structure changes

This commit is contained in:
gmueller
2011-01-17 21:50:50 +01:00
parent aff6366561
commit 3f00ee4f31
22 changed files with 41 additions and 80 deletions

19
src/client/CMakeLists.txt Normal file
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include_directories (${GREMLIN_SOURCE_DIR}/src/common)
# define executable
add_executable( gremlin
Client
Explosion
main
oglfont
)
add_dependencies( gremlin
common
glfw
spark
)
target_link_libraries(gremlin
common enet glfw spark ${PLATFORM_LIBRARIES} ${OPENGL_LIBRARIES}
)

516
src/client/Client.cpp Normal file
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/*
* Client.cpp
*
* Created on: 14.01.2011
* Author: gmueller
*/
#include "Client.h"
#include "Network.h"
#include "Explosion.h"
#include "Time.h"
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <sstream>
GLUquadricObj *quadratic;
Explosion explosion;
void setup_light() {
GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightPosition[] = { 1.0f, 1.0f, 1.0f, 0.0f };
// setup directional light
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
glEnable( GL_LIGHT0);
glEnable( GL_LIGHTING);
}
void setup_opengl() {
// Open OpenGL window
if (!glfwOpenWindow(640, 480, 0, 0, 0, 0, 0, 0, GLFW_WINDOW)) {
fprintf(stderr, "Failed to open GLFW window\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
//glfwDisable(GLFW_MOUSE_CURSOR);
glfwSetWindowTitle("Gremlin Lan Party Game");
// 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);
// Enable vertical sync (on cards that support it)
glfwSwapInterval(0);
}
void draw_team(team_t *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();
}
void draw_player(player_t *player) {
if (player->status == 0)
return;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color);
glMatrixMode( GL_MODELVIEW);
glPushMatrix();
glTranslated(player->x, player->y, player->z);
gluSphere(quadratic, 10.f, 32, 32);
glPopMatrix();
}
void draw_bomb(bomb_t *bomb) {
if (bomb->status != 1)
return;
GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMatrixMode( GL_MODELVIEW);
glPushMatrix();
glTranslated(bomb->x, bomb->y, bomb->z);
gluSphere(quadratic, 3.f, 4, 4);
glPopMatrix();
}
void draw_point(point_t *point) {
if (point->status == 0)
return;
GLfloat red[] = { 0.0f, 0.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMatrixMode( GL_MODELVIEW);
glPushMatrix();
glTranslated(point->x, point->y, point->z);
gluSphere(quadratic, 3.f, 12, 12);
glPopMatrix();
}
void setup_explosion() {
// Loads particle texture
GLuint textures[5];
glGenTextures(5, textures);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/explosion.tga", GLFW_ALPHA_MAP_BIT);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/flash.tga", 0);
glBindTexture(GL_TEXTURE_2D, textures[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/spark.tga", 0);
glBindTexture(GL_TEXTURE_2D, textures[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/point.tga", GLFW_ALPHA_MAP_BIT);
glBindTexture(GL_TEXTURE_2D, textures[4]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/wave.tga", 0);
explosion.initialize(textures[0], textures[1], textures[2], textures[3],
textures[4]);
}
void explosion_callback(double x, double y, double z, void *data) {
explosion.add(x, y, z);
}
GLuint wallTex = 0;
void draw_box() {
if (wallTex == 0) {
glGenTextures(1, &wallTex);
glBindTexture(GL_TEXTURE_2D, wallTex);
glEnable( GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glfwLoadTexture2D("data/wall.tga", GLFW_BUILD_MIPMAPS_BIT);
} else {
glBindTexture(GL_TEXTURE_2D, wallTex);
glEnable( GL_TEXTURE_2D);
}
GLfloat red[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
// Enable/Disable features
glPushAttrib( GL_ENABLE_BIT);
glEnable( GL_TEXTURE_2D);
//glDisable( GL_DEPTH_TEST);
// glEnable( GL_LIGHTING);
// glDisable( GL_BLEND);
glMatrixMode( GL_MODELVIEW);
glPushMatrix();
glTranslated(2000.0, 0.0, 0.0);
//glScaled(5000.0f, 5000.0f, 5000.0f);
float s = 3000.0f, t = 10.0f;
// Just in case we set all vertices to white.
