minor changes
This commit is contained in:
parent
dafe52c4cd
commit
dbed4abb0b
@ -1,3 +1,5 @@
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syntax: regexp
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syntax: regexp
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^build$
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^build$
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syntax: regexp
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^libs/log4cplus/src/Makefile\.am$
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@ -16,6 +16,7 @@ endif(UNIX)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/glfw/include)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/glfw/include)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/spark/include)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/spark/include)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/enet/include)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/enet/include)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/log4cplus/include)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/bullet)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/bullet)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/yaml-cpp/include)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/yaml-cpp/include)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/trimeshloader/include)
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include_directories (${GREMLIN_SOURCE_DIR}/libs/trimeshloader/include)
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@ -26,6 +27,7 @@ add_subdirectory (libs/enet)
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add_subdirectory (libs/pugixml)
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add_subdirectory (libs/pugixml)
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add_subdirectory (libs/bullet)
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add_subdirectory (libs/bullet)
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add_subdirectory (libs/yaml-cpp)
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add_subdirectory (libs/yaml-cpp)
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add_subdirectory (libs/log4cplus)
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add_subdirectory (libs/trimeshloader)
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add_subdirectory (libs/trimeshloader)
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add_subdirectory (src/common)
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add_subdirectory (src/common)
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add_subdirectory (src/server)
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add_subdirectory (src/server)
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@ -10,6 +10,7 @@
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#include "Explosion.h"
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#include "Explosion.h"
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#include "Time.h"
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#include "Time.h"
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#include "btBulletDynamicsCommon.h"
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#include <GL/glfw.h>
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#include <GL/glfw.h>
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#include <stdio.h>
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#include <stdio.h>
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@ -30,9 +31,9 @@ void setup_light() {
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glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
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glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
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glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
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glEnable( GL_LIGHT0);
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glEnable(GL_LIGHT0);
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glEnable( GL_LIGHTING);
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glEnable(GL_LIGHTING);
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}
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}
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void setup_opengl() {
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void setup_opengl() {
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@ -49,14 +50,14 @@ void setup_opengl() {
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glfwEnable(GLFW_STICKY_KEYS);
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glfwEnable(GLFW_STICKY_KEYS);
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// general settings
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// general settings
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glShadeModel( GL_SMOOTH);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glEnable( GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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// setup depth buffer
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// setup depth buffer
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glClearDepth(1.0f);
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glClearDepth(1.0f);
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glEnable( GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc( GL_LEQUAL);
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glDepthFunc(GL_LEQUAL);
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// Enable vertical sync (on cards that support it)
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// Enable vertical sync (on cards that support it)
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glfwSwapInterval(0);
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glfwSwapInterval(0);
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@ -65,7 +66,7 @@ void setup_opengl() {
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void draw_team(Team *team) {
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void draw_team(Team *team) {
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size_t i = 0;
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size_t i = 0;
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
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glMatrixMode( GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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glTranslated(team->x, team->y, team->z);
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glTranslated(team->x, team->y, team->z);
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gluSphere(quadratic, 50.f, 32, 32);
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gluSphere(quadratic, 50.f, 32, 32);
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@ -76,12 +77,12 @@ void Client::drawPlayer(player_t *player) {
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if (player->status == 0)
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if (player->status == 0)
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return;
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return;
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color);
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glMatrixMode( GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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glMultMatrixf(player->m);
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glMultMatrixf(player->m);
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glEnableClientState( GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState( GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState( GL_NORMAL_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glVertexPointer(3, GL_FLOAT, game.shipMesh->vertex_size,
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glVertexPointer(3, GL_FLOAT, game.shipMesh->vertex_size,
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game.shipMesh->vertices);
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game.shipMesh->vertices);
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glTexCoordPointer(2, GL_FLOAT, game.shipMesh->vertex_size,
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glTexCoordPointer(2, GL_FLOAT, game.shipMesh->vertex_size,
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@ -103,18 +104,19 @@ void draw_bomb(bomb_t *bomb) {
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return;
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return;
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GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
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GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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glMatrixMode( GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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glTranslated(bomb->x, bomb->y, bomb->z);
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glTranslated(bomb->x, bomb->y, bomb->z);
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gluSphere(quadratic, 3.f, 4, 4);
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gluSphere(quadratic, 0.5f, 4, 4);
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glPopMatrix();
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glPopMatrix();
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}
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}
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void draw_point(point_t *point) {
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void draw_point(point_t *point) {
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if (point->status == 0)
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if (point->status == 0)
