Removed unused example files.
This commit is contained in:
parent
54f1a57f8d
commit
74f5cd6fa7
1152
examples/particles.c
1152
examples/particles.c
File diff suppressed because it is too large
Load Diff
@ -1,854 +0,0 @@
|
||||
//========================================================================
|
||||
// This is a small test application for GLFW.
|
||||
// This is an OpenGL port of the famous "PONG" game (the first computer
|
||||
// game ever?). It is very simple, and could be improved alot. It was
|
||||
// created in order to show off the gaming capabilities of GLFW.
|
||||
//========================================================================
|
||||
|
||||
#include <GL/glfw.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
|
||||
//========================================================================
|
||||
// Constants
|
||||
//========================================================================
|
||||
|
||||
// Screen resolution
|
||||
#define WIDTH 640
|
||||
#define HEIGHT 480
|
||||
|
||||
// Player size (units)
|
||||
#define PLAYER_XSIZE 0.05f
|
||||
#define PLAYER_YSIZE 0.15f
|
||||
|
||||
// Ball size (units)
|
||||
#define BALL_SIZE 0.02f
|
||||
|
||||
// Maximum player movement speed (units / second)
|
||||
#define MAX_SPEED 1.5f
|
||||
|
||||
// Player movement acceleration (units / seconds^2)
|
||||
#define ACCELERATION 4.0f
|
||||
|
||||
// Player movement deceleration (units / seconds^2)
|
||||
#define DECELERATION 2.0f
|
||||
|
||||
// Ball movement speed (units / second)
|
||||
#define BALL_SPEED 0.4f
|
||||
|
||||
// Menu options
|
||||
#define MENU_NONE 0
|
||||
#define MENU_PLAY 1
|
||||
#define MENU_QUIT 2
|
||||
|
||||
// Game events
|
||||
#define NOBODY_WINS 0
|
||||
#define PLAYER1_WINS 1
|
||||
#define PLAYER2_WINS 2
|
||||
|
||||
// Winner ID
|
||||
#define NOBODY 0
|
||||
#define PLAYER1 1
|
||||
#define PLAYER2 2
|
||||
|
||||
// Camera positions
|
||||
#define CAMERA_CLASSIC 0
|
||||
#define CAMERA_ABOVE 1
|
||||
#define CAMERA_SPECTATOR 2
|
||||
#define CAMERA_DEFAULT CAMERA_CLASSIC
|
||||
|
||||
|
||||
//========================================================================
|
||||
// Textures
|
||||
//========================================================================
|
||||
|
||||
#define TEX_TITLE 0
|
||||
#define TEX_MENU 1
|
||||
#define TEX_INSTR 2
|
||||
#define TEX_WINNER1 3
|
||||
#define TEX_WINNER2 4
|
||||
#define TEX_FIELD 5
|
||||
#define NUM_TEXTURES 6
|
||||
|
||||
// Texture names
|
||||
char * tex_name[ NUM_TEXTURES ] = {
|
||||
"pong3d_title.tga",
|
||||
"pong3d_menu.tga",
|
||||
"pong3d_instr.tga",
|
||||
"pong3d_winner1.tga",
|
||||
"pong3d_winner2.tga",
|
||||
"pong3d_field.tga"
|
||||
};
|
||||
|
||||
// OpenGL texture object IDs
|
||||
GLuint tex_id[ NUM_TEXTURES ];
|
||||
|
||||
|
||||
//========================================================================
|
||||
// Global variables
|
||||
//========================================================================
|
||||
|
||||
// Display information
|
||||
int width, height;
|
||||
|
||||
// Frame information
|
||||
double thistime, oldtime, dt, starttime;
|
||||
|
||||
// Camera information
|
||||
int camerapos;
|
||||
|
||||
// Player information
|
||||
struct {
|
||||
double ypos; // -1.0 to +1.0
|
||||
double yspeed; // -MAX_SPEED to +MAX_SPEED
|
||||
} player1, player2;
|
||||
|
||||
// Ball information
|
||||
struct {
|
||||
double xpos, ypos;
|
||||
double xspeed, yspeed;
|
||||
} ball;
|
||||
|
||||
// And the winner is...
