small fixes

This commit is contained in:
gmueller 2011-01-04 22:24:18 +01:00
parent cb7368c138
commit 436c5ad643

View File

@ -20,32 +20,26 @@ typedef struct _team {
GLfloat color[4];
} team;
GLUquadricObj *quadratic;
void setup_opengl()
{
void setup_opengl() {
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
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" );
if (!glfwOpenWindow(640, 480, 0, 0, 0, 0, 0, 0, GLFW_FULLSCREEN)) {
fprintf(stderr, "Failed to open GLFW window\n");
glfwTerminate();
exit( EXIT_FAILURE );
exit(EXIT_FAILURE);
}
glfwDisable(GLFW_MOUSE_CURSOR);
glfwSetWindowTitle( "Trilinear interpolation" );
glfwSetWindowTitle("Trilinear interpolation");
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
glfwEnable(GLFW_STICKY_KEYS);
// general settings
glShadeModel(GL_SMOOTH);
@ -57,26 +51,25 @@ void setup_opengl()
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 };
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 };
// setup directional light
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
// Enable vertical sync (on cards that support it)
glfwSwapInterval( 1 );
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));
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));
@ -84,8 +77,7 @@ void setup_team(team *team, size_t id)
team->z = 2000.0 * (id & (1 << 2));
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].x = team->x + i * 50.;
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;
for (i = 0; i < MAX_PLAYERS_PER_TEAM; 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;
@ -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;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
glMatrixMode( GL_MODELVIEW );
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslated(team->x, team->y, team->z);
gluSphere(quadratic,50.f,32,32);
gluSphere(quadratic, 50.f, 32, 32);
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)
continue;
glPushMatrix();
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();
}
}
int main( void )
{
int main(void) {
int width, height, x, y, last_x, last_y;
double time, last_time, phi = 0.0, theta = 0.0;
GLboolean running;
@ -152,14 +139,13 @@ int main( void )
running = GL_TRUE;
last_time = glfwGetTime();
glfwGetMousePos( &last_x, &last_y );
while( running )
{
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;
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)
@ -168,39 +154,41 @@ int main( void )
last_y = y;
// Get window size (may be different than the requested size)
glfwGetWindowSize( &width, &height );
glfwGetWindowSize(&width, &height);
height = height > 0 ? height : 1;
// Set viewport
glViewport( 0, 0, width, height );
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);
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 );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective( 60.0f, (GLfloat)width / (GLfloat)height, 1.0f,
10000.0f );
gluPerspective(60.0f, (GLfloat) width / (GLfloat) height, 1.0f,
10000.0f);
// Select and setup the modelview matrix
glMatrixMode( GL_MODELVIEW );
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
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
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, teams[0].color);
// 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 );
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);
update_team(&teams[i], time - last_time);
for (i = 0; i < MAX_TEAMS; i++)
draw_team(&teams[i]);
@ -209,8 +197,7 @@ int main( void )
glfwSwapBuffers();
// Check if the ESC key was pressed or the window was closed
running = !glfwGetKey( GLFW_KEY_ESC ) &&
glfwGetWindowParam( GLFW_OPENED );
running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
last_time = time;
}
@ -220,6 +207,6 @@ int main( void )
// Close OpenGL window and terminate GLFW
glfwTerminate();
exit( EXIT_SUCCESS );
exit(EXIT_SUCCESS);
}