glColor4f(1, 1, 1, 1);
// Render the front quad
glBegin( GL_QUADS);
glTexCoord2f(0, t);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(-s, s, -s);
glTexCoord2f(0, 0);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(-s, -s, -s);
glTexCoord2f(t, 0);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(s, -s, -s);
glTexCoord2f(t, t);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(s, s, -s);
glEnd();
// Render the left quad
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(s, -s, s);
glTexCoord2f(0, t);
glVertex3f(s, s, s);
glTexCoord2f(t, t);
glVertex3f(s, s, -s);
glTexCoord2f(t, 0);
glVertex3f(s, -s, -s);
glEnd();
// Render the back quad
// glBindTexture(GL_TEXTURE_2D, _skybox[2]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-s, -s, s);
glTexCoord2f(0, t);
glVertex3f(-s, s, s);
glTexCoord2f(t, t);
glVertex3f(s, s, s);
glTexCoord2f(t, 0);
glVertex3f(s, -s, s);
glEnd();
// Render the right quad
// glBindTexture(GL_TEXTURE_2D, _skybox[3]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-s, -s, -s);
glTexCoord2f(0, t);
glVertex3f(-s, s, -s);
glTexCoord2f(t, t);
glVertex3f(-s, s, s);
glTexCoord2f(t, 0);
glVertex3f(-s, -s, s);
glEnd();
// Render the top quad
//glBindTexture(GL_TEXTURE_2D, _skybox[4]);
glBegin(GL_QUADS);
glTexCoord2f(0, t);
glVertex3f(-s, s, -s);
glTexCoord2f(t, t);
glVertex3f(s, s, -s);
glTexCoord2f(t, 0);
glVertex3f(s, s, s);
glTexCoord2f(0, 0);
glVertex3f(-s, s, s);
glEnd();
// Render the bottom quad
//glBindTexture(GL_TEXTURE_2D, _skybox[5]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-s, -s, -s);
glTexCoord2f(0, t);
glVertex3f(-s, -s, s);
glTexCoord2f(t, t);
glVertex3f(s, -s, s);
glTexCoord2f(t, 0);
glVertex3f(s, -s, -s);
glEnd();
// Restore enable bits and matrix
glPopAttrib();
glPopMatrix();
}
void Client::accelerate(double x, double y, double z) {
if (game.local_player == 0)
return;
player_accelerate_message_t msg;
msg.msg_id = MESSAGE_PLAYER_ACCELERATE;
msg.player_id = game.local_player->id;
msg.x = x;
msg.y = y;
msg.z = z;
network.sendMessage((uint8_t*) &msg, sizeof(msg));
}
void Client::drop_bomb(double rx, double ry, double rz, double ttl) {
bomb_drop_meesage_t msg;
msg.msg_id = MESSAGE_BOMB_DROP;
msg.x = game.local_player->x + rx * 20;
msg.y = game.local_player->y + ry * 20;
msg.z = game.local_player->z + rz * 20;
msg.vx = game.local_player->vx + rx * 100;
msg.vy = game.local_player->vy + ry * 100;
msg.vz = game.local_player->vz + rz * 100;
msg.ttl = ttl;
network.sendMessage((uint8_t*) &msg, sizeof(msg));
}
void Client::loadConsoleFont() {
GLuint font_id = 0;
glGenTextures(1, &font_id);
glBindTexture(GL_TEXTURE_2D, font_id);
// Set texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Upload texture from file to texture memory
glfwLoadTexture2D("data/fonts/console.tga", 0);
oglf_load(&font, "data/fonts/console.fnt", font_id);
}
void Client::prepareFrame(double rx, double ry, double rz) {
// 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(camX, camY, camZ, camX + rx * 10.0f, camY + ry * 10.0f, camZ + rz
* 10.0f, 0.0f, 1.0f, 0.0f);
}
void Client::initialize(Arguments &arg) {
Application::initialize(arg);
// Initialise GLFW
if (!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
exit(EXIT_FAILURE);
}
game_setup_explosion_callback(&game, explosion_callback, 0);
setup_opengl();
setup_explosion();
quadratic = gluNewQuadric();
gluQuadricNormals(quadratic, GLU_SMOOTH);
gluQuadricTexture(quadratic, GL_TRUE);
if (isMaster()) {
team_t *team = game_team(&game, 0);
game.local_player = game_spawn_player(&game, team);
}
size_t i;
last_bomb = time - 5.;
glfwGetMousePos(&last_x, &last_y);
accelerate_schudule.setExact(true);
accelerate_schudule.setInterval(0.05);
loadConsoleFont();
}
void Client::update() {
Application::update();
int x, y;
glfwGetMousePos(&x, &y);
if (glfwGetMouseButton(GLFW_MOUSE_BUTTON_2) == GLFW_PRESS) {
