226 lines
5.3 KiB
C++
226 lines
5.3 KiB
C++
|
#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;
|
||
|
|
||
|
void setup_opengl()
|
||
|
{
|
||
|
// Initialise GLFW
|
||
|
if( !glfwInit() )
|
||
|
{
|
||
|
fprintf( stderr, "Failed to initialize GLFW\n" );
|
||
|
exit( EXIT_FAILURE );
|
||
|
}
|
||
|
|
||
|
// Open OpenGL window
|
||
|
if( !glfwOpenWindow( 640, 480, 0,0,0,0, 0,0, GLFW_FULLSCREEN ) )
|
||
|
{
|
||
|
fprintf( stderr, "Failed to open GLFW window\n" );
|
||
|
glfwTerminate();
|
||
|
exit( EXIT_FAILURE );
|
||
|
}
|
||
|
glfwDisable(GLFW_MOUSE_CURSOR);
|
||
|
glfwSetWindowTitle( "Trilinear interpolation" );
|
||
|
|
||
|
// Enable sticky keys
|
||
|
glfwEnable( GLFW_STICKY_KEYS );
|
||
|
|
||
|
// general settings
|
||
|
glShadeModel(GL_SMOOTH);
|
||
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
|
||
|
// setup depth buffer
|
||
|
glClearDepth(1.0f);
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
glDepthFunc(GL_LEQUAL);
|
||
|
|
||
|
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, 0.0f };
|
||
|
|
||
|
// setup directional light
|
||
|
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
|
||
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
|
||
|
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
|
||
|
glEnable(GL_LIGHT1);
|
||
|
glEnable(GL_LIGHTING);
|
||
|
|
||
|
// Enable vertical sync (on cards that support it)
|
||
|
glfwSwapInterval( 1 );
|
||
|
}
|
||
|
|
||
|
void setup_team(team *team, size_t id)
|
||
|
{
|
||
|
team->color[0] = 1.0f * (id+1 & (1 << 0));
|
||
|
team->color[1] = 1.0f * (id+1 & (1 << 1));
|
||
|
team->color[2] = 1.0f * (id+1 & (1 << 2));
|
||
|
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;
|
||
|
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++)
|
||
|
{
|
||
|
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.;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void update_team(team *team, double dt)
|
||
|
{
|
||
|
size_t i;
|
||
|
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++)
|
||
|
{
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void draw_team(team *team)
|
||
|
{
|
||
|
size_t i = 0;
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
|
||
|
glMatrixMode( GL_MODELVIEW );
|
||
|
|
||
|
glPushMatrix();
|
||
|
glTranslated(team->x, team->y, team->z);
|
||
|
gluSphere(quadratic,50.f,32,32);
|
||
|
glPopMatrix();
|
||
|
|
||
|
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++)
|
||
|
{
|
||
|
if (team->players[i].session == 0)
|
||
|
continue;
|
||
|
glPushMatrix();
|
||
|
glTranslated(team->players[i].x, team->players[i].y, team->players[i].z);
|
||
|
gluSphere(quadratic,10.f,32,32);
|
||
|
glPopMatrix();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int main( void )
|
||
|
{
|
||
|
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();
|
||
|
glfwGetMousePos( &last_x, &last_y );
|
||
|
while( running )
|
||
|
{
|
||
|
// Get time and mouse position
|
||
|
time = glfwGetTime();
|
||
|
glfwGetMousePos( &x, &y );
|
||
|
phi += (x - last_x) * -0.001;
|
||
|
theta += (y - last_y) * 0.001;
|
||
|
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)
|
||
|
glfwGetWindowSize( &width, &height );
|
||
|
height = height > 0 ? height : 1;
|
||
|
|
||
|
// Set viewport
|
||
|
glViewport( 0, 0, width, height );
|
||
|
|
||
|
// Clear color buffer
|
||
|
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f);
|
||
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
// Select and setup the projection matrix
|
||
|
glMatrixMode( GL_PROJECTION );
|
||
|
glLoadIdentity();
|
||
|
gluPerspective( 60.0f, (GLfloat)width / (GLfloat)height, 1.0f,
|
||
|
10000.0f );
|
||
|
|
||
|
// Select and setup the modelview matrix
|
||
|
glMatrixMode( GL_MODELVIEW );
|
||
|
glLoadIdentity();
|
||
|
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
|
||
|
|
||
|
// Draw a textured quad
|
||
|
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 );
|
||
|
glEnd();
|
||
|
|
||
|
for (i = 0; i < MAX_TEAMS; i++)
|
||
|
update_team(&teams[i], time-last_time);
|
||
|
|
||
|
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
|
||
|
running = !glfwGetKey( GLFW_KEY_ESC ) &&
|
||
|
glfwGetWindowParam( GLFW_OPENED );
|
||
|
|
||
|
last_time = time;
|
||
|
}
|
||
|
|
||
|
gluDeleteQuadric(quadratic);
|
||
|
|
||
|
// Close OpenGL window and terminate GLFW
|
||
|
glfwTerminate();
|
||
|
|
||
|
exit( EXIT_SUCCESS );
|
||
|
}
|
||
|
|