);
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u16 *p16=new u16[w*h];
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u16 *p16p=p16;
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while (p16p < p16+(w*h))
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*p16p++ = (*p++) << 8;
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g_Terrain.Resize(20);
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g_Terrain.SetHeightMap(p16);
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delete[] p16;
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tex_free(ht);
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}
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// get default texture to apply to terrain
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CTextureEntry* texture=0;
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for (uint ii=0;ii<g_TexMan.m_TerrainTextures.size();ii++) {
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if (g_TexMan.m_TerrainTextures[ii].m_Textures.size()) {
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texture=g_TexMan.m_TerrainTextures[ii].m_Textures[0];
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break;
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}
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}
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// cover entire terrain with default texture
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u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
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for (uint pj=0; pj<patchesPerSide; pj++) {
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for (uint pi=0; pi<patchesPerSide; pi++) {
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CPatch* patch=g_Terrain.GetPatch(pi,pj);
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for (int j=0;j<16;j++) {
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for (int i=0;i<16;i++) {
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patch->m_MiniPatches[j][i].Tex1=texture ? texture->m_Handle :0;
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}
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}
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}
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}
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g_Camera.SetProjection (1, 5000, DEGTORAD(20));
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g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
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g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
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g_Camera.m_Orientation.Translate (100, 150, -100);
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}
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void InitResources()
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{
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g_TexMan.LoadTerrainTextures();
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g_ObjMan.LoadObjects();
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const char* fns[CRenderer::NumAlphaMaps] = {
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"art/textures/terrain/alphamaps/special/blendcircle.png",
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"art/textures/terrain/alphamaps/special/blendlshape.png",
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"art/textures/terrain/alphamaps/special/blendedge.png",
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"art/textures/terrain/alphamaps/special/blendedgecorner.png",
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"art/textures/terrain/alphamaps/special/blendedgetwocorners.png",
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"art/textures/terrain/alphamaps/special/blendfourcorners.png",
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"art/textures/terrain/alphamaps/special/blendtwooppositecorners.png",
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"art/textures/terrain/alphamaps/special/blendlshapecorner.png",
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"art/textures/terrain/alphamaps/special/blendtwocorners.png",
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"art/textures/terrain/alphamaps/special/blendcorner.png",
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"art/textures/terrain/alphamaps/special/blendtwoedges.png",
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"art/textures/terrain/alphamaps/special/blendthreecorners.png",
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"art/textures/terrain/alphamaps/special/blendushape.png",
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"art/textures/terrain/alphamaps/special/blendbad.png"
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};
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g_Renderer.LoadAlphaMaps(fns);
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}
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