phi += (x - last_x) * 0.01;
theta += (y - last_y) * -0.01;
if (theta > 1.5)
theta = 1.5;
if (theta < -1.5)
theta = -1.5;
}
last_x = x;
last_y = y;
double rx = cos(phi) * cos(theta);
double ry = sin(theta);
double rz = sin(phi) * cos(theta);
if (accelerate_schudule.next(time)) {
double t = accelerate_schudule.getInterval();
double v = 50.0 * t;
if (glfwGetKey('W')) {
accelerate(rx * v, ry * v, rz * v);
} else if (glfwGetKey('S')) {
accelerate(rx * -v, ry * -v, rz * -v);
}
if (glfwGetKey('A')) {
accelerate(rz * v, 0, -rx * v);
} else if (glfwGetKey('D')) {
accelerate(-rz * v, 0, rx * v);
}
if (glfwGetKey(GLFW_KEY_SPACE)) {
accelerate(game.local_player->vx * -0.1, game.local_player->vy
* -0.1, game.local_player->vz * -0.1);
}
}
if (glfwGetKey(GLFW_KEY_LCTRL)) {
if (time - last_bomb > 1.0) {
last_bomb = time;
drop_bomb(rx, ry, rz, 5.0);
}
}
if (game.local_player) {
camX = game.local_player->x;
camY = game.local_player->y;
camZ = game.local_player->z;
} else {
camX = 1000.0;
camY = 1000.0;
camZ = 1000.0;
}
prepareFrame(rx, ry, rz);
setup_light();
glEnable( GL_LIGHT0);
glEnable( GL_LIGHTING);
glEnable( GL_CULL_FACE);
glDisable( GL_TEXTURE_2D);
for (size_t i = 0; i < GAME_TEAM_COUNT; i++)
draw_team(&game.team[i]);
for (size_t i = 0; i < GAME_PLAYER_COUNT; i++)
draw_player(&game.player[i]);
for (size_t i = 0; i < GAME_BOMB_COUNT; i++)
draw_bomb(&game.bomb[i]);
for (size_t i = 0; i < GAME_POINT_COUNT; i++)
draw_point(&game.point[i]);
draw_box();
glDisable(GL_LIGHT0);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
explosion.update(dt * 1000.0, camX, camY, camZ);
explosion.render();
oglf_begin(&font, width, height);
size_t fy = 1;
if (game.local_player) {
std::stringstream sstr;
sstr << "Points: " << game.local_player->points;
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
}
for (size_t i = 0; i < GAME_TEAM_COUNT; i++) {
std::stringstream sstr;
if (game.local_player && &game.team[i] == game.local_player->team) {
sstr << "Team " << i << " (yours) : " << game.team[i].points;
} else {
sstr << "Team " << i << " (other) : " << game.team[i].points;
}
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
}
{
std::stringstream sstr;
sstr << "FPS: " << (int) (1 / dt) << " Time: " << floor(dt * 10000.0
+ 0.5) / 10.0;
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
}
oglf_end();
// Swap buffers
glfwSwapBuffers();
// Check if the ESC key was pressed or the window was closed
if (glfwGetKey(GLFW_KEY_ESC))
stop();
if (glfwGetWindowParam(GLFW_OPENED) != GL_TRUE)
stop();
}
void Client::shutdown() {
Application::shutdown();
gluDeleteQuadric(quadratic);
oglf_destroy(&font);
glfwTerminate();
}

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src/client/Client.h Normal file
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/*
* Client.h
*
* Created on: 14.01.2011
* Author: gmueller
*/
#ifndef CLIENT_H_
#define CLIENT_H_
#include "Application.h"
#include "Schedule.h"
#include "oglfont.h"
#include "game.h"
class Client: public Application {
public:
void initialize(Arguments &arg);
void update();
void shutdown();
private:
double last_bomb; //TODO: use bomb schedule;
int last_x, last_y;
double phi, theta;
double camX, camY, camZ;
Schedule accelerate_schudule;
int width, height;
//TrueTyeFont font;
oglf_font_t font;
void prepareFrame(double rx, double ry, double rz);
void accelerate(double x, double y, double z);
void drop_bomb(double rx, double ry, double rz, double ttl);
void loadConsoleFont();
};
#endif /* CLIENT_H_ */

351
src/client/Explosion.cpp Normal file
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/*
* Explosion.cpp
*
* Created on: 05.01.2011
* Author: gmueller
*/
#include "Explosion.h"
using namespace SPK;
using namespace SPK::GL;
Explosion::~Explosion() {
SPKFactory::getInstance().destroyAll();
}
void Explosion::initialize(GLuint textureExplosion, GLuint textureFlash,
