[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | You may use this sample code for anything you like, it is not covered by the
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| 11 | LGPL like the rest of the engine.
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| 12 | -----------------------------------------------------------------------------
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| 13 | */
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| 14 |
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| 15 | /**
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| 16 | \file
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| 17 | Terrain.h
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| 18 | \brief
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| 19 | Specialisation of OGRE's framework application to show the
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| 20 | terrain rendering plugin
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| 21 | */
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| 22 |
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| 23 | #include "ExampleApplication.h"
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| 24 |
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| 25 | RaySceneQuery* raySceneQuery = 0;
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| 26 |
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| 27 | // Event handler to add ability to alter curvature
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| 28 | class TerrainFrameListener : public ExampleFrameListener
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| 29 | {
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| 30 | public:
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| 31 | TerrainFrameListener(RenderWindow* win, Camera* cam)
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| 32 | : ExampleFrameListener(win, cam)
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| 33 | {
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| 34 | // Reduce move speed
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| 35 | mMoveSpeed = 50;
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| 36 |
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| 37 | }
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| 38 |
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| 39 | bool frameStarted(const FrameEvent& evt)
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| 40 | {
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| 41 | // clamp to terrain
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| 42 | bool ret = ExampleFrameListener::frameStarted(evt);
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| 43 | static Ray updateRay;
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| 44 | updateRay.setOrigin(mCamera->getPosition());
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| 45 | updateRay.setDirection(Vector3::NEGATIVE_UNIT_Y);
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| 46 | raySceneQuery->setRay(updateRay);
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| 47 | RaySceneQueryResult& qryResult = raySceneQuery->execute();
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| 48 | RaySceneQueryResult::iterator i = qryResult.begin();
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| 49 | if (i != qryResult.end() && i->worldFragment)
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| 50 | {
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| 51 | SceneQuery::WorldFragment* wf = i->worldFragment;
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| 52 | mCamera->setPosition(mCamera->getPosition().x,
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| 53 | i->worldFragment->singleIntersection.y + 10,
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| 54 | mCamera->getPosition().z);
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| 55 | }
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| 56 |
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| 57 | return ret;
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| 58 |
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| 59 | }
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| 60 |
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| 61 | };
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| 62 |
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| 63 |
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| 64 |
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| 65 | class TerrainApplication : public ExampleApplication
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| 66 | {
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| 67 | public:
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| 68 | TerrainApplication() {}
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| 69 |
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| 70 | ~TerrainApplication()
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| 71 | {
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| 72 | delete raySceneQuery;
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| 73 | }
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| 74 |
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| 75 | protected:
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| 76 |
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| 77 |
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| 78 | virtual void chooseSceneManager(void)
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| 79 | {
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| 80 | // Get the SceneManager, in this case a generic one
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| 81 | mSceneMgr = mRoot->createSceneManager("TerrainSceneManager");
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| 82 | }
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| 83 |
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| 84 | virtual void createCamera(void)
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| 85 | {
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| 86 | // Create the camera
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| 87 | mCamera = mSceneMgr->createCamera("PlayerCam");
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| 88 |
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| 89 | // Position it at 500 in Z direction
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| 90 | mCamera->setPosition(Vector3(128,25,128));
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| 91 | // Look back along -Z
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| 92 | mCamera->lookAt(Vector3(0,0,-300));
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| 93 | mCamera->setNearClipDistance( 1 );
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| 94 | mCamera->setFarClipDistance( 1000 );
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| 95 |
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| 96 | }
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| 97 |
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| 98 | // Just override the mandatory create scene method
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| 99 | void createScene(void)
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| 100 | {
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| 101 | Plane waterPlane;
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| 102 |
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| 103 | // Set ambient light
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| 104 | mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5));
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| 105 |
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| 106 | // Create a light
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| 107 | Light* l = mSceneMgr->createLight("MainLight");
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| 108 | // Accept default settings: point light, white diffuse, just set position
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| 109 | // NB I could attach the light to a SceneNode if I wanted it to move automatically with
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| 110 | // other objects, but I don't
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| 111 | l->setPosition(20,80,50);
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| 112 |
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| 113 | // Fog
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| 114 | // NB it's VERY important to set this before calling setWorldGeometry
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| 115 | // because the vertex program picked will be different
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| 116 | ColourValue fadeColour(0.93, 0.86, 0.76);
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| 117 | mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000);
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| 118 | mWindow->getViewport(0)->setBackgroundColour(fadeColour);
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| 119 |
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| 120 | std::string terrain_cfg("terrain.cfg");
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| 121 | #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
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| 122 | terrain_cfg = mResourcePath + terrain_cfg;
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| 123 | #endif
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| 124 | mSceneMgr -> setWorldGeometry( terrain_cfg );
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| 125 | // Infinite far plane?
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| 126 | if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE))
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| 127 | {
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| 128 | mCamera->setFarClipDistance(0);
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| 129 | }
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| 130 |
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| 131 | // Define the required skyplane
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| 132 | Plane plane;
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| 133 | // 5000 world units from the camera
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| 134 | plane.d = 5000;
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| 135 | // Above the camera, facing down
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| 136 | plane.normal = -Vector3::UNIT_Y;
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| 137 |
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| 138 | // Set a nice viewpoint
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| 139 | mCamera->setPosition(707,2500,528);
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| 140 | mCamera->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329));
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| 141 | //mRoot -> showDebugOverlay( true );
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| 142 |
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| 143 | raySceneQuery = mSceneMgr->createRayQuery(
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| 144 | Ray(mCamera->getPosition(), Vector3::NEGATIVE_UNIT_Y));
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| 145 |
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| 146 |
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| 147 | }
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| 148 | // Create new frame listener
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| 149 | void createFrameListener(void)
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| 150 | {
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| 151 | mFrameListener= new TerrainFrameListener(mWindow, mCamera);
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| 152 | mRoot->addFrameListener(mFrameListener);
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| 153 | }
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| 154 |
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| 155 | };
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