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