GLuint textureSpark, GLuint texturePoint, GLuint textureWave) {
///////////////
// Renderers //
///////////////
double scale = 50.0;
// smoke renderer
GLQuadRenderer* smokeRenderer = GLQuadRenderer::create();
smokeRenderer->setTexturingMode(TEXTURE_2D);
smokeRenderer->setTexture(textureExplosion);
smokeRenderer->setTextureBlending(GL_MODULATE);
smokeRenderer->setAtlasDimensions(2, 2); // uses 4 different patterns in the texture
smokeRenderer->setBlending(BLENDING_ALPHA);
smokeRenderer->enableRenderingHint(DEPTH_WRITE, false);
smokeRenderer->setShared(true);
smokeRenderer->setScale(scale, scale);
// flame renderer
GLQuadRenderer* flameRenderer = GLQuadRenderer::create();
flameRenderer->setTexturingMode(TEXTURE_2D);
flameRenderer->setTexture(textureExplosion);
flameRenderer->setTextureBlending(GL_MODULATE);
flameRenderer->setAtlasDimensions(2, 2);
flameRenderer->setBlending(BLENDING_ADD);
flameRenderer->enableRenderingHint(DEPTH_WRITE, false);
flameRenderer->setShared(true);
flameRenderer->setScale(scale, scale);
// flash renderer
GLQuadRenderer* flashRenderer = GLQuadRenderer::create();
flashRenderer->setTexturingMode(TEXTURE_2D);
flashRenderer->setTexture(textureFlash);
flashRenderer->setTextureBlending(GL_REPLACE);
flashRenderer->setBlending(BLENDING_ADD);
flashRenderer->enableRenderingHint(DEPTH_WRITE, false);
flashRenderer->setShared(true);
flashRenderer->setScale(scale,scale);
// spark 1 renderer
GLQuadRenderer* spark1Renderer = GLQuadRenderer::create();
spark1Renderer->setTexturingMode(TEXTURE_2D);
spark1Renderer->setTexture(textureSpark);
spark1Renderer->setTextureBlending(GL_REPLACE);
spark1Renderer->setBlending(BLENDING_ADD);
spark1Renderer->enableRenderingHint(DEPTH_WRITE, false);
spark1Renderer->setOrientation(DIRECTION_ALIGNED); // sparks are oriented function o their velocity
spark1Renderer->setScale(0.05f * scale, 1.0f * scale); // thin rectangles
spark1Renderer->setShared(true);
// spark 2 renderer
GLRenderer* spark2Renderer = NULL;
if (GLPointRenderer::loadGLExtPointSprite()
&& GLPointRenderer::loadGLExtPointParameter()) // uses point sprite if possible
{
//GLPointRenderer::setPixelPerUnit(45.0f * PI / 180.f, scale * 1024);
GLPointRenderer* pointRenderer = GLPointRenderer::create();
pointRenderer->setType(POINT_SPRITE);
pointRenderer->setTexture(texturePoint);
pointRenderer->setTextureBlending(GL_MODULATE);
pointRenderer->enableWorldSize(true);
pointRenderer->setSize(0.02f * scale);
spark2Renderer = pointRenderer;
} else {
GLQuadRenderer* quadRenderer = GLQuadRenderer::create();
quadRenderer->setTexturingMode(TEXTURE_2D);
quadRenderer->setTexture(texturePoint);
quadRenderer->setTextureBlending(GL_MODULATE);
quadRenderer->setScale(0.02f * scale, 0.02f * scale);
spark2Renderer = quadRenderer;
}
spark2Renderer->setBlending(BLENDING_ADD);
spark2Renderer->enableRenderingHint(DEPTH_WRITE, false);
spark2Renderer->setShared(true);
// wave renderer
GLQuadRenderer* waveRenderer = GLQuadRenderer::create();
waveRenderer->setTexturingMode(TEXTURE_2D);
waveRenderer->setTexture(textureWave);
waveRenderer->setTextureBlending(GL_MODULATE);
waveRenderer->setBlending(BLENDING_ALPHA);
waveRenderer->enableRenderingHint(DEPTH_WRITE, false);
waveRenderer->enableRenderingHint(ALPHA_TEST, true); // uses the alpha test
waveRenderer->setAlphaTestThreshold(0.0f);
waveRenderer->setOrientation(FIXED_ORIENTATION); // the orientatin is fixed
waveRenderer->lookVector.set(0.0f, 1.0f, 0.0f);
waveRenderer->upVector.set(1.0f, 0.0f, 0.0f); // we dont really care about the up axis
waveRenderer->setShared(true);
waveRenderer->setScale(scale, scale);
////////////
// Models //
////////////
Interpolator* interpolator = NULL; // pointer to an interpolator that is used to retrieve interpolators
// smoke model
Model* smokeModel = Model::create(FLAG_RED | FLAG_GREEN | FLAG_BLUE
| FLAG_ALPHA | FLAG_SIZE | FLAG_ANGLE | FLAG_TEXTURE_INDEX,
