diff options
author | Jon Bergli Heier <snakebite@jvnv.net> | 2011-03-30 22:30:35 +0200 |
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committer | Jon Bergli Heier <snakebite@jvnv.net> | 2011-03-30 22:30:35 +0200 |
commit | d8a69e6abeea2034c17d84ef74009b137faa06cc (patch) | |
tree | 7ed3fbd07adc8328aba71cfb26ffc3eb5ff5ebf7 |
Initial commit.
-rw-r--r-- | .gitignore | 7 | ||||
-rw-r--r-- | SConstruct | 27 | ||||
-rw-r--r-- | main.cpp | 331 | ||||
-rw-r--r-- | quadtree.cpp | 302 | ||||
-rw-r--r-- | quadtree.h | 39 | ||||
-rw-r--r-- | scene.cpp | 46 | ||||
-rw-r--r-- | scene.h | 16 | ||||
-rw-r--r-- | vector.cpp | 146 | ||||
-rw-r--r-- | vector.h | 49 | ||||
-rw-r--r-- | video.cpp | 65 | ||||
-rw-r--r-- | video.h | 18 |
11 files changed, 1046 insertions, 0 deletions
diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..16c9d65 --- /dev/null +++ b/.gitignore @@ -0,0 +1,7 @@ +.sconsign.dblite +/foo +*.o +*.ttf +*.png +*.jpg +.*.swp diff --git a/SConstruct b/SConstruct new file mode 100644 index 0000000..1e7d2e3 --- /dev/null +++ b/SConstruct @@ -0,0 +1,27 @@ +import os + +env = Environment( + ENV = os.environ, +) + +AddOption('--release', action = 'store_true') +AddOption('--profiling', action = 'store_true') + +env.Append(CPPPATH = ['.']) +env.Append(LIBS = ['GL', 'GLU']) +env.ParseConfig('sdl-config --cflags --libs') +env.ParseConfig('pkg-config --cflags --libs SDL_image') +env.ParseConfig('pkg-config --cflags --libs ftgl') + +if not GetOption('release'): + env.Append(CPPFLAGS = ['-Wall', '-g']) + +if GetOption('profiling'): + env.Append(CPPFLAGS = ['-pg']) + env.Append(LINKFLAGS = ['-pg']) + +Export('env') + +env.Program('foo', Glob('*.cpp')) + +# vim: syn=python diff --git a/main.cpp b/main.cpp new file mode 100644 index 0000000..b653427 --- /dev/null +++ b/main.cpp @@ -0,0 +1,331 @@ +#include "video.h" +#include "scene.h" +#include "vector.h" +#include "quadtree.h" + +#include <SDL_image.h> +#include <FTGL/ftgl.h> +#include <boost/format.hpp> +#include <boost/shared_ptr.hpp> + +#define GL_GLEXT_PROTOTYPES +#include <SDL_opengl.h> +//#include <GL/gl.h> +#include <GL/gl.h> +//#include <GL/glu.h> + +#include <iostream> +#include <cmath> +#include <list> +#include <vector> +#include <map> +#include <queue> + +FTFont *font; + +Scene scene; + +struct hit_record { + uint32_t hits; + int32_t min_z; + int32_t max_z; + uint32_t name; +}; + +// TODO: reimplement +int select(Quadtree& qt, int x, int y) { + y = 600-y; + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + GLuint buf[64] = {0}; + GLint hits, view[4] = {0}; + uint32_t id = 0; + glSelectBuffer(64, buf); + glGetIntegerv(GL_VIEWPORT, view); + glRenderMode(GL_SELECT); + glInitNames(); + + //glPushName(0); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + gluPickMatrix(x, y, 1, 1, view); + gluPerspective(45, (float)view[2] / (float)view[3], 1, 10000); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + scene.lookat(); + + std::vector<Quadtree::QuadNode*> nodes; + uint32_t index = 0; + std::queue<Quadtree::QuadNode*> q; + q.push(qt.root); + while(!q.empty()) { + Quadtree::QuadNode *node = q.front(); + q.pop(); + if(node->vertex_array) { + glPushName(++index); + /*glBegin(GL_QUADS); + glVertex3f(node->x - node->width/2, + glEnd();*/ + glPopName(); + node->draw(); + } else + for(int i = 0; i < 4; i++) + q.push(node->children[i]); + } + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + //glMatrixMode(GL_MODELVIEW); + //glFlush(); + hits = glRenderMode(GL_RENDER); + //std::cout << "hits: " << hits << std::endl; + for(int i = 0; i < hits; i++) { + struct hit_record *hit = (struct hit_record*)(buf + i*sizeof(hit_record)); + //std::cout << " hits: " << hit->hits << " min_z: " << hit->min_z << " max_z: " << hit->max_z << std::endl; + if(hit->hits == 1 && hit->name > 0) + id = hit->name; + } + glMatrixMode(GL_MODELVIEW); + //std::cout << "id: " << id << std::endl; + if(id > 0) { + //return map[vectors[id-1]]; + } + //return Vector3::p(); + //return id; + return 0; +} + +int main(int argc, char **argv) { + video::width = 800; + video::height = 600; + video::init(); + + font = new FTTextureFont("font.ttf"); + font->FaceSize(10); + + SDL_Surface *hm = IMG_Load("heightmap6.png"); + unsigned char *pixels = (unsigned char*)hm->pixels; + float *heightmap = new float[hm->w * hm->h]; + for(int x = 0; x < hm->w; x++) { + for(int y = 0; y < hm->h; y++) { + heightmap[y*hm->w + x] = ((float)(pixels[y*hm->w + x]) / 256) * 20; + } + } + int level = 3; + Quadtree *qt = new Quadtree(hm->w, hm->h, heightmap, level); + //Quadtree qt(qt_size, qt_size, (int)ceil(sqrt(qt_size))); + + GLuint grass_texture; + { + SDL_Surface *surface = IMG_Load("Grass0073_3_S.jpg"); + SDL_Surface *image = SDL_CreateRGBSurface(SDL_SWSURFACE, surface->w, surface->h, 32, + 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000); + SDL_Rect area; + area.x = area.y = 0; + area.w = surface->w; + area.h = surface->h; + SDL_BlitSurface(surface, &area, image, &area); + //glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + glGenTextures(1, &grass_texture); + glBindTexture(GL_TEXTURE_2D, grass_texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); + if(image->format->Amask) { + //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->w, image->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); + gluBuild2DMipmaps(GL_TEXTURE_2D, 4, image->w, image->h, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); + } else { + //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image->w, image->h, 0, GL_RGB, GL_UNSIGNED_BYTE, image->pixels); + gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image->w, image->h, GL_RGB, GL_UNSIGNED_BYTE, image->pixels); + } + SDL_FreeSurface(surface); + SDL_FreeSurface(image); + } + + //SDL_WM_GrabInput(SDL_GRAB_ON); + + SDL_Event event; + bool running = true; + bool grid = false; + SDL_WarpMouse(video::width/2, video::height/2); + unsigned int last_time = SDL_GetTicks(); + /*boost::timer t; + double last_time = 0;*/ + while(running) { + unsigned int time = SDL_GetTicks(); + //double time = t.elapsed(); + //t.restart(); + unsigned int steps = time - last_time + 1; + //double steps = (time - last_time) * 1000; + last_time = time; + while(SDL_PollEvent(&event)) { + switch(event.type) { + case SDL_QUIT: + running = false; + break; + case SDL_KEYDOWN: + switch(event.key.keysym.sym) { + case SDLK_ESCAPE: + running = false; + break; + case SDLK_g: + grid = !grid; + break; + case SDLK_KP_PLUS: + delete qt; + qt = new Quadtree(hm->w, hm->h, heightmap, ++level); + break; + case SDLK_KP_MINUS: + if(level > 0) { + delete qt; + qt = new Quadtree(hm->w, hm->h, heightmap, --level); + } + break; + case SDLK_SPACE: + scene.yvel = .05; + break; + default: + break; + } + break; + case