#include #include #include #include #define MAX_PLAYERS_PER_TEAM 8 #define MAX_TEAMS 8 typedef struct _player { unsigned int session; double x, y, z; double rx, ry, rz, rw; double vx, vy, vz; } player; typedef struct _team { player players[MAX_PLAYERS_PER_TEAM]; double x, y, z; GLfloat color[4]; } team; GLUquadricObj *quadratic; void setup_opengl() { // Initialise GLFW 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"); glfwTerminate(); exit(EXIT_FAILURE); } glfwDisable(GLFW_MOUSE_CURSOR); glfwSetWindowTitle("Trilinear interpolation"); // 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); 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); glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); // Enable vertical sync (on cards that support it) 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)); team->color[3] = 1.0f; team->x = 2000.0 * (id & (1 << 0)); team->y = 2000.0 * (id & (1 << 1)); team->z = 2000.0 * (id & (1 << 2)); size_t i = 0; 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; team->players[i].z = team->z; team->players[i].vx = i * 5.; team->players[i].vy = i * 5.; team->players[i].vz = i * 5.; } } void update_team(team *team, double dt) { size_t 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; team->players[i].y += team->players[i].vy * dt; team->players[i].z += team->players[i].vz * dt; } } void draw_team(team *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(); 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); glPopMatrix(); } } int main(void) { int width, height, x, y, last_x, last_y; double time, last_time, phi = 0.0, theta = 0.0; GLboolean running; quadratic = gluNewQuadric(); gluQuadricNormals(quadratic, GLU_SMOOTH); gluQuadricTexture(quadratic, GL_TRUE); team teams[MAX_TEAMS]; setup_opengl(); size_t i; for (i = 0; i < MAX_TEAMS; i++) setup_team(&teams[i], i); running = GL_TRUE; last_time = glfwGetTime(); 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; if (theta > 1.5) theta = 1.5; if (theta < -1.5) theta = -1.5; last_x = x; last_y = y; // 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(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); glEnd(); for (i = 0; i < MAX_TEAMS; i++) update_team(&teams[i], time - last_time); for (i = 0; i < MAX_TEAMS; i++) draw_team(&teams[i]); // Swap buffers glfwSwapBuffers(); // Check if the ESC key was pressed or the window was closed running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED); last_time = time; } gluDeleteQuadric(quadratic); // Close OpenGL window and terminate GLFW glfwTerminate(); exit(EXIT_SUCCESS); }