SBSPSS/Utils/MapEdit/LayerTile.cpp

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/******************/
/*** Layer Tile ***/
/******************/
#include "stdafx.h"
#include "gl3d.h"
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glut.h>
#include "GLEnabledView.h"
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#include "MapEdit.h"
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#include "MapEditDoc.h"
#include "MapEditView.h"
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#include "MainFrm.h"
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#include "Core.h"
#include "Layer.h"
#include "LayerTile.h"
#include "Utils.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
// New Layer
CLayerTile::CLayerTile(char *_Name,int Width,int Height,float ZDiv,BOOL Is3d)
{
SetName(_Name);
Map.SetSize(Width,Height);
ZPosDiv=ZDiv;
Render3dFlag=Is3d;
}
/*****************************************************************************/
// Load Layer
CLayerTile::CLayerTile(char *_Name)
{
ASSERT(1);
}
/*****************************************************************************/
CLayerTile::~CLayerTile()
{
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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void CLayerTile::Render(CCore *Core,Vec &CamPos,BOOL Is3d)
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{
if (Is3d && Render3dFlag)
{
glEnable(GL_DEPTH_TEST);
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Render3d(Core,CamPos);
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glDisable(GL_DEPTH_TEST);
}
else
{
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Render2d(Core,CamPos);
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}
}
/*****************************************************************************/
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void CLayerTile::Render2d(CCore *Core,Vec &CamPos)
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{
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return;
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float XYDiv=GetLayerZPosDiv();
int MapW=Map.GetWidth();
int MapH=Map.GetHeight();
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float StartX=CamPos.x/XYDiv;
float StartY=CamPos.y/XYDiv;
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CTexCache &TexCache=Core->GetTexCache();
glColor3f(0.5,0.5,0.5);
glMatrixMode(GL_MODELVIEW);
for (int YLoop=0; YLoop<MapH; YLoop++)
{
for (int XLoop=0; XLoop<MapW; XLoop++)
{
sMapElem &ThisElem=Map.GetTile(XLoop,YLoop);
CTile &ThisTile=Core->GetTile(ThisElem.Bank,ThisElem.Tile);
glLoadIdentity(); // Slow way, but good to go for the mo
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glTranslatef(StartX+XLoop,StartY-YLoop,CamPos.z);
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// ThisTile.Render();
int c=(XLoop+YLoop)&1;
glColor3f(c,1,1);
glBegin(GL_QUADS);
BuildGLQuad(0,1,0,1,0);
glEnd();
}
}
}
/*****************************************************************************/
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void CLayerTile::Render3d(CCore *Core,Vec &CamPos)
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{
float XYDiv=GetLayerZPosDiv();
int MapW=Map.GetWidth();
int MapH=Map.GetHeight();
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float StartX=CamPos.x/XYDiv;
float StartY=CamPos.y/XYDiv;
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CTexCache &TexCache=Core->GetTexCache();
glColor3f(0.5,0.5,0.5);
glMatrixMode(GL_MODELVIEW);
for (int YLoop=0; YLoop<MapH; YLoop++)
{
for (int XLoop=0; XLoop<MapW; XLoop++)
{
sMapElem &ThisElem=Map.GetTile(XLoop,YLoop);
CTile &ThisTile=Core->GetTile(ThisElem.Bank,ThisElem.Tile);
glLoadIdentity(); // Slow way, but good to go for the mo
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glTranslatef(StartX+XLoop,StartY-YLoop,CamPos.z);
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ThisTile.Render();
}
}
}
/*****************************************************************************/
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void CLayerTile::RenderGrid(CCore *Core,Vec &CamPos)
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{
float XYDiv=GetLayerZPosDiv();
int MapW=Map.GetWidth();
int MapH=Map.GetHeight();
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float StartX=CamPos.x/XYDiv;
float StartY=CamPos.y/XYDiv;
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float OverVal=0.5;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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glTranslatef(StartX,StartY,CamPos.z);
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glDisable(GL_TEXTURE_2D);
glBegin(GL_LINES);
glNormal3f( 1,1,1);
glColor3ub(255,255,255);
for (int YLoop=0; YLoop<MapH+1; YLoop++)
{
glVertex3f( 0-OverVal, -YLoop+1, 0);
glVertex3f( MapW+OverVal, -YLoop+1, 0);
}
for (int XLoop=0; XLoop<MapW+1; XLoop++)
{
glVertex3f( XLoop, 0+1+OverVal, 0);
glVertex3f( XLoop, -MapH+1-OverVal, 0);
}
glEnd();
glEnable(GL_TEXTURE_2D);
}
/*****************************************************************************/
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void CLayerTile::FindCursorPos(CCore *Core,CMapEditView *View,Vec &CamPos,CPoint &MousePos)
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{
GLint Viewport[4];
GLuint SelectBuffer[SELECT_BUFFER_SIZE];
int HitCount;
int TileID=0;
CPoint &CursorPos=Core->GetCursorPos();
float XYDiv=GetLayerZPosDiv();
int MapW=Map.GetWidth();
int MapH=Map.GetHeight();
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float StartX=CamPos.x/XYDiv;
float StartY=CamPos.y/XYDiv;
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glGetIntegerv(GL_VIEWPORT, Viewport);
glSelectBuffer (SELECT_BUFFER_SIZE, SelectBuffer );
glRenderMode (GL_SELECT);
glInitNames();
glPushName(-1);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPickMatrix( MousePos.x ,(Viewport[3]-MousePos.y),5.0,5.0,Viewport);
View->SetupPersMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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glTranslatef(StartX,StartY,CamPos.z);
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for (int YLoop=0; YLoop<MapH; YLoop++)
{
for (int XLoop=0; XLoop<MapW; XLoop++)
{
glLoadName (TileID);
glBegin (GL_QUADS);
BuildGLQuad(XLoop,XLoop+1,-YLoop,-YLoop+1,0);
glEnd();
TileID++;
}
}
HitCount= glRenderMode (GL_RENDER);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
CursorPos.x=CursorPos.y=-1;
// Process hits
GLuint *HitPtr=SelectBuffer;
if (HitCount) // Just take 1st
{
int HitID=HitPtr[3];
CursorPos.x=HitID%MapW;
CursorPos.y=HitID/MapW;
}
glMatrixMode(GL_MODELVIEW); // <-- Prevent arse GL assert
}
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/*****************************************************************************/
/*** Gui *********************************************************************/
/*****************************************************************************/
void CLayerTile::InitGUI(CCore *Core)
{
CMainFrame *Frm=(CMainFrame*)AfxGetApp()->GetMainWnd();
CMultiBar *ParamBar=Frm->GetParamBar();
ParamBar->RemoveAll();
ParamBar->Update();
}
/*****************************************************************************/
void CLayerTile::UpdateGUI(CCore *Core)
{
}