| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Benjamin Grauer |
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| 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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| 16 | |
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| 17 | #include "terrain.h" |
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| 18 | #include "stdincl.h" |
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| 19 | #include "model.h" |
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| 20 | #include "vector.h" |
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| 21 | #include "glincl.h" |
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| 22 | |
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| 23 | #include "heightmap.h" |
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| 24 | |
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| 25 | |
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| 26 | using namespace std; |
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| 27 | |
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| 28 | |
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| 29 | /** |
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| 30 | \brief standard constructor |
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| 31 | |
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| 32 | */ |
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| 33 | Terrain::Terrain () |
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| 34 | { |
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| 35 | this->init(); |
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| 36 | } |
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| 37 | |
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| 38 | /** |
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| 39 | \brief Constructor for loading a Terrain out of a file |
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| 40 | \param fileName The file to load data from. |
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| 41 | |
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| 42 | this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found. |
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| 43 | */ |
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| 44 | Terrain::Terrain(char* fileName) |
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| 45 | { |
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| 46 | this->init(); |
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| 47 | |
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| 48 | if (strstr(fileName, ".obj") || strstr(fileName, ".OBJ")) |
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| 49 | { |
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| 50 | // the obj case |
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| 51 | this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_LEVEL); |
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| 52 | } |
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| 53 | else if (strstr(fileName, ".bmp") || strstr(fileName, ".BMP")) |
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| 54 | { |
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| 55 | // the heightmap case |
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| 56 | //this->model = (Heightmap*)ResourceManager::getInstance()->load(fileName, BMP, RP_LEVEL); |
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| 57 | } |
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| 58 | else |
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| 59 | { |
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| 60 | // nor .obj nor .bmp |
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| 61 | } |
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| 62 | } |
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| 63 | |
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| 64 | /** |
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| 65 | \brief Constructor for loading a heightmap out of a file |
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| 66 | \param fileName The file to load data from. |
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| 67 | \param displaylistResolution The count of vertices in a Displaylistdimension |
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| 68 | \param vertexResolution How exact the mesh should be created. 1 means every pixel defines a vertex |
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| 69 | |
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| 70 | */ |
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| 71 | Terrain::Terrain(char* fileName, int displaylistResolution, int vertexResolution) |
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| 72 | { |
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| 73 | this->init(); |
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| 74 | |
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| 75 | // here are only bmps supported! |
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| 76 | if (strstr(fileName, ".bmp") || strstr(fileName, ".BMP")) |
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| 77 | { |
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| 78 | // the heightmap case |
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| 79 | this->model = new Heightmap(fileName, 1.0, displaylistResolution, vertexResolution); |
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| 80 | } |
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| 81 | else |
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| 82 | { |
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| 83 | // nor .obj nor .bmp |
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| 84 | } |
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| 85 | } |
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| 86 | |
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| 87 | /** |
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| 88 | \brief a Constructor for the Debug-Worlds |
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| 89 | |
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| 90 | \todo make it not compileable when not in debug-mode |
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| 91 | */ |
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| 92 | Terrain::Terrain(DebugTerrain debugTerrain) |
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| 93 | { |
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| 94 | this->init(); |
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| 95 | this->buildDebugTerrain(debugTerrain); |
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| 96 | } |
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| 97 | |
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| 98 | /** |
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| 99 | \brief standard deconstructor |
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| 100 | |
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| 101 | */ |
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| 102 | Terrain::~Terrain () |
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| 103 | { |
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| 104 | if (objectList) |
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| 105 | glDeleteLists(this->objectList, 1); |
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| 106 | } |
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| 107 | |
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| 108 | |
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| 109 | void Terrain::init(void) |
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| 110 | { |
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| 111 | this->setClassName ("Terrain"); |
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| 112 | |
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| 113 | this->objectList = 0; |
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| 114 | } |