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return;
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return;
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GLfloat red[] = { 0.0f, 0.0f, 1.0f, 1.0f };
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GLfloat red[] = { 0.0f, 0.0f, 1.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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glMatrixMode( GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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glTranslated(point->x, point->y, point->z);
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glTranslated(point->x, point->y, point->z);
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gluSphere(quadratic, 3.f, 12, 12);
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gluSphere(quadratic, 3.f, 12, 12);
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@ -172,7 +174,7 @@ void Client::drawLevel() {
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if (wallTex == 0) {
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if (wallTex == 0) {
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glGenTextures(1, &wallTex);
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glGenTextures(1, &wallTex);
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glBindTexture(GL_TEXTURE_2D, wallTex);
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glBindTexture(GL_TEXTURE_2D, wallTex);
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glEnable( GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -181,20 +183,20 @@ void Client::drawLevel() {
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glfwLoadTexture2D("data/wall.tga", GLFW_BUILD_MIPMAPS_BIT);
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glfwLoadTexture2D("data/wall.tga", GLFW_BUILD_MIPMAPS_BIT);
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} else {
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} else {
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glBindTexture(GL_TEXTURE_2D, wallTex);
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glBindTexture(GL_TEXTURE_2D, wallTex);
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glEnable( GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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}
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}
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GLfloat red[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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GLfloat red[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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// Enable/Disable features
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// Enable/Disable features
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glPushAttrib( GL_ENABLE_BIT);
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glPushAttrib(GL_ENABLE_BIT);
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glEnable( GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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//glDisable( GL_DEPTH_TEST);
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//glDisable( GL_DEPTH_TEST);
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// glEnable( GL_LIGHTING);
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// glEnable( GL_LIGHTING);
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// glDisable( GL_BLEND);
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// glDisable( GL_BLEND);
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glColor4f(1, 1, 1, 1);
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glColor4f(1, 1, 1, 1);
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glMatrixMode( GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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#if 0
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#if 0
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glTranslated(2000.0, 0.0, 0.0);
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glTranslated(2000.0, 0.0, 0.0);
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@ -293,9 +295,9 @@ void Client::drawLevel() {
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glVertex3f(s, -s, -s);
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glVertex3f(s, -s, -s);
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glEnd();
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glEnd();
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#else
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#else
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glEnableClientState( GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState( GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState( GL_NORMAL_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glVertexPointer(3, GL_FLOAT, game.levelMesh->vertex_size,
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glVertexPointer(3, GL_FLOAT, game.levelMesh->vertex_size,
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game.levelMesh->vertices);
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game.levelMesh->vertices);
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glTexCoordPointer(2, GL_FLOAT, game.levelMesh->vertex_size,
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glTexCoordPointer(2, GL_FLOAT, game.levelMesh->vertex_size,
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@ -328,21 +330,24 @@ void Client::accelerate(double x, double y, double z) {
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m << msg;
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m << msg;
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network.send(m);
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network.send(m);
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}
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}
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#if 0
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void Client::drop_bomb(double rx, double ry, double rz, double ttl) {
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void Client::drop_bomb(double rx, double ry, double rz, double ttl) {
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bomb_drop_meesage_t msg;
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bomb_drop_meesage_t msg;
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msg.x = game.local_player->x + rx * 20;
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btVector3 p = game.local_player->body->getWorldTransform().getOrigin();
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msg.y = game.local_player->y + ry * 20;
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btVector3 v = game.local_player->body->getLinearVelocity();
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msg.z = game.local_player->z + rz * 20;
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msg.vx = game.local_player->vx + rx * 100;
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msg.x = p.x() + rx * 1;
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msg.vy = game.local_player->vy + ry * 100;
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msg.y = p.y() + ry * 1;
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msg.vz = game.local_player->vz + rz * 100;
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msg.z = p.z() + rz * 1;
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msg.vx = v.x() + rx * 500;
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msg.vy = v.y() + ry * 500;
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msg.vz = v.z() + rz * 500;
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msg.ttl = ttl;
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msg.ttl = ttl;
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YAML::Emitter m;
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YAML::Emitter m;
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m << msg;
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m << msg;
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network.send(m);
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network.send(m);
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}
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}
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#endif
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void Client::loadConsoleFont() {
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void Client::loadConsoleFont() {
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GLuint font_id = 0;
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GLuint font_id = 0;
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@ -373,15 +378,15 @@ void Client::prepareFrame(double rx, double ry, double rz) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Select and setup the projection matrix
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// Select and setup the projection matrix
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glMatrixMode( GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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gluPerspective(60.0f, (GLfloat) width / (GLfloat) height, 1.0f, 10000.0f);
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gluPerspective(60.0f, (GLfloat) width / (GLfloat) height, 1.0f, 10000.0f);
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// Select and setup the modelview matrix
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// Select and setup the modelview matrix
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glMatrixMode( GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glLoadIdentity();
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gluLookAt(camX, camY, camZ, camX + rx * 10.0f, camY + ry * 10.0f, camZ + rz
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gluLookAt(camX, camY, camZ, camX + rx * 10.0f, camY + ry * 10.0f,
