//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "console/console.h" #include "console/consoleTypes.h" #include "dgl/dgl.h" #include "game/game.h" #include "terrain/terrData.h" #include "editor/guiTerrPreviewCtrl.h" IMPLEMENT_CONOBJECT(GuiTerrPreviewCtrl); GuiTerrPreviewCtrl::GuiTerrPreviewCtrl(void) { mTerrainSize = 2048.0f; mRoot.set( 0, 0 ); mOrigin.set( 0, 0 ); mWorldScreenCenter.set( mTerrainSize*0.5f, mTerrainSize*0.5f ); } void GuiTerrPreviewCtrl::initPersistFields() { Parent::initPersistFields(); } ConsoleMethod( GuiTerrPreviewCtrl, reset, void, 2, 2, "Reset the view of the terrain.") { object->reset(); } ConsoleMethod( GuiTerrPreviewCtrl, setRoot, void, 2, 2, "Add the origin to the root and reset the origin.") { object->setRoot(); } ConsoleMethod( GuiTerrPreviewCtrl, getRoot, const char *, 2, 2, "Return a Point2F representing the position of the root.") { Point2F p = object->getRoot(); static char rootbuf[32]; dSprintf(rootbuf,sizeof(rootbuf),"%g %g", p.x, -p.y); return rootbuf; } ConsoleMethod( GuiTerrPreviewCtrl, setOrigin, void, 4, 4, "(float x, float y)" "Set the origin of the view.") { object->setOrigin( Point2F( dAtof(argv[2]), -dAtof(argv[3]) ) ); } ConsoleMethod( GuiTerrPreviewCtrl, getOrigin, const char*, 2, 2, "Return a Point2F containing the position of the origin.") { Point2F p = object->getOrigin(); static char originbuf[32]; dSprintf(originbuf,sizeof(originbuf),"%g %g", p.x, -p.y); return originbuf; } ConsoleMethod( GuiTerrPreviewCtrl, getValue, const char*, 2, 2, "Returns a 4-tuple containing: root_x root_y origin_x origin_y") { Point2F r = object->getRoot(); Point2F o = object->getOrigin(); static char valuebuf[64]; dSprintf(valuebuf,sizeof(valuebuf),"%g %g %g %g", r.x, -r.y, o.x, -o.y); return valuebuf; } ConsoleMethod( GuiTerrPreviewCtrl, setValue, void, 3, 3, "Accepts a 4-tuple in the same form as getValue returns.\n\n" "@see GuiTerrPreviewCtrl::getValue()") { Point2F r,o; dSscanf(argv[2],"%g %g %g %g", &r.x, &r.y, &o.x, &o.y); r.y = -r.y; o.y = -o.y; object->reset(); object->setRoot(r); object->setOrigin(o); } bool GuiTerrPreviewCtrl::onWake() { if (! Parent::onWake()) return false; return true; } void GuiTerrPreviewCtrl::onSleep() { Parent::onSleep(); } void GuiTerrPreviewCtrl::setBitmap(const TextureHandle &handle) { mTextureHandle = handle; } void GuiTerrPreviewCtrl::reset() { mRoot.set(0,0); mOrigin.set(0,0); } void GuiTerrPreviewCtrl::setRoot() { mRoot += mOrigin; mOrigin.set(0,0); } void GuiTerrPreviewCtrl::setRoot(const Point2F &p) { mRoot = p; } void GuiTerrPreviewCtrl::setOrigin(const Point2F &p) { mOrigin = p; } Point2F& GuiTerrPreviewCtrl::wrap(const Point2F &p) { static Point2F result; result = p; while (result.x < 0.0f) result.x += mTerrainSize; while (result.x > mTerrainSize) result.x -= mTerrainSize; while (result.y < 0.0f) result.y += mTerrainSize; while (result.y > mTerrainSize) result.y -= mTerrainSize; return result; } Point2F& GuiTerrPreviewCtrl::worldToTexture(const Point2F &p) { static Point2F result; result = wrap( p + mRoot ) / mTerrainSize; return result; } Point2F& GuiTerrPreviewCtrl::worldToCtrl(const Point2F &p) { static Point2F result; result = wrap( p - mCamera + mOrigin - mWorldScreenCenter ); result *= mBounds.extent.x / mTerrainSize; return result; } void GuiTerrPreviewCtrl::onPreRender() { setUpdate(); } void GuiTerrPreviewCtrl::onRender(Point2I offset, const RectI &updateRect) { struct CameraQuery query; GameProcessCameraQuery(&query); Point3F cameraRot; MatrixF matrix = query.cameraMatrix; matrix.getColumn(3,&cameraRot); // get Camera translation mCamera.set(cameraRot.x, -cameraRot.y); matrix.getRow(1,&cameraRot); // get camera rotation mTerrainSize = 8*256; TerrainBlock *terrBlock = dynamic_cast(Sim::findObject("Terrain")); if (terrBlock) mTerrainSize = terrBlock->getSquareSize()*TerrainBlock::BlockSize; //----------------------------------------- RENDER