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| 115 | |
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| 116 | |
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| 117 | |
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| 118 | void Terrain::draw () |
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| 119 | { |
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| 120 | glMatrixMode(GL_MODELVIEW); |
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| 121 | glPushMatrix(); |
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| 122 | float matrix[4][4]; |
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| 123 | |
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| 124 | /* translate */ |
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| 125 | glTranslatef (this->getAbsCoor ().x, |
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| 126 | this->getAbsCoor ().y, |
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| 127 | this->getAbsCoor ().z); |
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| 128 | /* rotate */ |
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| 129 | this->getAbsDir ().matrix (matrix); |
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| 130 | glMultMatrixf((float*)matrix); |
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| 131 | |
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| 132 | if (this->objectList) |
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| 133 | glCallList(this->objectList); |
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| 134 | else if (this->model) |
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| 135 | this->model->draw(); |
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| 136 | glPopMatrix(); |
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| 137 | } |
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| 138 | |
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| 139 | |
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| 140 | void Terrain::buildDebugTerrain(DebugTerrain debugTerrain) |
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| 141 | { |
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| 142 | // if the terrain is the Terrain of Dave |
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| 143 | if (debugTerrain == TERRAIN_DAVE) |
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| 144 | { |
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| 145 | objectList = glGenLists(1); |
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| 146 | glNewList (objectList, GL_COMPILE); |
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| 147 | |
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| 148 | glColor3f(1.0,0,0); |
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| 149 | |
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| 150 | int sizeX = 100; |
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| 151 | int sizeZ = 80; |
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| 152 | float length = 1000; |
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| 153 | float width = 200; |
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| 154 | float widthX = float (length /sizeX); |
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| 155 | float widthZ = float (width /sizeZ); |
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| 156 | |
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| 157 | float height [sizeX][sizeZ]; |
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| 158 | Vector normal_vectors[sizeX][sizeZ]; |
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| 159 | |
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| 160 | |
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| 161 | for ( int i = 0; i<sizeX-1; i+=1) |
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| 162 | for (int j = 0; j<sizeZ-1;j+=1) |
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| 163 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; |
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| 164 | #ifdef __WIN32__ |
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| 165 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; |
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| 166 | #else |
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| 167 | height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; |
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| 168 | #endif |
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| 169 | |
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| 170 | //Die Huegel ein wenig glaetten |
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| 171 | for (int h=1; h<2;h++) |
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| 172 | for (int i=1;i<sizeX-2 ;i+=1 ) |
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| 173 | for(int j=1;j<sizeZ-2;j+=1) |
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| 174 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; |
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| 175 | |
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| 176 | //Berechnung von normalen Vektoren |
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| 177 | for(int i=1;i<sizeX-2;i+=1) |
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| 178 | for(int j=1;j<sizeZ-2 ;j+=1) |
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| 179 | { |
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| 180 | Vector v1 = Vector (widthX*(1), height[i][j], widthZ*(j) ); |
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| 181 | Vector v2 = Vector (widthX*(i-1), height[i-1][j], widthZ*(j)); |
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| 182 | Vector v3 = Vector (widthX*(i), height[i][j+1], widthZ*(j+1)); |
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| 183 | Vector v4 = Vector (widthX*(i+1), height[i+1][j], widthZ*(j)); |
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| 184 | Vector v5 = Vector (widthX*(i), height[i][j-1], widthZ*(j-1)); |
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| 185 | |
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| 186 | Vector c1 = v2 - v1; |
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| 187 | Vector c2 = v3 - v1; |
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| 188 | Vector c3= v4 - v1; |
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| 189 | Vector c4 = v5 - v1; |
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| 190 | Vector zero = Vector (0,0,0); |
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| 191 | normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4); |
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| 192 | normal_vectors[i][j].normalize(); |
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| 193 | } |
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| 194 | |
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| 195 | glBegin(GL_QUADS); |
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| 196 | int snowheight=3; |
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| 197 | for ( int i = 0; i<sizeX; i+=1) |
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| 198 | for (int j = 0; j<sizeZ;j+=1) |
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| 199 | { |
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| 200 | Vector v1 = Vector (widthX*(i), height[i][j]-20, widthZ*(j) -width/2); |
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| 201 | Vector v2 = Vector (widthX*(i+1), height[i+1][j]-20, widthZ*(j) -width/2); |
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| 202 | Vector v3 = Vector (widthX*(i+1), height[i+1][j+1]-20, widthZ*(j+1)-width/2); |
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| 203 | Vector v4 = Vector (widthX*(i), height[i][j+1]-20, widthZ*(j+1)-width/2); |
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| 204 | float a[3]; |
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| 205 | if(height[i][j]<snowheight){ |
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| 206 | a[0]=0; |
