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 | smoothShading = false; |
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27 | |
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28 | } |
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29 | |
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30 | // destructor |
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31 | HeightMapViewer::~HeightMapViewer() |
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32 | { |
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33 | cout << "HeightMapViewer::~HeightMapViewer()" << endl; |
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34 | } |
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35 | |
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36 | // main loop |
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37 | bool HeightMapViewer::init(char* fileName) |
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38 | { |
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39 | cout << "HeightMapViewer init()" << endl; |
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40 | |
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41 | #ifdef FULLSCREEN |
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42 | if (!windowhandler.CreateGLWindow("height map viewer", WIDTH, HEIGHT, 32, true)) |
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43 | #else |
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44 | if (!windowhandler.CreateGLWindow("height map viewer", WIDTH, HEIGHT, 32, false)) |
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45 | #endif |
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46 | { |
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47 | cout << "could not create OpenGL-Window." << endl; |
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48 | return false; |
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49 | } |
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50 | |
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51 | if (terrain.loadBitmap(fileName) == false) |
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52 | { |
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53 | cout << "could not load bitmap." << endl; |
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54 | return false; |
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55 | } |
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56 | |
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57 | terrain.createDisplayLists(128, 128, 1); |
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58 | |
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59 | this->initLighting(); |
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60 | SDL_EnableKeyRepeat(50,10); |
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61 | return true; |
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62 | } |
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63 | |
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64 | bool HeightMapViewer::initLighting(void) |
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65 | { |
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66 | /* glEnable(GL_LIGHTING); |
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67 | glEnable(GL_DEPTH_TEST); |
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68 | |
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69 | GLfloat whiteLight[] = {.2, .2, .2, 1.0}; |
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70 | GLfloat light0Position[] = {10.0, 10.0, 10.0, 0.0}; |
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71 | GLfloat lmodelAmbient[] = {.1, .1, .1, 1.0}; |
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72 | |
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73 | glEnable(GL_LIGHT0); |
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74 | glLightfv(GL_LIGHT0, GL_POSITION, light0Position); |
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75 | glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight); |
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76 | glLightfv(GL_LIGHT0, GL_SPECULAR, whiteLight); |
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77 | |
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78 | GLfloat klotz_Ka[] = {0.2,0.2,0.2,1.0}; |
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79 | GLfloat klotz_Kd[] = {0.3,1.0,0.3,1.0}; |
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80 | GLfloat klotz_Ks[] = {0.8,0.8,0.8,1.0}; |
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81 | GLfloat klotz_Ke[] = {0.0,0.0,0.0,1.0}; |
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82 | GLfloat klotz_Se = 20; |
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83 | glMaterialfv(GL_FRONT,GL_AMBIENT,klotz_Ka); |
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84 | glMaterialfv(GL_FRONT,GL_DIFFUSE,klotz_Kd); |
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85 | */ |
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86 | |
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87 | glShadeModel(GL_FLAT); // Enable Smooth Shading |
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88 | |
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89 | glClearColor(0.445f, 0.726f, 1.00f, 0.0f); // Blue Background |
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90 | |
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91 | glClearDepth(1.0f); // Depth Buffer Setup |
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92 | glEnable(GL_DEPTH_TEST); // Enables Depth Testing |
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93 | glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do |
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94 | |
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95 | glEnable(GL_CULL_FACE); // don't draw back faces |
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96 | |
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97 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations |
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98 | |
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99 | |
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100 | // fog behaves strange |
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101 | //glEnable(GL_FOG); |
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102 | GLfloat fog_color[4] = {0.7,0.7,0.7,1.0}; |
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103 | glFogfv(GL_FOG_COLOR,fog_color); |
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104 | glFogf(GL_FOG_START, 0.0); |
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105 | glFogf(GL_FOG_END, 100.0); |
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106 | glFogi(GL_FOG_MODE,GL_LINEAR); |
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107 | |
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108 | |
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109 | glEnable(GL_NORMALIZE); |
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110 | |
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111 | // LIGHT SETTINGS |
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112 | glEnable(GL_LIGHTING); |
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113 | glEnable(GL_LIGHT0); |
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114 | |
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115 | // global parameters |
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116 | GLfloat global_Ka[] = {0.25,0.25,0.25,1.0}; |
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117 | |
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118 | // light0 parameters |
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119 | GLfloat light0_pos[] = {0.0,100.0,0.0,0.0}; |
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120 | GLfloat light0_Ka[] = {0.0,0.0,0.0,1.0}; |
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121 | GLfloat light0_Kd[] = {0.6,0.6,0.6,1.0}; |
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122 | GLfloat light0_Ks[] = {0.8,0.8,0.8,1.0}; |
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123 | |
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124 | // klotz default parameters |
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125 | GLfloat klotz_Ka[] = {0.2,0.2,0.2,1.0}; |
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126 | GLfloat klotz_Kd[] = {0.3,1.0,0.3,1.0}; |
