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