2004-06-03 20:38:14 +02:00
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#include "precompiled.h"
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2004-05-22 01:46:16 +02:00
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2004-05-16 05:31:29 +02:00
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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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2004-06-24 16:06:24 +02:00
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#include "input.h"
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#include "lib.h"
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2004-05-16 05:31:29 +02:00
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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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extern int mouse_x, mouse_y;
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2004-07-12 18:52:38 +02:00
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extern bool g_active;
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2004-06-21 14:52:01 +02:00
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2004-05-22 01:46:16 +02:00
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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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2004-06-09 20:02:33 +02:00
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float g_CameraZoom = 10;
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2004-07-20 21:30:35 +02:00
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std::vector<CVector3D> cameraTargets;
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CVector3D cameraDelta;
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2004-05-22 01:46:16 +02:00
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const float ViewScrollSpeed = 60;
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const float ViewRotateSensitivity = 0.002f;
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const float ViewDragSensitivity = 0.5f;
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const float ViewZoomSensitivityWheel = 16.0f;
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const float ViewZoomSensitivityKey = 256.0f;
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const float ViewZoomSmoothness = 0.02f; // 0.0 = instantaneous zooming, 1.0 = so slow it never moves
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const float ViewSnapSmoothness = 0.02f; // Just the same.
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float ViewFOV;
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2004-06-03 03:43:33 +02:00
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extern int g_xres, g_yres;
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2004-05-16 05:31:29 +02:00
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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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2004-06-01 19:34:12 +02:00
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vp.m_Width=g_xres;
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vp.m_Height=g_yres;
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2004-05-16 05:31:29 +02:00
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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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2004-06-21 14:52:01 +02:00
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static void move_camera(float DeltaTime)
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{
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float delta = powf( ViewSnapSmoothness, DeltaTime );
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g_Camera.m_Orientation.Translate( cameraDelta * ( 1.0f - delta ) );
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cameraDelta *= delta;
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2004-06-10 11:58:33 +02:00
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2004-06-13 21:35:04 +02:00
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#define CAMERASTYLE 2 // 0 = old style, 1 = relatively new style, 2 = newest style
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#if CAMERASTYLE == 2
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2004-06-13 21:35:04 +02:00
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// This could be rewritten much more reliably, so it doesn't e.g. accidentally tilt
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// the camera, assuming we know exactly what limits the camera should have.
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2004-06-10 11:58:33 +02:00
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// Calculate mouse movement
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static int mouse_last_x = 0;
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static int mouse_last_y = 0;
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int mouse_dx = mouse_x - mouse_last_x;
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int mouse_dy = mouse_y - mouse_last_y;
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mouse_last_x = mouse_x;
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mouse_last_y = mouse_y;
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// Miscellaneous vectors
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CVector3D forwards = g_Camera.m_Orientation.GetIn();
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CVector3D upwards (0.0f, 1.0f, 0.0f);
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CVector3D rightwards = upwards.Cross(forwards);
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rightwards.Normalize();
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CVector3D forwards_horizontal = forwards;
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forwards_horizontal.Y = 0.0f;
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forwards_horizontal.Normalize();
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2004-06-13 21:35:04 +02:00
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if ((mouseButtons[SDL_BUTTON_MIDDLE] && (keys[SDLK_LCTRL] || keys[SDLK_RCTRL]))