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127 | GLfloat klotz_Ks[] = {0.8,0.8,0.8,1.0}; |
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128 | GLfloat klotz_Ke[] = {0.0,0.0,0.0,1.0}; |
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129 | GLfloat klotz_Se = 20; |
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130 | |
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131 | // set light0 options |
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132 | glLightfv(GL_LIGHT0,GL_POSITION,light0_pos); |
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133 | glLightfv(GL_LIGHT0,GL_AMBIENT,light0_Ka); |
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134 | glLightfv(GL_LIGHT0,GL_DIFFUSE,light0_Kd); |
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135 | glLightfv(GL_LIGHT0,GL_SPECULAR,light0_Ks); |
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136 | |
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137 | // MATERIAL SETTINGS |
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138 | glMaterialfv(GL_FRONT,GL_AMBIENT,klotz_Ka); |
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139 | glMaterialfv(GL_FRONT,GL_DIFFUSE,klotz_Kd); |
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140 | //glMaterialfv(GL_FRONT,GL_SPECULAR,klotz_Ks); |
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141 | //glMaterialfv(GL_FRONT,GL_EMISSION,klotz_Ke); |
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142 | //glMaterialf(GL_FRONT,GL_SHININESS,klotz_Se); |
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143 | |
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144 | |
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145 | } |
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146 | |
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147 | |
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148 | bool HeightMapViewer::run() |
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149 | { |
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150 | cout << "HeightMapViewer run()" << endl; |
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151 | |
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152 | bool done = false; |
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153 | SDL_Event event; |
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154 | |
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155 | float angleX; |
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156 | float angleY; |
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157 | |
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158 | while(!done) |
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159 | { |
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160 | /* Check for events */ |
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161 | while (SDL_PollEvent(&event)) |
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162 | { |
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163 | switch (event.type) |
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164 | { |
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165 | case SDL_MOUSEMOTION: |
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166 | if (mousedown==true) |
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167 | { |
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168 | angleX = PI / 180 * event.motion.xrel * 0.2; |
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169 | angleY = PI / 180 * event.motion.yrel * 0.2; |
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170 | |
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171 | // Quaternion(angle,axis) |
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172 | rotator = Quaternion(-angleX,Vector(0,1,0)); |
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173 | sightDirection = rotator.apply(sightDirection); |
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174 | |
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175 | rotator = Quaternion(angleY,perpendicular(sightDirection)); |
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176 | |
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177 | sightDirection = rotator.apply(sightDirection); |
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178 | |
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179 | updateView(); |
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180 | } |
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181 | break; |
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182 | case SDL_MOUSEBUTTONDOWN: |
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183 | mousedown = true; |
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184 | break; |
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185 | case SDL_MOUSEBUTTONUP: |
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186 | mousedown = false; |
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187 | break; |
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188 | |
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189 | case SDL_KEYDOWN: |
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190 | |
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191 | switch(event.key.keysym.sym) |
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192 | { |
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193 | case SDLK_UP: |
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194 | // move in direction of sight |
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195 | cameraPos = cameraPos + sightDirection * 0.7; |
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196 | updateView(); |
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197 | break; |
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198 | |
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199 | case SDLK_DOWN: |
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200 | // move in direction of sight |
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201 | cameraPos = cameraPos - sightDirection * 0.7; |
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202 | updateView(); |
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203 | break; |
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204 | |
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205 | case SDLK_LEFT: |
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206 | cameraPos = cameraPos + perpendicular(sightDirection) * 0.7; |
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207 | updateView(); |
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208 | break; |
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209 | |
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210 | case SDLK_RIGHT: |
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211 | cameraPos = cameraPos - perpendicular(sightDirection) * 0.7; |
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212 | updateView(); |
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213 | break; |
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214 | |
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215 | case SDLK_s: |
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216 | smoothShading = !smoothShading; |
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217 | if (smoothShading) glShadeModel(GL_SMOOTH); |
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218 | else glShadeModel(GL_FLAT); |
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219 | break; |
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220 | |
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221 | case SDLK_w: |
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222 | wireframe = !wireframe; |
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223 | if (wireframe) glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); |
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224 | else glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); |
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225 | break; |
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226 | |
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227 | case SDLK_r: |
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228 | // reset view vectors |
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229 | //cameraPos = Vector(0,0,40); |
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230 | //sightDirection = Vector(0,0,-1); |
