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: ... |
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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 | |
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19 | #include "glincl.h" |
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20 | |
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21 | using namespace std; |
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22 | |
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23 | |
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24 | /** |
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25 | \brief standard constructor |
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26 | |
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27 | */ |
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28 | Terrain::Terrain () |
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29 | { |
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30 | this->setClassName ("Terrain"); |
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31 | this->build(); |
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32 | } |
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33 | |
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34 | |
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35 | /** |
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36 | \brief standard deconstructor |
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37 | |
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38 | */ |
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39 | Terrain::~Terrain () |
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40 | { |
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41 | // delete what has to be deleted here |
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42 | // delete this->model; |
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43 | |
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44 | glDeleteLists(this->objectList, 1); |
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45 | } |
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46 | |
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47 | |
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48 | void Terrain::build() |
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49 | { |
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50 | objectList = glGenLists(1); |
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51 | glNewList (objectList, GL_COMPILE); |
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52 | |
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53 | glColor3f(1.0,0,0); |
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54 | |
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55 | int sizeX = 100; |
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56 | int sizeZ = 80; |
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57 | float length = 1000; |
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58 | float width = 200; |
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59 | float widthX = float (length /sizeX); |
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60 | float widthZ = float (width /sizeZ); |
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61 | |
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62 | float height [sizeX][sizeZ]; |
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63 | Vector normal_vectors[sizeX][sizeZ]; |
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64 | |
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65 | |
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66 | for ( int i = 0; i<sizeX-1; i+=1) |
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67 | for (int j = 0; j<sizeZ-1;j+=1) |
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68 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; |
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69 | #ifdef __WIN32__ |
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70 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; |
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71 | #else |
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72 | height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; |
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73 | #endif |
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74 | |
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75 | //Die Huegel ein wenig glaetten |
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76 | for (int h=1; h<2;h++) |
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77 | for (int i=1;i<sizeX-2 ;i+=1 ) |
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78 | for(int j=1;j<sizeZ-2;j+=1) |
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79 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; |
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80 | |
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81 | //Berechnung von normalen Vektoren |
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82 | for(int i=1;i<sizeX-2;i+=1) |
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83 | for(int j=1;j<sizeZ-2 ;j+=1) |
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84 | { |
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85 | Vector v1 = Vector (widthX*(1), height[i][j], widthZ*(j) ); |
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86 | Vector v2 = Vector (widthX*(i-1), height[i-1][j], widthZ*(j)); |
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87 | Vector v3 = Vector (widthX*(i), height[i][j+1], widthZ*(j+1)); |
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88 | Vector v4 = Vector (widthX*(i+1), height[i+1][j], widthZ*(j)); |
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89 | Vector v5 = Vector (widthX*(i), height[i][j-1], widthZ*(j-1)); |
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90 | |
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91 | Vector c1 = v2 - v1; |
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92 | Vector c2 = v3 - v1; |
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93 | Vector c3= v4 - v1; |
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94 | Vector c4 = v5 - v1; |
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95 | Vector zero = Vector (0,0,0); |
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96 | normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4); |
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97 | normal_vectors[i][j].normalize(); |
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98 | } |
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99 | |
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100 | glBegin(GL_QUADS); |
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101 | int snowheight=3; |
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102 | for ( int i = 0; i<sizeX; i+=1) |
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103 | for (int j = 0; j<sizeZ;j+=1) |
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104 | { |
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105 | Vector v1 = Vector (widthX*(i), height[i][j]-20, widthZ*(j) -width/2); |
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106 | Vector v2 = Vector (widthX*(i+1), height[i+1][j]-20, widthZ*(j) -width/2); |
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107 | Vector v3 = Vector (widthX*(i+1), height[i+1][j+1]-20, widthZ*(j+1)-width/2); |
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108 | Vector v4 = Vector (widthX*(i), height[i][j+1]-20, widthZ*(j+1)-width/2); |
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109 | float a[3]; |
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110 | if(height[i][j]<snowheight){ |
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111 | a[0]=0; |
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112 | a[1]=1.0-height[i][j]/10-.3; |
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113 | a[2]=0; |
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114 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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115 | } |
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116 | else{ |
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117 | a[0]=1.0; |
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118 | a[1]=1.0; |
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119 | a[2]=1.0; |
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120 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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121 | |
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122 | } |
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123 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); |
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124 | glVertex3f(v1.x, v1.y, v1.z); |
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125 | if(height[i+1][j]<snowheight){ |
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126 | a[0]=0; |
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127 | a[1] =1.0-height[i+1][j]/10-.3; |
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128 | a[2]=0; |
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129 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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130 | } |
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131 | else{ |
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132 | a[0]=1.0; |
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133 | a[1]=1.0; |
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134 | a[2]=1.0; |
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135 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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136 | |
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137 | } |
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138 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); |
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139 | glVertex3f(v2.x, v2.y, v2.z); |
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140 | if(height[i+1][j+1]<snowheight){ |
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141 | a[0]=0; |
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142 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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143 | a[2]=0; |
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144 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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145 | } |
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146 | else{ |
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147 | a[0]=1.0; |
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148 | a[1]=1.0; |
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149 | a[2]=1.0; |
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150 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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151 | |
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152 | |
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153 | } |
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154 | 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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155 | glVertex3f(v3.x, v3.y, v3.z); |
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156 | if(height[i][j+1]<snowheight){ |
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157 | a[0]=0; |
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158 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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159 | a[2]=0; |
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160 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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161 | } |
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162 | else{ |
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163 | a[0]=1.0; |
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164 | a[1]=1.0; |
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165 | a[2]=1.0; |
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166 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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167 | } |
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168 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); |
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169 | glVertex3f(v4.x, v4.y, v4.z); |
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170 | |
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171 | } |
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172 | glEnd(); |
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173 | glEndList(); |
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174 | } |
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175 | |
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176 | |
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177 | |
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178 | void Terrain::draw () |
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179 | { |
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180 | glMatrixMode(GL_MODELVIEW); |
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181 | glPushMatrix(); |
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182 | float matrix[4][4]; |
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183 | |
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184 | /* translate */ |
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185 | glTranslatef (this->getAbsCoor ().x, |
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186 | this->getAbsCoor ().y, |
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187 | this->getAbsCoor ().z); |
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188 | /* rotate */ |
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189 | this->getAbsDir ().matrix (matrix); |
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190 | glMultMatrixf((float*)matrix); |
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191 | |
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192 | glCallList(objectList); |
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193 | // this->model->draw(); |
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194 | glPopMatrix(); |
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195 | } |
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