added FPS display, fixed player update

This commit is contained in:
gmueller 2011-01-12 23:41:33 +01:00
parent 8e80efe3a2
commit 6c0b9f7f34
3 changed files with 76 additions and 46 deletions

View File

@ -31,9 +31,9 @@ void setup_light() {
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT0, GL_POSITION, LightPosition); glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
glEnable(GL_LIGHT0); glEnable( GL_LIGHT0);
glEnable(GL_LIGHTING); glEnable( GL_LIGHTING);
} }
void setup_opengl() { void setup_opengl() {
@ -51,23 +51,23 @@ void setup_opengl() {
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);
// setup depth buffer // setup depth buffer
glClearDepth(1.0f); glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST); glEnable( GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); glDepthFunc( GL_LEQUAL);
// Enable vertical sync (on cards that support it) // Enable vertical sync (on cards that support it)
glfwSwapInterval(1); glfwSwapInterval(0);
} }
void draw_team(team_t *team) { void draw_team(team_t *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);
@ -78,7 +78,7 @@ void draw_player(player_t *player) {
if (player->status == 0) if (player->status == 0)
return; return;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color);
glMatrixMode(GL_MODELVIEW); glMatrixMode( GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
glTranslated(player->x, player->y, player->z); glTranslated(player->x, player->y, player->z);
gluSphere(quadratic, 10.f, 32, 32); gluSphere(quadratic, 10.f, 32, 32);
@ -90,7 +90,7 @@ void draw_bomb(bomb_t *bomb) {
return; return;
GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f }; GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMatrixMode(GL_MODELVIEW); glMatrixMode( GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
glTranslated(bomb->x, bomb->y, bomb->z); glTranslated(bomb->x, bomb->y, bomb->z);
gluSphere(quadratic, 3.f, 4, 4); gluSphere(quadratic, 3.f, 4, 4);
@ -101,7 +101,7 @@ void draw_point(point_t *point) {
return; return;
GLfloat red[] = { 0.0f, 0.0f, 1.0f, 1.0f }; GLfloat red[] = { 0.0f, 0.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMatrixMode(GL_MODELVIEW); glMatrixMode( GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
glTranslated(point->x, point->y, point->z); glTranslated(point->x, point->y, point->z);
gluSphere(quadratic, 3.f, 12, 12); gluSphere(quadratic, 3.f, 12, 12);
@ -162,27 +162,30 @@ GLuint wallTex = 0;
void draw_box() { void draw_box() {
glBindTexture(GL_TEXTURE_2D, wallTex);
glEnable(GL_TEXTURE_2D);
if (wallTex == 0) { 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_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/wall.tga", 0); 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 }; GLfloat red[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
// Enable/Disable features // Enable/Disable features
glPushAttrib(GL_ENABLE_BIT); glPushAttrib( GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D); glEnable( GL_TEXTURE_2D);
//glDisable( GL_DEPTH_TEST); //glDisable( GL_DEPTH_TEST);
// glEnable( GL_LIGHTING); // glEnable( GL_LIGHTING);
// glDisable( GL_BLEND); // glDisable( GL_BLEND);
glMatrixMode(GL_MODELVIEW); glMatrixMode( GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
glTranslated(2000.0, 0.0, 0.0); glTranslated(2000.0, 0.0, 0.0);
//glScaled(5000.0f, 5000.0f, 5000.0f); //glScaled(5000.0f, 5000.0f, 5000.0f);
@ -191,7 +194,7 @@ void draw_box() {
glColor4f(1, 1, 1, 1); glColor4f(1, 1, 1, 1);
// Render the front quad // Render the front quad
glBegin(GL_QUADS); glBegin( GL_QUADS);
glTexCoord2f(0, t); glTexCoord2f(0, t);
glNormal3f(0.0, 0.0, 1.0); glNormal3f(0.0, 0.0, 1.0);
glVertex3f(-s, s, -s); glVertex3f(-s, s, -s);
@ -299,7 +302,7 @@ private:
double phi, theta; double phi, theta;
