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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