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|| (mouseButtons[SDL_BUTTON_LEFT] && mouseButtons[SDL_BUTTON_RIGHT]) )
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{
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// Ctrl + middle-drag or left-and-right-drag to rotate view
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2004-06-13 21:35:04 +02:00
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// Untranslate the camera, so it rotates around the correct point
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CVector3D position = g_Camera.m_Orientation.GetTranslation();
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g_Camera.m_Orientation.Translate(position*-1);
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2004-06-10 11:58:33 +02:00
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2004-06-13 21:35:04 +02:00
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// Sideways rotation
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g_Camera.m_Orientation.RotateY(ViewRotateSensitivity * (float)(mouse_dx));
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2004-06-13 21:35:04 +02:00
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// Up/down rotation
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CQuaternion temp;
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temp.FromAxisAngle(rightwards, ViewRotateSensitivity * (float)(mouse_dy));
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g_Camera.m_Orientation.Rotate(temp);
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2004-06-10 11:58:33 +02:00
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2004-06-13 21:35:04 +02:00
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// Retranslate back to the right position
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g_Camera.m_Orientation.Translate(position);
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2004-06-10 11:58:33 +02:00
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2004-06-13 21:35:04 +02:00
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}
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else if (mouseButtons[SDL_BUTTON_MIDDLE])
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{
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// Middle-drag to pan
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g_Camera.m_Orientation.Translate(rightwards * (ViewDragSensitivity * mouse_dx));
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g_Camera.m_Orientation.Translate(forwards_horizontal * (-ViewDragSensitivity * mouse_dy));
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2004-06-10 11:58:33 +02:00
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}
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// Mouse movement
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if (mouse_x >= g_xres-2)
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g_Camera.m_Orientation.Translate(rightwards * (ViewScrollSpeed * DeltaTime));
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else if (mouse_x <= 3)
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g_Camera.m_Orientation.Translate(-rightwards * (ViewScrollSpeed * DeltaTime));
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if (mouse_y >= g_yres-2)
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g_Camera.m_Orientation.Translate(-forwards_horizontal * (ViewScrollSpeed * DeltaTime));
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else if (mouse_y <= 3)
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g_Camera.m_Orientation.Translate(forwards_horizontal * (ViewScrollSpeed * DeltaTime));
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// Keyboard movement (added to mouse movement, so you can go faster if you want)
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if (keys[SDLK_RIGHT])
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g_Camera.m_Orientation.Translate(rightwards * (ViewScrollSpeed * DeltaTime));
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if (keys[SDLK_LEFT])
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g_Camera.m_Orientation.Translate(-rightwards * (ViewScrollSpeed * DeltaTime));
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if (keys[SDLK_DOWN])
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g_Camera.m_Orientation.Translate(-forwards_horizontal * (ViewScrollSpeed * DeltaTime));
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if (keys[SDLK_UP])
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g_Camera.m_Orientation.Translate(forwards_horizontal * (ViewScrollSpeed * DeltaTime));
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// Smoothed zooming (move a certain percentage towards the desired zoom distance every frame)
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static float zoom_delta = 0.0f;
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if (mouseButtons[SDL_BUTTON_WHEELUP])
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zoom_delta -= ViewZoomSensitivityWheel;
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else if (mouseButtons[SDL_BUTTON_WHEELDOWN])
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zoom_delta += ViewZoomSensitivityWheel;
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2004-06-13 21:35:04 +02:00
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if (keys[SDLK_MINUS] || keys[SDLK_KP_MINUS])
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zoom_delta -= ViewZoomSensitivityKey*DeltaTime;
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2004-06-13 21:35:04 +02:00
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else if (keys[SDLK_EQUALS] || keys[SDLK_PLUS] || keys[SDLK_KP_PLUS])
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zoom_delta += ViewZoomSensitivityKey*DeltaTime;
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if (zoom_delta)
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{
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float zoom_proportion = powf(ViewZoomSmoothness, DeltaTime);
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g_Camera.m_Orientation.Translate(forwards * (zoom_delta * (1.0f-zoom_proportion)));
