gremlin/src/main.cpp

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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glfw.h>
#define MAX_PLAYERS_PER_TEAM 8
#define MAX_TEAMS 8
typedef struct _player {
unsigned int session;
double x, y, z;
double rx, ry, rz, rw;
double vx, vy, vz;
} player;
typedef struct _team {
player players[MAX_PLAYERS_PER_TEAM];
double x, y, z;
GLfloat color[4];
} team;
GLUquadricObj *quadratic;
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void setup_opengl() {
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// Initialise GLFW
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if (!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
exit(EXIT_FAILURE);
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}
// Open OpenGL window
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if (!glfwOpenWindow(640, 480, 0, 0, 0, 0, 0, 0, GLFW_FULLSCREEN)) {
fprintf(stderr, "Failed to open GLFW window\n");
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
glfwDisable(GLFW_MOUSE_CURSOR);
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glfwSetWindowTitle("Trilinear interpolation");
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// Enable sticky keys
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glfwEnable(GLFW_STICKY_KEYS);
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// general settings
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_CULL_FACE);
// setup depth buffer
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
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GLfloat LightAmbient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f };
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// setup directional light
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
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glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
// Enable vertical sync (on cards that support it)
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glfwSwapInterval(1);
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}
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void setup_team(team *team, size_t id) {
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team->color[0] = .5f + .5f * (id & (1 << 0));
team->color[1] = .5f + .5f * (id & (1 << 1));
team->color[2] = .5f + .5f * (id & (1 << 2));
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team->color[3] = 1.0f;
team->x = 2000.0 * (id & (1 << 0));
team->y = 2000.0 * (id & (1 << 1));
team->z = 2000.0 * (id & (1 << 2));
size_t i = 0;
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for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
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team->players[i].session = 0;
team->players[i].x = team->x + i * 50.;
team->players[i].y = team->y;
team->players[i].z = team->z;
team->players[i].vx = i * 5.;
team->players[i].vy = i * 5.;
team->players[i].vz = i * 5.;
}
}
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void update_team(team *team, double dt) {
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size_t i;
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for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
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if (team->players[i].session == 0)
continue;
team->players[i].x += team->players[i].vx * dt;
team->players[i].y += team->players[i].vy * dt;
team->players[i].z += team->players[i].vz * dt;
}
}
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void draw_team(team *team) {
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size_t i = 0;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
glTranslated(team->x, team->y, team->z);
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gluSphere(quadratic, 50.f, 32, 32);
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glPopMatrix();
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for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
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if (team->players[i].session == 0)
continue;
glPushMatrix();
glTranslated(team->players[i].x, team->players[i].y, team->players[i].z);
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gluSphere(quadratic, 10.f, 32, 32);
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glPopMatrix();
}
}
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int main(void) {
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int width, height, x, y, last_x, last_y;
double time, last_time, phi = 0.0, theta = 0.0;
GLboolean running;
quadratic = gluNewQuadric();
gluQuadricNormals(quadratic, GLU_SMOOTH);
gluQuadricTexture(quadratic, GL_TRUE);
team teams[MAX_TEAMS];
setup_opengl();
size_t i;
for (i = 0; i < MAX_TEAMS; i++)
setup_team(&teams[i], i);
running = GL_TRUE;
last_time = glfwGetTime();
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glfwGetMousePos(&last_x, &last_y);
while (running) {
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// Get time and mouse position
time = glfwGetTime();
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glfwGetMousePos(&x, &y);
phi += (x - last_x) * 0.001;
theta += (y - last_y) * -0.001;
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if (theta > 1.5)
theta = 1.5;
if (theta < -1.5)
theta = -1.5;
last_x = x;
last_y = y;
// Get window size (may be different than the requested size)
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glfwGetWindowSize(&width, &height);
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height = height > 0 ? height : 1;
// Set viewport
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glViewport(0, 0, width, height);
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// Clear color buffer
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Select and setup the projection matrix
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0f, (GLfloat) width / (GLfloat) height, 1.0f,
10000.0f);
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// Select and setup the modelview matrix
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(100.0f, 100.0f, 100.0f, // Eye-position
100.0f + cos(phi) * cos(theta) * 10.0f, 100.0f + sin(theta)
* 10.0f, 100.0f + sin(phi) * cos(theta) * 10.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, teams[0].color);
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// Draw a textured quad
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glBegin(GL_QUADS);
glVertex3f(-5000.0f, 5000.0f, -5000.0f);
glVertex3f(5000.0f, 5000.0f, -5000.0f);
glVertex3f(5000.0f, 5000.0f, 5000.0f);
glVertex3f(-5000.0f, 5000.0f, 5000.0f);
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glEnd();
for (i = 0; i < MAX_TEAMS; i++)
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update_team(&teams[i], time - last_time);
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for (i = 0; i < MAX_TEAMS; i++)
draw_team(&teams[i]);
// Swap buffers
glfwSwapBuffers();
// Check if the ESC key was pressed or the window was closed
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running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
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last_time = time;
}
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gluDeleteQuadric(quadratic);
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// Close OpenGL window and terminate GLFW
glfwTerminate();
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exit(EXIT_SUCCESS);
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}