tge/engine/editor/guiTerrPreviewCtrl.cc
2017-04-17 06:17:10 -06:00

311 lines
9.2 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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<TerrainBlock*>(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);
}