gremlin/src/client/Client.cpp

570 lines
14 KiB
C++

/*
* Client.cpp
*
* Created on: 14.01.2011
* Author: gmueller
*/
#include "Client.h"
#include "Network.h"
#include "Explosion.h"
#include "Time.h"
#include "btBulletDynamicsCommon.h"
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <sstream>
GLUquadricObj *quadratic;
Explosion explosion;
void setup_light() {
GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightPosition[] = { 1.0f, 1.0f, 1.0f, 0.0f };
// setup directional light
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
}
void setup_opengl() {
// Open OpenGL window
if (!glfwOpenWindow(640, 480, 0, 0, 0, 0, 0, 0, GLFW_WINDOW)) {
fprintf(stderr, "Failed to open GLFW window\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
//glfwDisable(GLFW_MOUSE_CURSOR);
glfwSetWindowTitle("Gremlin Lan Party Game");
// 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);
// Enable vertical sync (on cards that support it)
glfwSwapInterval(0);
}
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();
}
GLuint wallTex = 0;
void Client::drawPlayer(player_t *player) {
if (player->status == 0)
return;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMultMatrixf(player->m);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, game.shipMesh->vertex_size,
game.shipMesh->vertices);
glTexCoordPointer(2, GL_FLOAT, game.shipMesh->vertex_size,
game.shipMesh->vertices + 3);
glNormalPointer(GL_FLOAT, game.shipMesh->vertex_size,
game.shipMesh->vertices + 5);
for (size_t i = 0; i < game.shipMesh->object_count; i++) {
glDrawElements(GL_TRIANGLES, game.shipMesh->objects[i].face_count * 3,
GL_UNSIGNED_SHORT,
&game.shipMesh->faces[game.shipMesh->objects[i].face_index]);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glPopMatrix();
}
void draw_bomb(bomb_t *bomb) {
if (bomb->status != 1)
return;
GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslated(bomb->x, bomb->y, bomb->z);
gluSphere(quadratic, 0.5f, 4, 4);
glPopMatrix();
}
void draw_point(point_t *point) {
if (point->status == 0)
return;
GLfloat red[] = { 0.0f, 0.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslated(point->x, point->y, point->z);
gluSphere(quadratic, 3.f, 12, 12);
glPopMatrix();
}
void setup_explosion() {
// Loads particle texture
GLuint textures[5];
glGenTextures(5, textures);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/explosion.tga", GLFW_ALPHA_MAP_BIT);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/flash.tga", 0);
glBindTexture(GL_TEXTURE_2D, textures[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/spark.tga", 0);
glBindTexture(GL_TEXTURE_2D, textures[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/point.tga", GLFW_ALPHA_MAP_BIT);
glBindTexture(GL_TEXTURE_2D, textures[4]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/wave.tga", 0);
explosion.initialize(textures[0], textures[1], textures[2], textures[3],
textures[4]);
}
void Client::drawLevel() {
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_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
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 };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
// Enable/Disable features
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
//glDisable( GL_DEPTH_TEST);
// glEnable( GL_LIGHTING);
// glDisable( GL_BLEND);
glColor4f(1, 1, 1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
#if 0
glTranslated(2000.0, 0.0, 0.0);
//glScaled(5000.0f, 5000.0f, 5000.0f);
float s = 3000.0f, t = 10.0f;
// Just in case we set all vertices to white.