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zoom_delta *= zoom_proportion;
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}
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#elif CAMERASTYLE == 1
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// Remember previous mouse position, to calculate changes
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static mouse_last_x = 0;
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static mouse_last_y = 0;
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// Miscellaneous vectors
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CVector3D forwards = g_Camera.m_Orientation.GetIn();
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CVector3D upwards (0.0f, 1.0f, 0.0f);
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CVector3D rightwards = upwards.Cross(forwards);
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// Click and drag to look around
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if (mouseButtons[0])
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{
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// Untranslate the camera, so it rotates around the correct point
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CVector3D position = g_Camera.m_Orientation.GetTranslation();
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g_Camera.m_Orientation.Translate(position*-1);
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// Sideways rotation
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g_Camera.m_Orientation.RotateY(ViewRotateSpeed*(float)(mouse_x-mouse_last_x));
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// Up/down rotation
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CQuaternion temp;
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temp.FromAxisAngle(rightwards, ViewRotateSpeed*(float)(mouse_y-mouse_last_y));
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g_Camera.m_Orientation.Rotate(temp);
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// Retranslate back to the right position
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g_Camera.m_Orientation.Translate(position);
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}
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mouse_last_x = mouse_x;
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mouse_last_y = mouse_y;
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// Calculate the necessary vectors for movement
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rightwards.Normalize();
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CVector3D forwards_horizontal = upwards.Cross(rightwards);
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forwards_horizontal.Normalize();
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// Move when desirable
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if (mouse_x >= g_xres-2)
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g_Camera.m_Orientation.Translate(rightwards);
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else if (mouse_x <= 3)
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g_Camera.m_Orientation.Translate(-rightwards);
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if (mouse_y >= g_yres-2)
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g_Camera.m_Orientation.Translate(forwards_horizontal);
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else if (mouse_y <= 3)
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g_Camera.m_Orientation.Translate(-forwards_horizontal);
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// Smoothed height-changing (move a certain percentage towards the desired height every frame)
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static float height_delta = 0.0f;
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if (mouseButtons[SDL_BUTTON_WHEELUP])
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height_delta -= 4.0f;
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else if (mouseButtons[SDL_BUTTON_WHEELDOWN])
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height_delta += 4.0f;
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const float height_speed = 0.2f;
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g_Camera.m_Orientation.Translate(0.0f, height_delta*height_speed, 0.0f);
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height_delta *= (1.0f - height_speed);
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#else // CAMERASTYLE == 0
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2004-05-17 15:23:39 +02:00
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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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2004-06-10 11:58:33 +02:00
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2004-05-16 05:31:29 +02:00
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if (mouse_x >= g_xres-2)
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2004-05-17 15:23:39 +02:00
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g_Camera.m_Orientation.Translate(Right);
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2004-05-16 05:31:29 +02:00
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if (mouse_x <= 3)
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2004-05-17 15:23:39 +02:00
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g_Camera.m_Orientation.Translate(Right*-1);
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2004-05-16 05:31:29 +02:00
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if (mouse_y >= g_yres-2)
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2004-05-17 15:23:39 +02:00
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g_Camera.m_Orientation.Translate(Up);
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2004-05-16 05:31:29 +02:00
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if (mouse_y <= 3)
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2004-05-17 15:23:39 +02:00
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g_Camera.m_Orientation.Translate(Up*-1);
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2004-05-16 05:31:29 +02:00
