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