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231 | cameraPos = Vector(73.9871,172.496,286.137); |
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232 | sightDirection = Vector(0.23429,-0.736527,-0.625574); |
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233 | |
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234 | updateView(); |
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235 | break; |
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236 | |
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237 | case SDLK_h: |
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238 | cout << "HELP\n" |
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239 | << "display list count: " << terrain.displayListCount << endl |
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240 | << "first display list at: " << terrain.displayListStart << endl |
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241 | << "camera position: " << "(" << cameraPos.x << "," << cameraPos.y << "," << cameraPos.z << ")" << endl |
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242 | << "sightDirection: " << "(" << sightDirection.x << "," << sightDirection.y << "," << sightDirection.z << ")" << endl |
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243 | << endl; |
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244 | |
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245 | break; |
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246 | |
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247 | case SDLK_ESCAPE: |
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248 | case SDLK_q: |
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249 | done = 1; |
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250 | break; |
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251 | |
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252 | default: |
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253 | break; |
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254 | } |
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255 | break; |
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256 | |
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257 | case SDL_QUIT: |
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258 | done = 1; |
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259 | break; |
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260 | |
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261 | default: |
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262 | break; |
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263 | } |
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264 | } |
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265 | |
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266 | drawScene(); |
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267 | |
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268 | SDL_GL_SwapBuffers(); |
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269 | |
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270 | SDL_Delay(1); |
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271 | } |
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272 | |
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273 | return true; |
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274 | } |
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275 | |
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276 | void HeightMapViewer::updateView() |
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277 | { |
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278 | // be sure to use up to date lookAt-vector |
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279 | lookAt = cameraPos + sightDirection; |
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280 | upVector = sightDirection.cross(perpendicular(sightDirection)); |
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281 | |
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282 | glMatrixMode(GL_PROJECTION); // Select The Projection Matrix |
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283 | glLoadIdentity(); |
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284 | |
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285 | // Calculate The Aspect Ratio Of The Window |
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286 | gluPerspective(45.0f,(GLfloat)WIDTH/(GLfloat)HEIGHT,0.5f,300.0f); |
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287 | gluLookAt (cameraPos.x,cameraPos.y,cameraPos.z, |
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288 | lookAt.x,lookAt.y,lookAt.z, |
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289 | upVector.x,upVector.y,upVector.z); |
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290 | |
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291 | glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix |
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292 | glLoadIdentity(); // Reset The Modelview Matrix |
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293 | } |
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294 | |
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295 | void HeightMapViewer::drawScene() |
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296 | { |
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297 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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298 | |
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299 | glPushMatrix(); |
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300 | { |
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301 | //glTranslatef(0.0,1.0,0.0); |
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302 | glScalef(1,0.2,1); |
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303 | |
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304 | for (int i=0; i<terrain.displayListCount; i++) |
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305 | { |
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306 | glCallList(terrain.displayListStart + i); |
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307 | } |
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308 | } |
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309 | glPopMatrix(); |
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310 | |
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311 | glColor3f(0.0,1.0,0.0); |
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312 | // glutWireCube(1.0); |
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313 | |
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314 | glColor3f(0.0,0.0,1.0); |
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315 | glBegin(GL_POINTS); |
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316 | for (float z=0;z<10;z++) |
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317 | for (float x=0;x<10;x++) |
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318 | glVertex3f(x,0,z); |
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319 | glEnd(); |
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320 | |
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321 | } |
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322 | |
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323 | |
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324 | |
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325 | /** |
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326 | \brief returns a vector that is perpendicular and lies in the xz-plane |
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327 | */ |
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328 | Vector perpendicular (Vector perpendic) |
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329 | { |
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330 | Vector r; |
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331 | |
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332 | r.x = perpendic.z; |
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333 | r.z = -perpendic.x; |
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334 | |
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335 | r.normalize(); |
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336 | |
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337 | return r; |
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338 | } |
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