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2004-06-07 01:57:07 +02:00
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/*
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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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2004-06-03 03:43:33 +02:00
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// RC - added ScEd style zoom in and out (actually moving camera, rather than fudging fov)
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2004-06-07 01:57:07 +02:00
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2004-06-03 03:43:33 +02:00
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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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2004-06-10 11:58:33 +02:00
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#endif // CAMERASTYLE
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2004-05-26 00:02:57 +02:00
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2004-05-16 05:31:29 +02:00
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g_Camera.UpdateFrustum ();
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}
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2004-06-21 14:52:01 +02:00
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void terr_update(const float DeltaTime)
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{
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2004-07-12 18:52:38 +02:00
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if(g_active)
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2004-06-21 14:52:01 +02:00
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move_camera(DeltaTime);
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}
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2004-06-24 16:06:24 +02:00
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int terr_handler(const SDL_Event* ev)
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2004-05-16 05:31:29 +02:00
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{
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2004-06-21 14:52:01 +02:00
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// put any events that must be processed even if inactive here
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2004-07-12 18:52:38 +02:00
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if(!g_active)
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2004-06-24 16:06:24 +02:00
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return EV_PASS;
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2004-06-21 14:52:01 +02:00
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2004-06-24 16:06:24 +02:00
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switch(ev->type)
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2004-05-16 05:31:29 +02:00
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{
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case SDL_KEYDOWN:
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2004-06-24 16:06:24 +02:00
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switch(ev->key.keysym.sym)
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2004-05-16 05:31:29 +02:00
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{
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2004-06-13 21:35:04 +02:00
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case SDLK_w:
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2004-05-16 05:31:29 +02:00
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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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|
}
|
|
|
|
break;
|
|
|
|
|
2004-06-13 21:35:04 +02:00
|
|
|
case SDLK_h:
|
2004-05-16 05:31:29 +02:00
|
|
|
// quick hack to return camera home, for screenshots (after alt+tabbing)
|
2004-05-31 17:52:53 +02:00
|
|
|
g_Camera.SetProjection (1, 5000, DEGTORAD(20));
|
2004-05-16 05:31:29 +02:00
|
|
|
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
|
|
|
|
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
|
|
|
|
g_Camera.m_Orientation.Translate (100, 150, -100);
|
|
|
|
break;
|
2004-05-26 05:14:33 +02:00
|
|
|
|
2004-05-26 01:16:21 +02:00
|
|
|
}
|
2004-05-16 05:31:29 +02:00
|
|
|
}
|
|
|
|
|
2004-06-24 16:06:24 +02:00
|
|
|
return EV_PASS;
|
2004-05-16 05:31:29 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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
|
2004-06-26 18:44:01 +02:00
|
|
|
TexInfo ti;
|
|
|
|
int err = tex_load("terrain.raw", &ti);
|
|
|
|
if(err == 0)
|
2004-05-16 05:31:29 +02:00
|
|
|
{
|
2004-06-26 18:44:01 +02:00
|
|
|
int w = ti.w, h = ti.h;
|
2004-05-16 05:31:29 +02:00
|
|
|
printf("terrain.raw: %dx%d\n", w, h);
|
2004-06-26 18:44:01 +02:00
|
|
|
char* p = (char*)mem_get_ptr(ti.hm);
|
2004-05-16 05:31:29 +02:00
|
|
|
|
|
|
|
u16 *p16=new u16[w*h];
|
|
|
|
u16 *p16p=p16;
|
|
|
|
while (p16p < p16+(w*h))
|
|
|
|
*p16p++ = (*p++) << 8;
|
|
|
|
|
2004-06-07 22:12:22 +02:00
|
|
|
g_Terrain.Resize(w/PATCH_SIZE);
|
2004-05-16 05:31:29 +02:00
|
|
|
g_Terrain.SetHeightMap(p16);
|
|
|
|
|
|
|
|
delete[] p16;
|
|
|
|
|
2004-06-26 18:44:01 +02:00
|
|
|
tex_free(&ti);
|
2004-05-16 05:31:29 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
// get default texture to apply to terrain
|
|
|
|
CTextureEntry* texture=0;
|
2004-05-26 05:14:33 +02:00
|
|
|
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;
|
|
|
|
}
|
2004-05-16 05:31:29 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
2004-06-07 22:12:22 +02:00
|
|
|
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;
|
2004-05-16 05:31:29 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-05-31 17:52:53 +02:00
|
|
|
g_Camera.SetProjection (1, 5000, DEGTORAD(20));
|
2004-05-16 05:31:29 +02:00
|
|
|
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
|
|
|
|
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
|
|
|
|
|
|
|
|
g_Camera.m_Orientation.Translate (100, 150, -100);
|
2004-05-22 01:46:16 +02:00
|
|
|
|
2004-05-16 05:31:29 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
2004-07-20 21:30:35 +02:00
|
|
|
|