FLAG_SIZE | FLAG_ANGLE,
FLAG_SIZE | FLAG_ANGLE | FLAG_TEXTURE_INDEX, FLAG_ALPHA);
smokeModel->setParam(PARAM_RED, 0.2f);
smokeModel->setParam(PARAM_GREEN, 0.2f);
smokeModel->setParam(PARAM_BLUE, 0.2f);
smokeModel->setParam(PARAM_SIZE, 0.6f, 0.8f, 1.0f, 1.4f);
smokeModel->setParam(PARAM_TEXTURE_INDEX, 0.0f, 4.0f);
smokeModel->setParam(PARAM_ANGLE, 0.0f, M_PI * 0.5f, 0.0f, M_PI * 0.5f);
smokeModel->setLifeTime(2.5f, 3.0f);
smokeModel->setShared(true);
interpolator = smokeModel->getInterpolator(PARAM_ALPHA);
interpolator->addEntry(0.0f, 0.0f);
interpolator->addEntry(0.4f, 0.4f, 0.6f);
interpolator->addEntry(0.6f, 0.4f, 0.6f);
interpolator->addEntry(1.0f, 0.0f);
// flame model
Model* flameModel = Model::create(FLAG_RED | FLAG_GREEN | FLAG_BLUE
| FLAG_ALPHA | FLAG_SIZE | FLAG_ANGLE | FLAG_TEXTURE_INDEX,
FLAG_ANGLE | FLAG_RED | FLAG_GREEN | FLAG_BLUE, FLAG_ANGLE
| FLAG_TEXTURE_INDEX, FLAG_SIZE | FLAG_ALPHA);
flameModel->setParam(PARAM_RED, 1.0f, 0.2f);
flameModel->setParam(PARAM_GREEN, 0.5f, 0.2f);
flameModel->setParam(PARAM_BLUE, 0.2f, 0.2f);
flameModel->setParam(PARAM_TEXTURE_INDEX, 0.0f, 4.0f);
flameModel->setParam(PARAM_ANGLE, 0.0f, M_PI * 0.5f, 0.0f, M_PI * 0.5f);
flameModel->setLifeTime(1.5f, 2.0f);
flameModel->setShared(true);
interpolator = flameModel->getInterpolator(PARAM_SIZE);
interpolator->addEntry(0.0f, 0.25f);
interpolator->addEntry(0.02f, 0.6f, 0.8f);
interpolator->addEntry(1.0f, 1.0f, 1.4f);
interpolator = flameModel->getInterpolator(PARAM_ALPHA);
interpolator->addEntry(0.5f, 1.0f);
interpolator->addEntry(1.0f, 0.0f);
// flash model
Model* flashModel = Model::create(FLAG_ALPHA | FLAG_SIZE | FLAG_ANGLE,
FLAG_NONE, FLAG_ANGLE, FLAG_ALPHA | FLAG_SIZE);
flashModel->setParam(PARAM_ANGLE, 0.0f, 2.0f * M_PI);
flashModel->setLifeTime(0.5f, 0.5f);
flashModel->setShared(true);
interpolator = flashModel->getInterpolator(PARAM_SIZE);
interpolator->addEntry(0.0f, 0.25f);
interpolator->addEntry(0.1f, 1.0f, 2.0f);
interpolator = flashModel->getInterpolator(PARAM_ALPHA);
interpolator->addEntry(0.0f, 1.0f);
interpolator->addEntry(0.4f, 0.0f);
// spark 1 model
Model* spark1Model = Model::create(FLAG_SIZE | FLAG_ALPHA, FLAG_ALPHA,
FLAG_SIZE);
spark1Model->setParam(PARAM_ALPHA, 1.0f, 0.0f);
spark1Model->setParam(PARAM_SIZE, 0.2f, 0.4f);
spark1Model->setLifeTime(0.2f, 1.0f);
spark1Model->setShared(true);
// spark 2 model
Model* spark2Model = Model::create(FLAG_RED | FLAG_GREEN | FLAG_BLUE
| FLAG_ALPHA, FLAG_GREEN | FLAG_BLUE | FLAG_ALPHA, FLAG_GREEN);
spark2Model->setParam(PARAM_ALPHA, 1.0f, 0.0f);
spark2Model->setParam(PARAM_RED, 1.0f);
spark2Model->setParam(PARAM_GREEN, 1.0f, 1.0f, 0.3f, 1.0f);
spark2Model->setParam(PARAM_BLUE, 0.7f, 0.3f);
spark2Model->setLifeTime(1.0f, 3.0f);
spark2Model->setShared(true);
// wave model
Model* waveModel = Model::create(FLAG_ALPHA | FLAG_SIZE, FLAG_SIZE
| FLAG_ALPHA);
waveModel->setParam(PARAM_SIZE, 0.0f, 4.0f);
waveModel->setParam(PARAM_ALPHA, 0.2f, 0.0f);
waveModel->setLifeTime(0.8f, 0.8f);
waveModel->setShared(true);
//////////////
// Emitters //
//////////////
// This zone will be used by several emitters
Sphere* explosionSphere = Sphere::create(Vector3D(0.0f, 0.0f, 0.0f), 0.4f * scale);
Sphere* explosionSphere2 = Sphere::create(Vector3D(0.0f, 0.0f, 0.0f), 0.4f * 2.5* scale);
// smoke emitter
RandomEmitter* smokeEmitter = RandomEmitter::create();
smokeEmitter->setZone(Sphere::create(Vector3D(0.0f, 0.0f, 0.0f), 0.6f),
false);
smokeEmitter->setFlow(-1);
smokeEmitter->setTank(1);
smokeEmitter->setForce(0.02f, 10.04f);
// flame emitter
NormalEmitter* flameEmitter = NormalEmitter::create();
flameEmitter->setZone(explosionSphere);
flameEmitter->setFlow(-1);
flameEmitter->setTank(1);
flameEmitter->setForce(0.06f, 10.1f);
// flash emitter
StaticEmitter* flashEmitter = StaticEmitter::create();
flashEmitter->setZone(Sphere::create(Vector3D(0.0f, 0.0f, 0.0f), 0.1f));