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| 207 | a[1]=1.0-height[i][j]/10-.3; |
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| 208 | a[2]=0; |
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| 209 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 210 | } |
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| 211 | else{ |
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| 212 | a[0]=1.0; |
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| 213 | a[1]=1.0; |
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| 214 | a[2]=1.0; |
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| 215 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 216 | |
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| 217 | } |
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| 218 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); |
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| 219 | glVertex3f(v1.x, v1.y, v1.z); |
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| 220 | if(height[i+1][j]<snowheight){ |
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| 221 | a[0]=0; |
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| 222 | a[1] =1.0-height[i+1][j]/10-.3; |
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| 223 | a[2]=0; |
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| 224 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 225 | } |
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| 226 | else{ |
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| 227 | a[0]=1.0; |
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| 228 | a[1]=1.0; |
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| 229 | a[2]=1.0; |
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| 230 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 231 | |
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| 232 | } |
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| 233 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); |
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| 234 | glVertex3f(v2.x, v2.y, v2.z); |
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| 235 | if(height[i+1][j+1]<snowheight){ |
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| 236 | a[0]=0; |
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| 237 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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| 238 | a[2]=0; |
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| 239 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 240 | } |
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| 241 | else{ |
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| 242 | a[0]=1.0; |
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| 243 | a[1]=1.0; |
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| 244 | a[2]=1.0; |
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| 245 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 246 | |
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| 247 | |
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| 248 | } |
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| 249 | glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); |
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| 250 | glVertex3f(v3.x, v3.y, v3.z); |
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| 251 | if(height[i][j+1]<snowheight){ |
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| 252 | a[0]=0; |
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| 253 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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| 254 | a[2]=0; |
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| 255 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 256 | } |
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| 257 | else{ |
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| 258 | a[0]=1.0; |
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| 259 | a[1]=1.0; |
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| 260 | a[2]=1.0; |
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| 261 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 262 | } |
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| 263 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); |
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| 264 | glVertex3f(v4.x, v4.y, v4.z); |
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| 265 | |
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| 266 | } |
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| 267 | glEnd(); |
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| 268 | glEndList(); |
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| 269 | } |
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| 270 | |
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| 271 | if (debugTerrain == TERRAIN_BENSCH) |
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| 272 | { |
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| 273 | /* |
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| 274 | this->model = (OBJModel*) new Model(); |
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| 275 | this->model->setName("CUBE"); |
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| 276 | this->model->addVertex (-0.5, -0.5, 0.5); |
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| 277 | this->model->addVertex (0.5, -0.5, 0.5); |
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| 278 | this->model->addVertex (-0.5, 0.5, 0.5); |
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| 279 | this->model->addVertex (0.5, 0.5, 0.5); |
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| 280 | this->model->addVertex (-0.5, 0.5, -0.5); |
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| 281 | this->model->addVertex (0.5, 0.5, -0.5); |
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| 282 | this->model->addVertex (-0.5, -0.5, -0.5); |
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| 283 | this->model->addVertex (0.5, -0.5, -0.5); |
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| 284 | |
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| 285 | this->model->addVertexTexture (0.0, 0.0); |
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| 286 | this->model->addVertexTexture (1.0, 0.0); |
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| 287 | this->model->addVertexTexture (0.0, 1.0); |
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| 288 | this->model->addVertexTexture (1.0, 1.0); |
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| 289 | this->model->addVertexTexture (0.0, 2.0); |
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| 290 | this->model->addVertexTexture (1.0, 2.0); |
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| 291 | this->model->addVertexTexture (0.0, 3.0); |
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| 292 | this->model->addVertexTexture (1.0, 3.0); |
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| 293 | this->model->addVertexTexture (0.0, 4.0); |
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| 294 | this->model->addVertexTexture (1.0, 4.0); |
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| 295 | this->model->addVertexTexture (2.0, 0.0); |
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| 296 | this->model->addVertexTexture (2.0, 1.0); |
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| 297 | this->model->addVertexTexture (-1.0, 0.0); |
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| 298 | this->model->addVertexTexture (-1.0, 1.0); |
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| 299 | |
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| 300 | this->model->finalize(); |
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| 301 | */ |
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| 302 | } |
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| 303 | |
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| 304 | } |
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