// Render the front quad
glBegin( GL_QUADS);
glTexCoord2f(0, t);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(-s, s, -s);
glTexCoord2f(0, 0);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(-s, -s, -s);
glTexCoord2f(t, 0);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(s, -s, -s);
glTexCoord2f(t, t);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(s, s, -s);
glEnd();
// Render the left quad
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(s, -s, s);
glTexCoord2f(0, t);
glVertex3f(s, s, s);
glTexCoord2f(t, t);
glVertex3f(s, s, -s);
glTexCoord2f(t, 0);
glVertex3f(s, -s, -s);
glEnd();
// Render the back quad
// glBindTexture(GL_TEXTURE_2D, _skybox[2]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-s, -s, s);
glTexCoord2f(0, t);
glVertex3f(-s, s, s);
glTexCoord2f(t, t);
glVertex3f(s, s, s);
glTexCoord2f(t, 0);
glVertex3f(s, -s, s);
glEnd();
// Render the right quad
// glBindTexture(GL_TEXTURE_2D, _skybox[3]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-s, -s, -s);
glTexCoord2f(0, t);
glVertex3f(-s, s, -s);
glTexCoord2f(t, t);
glVertex3f(-s, s, s);
glTexCoord2f(t, 0);
glVertex3f(-s, -s, s);
glEnd();
// Render the top quad
//glBindTexture(GL_TEXTURE_2D, _skybox[4]);
glBegin(GL_QUADS);
glTexCoord2f(0, t);
glVertex3f(-s, s, -s);
glTexCoord2f(t, t);
glVertex3f(s, s, -s);
glTexCoord2f(t, 0);
glVertex3f(s, s, s);
glTexCoord2f(0, 0);
glVertex3f(-s, s, s);
glEnd();
// Render the bottom quad
//glBindTexture(GL_TEXTURE_2D, _skybox[5]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-s, -s, -s);
glTexCoord2f(0, t);
glVertex3f(-s, -s, s);
glTexCoord2f(t, t);
glVertex3f(s, -s, s);
glTexCoord2f(t, 0);
glVertex3f(s, -s, -s);
glEnd();
#else
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, game.levelMesh->vertex_size,
game.levelMesh->vertices);
glTexCoordPointer(2, GL_FLOAT, game.levelMesh->vertex_size,
game.levelMesh->vertices + 3);
glNormalPointer(GL_FLOAT, game.levelMesh->vertex_size,
game.levelMesh->vertices + 5);
for (size_t i = 0; i < game.levelMesh->object_count; i++) {
glDrawElements(GL_TRIANGLES, game.levelMesh->objects[i].face_count * 3,
GL_UNSIGNED_SHORT,
&game.levelMesh->faces[game.levelMesh->objects[i].face_index]);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
// Restore enable bits and matrix
glPopAttrib();
glPopMatrix();
}
void Client::accelerate(double x, double y, double z) {
if (game.local_player == 0)
return;
player_accelerate_message_t msg;
msg.player_id = game.local_player->id;
msg.x = x;
msg.y = y;
msg.z = z;
YAML::Emitter m;
m << msg;
network.send(m);
}
void Client::drop_bomb(double rx, double ry, double rz, double ttl) {
bomb_drop_meesage_t msg;
btVector3 p = game.local_player->body->getWorldTransform().getOrigin();
btVector3 v = game.local_player->body->getLinearVelocity();
msg.x = p.x() + rx * 1;
msg.y = p.y() + ry * 1;
msg.z = p.z() + rz * 1;
msg.vx = v.x() + rx * 500;
msg.vy = v.y() + ry * 500;
msg.vz = v.z() + rz * 500;
msg.ttl = ttl;
YAML::Emitter m;
m << msg;
network.send(m);
}
void Client::loadConsoleFont() {
GLuint font_id = 0;
glGenTextures(1, &font_id);
glBindTexture(GL_TEXTURE_2D, font_id);
// Set texture parameters
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Upload texture from file to texture memory
glfwLoadTexture2D("data/fonts/console.tga", 0);
oglf_load(&font, "data/fonts/console.fnt", font_id);
}
void Client::prepareFrame(double rx, double ry, double rz) {
// 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(camX, camY, camZ, camX + rx * 10.0f, camY + ry * 10.0f,
camZ + rz * 10.0f, 0.0f, 1.0f, 0.0f);
}