flashEmitter->setFlow(-1);
flashEmitter->setTank(2);
// spark 1 emitter
NormalEmitter* spark1Emitter = NormalEmitter::create();
spark1Emitter->setZone(explosionSphere2);
spark1Emitter->setFlow(-1);
spark1Emitter->setTank(5);
spark1Emitter->setForce(2.0f, 3.0f);
// spark 2 emitter
NormalEmitter* spark2Emitter = NormalEmitter::create();
spark2Emitter->setZone(explosionSphere);
spark2Emitter->setFlow(-1);
spark2Emitter->setTank(2);
spark2Emitter->setForce(0.4f, 0.8f);
// wave emitter
StaticEmitter* waveEmitter = StaticEmitter::create();
waveEmitter->setZone(Point::create());
waveEmitter->setFlow(-1);
waveEmitter->setTank(1);
////////////
// Groups //
////////////
// smoke group
Group* smokeGroup = Group::create(smokeModel, 15);
smokeGroup->addEmitter(smokeEmitter);
smokeGroup->setRenderer(smokeRenderer);
// flame group
Group* flameGroup = Group::create(flameModel, 15);
flameGroup->addEmitter(flameEmitter);
flameGroup->setRenderer(flameRenderer);
// flash group
Group* flashGroup = Group::create(flashModel, 3);
flashGroup->addEmitter(flashEmitter);
flashGroup->setRenderer(flashRenderer);
// spark 1 group
Group* spark1Group = Group::create(spark1Model, 20);
spark1Group->addEmitter(spark1Emitter);
spark1Group->setRenderer(spark1Renderer);
// spark 2 group
Group* spark2Group = Group::create(spark2Model, 400);
spark2Group->addEmitter(spark2Emitter);
spark2Group->setRenderer(spark2Renderer);
// wave group
Group* waveGroup = Group::create(waveModel, 1);
waveGroup->addEmitter(waveEmitter);
waveGroup->setRenderer(waveRenderer);
////////////
// System //
////////////
System* system = System::create();
system->addGroup(waveGroup);
system->addGroup(smokeGroup);
system->addGroup(flameGroup);
system->addGroup(flashGroup);
system->addGroup(spark1Group);
system->addGroup(spark2Group);
// Gets a pointer to the base
system_id = system->getSPKID();
// Sets the update step
// clamp the step to 100 ms
System::setClampStep(true, 0.1f);
// use an adaptive step from 1ms to 10ms (1000fps to 100fps)
System::useAdaptiveStep(0.001f, 0.01f);
}
// Renders the scene
void Explosion::render() {
GLRenderer::saveGLStates();
// Renders all the particle systems
for (std::list<System*>::const_iterator it = particleSystems.begin(); it
!= particleSystems.end(); ++it)
(*it)->render();
GLRenderer::restoreGLStates();
}
void Explosion::add(double x, double y, double z) {
Vector3D pos(x, y, z);
// Creates a copy of the base system
System* system = SPK_Copy(System,system_id);
// Locates the system at the given position
system->setTransformPosition(pos);
// updates the world transform of system and its children
system->updateTransform();
particleSystems.push_back(system);
}
// This function is used to sort the systems from front to back
struct cmpDistToCamera {
Vector3D camera;
bool operator()(System* &system0, System* &system1) {
return getSqrDist(system0->getWorldTransformPos(), camera)
> getSqrDist(system1->getWorldTransformPos(), camera);
}
};
void Explosion::update(double dt, double cx, double cy, double cz) {
cmpDistToCamera cmp;
cmp.camera.x = cx;
cmp.camera.y = cy;
cmp.camera.z = cz;
particleSystems.sort(cmp);
std::list<System*>::iterator it = particleSystems.begin();
while (it != particleSystems.end()) {
// Updates the particle systems
if (!(*it)->update(dt * 0.001f)) {
// If a system is sleeping, destroys it
SPK_Destroy(*it);
// And erases its entry in the container
it = particleSystems.erase(it);
} else
++it;
}
}

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/*
* Explosion.h
*
* Created on: 05.01.2011
* Author: gmueller
*/
#ifndef EXPLOSION_H_
#define EXPLOSION_H_
#include "SPK.h"
#include "SPK_GL.h"
class Explosion {
public:
~Explosion();
void initialize(GLuint textureExplosion, GLuint textureFlash,
GLuint textureSpark, GLuint texturePoint, GLuint textureWave);
void add(double x, double y, double z);
