small fixes

This commit is contained in:
gmueller 2011-01-04 22:24:18 +01:00
parent cb7368c138
commit 436c5ad643
1 changed files with 56 additions and 69 deletions

View File

@ -20,35 +20,29 @@ typedef struct _team {
GLfloat color[4]; GLfloat color[4];
} team; } team;
GLUquadricObj *quadratic; GLUquadricObj *quadratic;
void setup_opengl() void setup_opengl() {
{
// Initialise GLFW // Initialise GLFW
if( !glfwInit() ) if (!glfwInit()) {
{ fprintf(stderr, "Failed to initialize GLFW\n");
fprintf( stderr, "Failed to initialize GLFW\n" ); exit(EXIT_FAILURE);
exit( EXIT_FAILURE );
} }
// Open OpenGL window // Open OpenGL window
if( !glfwOpenWindow( 640, 480, 0,0,0,0, 0,0, GLFW_FULLSCREEN ) ) if (!glfwOpenWindow(640, 480, 0, 0, 0, 0, 0, 0, GLFW_FULLSCREEN)) {
{ fprintf(stderr, "Failed to open GLFW window\n");
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate(); glfwTerminate();
exit( EXIT_FAILURE ); exit(EXIT_FAILURE);
} }
glfwDisable(GLFW_MOUSE_CURSOR); glfwDisable(GLFW_MOUSE_CURSOR);
glfwSetWindowTitle( "Trilinear interpolation" ); glfwSetWindowTitle("Trilinear interpolation");
// Enable sticky keys // Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS ); glfwEnable(GLFW_STICKY_KEYS);
// general settings // general settings
glShadeModel(GL_SMOOTH); glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
@ -57,26 +51,25 @@ void setup_opengl()
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
GLfloat LightAmbient[]= { 0.1f, 0.1f, 0.1f, 1.0f }; GLfloat LightAmbient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 0.0f }; GLfloat LightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f };
// setup directional light // setup directional light
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
glEnable(GL_LIGHT1); glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
// Enable vertical sync (on cards that support it) // Enable vertical sync (on cards that support it)
glfwSwapInterval( 1 ); glfwSwapInterval(1);
} }
void setup_team(team *team, size_t id) void setup_team(team *team, size_t id) {
{ team->color[0] = 1.0f * (id + 1 & (1 << 0));
team->color[0] = 1.0f * (id+1 & (1 << 0)); team->color[1] = 1.0f * (id + 1 & (1 << 1));
team->color[1] = 1.0f * (id+1 & (1 << 1)); team->color[2] = 1.0f * (id + 1 & (1 << 2));
team->color[2] = 1.0f * (id+1 & (1 << 2));
team->color[3] = 1.0f; team->color[3] = 1.0f;
team->x = 2000.0 * (id & (1 << 0)); team->x = 2000.0 * (id & (1 << 0));
@ -84,8 +77,7 @@ void setup_team(team *team, size_t id)
team->z = 2000.0 * (id & (1 << 2)); team->z = 2000.0 * (id & (1 << 2));
size_t i = 0; size_t i = 0;
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
{
team->players[i].session = 0; team->players[i].session = 0;
team->players[i].x = team->x + i * 50.; team->players[i].x = team->x + i * 50.;
team->players[i].y = team->y; team->players[i].y = team->y;
@ -97,11 +89,9 @@ void setup_team(team *team, size_t id)
} }
void update_team(team *team, double dt) void update_team(team *team, double dt) {
{
size_t i; size_t i;
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
{
if (team->players[i].session == 0) if (team->players[i].session == 0)
continue; continue;
team->players[i].x += team->players[i].vx * dt; team->players[i].x += team->players[i].vx * dt;
@ -110,30 +100,27 @@ void update_team(team *team, double dt)
} }
} }
void draw_team(team *team) void draw_team(team *team) {
{
size_t i = 0; size_t i = 0;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
glMatrixMode( GL_MODELVIEW ); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
glTranslated(team->x, team->y, team->z); glTranslated(team->x, team->y, team->z);
gluSphere(quadratic,50.f,32,32); gluSphere(quadratic, 50.f, 32, 32);
glPopMatrix(); glPopMatrix();