the Terrain Bitmap if (mTextureHandle) { TextureObject *texture = (TextureObject*)mTextureHandle; if (texture) { glDisable(GL_LIGHTING); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D, texture->texGLName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Point2F screenP1(offset.x - 0.5f, offset.y + 0.5f); Point2F screenP2(offset.x + mBounds.extent.x - 0.5f, offset.y + mBounds.extent.x + 0.5f); Point2F textureP1( worldToTexture( mCamera ) ); Point2F textureP2(textureP1 + Point2F(1.0f, 1.0f)); // the texture if flipped horz to reflect how the terrain is really drawn glDisable(GL_CULL_FACE); glBegin(GL_TRIANGLE_FAN); glTexCoord2f(textureP1.x, textureP2.y); glVertex2f(screenP1.x, screenP2.y); // left bottom glTexCoord2f(textureP2.x, textureP2.y); glVertex2f(screenP2.x, screenP2.y); // right bottom glTexCoord2f(textureP2.x, textureP1.y); glVertex2f(screenP2.x, screenP1.y); // right top glTexCoord2f(textureP1.x, textureP1.y); glVertex2f(screenP1.x, screenP1.y); // left top glEnd(); glDisable(GL_TEXTURE_2D); } } else { RectI rect(offset.x, offset.y, mBounds.extent.x, mBounds.extent.y); dglDrawRectFill(rect, ColorI(0,0,0)); } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //----------------------------------------- RENDER the '+' at the center of the Block glColor4f(1.0f, 1.0f, 1.0f, 0.7f); Point2F center( worldToCtrl(Point2F(0,0)) ); S32 y; for (y=-1; y<=1; y++) { F32 yoffset = offset.y + y*256.0f; for (S32 x=-1; x<=1; x++) { F32 xoffset = offset.x + x*256.0f; glBegin(GL_LINES); glVertex2f(xoffset + center.x, yoffset + center.y-5); glVertex2f(xoffset + center.x, yoffset + center.y+6); glVertex2f(xoffset + center.x-5, yoffset + center.y); glVertex2f(xoffset + center.x+6, yoffset + center.y); glEnd(); } } //----------------------------------------- RENDER the Block Corners Point2F cornerf( worldToCtrl(Point2F(-mTerrainSize/2.0f, -mTerrainSize/2.0f)) ); Point2I corner=Point2I((S32)cornerf.x,(S32)cornerf.y); for (y=-1; y<=1; y++) { S32 yoffset = offset.y + y*256; for (S32 x=-1; x<=1; x++) { S32 xoffset = offset.x + x*256; glBegin(GL_LINE_STRIP); glColor4f(1.0f, 1.0f, 1.0f, 0.0f); glVertex2i(xoffset + corner.x, yoffset + corner.y-128); glColor4f(1.0f, 1.0f, 1.0f, 0.7f); glVertex2i(xoffset + corner.x, yoffset + corner.y); glColor4f(1.0f, 1.0f, 1.0f, 0.0f); glVertex2i(xoffset + corner.x+128, yoffset + corner.y); glEnd(); glBegin(GL_LINE_STRIP); glColor4f(1.0f, 1.0f, 1.0f, 0.0f); glVertex2i(xoffset + corner.x, yoffset + corner.y+128); glColor4f(1.0f, 1.0f, 1.0f, 0.7f); glVertex2i(xoffset + corner.x, yoffset + corner.y); glColor4f(1.0f, 1.0f, 1.0f, 0.0f); glVertex2i(xoffset + corner.x-128, yoffset + corner.y); glEnd(); } } //----------------------------------------- RENDER the Viewcone Point2F pointA(cameraRot.x * -40, cameraRot.y * -40); Point2F pointB(-pointA.y, pointA.x); F32 tann = mTan(0.5f); Point2F point1( pointA + pointB * tann ); Point2F point2( pointA - pointB * tann ); center.set((F32)(offset.x + mBounds.extent.x / 2), (F32)(offset.y + mBounds.extent.y / 2 )); glBegin(GL_LINE_STRIP); glColor4f(1.0f, 0.0f, 0.0f, 0.7f); glVertex2i((S32)(center.x + point1.x), (S32)(center.y + point1.y)); glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glVertex2i((S32)center.x,(S32)center.y); glColor4f(1.0f, 0.0f, 0.0f, 0.7f); glVertex2i((S32)(center.x + point2.x), (S32)(center.y + point2.y)); glEnd(); glDisable(GL_BLEND); /* debuging stuff Point2I loc(offset.x +5, offset.y+10); dglSetBitmapModulation(mProfile->mFontColor); dglDrawText(mProfile->mFont, loc, avar("mCamera(%3.2f, %3.2f)", mCamera.x, mCamera.y)); loc.y += 10; dglDrawText(mProfile->mFont, loc, avar("mRoot(%3.2f, %3.2f)", mRoot.x, mRoot.y)); loc.y += 10; dglDrawText(mProfile->mFont, loc, avar("mOrigin(%3.2f, %3.2f)", mOrigin.x, mOrigin.y)); loc.y += 10; */ renderChildControls(offset, updateRect); }