SDL_MOUSEBUTTONUP: + switch(event.button.button) { + case SDL_BUTTON_LEFT: + // TODO: reimplement selection + break; + case SDL_BUTTON_WHEELUP: + case SDL_BUTTON_WHEELDOWN: + // TODO: reimplement? + break; + } + case SDL_MOUSEMOTION: + if(event.motion.x == video::width/2 && event.motion.y == video::height/2) + break; + scene.yaw += (float)event.motion.xrel / 500; + scene.pitch += (float)event.motion.yrel / 500; + if(scene.yaw > 2*M_PI) + scene.yaw -= 2*M_PI; + else if(scene.yaw < 0) + scene.yaw += 2*M_PI; + if(scene.pitch > M_PI) + scene.pitch = M_PI; + else if(scene.pitch < 0) + scene.pitch = 0; + SDL_WarpMouse(video::width/2, video::height/2); + break; + } + } + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glLoadIdentity(); + video::persp(); + + unsigned char *keystate = SDL_GetKeyState(NULL); + float forward = 0; + float right = 0; + bool moved = false; + if(keystate[SDLK_w]) { + moved = true; + forward++; + } + if(keystate[SDLK_s]) { + moved = true; + forward--; + } + if(keystate[SDLK_a]) { + moved = true; + right--; + } + if(keystate[SDLK_d]) { + moved = true; + right++; + } + if(keystate[SDLK_q]) + scene.pos.y -= 0.002*steps; + if(keystate[SDLK_e]) + scene.pos.y += 0.002*steps*(keystate[SDLK_LSHIFT]?10:1); + if(moved && (forward || right)) + scene.move(forward, right, steps*(keystate[SDLK_LSHIFT]?10:1)); + + std::string move_str; + { + Quadtree::QuadNode *node = qt->find(scene.pos.x, scene.pos.z); + if(node) { + float y = node->get_height(scene.pos.x, scene.pos.z); + if(scene.pos.y > y && !keystate[SDLK_e]) + scene.yvel -= 9.81 * steps / 85000; + if(scene.yvel < -.5) + scene.yvel = -.5; + scene.pos.y += scene.yvel; + if(scene.pos.y < y) { + scene.pos.y = y; + scene.yvel = 0; + } + move_str = (boost::format("%s %.2f,%.2f %dx%d") % scene.pos.str() % node->x % node->y % node->width % node->height).str(); + } + } + + scene.lookat(); + + glEnable(GL_LIGHTING); + //const float light_pos[4] = {50, 20, 50, 1}; + const float light_pos[4] = {0, 1, 0, 0}; + glLightfv(GL_LIGHT0, GL_POSITION, light_pos); + + if(!grid) { + glBindTexture(GL_TEXTURE_2D, grass_texture); + glEnable(GL_TEXTURE_2D); + glBindBuffer(GL_ARRAY_BUFFER, qt->vbo_object); + glVertexPointer(3, GL_FLOAT, 0, NULL); + glNormalPointer(GL_FLOAT, 0, (GLvoid*)(qt->vertices*3*sizeof(float))); + glTexCoordPointer(2, GL_FLOAT, 0, (GLvoid*)(qt->vertices*3*sizeof(float)*2)); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glDrawArrays(GL_TRIANGLES, 0, qt->vertices); + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_NORMAL_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + } else { + std::queue<Quadtree::QuadNode*> q; + q.push(qt->root); + glBindTexture(GL_TEXTURE_2D, grass_texture); + glEnable(GL_TEXTURE_2D); + while(!q.empty()) { + Quadtree::QuadNode *node = q.front(); + q.pop(); + if(node->vertex_array) { + grid ? node->draw_grid() : node->draw(); + } else + for(int i = 0; i < 4; i++) + q.push(node->children[i]); + } + } + + glDisable(GL_TEXTURE_2D); + glDisable(GL_LIGHTING); + + video::ortho(); + float height = font->LineHeight(); + glColor3f(1, 1, 1); + glTranslatef(0, 600-height, 0); + font->Render((boost::format("%dx%d %d levels %d nodes tree creation time: %f steps: %d") + % qt->width % qt->height % qt->levels % qt->nodes % qt->init_time % steps).str().c_str()); + //glTranslatef(0, height, 0); + //font->Render((boost::format("selected: %x") % selected).str().c_str()); + glTranslatef(0, -height, 0); + font->Render(move_str.c_str()); + /*if(selected) { + glTranslatef(0, height, 0); + //font->Render((boost::format("(%s %s %s %s)") % selected->a->str() % selected->b->str() % selected->c->str() % selected->d->str()).str().c_str()); + font->Render(selected->str().c_str()); + }*/ + + SDL_GL_SwapBuffers(); + + usleep(1000); + } + + video::free(); + + return 0; +} diff --git a/quadtree.cpp b/quadtree.cpp new file mode 100644 index 0000000..33011d5 --- /dev/null +++ b/quadtree.cpp @@ -0,0 +1,302 @@ +#include "quadtree.h" +#include "vector.h" + +#include <boost/format.hpp> +#include <boost/timer.hpp> + +#define GL_GLEXT_PROTOTYPES +#include <GL/gl.h> + +#include <iostream> +#include <cmath> +#include <queue> + +Quadtree::Quadtree(int width, int height, float *heightmap, int levels) { + this->width = width; + this->height = height; + vbo_object = 0; + + int l = log2f(width); + if(levels > l) { + levels = l; + } + heights = heightmap; + this->levels = levels; + + boost::timer t; + root = new QuadNode(this, NULL, 0, 0, width, height, 1, levels == 0); + std::queue<Quadtree::QuadNode*> q; + if(levels > 0) + q.push(root); + while(!q.empty()) { + Quadtree::QuadNode *node = q.front(); + q.pop(); + node->subdivide(node->level == levels); + if(node->level < levels) { + for(int i = 0; i < 4; i++) + q.push(node->children[i]); + } + } + + make_vbo(); + + init_time = t.elapsed(); +} + +Quadtree::~Quadtree() { + if(vbo_object) + glDeleteBuffers(1, &vbo_object); + delete root; + //delete[] heights; +} + +Quadtree::QuadNode::QuadNode(Quadtree *tree, QuadNode *parent, float x, float y, float width, float height, int level, bool leaf) { + this->tree = tree; + this->parent = parent; + this->x = x; + this->y = y; + this->width = width; + this->height = height; + this->level = level; + children[0] = children[1] = children[2] = children[3] = NULL; + if(!leaf) { + elems = 0; + vertex_array = NULL; + return; + } + elems = 3*5; + int size = sizeof(float)*elems; + vertex_array = new float[size]; + vertex_array[0] = x + width / 2; + vertex_array[1] = tree->heights[(int)floorf((int)(x + width/2)*tree->height + (int)(y + height/2))]; + vertex_array[2] = y + height / 2; + + vertex_array[3] = x; + vertex_array[4] = tree->heights[(int)floorf(x*tree->height+y)]; + vertex_array[5] = y; + + vertex_array[6] = x; + vertex_array[7] = tree->heights[(int)floorf(x*tree->height + (y + height))]; + vertex_array[8] = y + height; + + vertex_array[9] = x + width; + vertex_array[10] = tree->heights[(int)floorf((x + width)*tree->height + (y + height))]; + vertex_array[11] = y + height; + + vertex_array[12] = x + width; + vertex_array[13] = tree->heights[(int)floorf((x + width)*tree->height + y)]; + vertex_array[14] = y; +} + +Quadtree::QuadNode::~QuadNode() { + if(vertex_array) + delete[] vertex_array; + for(int i = 0; i < 4; i++) + if(children[i]) + delete children[i]; +} + +void Quadtree::QuadNode::subdivide(bool leaf) { + if(vertex_array) { + elems = 0; + delete[] vertex_array; + vertex_array = NULL; + } + + for(int i = 0; i < 4; i++) { + float nx = x + ((i & 1) ^ ((i & 2) >> 1)) * width / 2; + float ny = y + ((i & 2) >> 1) * height / 2; + children[i] = new QuadNode(tree, this, nx, ny, width / 2, height / 2, level + 1, leaf); + } +} + +void Quadtree::QuadNode::draw() { + if(!vertex_array) + return; + + float tex_coords[4][3][2] = { + {{.5, .5}, {0, 0}, {0, 1}}, + {{.5, .5}, {0, 1}, {1, 1}}, + {{.5, .5}, {1, 1}, {1, 0}}, + {{.5, .5}, {1, 0}, {0, 0}} + }; + + glBegin(GL_TRIANGLES); + for(int i = 0; i < 4; i++) { + Vector3 a(vertex_array[0], vertex_array[1], vertex_array[2]); + Vector3 b(vertex_array[i*3+3], vertex_array[i*3+4], vertex_array[i*3+5]); + Vector3 c(vertex_array[i == 3 ? 