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
{
if (team->players[i].session == 0) if (team->players[i].session == 0)
continue; continue;
glPushMatrix(); glPushMatrix();
glTranslated(team->players[i].x, team->players[i].y, team->players[i].z); glTranslated(team->players[i].x, team->players[i].y, team->players[i].z);
gluSphere(quadratic,10.f,32,32); gluSphere(quadratic, 10.f, 32, 32);
glPopMatrix(); glPopMatrix();
} }
} }
int main( void ) int main(void) {
{
int width, height, x, y, last_x, last_y; int width, height, x, y, last_x, last_y;
double time, last_time, phi = 0.0, theta = 0.0; double time, last_time, phi = 0.0, theta = 0.0;
GLboolean running; GLboolean running;
@ -152,14 +139,13 @@ int main( void )
running = GL_TRUE; running = GL_TRUE;
last_time = glfwGetTime(); last_time = glfwGetTime();
glfwGetMousePos( &last_x, &last_y ); glfwGetMousePos(&last_x, &last_y);
while( running ) while (running) {
{
// Get time and mouse position // Get time and mouse position
time = glfwGetTime(); time = glfwGetTime();
glfwGetMousePos( &x, &y ); glfwGetMousePos(&x, &y);
phi += (x - last_x) * -0.001; phi += (x - last_x) * 0.001;
theta += (y - last_y) * 0.001; theta += (y - last_y) * -0.001;
if (theta > 1.5) if (theta > 1.5)
theta = 1.5; theta = 1.5;
if (theta < -1.5) if (theta < -1.5)
@ -168,39 +154,41 @@ int main( void )
last_y = y; last_y = y;
// Get window size (may be different than the requested size) // Get window size (may be different than the requested size)
glfwGetWindowSize( &width, &height ); glfwGetWindowSize(&width, &height);
height = height > 0 ? height : 1; height = height > 0 ? height : 1;
// Set viewport // Set viewport
glViewport( 0, 0, width, height ); glViewport(0, 0, width, height);
// Clear color buffer // Clear color buffer
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f); glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Select and setup the projection matrix // Select and setup the projection matrix
glMatrixMode( GL_PROJECTION ); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
gluPerspective( 60.0f, (GLfloat)width / (GLfloat)height, 1.0f, gluPerspective(60.0f, (GLfloat) width / (GLfloat) height, 1.0f,
10000.0f ); 10000.0f);
// Select and setup the modelview matrix // Select and setup the modelview matrix
glMatrixMode( GL_MODELVIEW ); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
gluLookAt( 100.0f, 100.0f, 100.0f, // Eye-position 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 100.0f + cos(phi) * cos(theta) * 10.0f, 100.0f + sin(theta)
0.0f, 1.0f, 0.0f ); // Up-vector * 10.0f, 100.0f + sin(phi) * cos(theta) * 10.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, teams[0].color);
// Draw a textured quad // Draw a textured quad
glBegin( GL_QUADS ); 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);
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(); glEnd();
for (i = 0; i < MAX_TEAMS; i++) for (i = 0; i < MAX_TEAMS; i++)
update_team(&teams[i], time-last_time); update_team(&teams[i], time - last_time);
for (i = 0; i < MAX_TEAMS; i++) for (i = 0; i < MAX_TEAMS; i++)
draw_team(&teams[i]); draw_team(&teams[i]);
@ -209,17 +197,16 @@ int main( void )
glfwSwapBuffers(); glfwSwapBuffers();
// Check if the ESC key was pressed or the window was closed // Check if the ESC key was pressed or the window was closed
running = !glfwGetKey( GLFW_KEY_ESC ) && running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
glfwGetWindowParam( GLFW_OPENED );
last_time = time; last_time = time;
} }
gluDeleteQuadric(quadratic); gluDeleteQuadric(quadratic);
// Close OpenGL window and terminate GLFW // Close OpenGL window and terminate GLFW
glfwTerminate(); glfwTerminate();
exit( EXIT_SUCCESS ); exit(EXIT_SUCCESS);
} }