double camX, camY, camZ; double camX, camY, camZ;
Schedule accelerate_schudule; Schedule accelerate_schudule;
Schedule player_update_schudule; Schedule game_update_schudule;
game_t game; game_t game;
int server; int server;
int width, height; int width, height;
@ -367,12 +370,12 @@ void Application::prepareFrame(double rx, double ry, double rz) {
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, 10000.0f); gluPerspective(60.0f, (GLfloat) width / (GLfloat) height, 1.0f, 10000.0f);
// Select and setup the modelview matrix // Select and setup the modelview matrix
glMatrixMode(GL_MODELVIEW); glMatrixMode( GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
gluLookAt(camX, camY, camZ, camX + rx * 10.0f, camY + ry * 10.0f, camZ + rz gluLookAt(camX, camY, camZ, camX + rx * 10.0f, camY + ry * 10.0f, camZ + rz
* 10.0f, 0.0f, 1.0f, 0.0f); * 10.0f, 0.0f, 1.0f, 0.0f);
@ -428,8 +431,8 @@ void Application::initialize(int argc, char ** argv) {
accelerate_schudule.setExact(true); accelerate_schudule.setExact(true);
accelerate_schudule.setInterval(0.05); accelerate_schudule.setInterval(0.05);
player_update_schudule.setExact(true); game_update_schudule.setExact(true);
player_update_schudule.setInterval(0.05); game_update_schudule.setInterval(0.05);
loadConsoleFont(); loadConsoleFont();
} }
@ -452,15 +455,15 @@ void Application::update() {
} }
last_x = x; last_x = x;
last_y = y; last_y = y;
service_network(&game);
game_update(&game, dt);
if (server && player_update_schudule.next(time)) {
send_player_updates(&game);
}
double rx = cos(phi) * cos(theta); double rx = cos(phi) * cos(theta);
double ry = sin(theta); double ry = sin(theta);
double rz = sin(phi) * cos(theta); double rz = sin(phi) * cos(theta);
service_network(&game);
game_update(&game, dt);
if (server && game_update_schudule.next(time)) {
send_game_updates(&game);
}
if (accelerate_schudule.next(time)) { if (accelerate_schudule.next(time)) {
double t = accelerate_schudule.getInterval(); double t = accelerate_schudule.getInterval();
double v = 50.0 * t; double v = 50.0 * t;
@ -497,13 +500,12 @@ void Application::update() {
camY = 1000.0; camY = 1000.0;
camZ = 1000.0; camZ = 1000.0;
} }
prepareFrame(rx, ry, rz); prepareFrame(rx, ry, rz);
setup_light(); setup_light();
glEnable(GL_LIGHT0); glEnable( GL_LIGHT0);
glEnable(GL_LIGHTING); glEnable( GL_LIGHTING);
glEnable(GL_CULL_FACE); glEnable( GL_CULL_FACE);
glDisable(GL_TEXTURE_2D); glDisable( GL_TEXTURE_2D);
for (size_t i = 0; i < GAME_TEAM_COUNT; i++) for (size_t i = 0; i < GAME_TEAM_COUNT; i++)
draw_team(&game.team[i]); draw_team(&game.team[i]);
@ -524,10 +526,12 @@ void Application::update() {
explosion.update(dt * 1000.0, camX, camY, camZ); explosion.update(dt * 1000.0, camX, camY, camZ);
explosion.render(); explosion.render();
oglf_begin(&font, width, height); oglf_begin(&font, width, height);
size_t fy = 1;
if (game.local_player) { if (game.local_player) {
std::stringstream sstr; std::stringstream sstr;
sstr << "Points: " << game.local_player->points; sstr << "Points: " << game.local_player->points;
oglf_print(&font, 10, 10, sstr.str().c_str()); oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
} }
for (size_t i = 0; i < GAME_TEAM_COUNT; i++) { for (size_t i = 0; i < GAME_TEAM_COUNT; i++) {
@ -537,7 +541,14 @@ void Application::update() {
} else { } else {
sstr << "Team " << i << " (other) : " << game.team[i].points; sstr << "Team " << i << " (other) : " << game.team[i].points;
} }
oglf_print(&font, 10, (i + 2) * 15, sstr.str().c_str()); oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
}
{
std::stringstream sstr;
sstr << "FPS: " << (int) (1 / dt) << " Time: " << round(dt * 10000.0)
/ 10.0;
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
} }
oglf_end(); oglf_end();