void update(double dt, double cx, double cy, double cz);
void render();
private:
SPK::SPK_ID system_id;
std::list<SPK::System*> particleSystems;
};
#endif /* EXPLOSION_H_ */

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#include "Client.h"
#include <iostream>
int main(int argc, const char **argv) {
try {
Client app;
Arguments args(argc, argv);
app.initialize(args);
while (app.isRunning())
app.update();
app.shutdown();
return 0;
} catch (const char *str) {
std::cerr << "Exception: " << str << std::endl;
return 1;
} catch (const std::exception &e) {
std::cerr << "Exception: " << e.what() << std::endl;
return 1;
}
}

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#include "oglfont.h"
#ifdef _MSC_VER
#define LEAN_AND_MEAN
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#define GL_Y_FIX(f) (1 - (f))
static void _compile(oglf_font_t *font) {
int chr;
font->base_list = glGenLists(OGLF_MAX_ASCII);
glBindTexture(GL_TEXTURE_2D, font->fontTex);
for (chr = 0; chr < OGLF_MAX_ASCII; chr++) {
glNewList(font->base_list + chr - 1, GL_COMPILE);
if (font->chars[chr].w) {
glBegin(GL_QUADS);
glTexCoord2f(
(float) font->chars[chr].x / (float) font->w,
(float) GL_Y_FIX((font->chars[chr].y+font->chars[chr].h) / (float) font->h));
glVertex2d((float) font->chars[chr].x_ofs,
(float) font->chars[chr].h + font->chars[chr].y_ofs);
glTexCoord2f(
(float) (font->chars[chr].x + font->chars[chr].w)
/ (float) font->w,
(float) GL_Y_FIX((font->chars[chr].y + font->chars[chr].h) / (float) font->h));
glVertex2d((float) font->chars[chr].w + font->chars[chr].x_ofs,
(float) font->chars[chr].h + font->chars[chr].y_ofs);
glTexCoord2f((float) (font->chars[chr].x + font->chars[chr].w)
/ (float) font->w,
(float) GL_Y_FIX( font->chars[chr].y / (float) font->h));
glVertex2d((float) font->chars[chr].w + font->chars[chr].x_ofs,
(float) font->chars[chr].y_ofs);
glTexCoord2f((float) font->chars[chr].x / (float) font->w,
(float) GL_Y_FIX( font->chars[chr].y / (float) font->h));
glVertex2d((float) font->chars[chr].x_ofs,
(float) font->chars[chr].y_ofs);
glEnd();
glTranslatef((float) (font->chars[chr].x_advance
), 0, 0);
} else {
// if char has no width, treat it like a space
glTranslatef((float) font->base, 0, 0);
}
glEndList();
}
}
static int _starts_with(const char *buffer, const char *text) {
const char *text_ptr = text;
const char *buffer_ptr = buffer;
while (*text_ptr != 0) {
if (*text_ptr != *buffer_ptr)
return 0;
text_ptr++;
buffer_ptr++;
}
return 1;
}
static int _parse_line(oglf_font_t *font, char *buffer) {
if (_starts_with(buffer, "common")) {
int count = sscanf(buffer,
"common lineHeight=%d base=%d scaleW=%d scaleH=%d pages=%d\n",
&font->line_h, &font->base, &font->w, &font->h, &font->pages);
if (count != 5)
return 0;
} else if (_starts_with(buffer, "char ")) {
oglf_char_t temp_char;
int id;
int
count =
sscanf(
buffer,
"char id=%d x=%d y=%d width=%d height=%d xoffset=%d yoffset=%d xadvance=%d page=%d chnl=%*d\n",
&id, &temp_char.x, &temp_char.y, &temp_char.w,
&temp_char.h, &temp_char.x_ofs,
&temp_char.y_ofs, &temp_char.x_advance,
&temp_char.page);
font->chars[id] = temp_char;
if (count != 9)
return 0;
}
return 1;
}
int oglf_load(oglf_font_t *font, const char *bmf_path, unsigned int texture) {
FILE *file;
char buffer[256];
file = fopen(bmf_path, "r"); // could not open file for read
if (file == 0)
return 0;
font->chars = (oglf_char_t *) malloc(OGLF_MAX_ASCII * sizeof(oglf_char_t));
while (fgets(buffer, sizeof(buffer), file) != 0) {
int result = _parse_line(font, buffer);
if (result == 0)
return 0;
}
fclose(file); // close the source file
font->fontTex = texture;
font->scale = 1.f;
_compile(font);
return 1;
}
// calculate the approx. width of a string of text
// note: no kerning info is currently evaluated
int oglf_width(oglf_font_t *font, const char *text) {
int w, l, i;
w = 0;
l = strlen(text);
for (i = 0; i < l; i++) {