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* 10.0f, 0.0f, 1.0f, 0.0f);
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camZ + rz * 10.0f, 0.0f, 1.0f, 0.0f);
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}
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}
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@ -413,6 +418,9 @@ void Client::initialize(Arguments &arg) {
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accelerate_schudule.setExact(true);
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accelerate_schudule.setExact(true);
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accelerate_schudule.setInterval(0.05);
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accelerate_schudule.setInterval(0.05);
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theta = 0.0;
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phi = 0.0;
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loadConsoleFont();
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loadConsoleFont();
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// setup signals
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// setup signals
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@ -435,6 +443,7 @@ void Client::update() {
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}
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}
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last_x = x;
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last_x = x;
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last_y = y;
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last_y = y;
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double rx = cos(phi) * cos(theta);
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double rx = cos(phi) * cos(theta);
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double ry = sin(theta);
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double ry = sin(theta);
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double rz = sin(phi) * cos(theta);
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double rz = sin(phi) * cos(theta);
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@ -453,55 +462,59 @@ void Client::update() {
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} else if (glfwGetKey('D')) {
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} else if (glfwGetKey('D')) {
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accelerate(-rz * v, 0, rx * v);
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accelerate(-rz * v, 0, rx * v);
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}
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}
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#if 0
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#if 0
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if (glfwGetKey(GLFW_KEY_SPACE)) {
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if (glfwGetKey(GLFW_KEY_SPACE)) {
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accelerate(game.local_player->vx * -0.1, game.local_player->vy
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accelerate(game.local_player->vx * -0.1,
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* -0.1, game.local_player->vz * -0.1);
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game.local_player->vy * -0.1, game.local_player->vz * -0.1);
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}
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}
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#endif
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#endif
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}
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}
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#if 0
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if (glfwGetKey(GLFW_KEY_LCTRL)) {
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if (glfwGetKey(GLFW_KEY_LCTRL)) {
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if (time - last_bomb > 1.0) {
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if (time - last_bomb > 1.0) {
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last_bomb = time;
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last_bomb = time;
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drop_bomb(rx, ry, rz, 5.0);
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drop_bomb(rx, ry, rz, 5.0);
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}
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}
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}
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}
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#endif
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if (game.local_player) {
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if (game.local_player) {
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camX = game.local_player->m[12];
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btVector3 p = game.local_player->body->getWorldTransform().getOrigin();
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camY = game.local_player->m[13];
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camZ = game.local_player->m[14];
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camX = p.x();
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camY = p.y();
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camZ = p.z();
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} else {
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} else {
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camX = 1000.0;
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camX = 1000.0;
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camY = 1000.0;
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camY = 1000.0;
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camZ = 1000.0;
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camZ = 1000.0;
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}
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}
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prepareFrame(rx, ry, rz);
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prepareFrame(rx, ry, rz);
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setup_light();
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setup_light();
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glEnable( GL_LIGHT0);
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glEnable(GL_LIGHT0);
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glEnable( GL_LIGHTING);
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glEnable(GL_LIGHTING);
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glEnable( GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glDisable( GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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// for (size_t i = 0; i < game.teams.size(); i++)
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// for (size_t i = 0; i < game.teams.size(); i++)
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// draw_team(&game.teams[i]);
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// draw_team(&game.teams[i]);
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for (size_t i = 0; i < GAME_PLAYER_COUNT; i++)
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for (size_t i = 0; i < GAME_PLAYER_COUNT; i++)
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drawPlayer(&game.player[i]);
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drawPlayer(&game.player[i]);
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// for (size_t i = 0; i < GAME_BOMB_COUNT; i++)
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for (size_t i = 0; i < GAME_BOMB_COUNT; i++)
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// draw_bomb(&game.bomb[i]);
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draw_bomb(&game.bomb[i]);
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//
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//
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// for (size_t i = 0; i < GAME_POINT_COUNT; i++)
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// for (size_t i = 0; i < GAME_POINT_COUNT; i++)
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// draw_point(&game.point[i]);
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// draw_point(&game.point[i]);
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|
||||||
drawLevel();
|
drawLevel();
|
||||||
|
|
||||||
|
explosion.update(dt * 1000.0, camX, camY, camZ);
|
||||||
|
explosion.render();
|
||||||
|
|
||||||
glDisable(GL_LIGHT0);
|
glDisable(GL_LIGHT0);
|
||||||
glDisable(GL_LIGHTING);
|
glDisable(GL_LIGHTING);
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
explosion.update(dt * 1000.0, camX, camY, camZ);
|
|
||||||
explosion.render();
|
|
||||||
oglf_begin(&font, width, height);
|
oglf_begin(&font, width, height);
|
||||||
size_t fy = 1;
|
size_t fy = 1;
|
||||||
if (game.local_player) {
|
if (game.local_player) {
|
||||||
@ -523,8 +536,8 @@ void Client::update() {
|
|||||||
|
|
||||||
{
|
{
|
||||||
std::stringstream sstr;
|
std::stringstream sstr;
|
||||||
sstr << "FPS: " << (int) (1 / dt) << " Time: " << floor(dt * 10000.0
|
sstr << "FPS: " << (int) (1 / dt) << " Time: "
|
||||||
+ 0.5) / 10.0;
|
<< floor(dt * 10000.0 + 0.5) / 10.0;
|
||||||
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
|
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -214,6 +214,7 @@ player_t *Game::getFreePlayer() {
|
|||||||
if (player[i].status == 0)
|
if (player[i].status == 0)
|
||||||
return &player[i];
|
return &player[i];
|
||||||
}
|
}
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
player_t *Game::spawnPlayer(Team *team) {
|
player_t *Game::spawnPlayer(Team *team) {
|
||||||
|
Loading…
Reference in New Issue
Block a user