View File

@ -8,7 +8,9 @@
#include "network.h" #include "network.h"
#include <enet/enet.h> #include <enet/enet.h>
#include <stdio.h> #include <stdio.h>
#include <math.h>
ENetHost *host = 0; ENetHost *host = 0;
ENetPeer *client_peer = 0; ENetPeer *client_peer = 0;
@ -16,7 +18,7 @@ ENetPeer *client_peer = 0;
void setup_network(const char *remote) { void setup_network(const char *remote) {
if (enet_initialize() != 0) { if (enet_initialize() != 0) {
fprintf(stderr, "An error occurred while initializing ENet.\n"); fprintf(stderr, "An error occurred while initializing ENet.\n");
exit(EXIT_FAILURE); exit( EXIT_FAILURE);
} }
if (remote == NULL) { if (remote == NULL) {
@ -30,7 +32,7 @@ void setup_network(const char *remote) {
if (host == NULL) { if (host == NULL) {
fprintf(stderr, fprintf(stderr,
"An error occurred while trying to create an ENet server host.\n"); "An error occurred while trying to create an ENet server host.\n");
exit(EXIT_FAILURE); exit( EXIT_FAILURE);
} }
} else { } else {
fprintf(stdout, "Start client.\n"); fprintf(stdout, "Start client.\n");
@ -41,7 +43,7 @@ void setup_network(const char *remote) {
if (host == NULL) { if (host == NULL) {
fprintf(stderr, fprintf(stderr,
"An error occurred while trying to create an ENet client host.\n"); "An error occurred while trying to create an ENet client host.\n");
exit(EXIT_FAILURE); exit( EXIT_FAILURE);
} }
enet_address_set_host(&address, remote); enet_address_set_host(&address, remote);
@ -53,7 +55,7 @@ void setup_network(const char *remote) {
if (client_peer == NULL) { if (client_peer == NULL) {
fprintf(stderr, fprintf(stderr,
"No available peers for initiating an ENet connection.\n"); "No available peers for initiating an ENet connection.\n");
exit(EXIT_FAILURE); exit( EXIT_FAILURE);
} }
/* Wait up to 5 seconds for the connection attempt to succeed. */ /* Wait up to 5 seconds for the connection attempt to succeed. */
@ -77,7 +79,7 @@ void shutdown_network() {
enet_deinitialize(); enet_deinitialize();
} }
void send_player_updates(game_t *game) { void send_game_updates(game_t *game) {
size_t i; size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) { for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].status == 0) if (game->player[i].status == 0)
@ -104,6 +106,8 @@ void send_player_updates(game_t *game) {
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg), 0); ENetPacket * packet = enet_packet_create(&msg, sizeof(msg), 0);
enet_host_broadcast(host, 0, packet); enet_host_broadcast(host, 0, packet);
} }
enet_host_flush(host);
} }
void dispatch_message(enet_uint8 *data, size_t length, game_t *game) { void dispatch_message(enet_uint8 *data, size_t length, game_t *game) {
@ -140,9 +144,24 @@ void dispatch_message(enet_uint8 *data, size_t length, game_t *game) {
player->vy = um->vy; player->vy = um->vy;
player->vz = um->vz; player->vz = um->vz;
} else { } else {
if (fabs(um->x - player->x) < 10.0) {
player->vx = um->vx + (um->x - player->x); player->vx = um->vx + (um->x - player->x);
} else {
player->x = um->x;
player->vx = um->vx;
}
if (fabs(um->y - player->y) < 10.0) {
player->vy = um->vy + (um->y - player->y); player->vy = um->vy + (um->y - player->y);
} else {
player->y = um->y;
player->vy = um->vy;
}
if (fabs(um->z - player->z) < 10.0) {
player->vz = um->vz + (um->z - player->z); player->vz = um->vz + (um->z - player->z);
} else {
player->z = um->z;
player->vz = um->vz;
}
} }
player->points = um->points; player->points = um->points;
break; break;

View File

@ -89,7 +89,7 @@ void setup_network(const char *remote);
void shutdown_network(); void shutdown_network();
void dispatch_message(uint8_t *data, size_t length, game_t *game); void dispatch_message(uint8_t *data, size_t length, game_t *game);
void service_network(game_t *game); void service_network(game_t *game);
void send_player_updates(game_t *game); void send_game_updates(game_t *game);
void send_message(uint8_t *data, size_t length, game_t *game); void send_message(uint8_t *data, size_t length, game_t *game);
#endif /* NETWORK_H_ */ #endif /* NETWORK_H_ */