void Client::initialize(Arguments &arg) {
Application::initialize(arg);
// Initialise GLFW
if (!glfwInit()) {
throw("Failed to initialize GLFW");
}
setup_opengl();
setup_explosion();
quadratic = gluNewQuadric();
gluQuadricNormals(quadratic, GLU_SMOOTH);
gluQuadricTexture(quadratic, GL_TRUE);
if (isMaster()) {
Team *team = game.getTeam(0);
game.local_player = game.spawnPlayer(team);
std::cout << "[Game] local player " << game.local_player->id
<< std::endl;
}
size_t i;
last_bomb = time - 5.;
glfwGetMousePos(&last_x, &last_y);
accelerate_schudule.setExact(true);
accelerate_schudule.setInterval(0.05);
theta = 0.0;
phi = 0.0;
loadConsoleFont();
// setup signals
game.ExplosionSignal.connect(this, &Client::onExplosion);
}
void Client::update() {
Application::update();
int x, y;
glfwGetMousePos(&x, &y);
if (glfwGetMouseButton(GLFW_MOUSE_BUTTON_2) == GLFW_PRESS) {
phi += (x - last_x) * 0.01;
theta += (y - last_y) * -0.01;
if (theta > 1.5)
theta = 1.5;
if (theta < -1.5)
theta = -1.5;
}
last_x = x;
last_y = y;
double rx = cos(phi) * cos(theta);
double ry = sin(theta);
double rz = sin(phi) * cos(theta);
if (accelerate_schudule.next(time)) {
double t = accelerate_schudule.getInterval();
double v = 50.0 * t;
if (glfwGetKey('W')) {
accelerate(rx * v, ry * v, rz * v);
} else if (glfwGetKey('S')) {
accelerate(rx * -v, ry * -v, rz * -v);
}
if (glfwGetKey('A')) {
accelerate(rz * v, 0, -rx * v);
} else if (glfwGetKey('D')) {
accelerate(-rz * v, 0, rx * v);
}
#if 0
if (glfwGetKey(GLFW_KEY_SPACE)) {
accelerate(game.local_player->vx * -0.1,
game.local_player->vy * -0.1, game.local_player->vz * -0.1);
}
#endif
}
if (glfwGetKey(GLFW_KEY_LCTRL)) {
if (time - last_bomb > 1.0) {
last_bomb = time;
drop_bomb(rx, ry, rz, 5.0);
}
}
if (game.local_player) {
btVector3 p = game.local_player->body->getWorldTransform().getOrigin();
camX = p.x();
camY = p.y();
camZ = p.z();
} else {
camX = 1000.0;
camY = 1000.0;
camZ = 1000.0;
}
prepareFrame(rx, ry, rz);
setup_light();
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
// for (size_t i = 0; i < game.teams.size(); i++)
// draw_team(&game.teams[i]);
for (size_t i = 0; i < GAME_PLAYER_COUNT; i++)
drawPlayer(&game.player[i]);
for (size_t i = 0; i < GAME_BOMB_COUNT; i++)
draw_bomb(&game.bomb[i]);
//
// for (size_t i = 0; i < GAME_POINT_COUNT; i++)
// draw_point(&game.point[i]);
drawLevel();
explosion.update(dt * 1000.0, camX, camY, camZ);
explosion.render();
glDisable(GL_LIGHT0);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
oglf_begin(&font, width, height);
size_t fy = 1;
if (game.local_player) {
std::stringstream sstr;
sstr << "Points: " << game.local_player->points;
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
}
for (size_t i = 0; i < game.teams.size(); i++) {
std::stringstream sstr;
if (game.local_player && &game.teams[i] == game.local_player->team) {
sstr << "Team " << i << " (yours) : " << game.teams[i].points;
} else {
sstr << "Team " << i << " (other) : " << game.teams[i].points;
}
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
}
{
std::stringstream sstr;
sstr << "FPS: " << (int) (1 / dt) << " Time: "
<< floor(dt * 10000.0 + 0.5) / 10.0;
oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
}
oglf_end();
// Swap buffers
glfwSwapBuffers();
// Check if the ESC key was pressed or the window was closed
if (glfwGetKey(GLFW_KEY_ESC))
stop();
if (glfwGetWindowParam(GLFW_OPENED) != GL_TRUE)
stop();
}
void Client::shutdown() {
Application::shutdown();
gluDeleteQuadric(quadratic);
oglf_destroy(&font);
glfwTerminate();
}
void Client::onExplosion(double x, double y, double z) {
explosion.add(x, y, z);
}