| 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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