[3381] | 1 | /* |
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| 2 | * legotown.cpp |
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| 3 | * legotown3d |
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| 4 | * |
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| 5 | * Created by Nico Bernold on 08.01.05. |
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| 6 | * Copyright 2005 __MyCompanyName__. All rights reserved. |
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| 7 | * |
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| 8 | */ |
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| 9 | |
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| 10 | #include "heightMapViewer.h" |
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| 11 | |
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| 12 | // constructor |
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| 13 | HeightMapViewer::HeightMapViewer() |
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| 14 | { |
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| 15 | cout << "HeightMapViewer::HeightMapViewer()" << endl; |
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| 16 | |
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| 17 | cameraPos = Vector(0,0,40); |
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| 18 | sightDirection = Vector(0,0,-1); |
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| 19 | |
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| 20 | lookAt = cameraPos + sightDirection; |
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| 21 | |
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| 22 | upVector = Vector(0,1,0); |
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| 23 | |
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| 24 | wireframe = false; |
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| 25 | mousedown = false; |
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| 26 | |
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| 27 | } |
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| 28 | |
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| 29 | // destructor |
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| 30 | HeightMapViewer::~HeightMapViewer() |
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| 31 | { |
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| 32 | cout << "HeightMapViewer::~HeightMapViewer()" << endl; |
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| 33 | } |
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| 34 | |
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| 35 | // main loop |
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| 36 | bool HeightMapViewer::init(char* fileName) |
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| 37 | { |
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| 38 | cout << "HeightMapViewer init()" << endl; |
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| 39 | |
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| 40 | if (windowhandler.createOpenGLWindow(WIDTH,HEIGHT,FULLSCREEN) == false) |
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| 41 | { |
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| 42 | cout << "could not create OpenGL-Window." << endl; |
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| 43 | return false; |
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| 44 | } |
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| 45 | |
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| 46 | if (terrain.loadBitmap(fileName) == false) |
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| 47 | { |
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| 48 | cout << "could not create OpenGL-Window." << endl; |
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| 49 | return false; |
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| 50 | } |
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| 51 | |
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| 52 | terrain.createDisplayLists(64, 64, 1); |
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| 53 | |
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| 54 | return true; |
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| 55 | } |
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| 56 | |
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| 57 | bool HeightMapViewer::run() |
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| 58 | { |
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| 59 | cout << "HeightMapViewer run()" << endl; |
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| 60 | |
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| 61 | bool done = false; |
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| 62 | SDL_Event event; |
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| 63 | |
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| 64 | float angleX; |
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| 65 | float angleY; |
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| 66 | |
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| 67 | while(!done) |
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| 68 | { |
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| 69 | /* Check for events */ |
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| 70 | while (SDL_PollEvent(&event)) |
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| 71 | { |
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| 72 | switch (event.type) |
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| 73 | { |
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| 74 | case SDL_MOUSEMOTION: |
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| 75 | if(mousedown) |
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| 76 | { |
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| 77 | angleX = PI / 180 * event.motion.xrel * 0.1; |
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| 78 | angleY = PI / 180 * event.motion.yrel * 0.1; |
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| 79 | |
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| 80 | // Quaternion(angle,axis) |
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| 81 | rotator = Quaternion(angleX,Vector(0,1,0)); |
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| 82 | sightDirection = rotator.apply(sightDirection); |
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| 83 | |
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| 84 | rotator = Quaternion(-angleY,sightDirection.perpendicular()); |
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| 85 | sightDirection = rotator.apply(sightDirection); |
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| 86 | |
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| 87 | updateView(); |
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| 88 | } |
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| 89 | break; |
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| 90 | case SDL_MOUSEBUTTONDOWN: |
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| 91 | mousedown = true; |
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| 92 | break; |
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| 93 | case SDL_MOUSEBUTTONUP: |
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| 94 | mousedown = false; |
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| 95 | break; |
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| 96 | |
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| 97 | case SDL_KEYDOWN: |
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| 98 | |
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| 99 | switch(event.key.keysym.sym) |
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| 100 | { |
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| 101 | case SDLK_w: |
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| 102 | wireframe = !wireframe; |
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| 103 | if (wireframe) glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); |