3 : (i*3+6)], vertex_array[i == 3 ? 4 : (i*3+7)], vertex_array[i == 3 ? 5 : (i*3+8)]); + + Vector3 U(c.x-a.x, c.y-a.y, c.z-a.z); + Vector3 V(b.x-a.x, b.y-a.y, b.z-a.z); + Vector3 N(V.cross(U)); + glNormal3f(N.x, N.y, N.z); + + glTexCoord2f(tex_coords[i][0][0], tex_coords[i][0][1]); + glVertex3f(a.x, a.y, a.z); + + glTexCoord2f(tex_coords[i][1][0], tex_coords[i][1][1]); + glVertex3f(b.x, b.y, b.z); + + glTexCoord2f(tex_coords[i][2][0], tex_coords[i][2][1]); + glVertex3f(c.x, c.y, c.z); + } + glEnd(); +} + +void Quadtree::QuadNode::draw_grid() { + if(!vertex_array) + return; + + glNormal3f(0, 1, 0); + glBegin(GL_LINES); + for(int i = 0; i < 4; i++) { + Vector3 a(vertex_array[0], vertex_array[1], vertex_array[2]); + Vector3 b(vertex_array[i*3+3], vertex_array[i*3+4], vertex_array[i*3+5]); + + glVertex3f(a.x, a.y, a.z); + glVertex3f(b.x, b.y, b.z); + } + glEnd(); + glBegin(GL_LINE_LOOP); + glVertex3f(vertex_array[3], vertex_array[4], vertex_array[5]); + glVertex3f(vertex_array[6], vertex_array[7], vertex_array[8]); + glVertex3f(vertex_array[9], vertex_array[10], vertex_array[11]); + glVertex3f(vertex_array[12], vertex_array[13], vertex_array[14]); + glEnd(); +} + +float Quadtree::QuadNode::get_height(float px, float py) { + bool left; + bool top; + top = px - x >= height - (py - y); + left = px - x >= py - y; + Vector3 a(vertex_array[0], vertex_array[1], vertex_array[2]); + Vector3 b, c; + int bi, ci; + if(left) { + if(top) { + bi = 3*3; + ci = 4*3; + } else { + bi = 4*3; + ci = 1*3; + } + } else { + if(top) { + bi = 2*3; + ci = 3*3; + } else { + bi = 1*3; + ci = 2*3; + } + } + b = Vector3(vertex_array[bi], vertex_array[bi+1], vertex_array[bi+2]); + c = Vector3(vertex_array[ci], vertex_array[ci+1], vertex_array[ci+2]); + float det1 = (b.z - c.z) * (a.x - c.x) + (c.x - b.x) * (a.z - c.z); + float det2 = (c.z - a.z) * (b.x - c.x) + (a.x - c.x) * (b.z - c.z); + float l1 = ((b.z - c.z) * (px - c.x) + (c.x - b.x) * (py - c.z)) / det1; + float l2 = ((c.z - a.z) * (px - c.x) + (a.x - c.x) * (py - c.z)) / det2; + float l3 = 1 - l1 - l2; + return l1 * a.y + l2 * b.y + l3 * c.y; +} + +unsigned int Quadtree::count_nodes() { + std::queue<Quadtree::QuadNode*> q; + q.push(root); + unsigned int count = 0; + while(!q.empty()) { + Quadtree::QuadNode *node = q.front(); + q.pop(); + + if(!node->vertex_array) { + for(int i = 0; i < 4; i++) + q.push(node->children[i]); + } else { + count++; + } + } + + return count; +} + +void Quadtree::make_vbo() { + nodes = count_nodes(); + if(vbo_object) + glDeleteBuffers(1, &vbo_object); + glGenBuffers(1, &vbo_object); + glBindBuffer(GL_ARRAY_BUFFER, vbo_object); + const size_t vertex_chunk_size = sizeof(float)*3*12; + const size_t vertices_size = vertex_chunk_size*nodes; + const size_t normal_chunk_size = vertex_chunk_size; + const size_t normals_size = normal_chunk_size*nodes; + const size_t tex_coord_chunk_size = sizeof(float)*2*12; + const size_t tex_coords_size = tex_coord_chunk_size*nodes; + + glBufferData(GL_ARRAY_BUFFER, vertices_size + normals_size + tex_coords_size, NULL, GL_DYNAMIC_DRAW); + + std::queue<Quadtree::QuadNode*> q; + q.push(root); + unsigned int offset = 0; + vertices = nodes*12; + unsigned int index = 0; + while(!q.empty()) { + Quadtree::QuadNode* n = q.front(); + q.pop(); + if(!n->vertex_array) { + for(int j = 0; j < 4; j++) + q.push(n->children[j]); + continue; + } + int size = 12*3*sizeof(float); + float v[3*12]; + v[0] = n->vertex_array[0]; + v[1] = n->vertex_array[1]; + v[2] = n->vertex_array[2]; + float tex_coords[4][3][2] = { + {{.5, .5}, {0, 0}, {0, 1}}, + {{.5, .5}, {0, 1}, {1, 1}}, + {{.5, .5}, {1, 1}, {1, 0}}, + {{.5, .5}, {1, 0}, {0, 0}} + }; + for(int i = 0; i < 4; i++) { + v[3] = n->vertex_array[i*3+3]; + v[4] = n->vertex_array[i*3+4]; + v[5] = n->vertex_array[i*3+5]; + + v[6] = n->vertex_array[i == 3 ? 3 : (i*3+6)]; + v[7] = n->vertex_array[i == 3 ? 4 : (i*3+7)]; + v[8] = n->vertex_array[i == 3 ? 5 : (i*3+8)]; + glBufferSubData(GL_ARRAY_BUFFER, vertex_chunk_size*index + sizeof(float)*3*3*i, sizeof(float)*3*3, v); + + Vector3 U(v[6]-v[0], v[7]-v[1], v[8]-v[2]); + Vector3 V(v[3]-v[0], v[4]-v[1], v[5]-v[2]); + Vector3 N(V.cross(U)); + float n[3*3]; + n[0] = n[3] = n[6] = N.x; + n[1] = n[4] = n[7] = N.y; + n[2] = n[5] = n[8] = N.z; + + glBufferSubData(GL_ARRAY_BUFFER, vertices_size + normal_chunk_size*index + sizeof(float)*3*3*i, sizeof(float)*3*3, n); + } + glBufferSubData(GL_ARRAY_BUFFER, vertices_size + normals_size + tex_coord_chunk_size*index, tex_coord_chunk_size, tex_coords); + index++; + offset += size; + } +} + +Quadtree::QuadNode* Quadtree::find(float x, float y) { + QuadNode *node = root; + while(!node->vertex_array) { + float mx = node->x + node->width / 2; + float my = node->y + node->height / 2; + int i = 2*(y > my); + if(i < 2 && x > mx) + i = 1; + else if(i == 2 && x < mx) + i = 3; + node = node->children[i]; + } + + return node; +} diff --git a/quadtree.h b/quadtree.h new file mode 100644 index 0000000..9a84e98 --- /dev/null +++ b/quadtree.h @@ -0,0 +1,39 @@ +#ifndef QUADTREE_H +#define QUADTREE_H + +class Quadtree { + public: + struct QuadNode { + Quadtree *tree; + QuadNode *parent; + QuadNode *children[4]; + int elems; + float x, y, width, height; + int level; + float *vertex_array; + + QuadNode(Quadtree *tree, QuadNode *parent, float x, float y, float width, float height, int level, bool leaf); + virtual ~QuadNode(); + + void subdivide(bool leaf = true); + void draw(); + void draw_grid(); + float get_height(float px, float py); + }; + + float *heights; + int width, height, levels; + float init_time; + QuadNode *root; + unsigned int vbo_object; + unsigned int nodes; + unsigned int vertices; + Quadtree(int width, int height, float *heightmap, int levels); + virtual ~Quadtree(); + + unsigned int count_nodes(); + void make_vbo(); + QuadNode *find(float x, float y); +}; + +#endif diff --git a/scene.cpp b/scene.cpp new file mode 100644 index 0000000..47b76bf --- /dev/null +++ b/scene.cpp @@ -0,0 +1,46 @@ +#include "scene.h" + +#include <SDL_opengl.h> + +#include <cmath> + +#define inrange(a, b, c) ((a) >= (b) && (a) <= (c)) + +void Scene::lookat() { + /* calculate cartesian coordinates for the center vector where yaw is Φ and pitch is θ + * x = cos Φ sin θ + * y = cos θ + * z = sin Φ sin θ + */ + Vector3 center(sinf(pitch) * cosf(yaw), cosf(pitch), sinf(pitch) * sinf(yaw)); + center += pos; + center.y += 1; + //Vector3 up(cosf(yaw) * cosf(pitch), sinf(pitch), sinf(yaw) * cosf(pitch)); + Vector3 up(-cosf(pitch) * cosf(yaw), sinf(pitch), -cosf(pitch) * sinf(yaw)); + gluLookAt(pos.x, pos.y+1, pos.z, + center.x, center.y, center.z, + up.x, up.y, up.z); +} + +void Scene::move(float forward, float right, int steps) { + Vector2 dir; + dir.x += forward*cosf(yaw); + dir.y += forward*sinf(yaw); + + dir.x += right*cosf(yaw+M_PI_2); + dir.y += right*sinf(yaw+M_PI_2); + + // ensure that the vector length is 1.0 + dir /= dir.length(); + dir *= 0.005; + dir *= steps; + + float x = pos.x + dir.x; + //if(inrange(x, -2, 2)) + pos.x = x; + float z = pos.z + dir.y; + //if(inrange(z, -2, 2)) + pos.z = z; + //pos.x += dir.x; + //pos.z += dir.y; +} @@ -0,0 +1,16 @@ +#ifndef SCENE_H +#define SCENE_H + +#include "vector.h" + +class Scene { + public: + float pitch, yaw; + Vector3 pos; + float yvel; + + void lookat(); + void move(float forward, float right, int steps); +}; + +#endif diff --git a/vector.cpp b/vector.cpp new file mode 100644 index 0000000..2da8c99 --- /dev/null +++ b/vector.cpp @@ -0,0 +1,146 @@ +#include "vector.h" + +#include <boost/format.hpp> + +#include <cmath> +#include <string> + +Vector2::Vector2() { + x = y = 0; +} + +Vector2::Vector2(const Vector2& v) { + x = v.x; + y = v.y; +} + +Vector2::Vector2(float x, float y) { + this->x = x; + this->y = y; +} + +bool Vector2::operator==(const Vector2& v) const { + return x == v.x && y == v.y; +} + +Vector2& Vector2::operator+=(const Vector2& v) { + x += v.x; + y += v.y; + return *this; +} + +Vector2& Vector2::operator-=(const Vector2& v) { + x -= v.x; + y -= v.y; + return *this; +} + +Vector2 Vector2::operator-(const Vector2& v) { + return Vector2(*this) -= v; +} + +Vector2& Vector2::operator*=(const float f) { + x *= f; + y *= f; + return *this; +} + +Vector2& Vector2::operator/=(const float f) { + x /= f; + y /= f; + return *this; +} + +float Vector2::length() { + return sqrtf(x*x + y*y); +} + +std::string Vector2::str() { + return (boost::format("[%.2f %.2f]") % x % y).str(); +} + +/** + * Vector3 + */ + +Vector3::Vector3() { + x = y = z = 0; +} + +Vector3::Vector3(const Vector3& v) : Vector2(v) { + z = v.z; +} + +Vector3::Vector3(float x, float y, float z) : Vector2(x, y) { + this->z = z; +} + +bool Vector3::operator==(const Vector3& v) { + return x == v.x && y == v.y && z == v.z; +} + +Vector3& Vector3::operator+=(const Vector3& v) { + x += v.x; + y += v.y; + z += v.z; + return *this; +} + +Vector3 Vector3::operator+(const Vector3& v) { + return Vector3(*this) += v; +} + +Vector3& Vector3::operator-=(const Vector3& v) { + x -= v.x; + y -= v.y; + z -= v.z; + return *this; +} + +Vector3 Vector3::operator-(const Vector3& v) { + return Vector3(*this) -= v; +} + +Vector3& Vector3::operator*=(const float f) { + x *= f; + y *= f; + z *= f; + return *this; +} + +Vector3 Vector3::operator*(const float f) { + return Vector3(*this) *= f; +} + +Vector3& Vector3::operator/=(const float f) { + x /= f; + y /= f; + z /= f; + return *this; +} + +Vector3 Vector3::operator/(const float f) { + return Vector3(*this) /= f; +} + +Vector3 Vector3::cross(const Vector3& v) { + return Vector3(y*v.z - z*v.y, + z*v.x - x*v.z, + x*v.y - y*v.x); +} + +float Vector3::dot(const Vector3& v) { + return x*v.x + y*v.y + z*v.z; +} + +Vector2 