//w += font->chars[text[i]].w;
w += font->chars[text[i]].x_advance;
}
return w;
}
// destroy the charset
void oglf_destroy(oglf_font_t *font) {
glDeleteLists(font->base_list, OGLF_MAX_ASCII);
glDeleteTextures(1, &font->fontTex);
free(font->chars);
}
/*
void ogl___font_in(ogl_font *font);
void bmf___font_in(ogl_font *font) {
ogl___font_in(font);
}
*/
void oglf_begin(oglf_font_t *font, int width, int height) {
glPushAttrib(GL_LIST_BIT | GL_CURRENT_BIT | GL_ENABLE_BIT
| GL_TRANSFORM_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
//glNormal3f( 0.0, 0.0, 1.0);
// set projection matrix
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//int newheight = (_width / 16.0) * 9.0;
glOrtho(0.0,
(double)width,
(double)height,
0.0,
-1.0,
1.0);
// prepare model matrix
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
//glScalef(font->scale, font->scale, 1.f);
glBindTexture(GL_TEXTURE_2D, font->fontTex);
glEnable(GL_TEXTURE_2D);
glAlphaFunc(GL_GEQUAL,0.1);
glEnable(GL_ALPHA_TEST);
}
void oglf_print_l(oglf_font_t *font, float x, float y, const char *text, int l) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(x, y, 0);
glCallLists(l, GL_UNSIGNED_BYTE, text);
glPopMatrix();
}
void oglf_end() {
glPopAttrib();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void oglf_print(oglf_font_t *font, float x, float y, const char *text) {
oglf_print_l(font, x, y, text, strlen(text));
}
void oglf_printf(oglf_font_t *font, int x, int y, const char *fmt, ...) {
char text[OGLF_MAX_LINE], *line_start, *c;
float h;
va_list ap;
int row;
if (strlen(fmt) == 0)
return;
va_start(ap, fmt);
vsprintf(text, fmt, ap);
va_end(ap);
line_start = text;
row = 0;
h = font->h / .63f;
NextL: c = strchr(line_start, '\n');
if (c) {
row++;
oglf_print_l(font, (float) x, (float) (y - h * row), line_start, c
- line_start);
line_start = c + 1;
goto NextL;
}
oglf_print_l(font, (float) x, (float) (y - h * row), line_start, strlen(
line_start));
}
/*
#define OGLF_CENTER_TEXT(rect, txtw, ofs) ((float)((rect[ofs+_W] - txtw - rect[ofs])/2 + rect[ofs]))
// printf function which takes in account the alignment
void ogl_printf_al(oglf_font_t *font, alignment align, GLuint *rect,
const char *fmt, ...) {
char text[BMF_MAX_LINE];
va_list ap;
if (!strlen(fmt))
return;
va_start(ap, fmt);
vsprintf(text, fmt, ap);
va_end(ap);
switch (align) {
case al_left:
ogl_print(font, (float) rect[_X],
OGLF_CENTER_TEXT(rect, font->line_h, _Y), text);
break;
case al_right:
ogl_print(font, ((float) rect[_W] - ogl__width(font, text)),
OGLF_CENTER_TEXT(rect, font->line_h, _Y), text);
break;
case al_center:
ogl_print(font, OGLF_CENTER_TEXT(rect, ogl__width(font, text), _X),
OGLF_CENTER_TEXT(rect, font->line_h, _Y), text);
break;
}
}
*/

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#ifndef OGLF_H_
#define OGLF_H_
#ifdef __cplusplus
extern "C" {
#endif
#define OGLF_MAX_ASCII 256
#define OGLF_MAX_LINE 1024
#define OGLF_MAX_PATH 256
typedef struct oglf_char_t {
unsigned int x, y, w, h;
unsigned int x_ofs, y_ofs;
unsigned int x_advance, page;
} oglf_char_t;
typedef struct oglf_kerninfo_t {
unsigned short first, second;
short kerning;
} oglf_kerninfo_t;
typedef struct oglf_font_t {
float scale;
int base, line_h, w, h, pages, kerninfo_count;
unsigned int fontTex;
int base_list;
oglf_kerninfo_t *kerninfo;
oglf_char_t *chars;
float mmat[16];
} oglf_font_t;
int oglf_load(oglf_font_t *font, const char *bmf_path, unsigned int texture);
int oglf_width(oglf_font_t *font, const char *text);
void oglf_destroy(oglf_font_t *font);
void oglf_begin(oglf_font_t *font, int width, int height);
void oglf_end();
void oglf_print(oglf_font_t *font, float x, float y, const char *text);
void oglf_printf_al(oglf_font_t *font, int align, unsigned int *rect,
const char *fmt, ...);
void oglf_printf(oglf_font_t *font, int x, int y, const char *fmt, ...);
#ifdef __cplusplus
}
#endif
#endif // _FONT_H_