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| 104 | else glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); |
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| 105 | break; |
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| 106 | |
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| 107 | case SDLK_UP: |
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| 108 | // move in direction of sight |
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| 109 | cameraPos = cameraPos + sightDirection; |
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| 110 | updateView(); |
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| 111 | break; |
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| 112 | |
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| 113 | case SDLK_DOWN: |
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| 114 | // move in direction of sight |
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| 115 | cameraPos = cameraPos - sightDirection; |
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| 116 | updateView(); |
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| 117 | break; |
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| 118 | |
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| 119 | case SDLK_LEFT: |
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| 120 | cameraPos = cameraPos - sightDirection.perpendicular(); |
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| 121 | updateView(); |
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| 122 | break; |
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| 123 | |
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| 124 | case SDLK_RIGHT: |
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| 125 | cameraPos = cameraPos + sightDirection.perpendicular(); |
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| 126 | updateView(); |
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| 127 | break; |
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| 128 | |
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| 129 | case SDLK_r: |
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| 130 | // restore original view vectors |
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| 131 | cameraPos = Vector(0,0,40); |
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| 132 | sightDirection = Vector(0,0,-1); |
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| 133 | updateView(); |
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| 134 | break; |
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| 135 | |
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| 136 | case SDLK_h: |
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| 137 | cout << "HELP\n" |
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| 138 | << "display list count: " << terrain.displayListCount << endl |
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| 139 | << "first display list at: " << terrain.displayListStart << endl |
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| 140 | << endl; |
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| 141 | |
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| 142 | break; |
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| 143 | |
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| 144 | case SDLK_ESCAPE: |
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| 145 | case SDLK_q: |
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| 146 | done = 1; |
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| 147 | break; |
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| 148 | |
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| 149 | default: |
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| 150 | break; |
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| 151 | } |
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| 152 | break; |
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| 153 | |
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| 154 | case SDL_QUIT: |
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| 155 | done = 1; |
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| 156 | break; |
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| 157 | |
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| 158 | default: |
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| 159 | break; |
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| 160 | } |
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| 161 | } |
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| 162 | |
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| 163 | drawScene(); |
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| 164 | |
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| 165 | SDL_GL_SwapBuffers(); |
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| 166 | |
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| 167 | //SDL_Delay(100); |
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| 168 | } |
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| 169 | |
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| 170 | return true; |
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| 171 | } |
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| 172 | |
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| 173 | void HeightMapViewer::updateView() |
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| 174 | { |
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| 175 | // be sure to use up to date lookAt-vector |
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| 176 | lookAt = cameraPos + sightDirection; |
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| 177 | upVector = sightDirection.cross(sightDirection.perpendicular()) * -1; |
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| 178 | |
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| 179 | glMatrixMode(GL_PROJECTION); // Select The Projection Matrix |
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| 180 | glLoadIdentity(); |
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| 181 | |
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| 182 | // Calculate The Aspect Ratio Of The Window |
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| 183 | gluPerspective(45.0f,(GLfloat)WIDTH/(GLfloat)HEIGHT,0.1f,100.0f); |
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| 184 | gluLookAt (cameraPos.x,cameraPos.y,cameraPos.z, |
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| 185 | lookAt.x,lookAt.y,lookAt.z, |
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| 186 | upVector.x,upVector.y,upVector.z); |
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| 187 | |
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| 188 | glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix |
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| 189 | glLoadIdentity(); // Reset The Modelview Matrix |
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| 190 | } |
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| 191 | |
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| 192 | void HeightMapViewer::drawScene() |
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| 193 | { |
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| 194 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 195 | |
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| 196 | glutWireCube(1.0); |
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| 197 | |
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| 198 | int i; |
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| 199 | |
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| 200 | for (i=0; i<terrain.displayListCount; i++) |
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| 201 | { |
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| 202 | glCallList(terrain.displayListStart + i); |
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| 203 | } |
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| 204 | } |
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