Vector3::xz() { + return Vector2(x, z); +} + +float Vector3::length() { + return sqrtf(x*x + y*y + z*z); +} + +std::string Vector3::str() { + return (boost::format("[%.2f %.2f %.2f]") % x % y % z).str(); +} diff --git a/vector.h b/vector.h new file mode 100644 index 0000000..48deb87 --- /dev/null +++ b/vector.h @@ -0,0 +1,49 @@ +#ifndef VECTOR_H +#define VECTOR_H + +#include <boost/shared_ptr.hpp> + +#include <string> + +class Vector2 { + public: + float x, y; + + Vector2(); + Vector2(const Vector2& v); + Vector2(float x, float y); + bool operator==(const Vector2& v) const; + Vector2& operator+=(const Vector2& v); + Vector2& operator-=(const Vector2& v); + Vector2 operator-(const Vector2& v); + Vector2& operator*=(const float f); + Vector2& operator/=(const float f); + float length(); + std::string str(); +}; + +class Vector3 : public Vector2 { + public: + typedef boost::shared_ptr<Vector3> p; + float z; + + Vector3(); + Vector3(const Vector3& v); + Vector3(float x, float y, float z); + bool operator==(const Vector3& v); + Vector3& operator+=(const Vector3& v); + Vector3 operator+(const Vector3& v); + Vector3& operator-=(const Vector3& v); + Vector3 operator-(const Vector3& v); + Vector3& operator*=(const float f); + Vector3 operator*(const float f); + Vector3& operator/=(const float f); + Vector3 operator/(const float f); + Vector3 cross(const Vector3& v); + float dot(const Vector3& v); + Vector2 xz(); + float length(); + std::string str(); +}; + +#endif diff --git a/video.cpp b/video.cpp new file mode 100644 index 0000000..6ebe170 --- /dev/null +++ b/video.cpp @@ -0,0 +1,65 @@ +#include "video.h" + +#include <GL/gl.h> +#include <GL/glu.h> + +SDL_Surface *video::surface = NULL; +int video::width = 800; +int video::height = 600; + +void video::init() { + SDL_Init(SDL_INIT_VIDEO); + + surface = SDL_SetVideoMode(width, height, 32, SDL_OPENGL); + + glClearColor(0, 0, 0, 0); + glClearDepth(1); + glDepthFunc(GL_LESS); + glEnable(GL_DEPTH_TEST); + + glShadeModel(GL_SMOOTH); + glEnable(GL_POINT_SMOOTH); + + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + //glEnable(GL_COLOR_MATERIAL); + + const float light_ambient[4] = {.2, .2, .2, 1}; + const float light_diffuse[4] = {1, 1, 1, 1}; + const float light_specular[4] = {1, 1, 1, 1}; + glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); + glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); + glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); + + //glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); + //glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0); + //glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); + + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + + persp(); +} + +void video::free() { + SDL_Quit(); +} + +void video::persp() { + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + gluPerspective(45, (float)width/(float)height, .1, 1000); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); +} + +void video::ortho() { + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + glOrtho(0, width, 0, height, 0, 1); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); +} @@ -0,0 +1,18 @@ +#ifndef VIDEO_H +#define VIDEO_H + +#include <SDL.h> + +namespace video { + extern int width; + extern int height; + + void init(); + void free(); + void persp(); + void ortho(); + + extern SDL_Surface *surface; +} /* video */ + +#endif |