1 | /* |
---|
2 | ----------------------------------------------------------------------------- |
---|
3 | This source file is part of OGRE |
---|
4 | (Object-oriented Graphics Rendering Engine) |
---|
5 | For the latest info, see http://www.ogre3d.org/ |
---|
6 | |
---|
7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
---|
8 | Also see acknowledgements in Readme.html |
---|
9 | |
---|
10 | You may use this sample code for anything you like, it is not covered by the |
---|
11 | LGPL like the rest of the engine. |
---|
12 | ----------------------------------------------------------------------------- |
---|
13 | */ |
---|
14 | |
---|
15 | /** |
---|
16 | \file |
---|
17 | Terrain.h |
---|
18 | \brief |
---|
19 | Specialisation of OGRE's framework application to show the |
---|
20 | terrain rendering plugin |
---|
21 | */ |
---|
22 | |
---|
23 | #include "ExampleApplication.h" |
---|
24 | |
---|
25 | RaySceneQuery* raySceneQuery = 0; |
---|
26 | |
---|
27 | // Event handler to add ability to alter curvature |
---|
28 | class TerrainFrameListener : public ExampleFrameListener |
---|
29 | { |
---|
30 | public: |
---|
31 | TerrainFrameListener(RenderWindow* win, Camera* cam) |
---|
32 | : ExampleFrameListener(win, cam) |
---|
33 | { |
---|
34 | // Reduce move speed |
---|
35 | mMoveSpeed = 50; |
---|
36 | |
---|
37 | } |
---|
38 | |
---|
39 | bool frameStarted(const FrameEvent& evt) |
---|
40 | { |
---|
41 | if( ExampleFrameListener::frameStarted(evt) == false ) |
---|
42 | return false; |
---|
43 | |
---|
44 | // clamp to terrain |
---|
45 | static Ray updateRay; |
---|
46 | updateRay.setOrigin(mCamera->getPosition()); |
---|
47 | updateRay.setDirection(Vector3::NEGATIVE_UNIT_Y); |
---|
48 | raySceneQuery->setRay(updateRay); |
---|
49 | RaySceneQueryResult& qryResult = raySceneQuery->execute(); |
---|
50 | RaySceneQueryResult::iterator i = qryResult.begin(); |
---|
51 | if (i != qryResult.end() && i->worldFragment) |
---|
52 | { |
---|
53 | mCamera->setPosition(mCamera->getPosition().x, |
---|
54 | i->worldFragment->singleIntersection.y + 10, |
---|
55 | mCamera->getPosition().z); |
---|
56 | } |
---|
57 | |
---|
58 | return true; |
---|
59 | |
---|
60 | } |
---|
61 | |
---|
62 | }; |
---|
63 | |
---|
64 | |
---|
65 | |
---|
66 | class TerrainApplication : public ExampleApplication |
---|
67 | { |
---|
68 | public: |
---|
69 | TerrainApplication() {} |
---|
70 | |
---|
71 | ~TerrainApplication() |
---|
72 | { |
---|
73 | delete raySceneQuery; |
---|
74 | } |
---|
75 | |
---|
76 | protected: |
---|
77 | |
---|
78 | |
---|
79 | virtual void chooseSceneManager(void) |
---|
80 | { |
---|
81 | // Get the SceneManager, in this case a generic one |
---|
82 | mSceneMgr = mRoot->createSceneManager("TerrainSceneManager"); |
---|
83 | } |
---|
84 | |
---|
85 | virtual void createCamera(void) |
---|
86 | { |
---|
87 | // Create the camera |
---|
88 | mCamera = mSceneMgr->createCamera("PlayerCam"); |
---|
89 | |
---|
90 | // Position it at 500 in Z direction |
---|
91 | mCamera->setPosition(Vector3(128,25,128)); |
---|
92 | // Look back along -Z |
---|
93 | mCamera->lookAt(Vector3(0,0,-300)); |
---|
94 | mCamera->setNearClipDistance( 1 ); |
---|
95 | mCamera->setFarClipDistance( 1000 ); |
---|
96 | |
---|
97 | } |
---|
98 | |
---|
99 | // Just override the mandatory create scene method |
---|
100 | void createScene(void) |
---|
101 | { |
---|
102 | Plane waterPlane; |
---|
103 | |
---|
104 | // Set ambient light |
---|
105 | mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); |
---|
106 | |
---|
107 | // Create a light |
---|
108 | Light* l = mSceneMgr->createLight("MainLight"); |
---|
109 | // Accept default settings: point light, white diffuse, just set position |
---|
110 | // NB I could attach the light to a SceneNode if I wanted it to move automatically with |
---|
111 | // other objects, but I don't |
---|
112 | l->setPosition(20,80,50); |
---|
113 | |
---|
114 | // Fog |
---|
115 | // NB it's VERY important to set this before calling setWorldGeometry |
---|
116 | // because the vertex program picked will be different |
---|
117 | ColourValue fadeColour(0.93, 0.86, 0.76); |
---|
118 | mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000); |
---|
119 | mWindow->getViewport(0)->setBackgroundColour(fadeColour); |
---|
120 | |
---|
121 | std::string terrain_cfg("terrain.cfg"); |
---|
122 | mSceneMgr -> setWorldGeometry( terrain_cfg ); |
---|
123 | // Infinite far plane? |
---|
124 | if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE)) |
---|
125 | { |
---|
126 | mCamera->setFarClipDistance(0); |
---|
127 | } |
---|
128 | |
---|
129 | // Define the required skyplane |
---|
130 | Plane plane; |
---|
131 | // 5000 world units from the camera |
---|
132 | plane.d = 5000; |
---|
133 | // Above the camera, facing down |
---|
134 | plane.normal = -Vector3::UNIT_Y; |
---|
135 | |
---|
136 | // Set a nice viewpoint |
---|
137 | mCamera->setPosition(707,2500,528); |
---|
138 | mCamera->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329)); |
---|
139 | //mRoot -> showDebugOverlay( true ); |
---|
140 | |
---|
141 | raySceneQuery = mSceneMgr->createRayQuery( |
---|
142 | Ray(mCamera->getPosition(), Vector3::NEGATIVE_UNIT_Y)); |
---|
143 | |
---|
144 | |
---|
145 | } |
---|
146 | // Create new frame listener |
---|
147 | void createFrameListener(void) |
---|
148 | { |
---|
149 | mFrameListener= new TerrainFrameListener(mWindow, mCamera); |
---|
150 | mRoot->addFrameListener(mFrameListener); |
---|
151 | } |
---|
152 | |
---|
153 | }; |
---|