|
||||
int winner;
|
||||
|
||||
// Lighting configuration
|
||||
const GLfloat env_ambient[4] = {1.0f,1.0f,1.0f,1.0f};
|
||||
const GLfloat light1_position[4] = {-3.0f,3.0f,2.0f,1.0f};
|
||||
const GLfloat light1_diffuse[4] = {1.0f,1.0f,1.0f,0.0f};
|
||||
const GLfloat light1_ambient[4] = {0.0f,0.0f,0.0f,0.0f};
|
||||
|
||||
// Object material properties
|
||||
const GLfloat player1_diffuse[4] = {1.0f,0.3f,0.3f,1.0f};
|
||||
const GLfloat player1_ambient[4] = {0.3f,0.1f,0.0f,1.0f};
|
||||
const GLfloat player2_diffuse[4] = {0.3f,1.0f,0.3f,1.0f};
|
||||
const GLfloat player2_ambient[4] = {0.1f,0.3f,0.1f,1.0f};
|
||||
const GLfloat ball_diffuse[4] = {1.0f,1.0f,0.5f,1.0f};
|
||||
const GLfloat ball_ambient[4] = {0.3f,0.3f,0.1f,1.0f};
|
||||
const GLfloat border_diffuse[4] = {0.3f,0.3f,1.0f,1.0f};
|
||||
const GLfloat border_ambient[4] = {0.1f,0.1f,0.3f,1.0f};
|
||||
const GLfloat floor_diffuse[4] = {1.0f,1.0f,1.0f,1.0f};
|
||||
const GLfloat floor_ambient[4] = {0.3f,0.3f,0.3f,1.0f};
|
||||
|
||||
|
||||
//========================================================================
|
||||
// LoadTextures() - Load textures from disk and upload to OpenGL card
|
||||
//========================================================================
|
||||
|
||||
GLboolean LoadTextures( void )
|
||||
{
|
||||
int i;
|
||||
|
||||
// Generate texture objects
|
||||
glGenTextures( NUM_TEXTURES, tex_id );
|
||||
|
||||
// Load textures
|
||||
for( i = 0; i < NUM_TEXTURES; i ++ )
|
||||
{
|
||||
// Select texture object
|
||||
glBindTexture( GL_TEXTURE_2D, tex_id[ i ] );
|
||||
|
||||
// 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
|
||||
if( !glfwLoadTexture2D( tex_name[ i ], 0 ) )
|
||||
{
|
||||
fprintf( stderr, "Failed to load texture %s\n", tex_name[ i ] );
|
||||
return GL_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
return GL_TRUE;
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// DrawImage() - Draw a 2D image as a texture
|
||||
//========================================================================
|
||||
|
||||
void DrawImage( int texnum, float x1, float x2, float y1, float y2 )
|
||||
{
|
||||
glEnable( GL_TEXTURE_2D );
|
||||
glBindTexture( GL_TEXTURE_2D, tex_id[ texnum ] );
|
||||
glBegin( GL_QUADS );
|
||||
glTexCoord2f( 0.0f, 1.0f );
|
||||
glVertex2f( x1, y1 );
|
||||
glTexCoord2f( 1.0f, 1.0f );
|
||||
glVertex2f( x2, y1 );
|
||||
glTexCoord2f( 1.0f, 0.0f );
|
||||
glVertex2f( x2, y2 );
|
||||
glTexCoord2f( 0.0f, 0.0f );
|
||||
glVertex2f( x1, y2 );
|
||||
glEnd();
|
||||
glDisable( GL_TEXTURE_2D );
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// GameMenu() - Game menu (returns menu option)
|
||||
//========================================================================
|
||||
|
||||
int GameMenu( void )
|
||||
{
|
||||
int option;
|
||||
|
||||
// Enable sticky keys
|
||||
glfwEnable( GLFW_STICKY_KEYS );
|
||||
|
||||
// Wait for a game menu key to be pressed
|
||||
do
|
||||
{
|
||||
// Get window size
|
||||
glfwGetWindowSize( &width, &height );
|
||||
|
||||
// Set viewport
|
||||
glViewport( 0, 0, width, height );
|
||||
|
||||
// Clear display
|
||||
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
|
||||
glClear( GL_COLOR_BUFFER_BIT );
|
||||
|
||||
// Setup projection matrix
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glLoadIdentity();
|
||||
glOrtho( 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f );
|
||||
|
||||
// Setup modelview matrix
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glLoadIdentity();
|
||||
|
||||
// Display title
|
||||
glColor3f( 1.0f, 1.0f, 1.0f );
|
||||
DrawImage( TEX_TITLE, 0.1f, 0.9f, 0.0f, 0.3f );
|
||||
|
||||
// Display menu
|
||||
glColor3f( 1.0f, 1.0f, 0.0f );
|
||||
DrawImage( TEX_MENU, 0.38f, 0.62f, 0.35f, 0.5f );
|
||||
|
||||
// Display instructions
|
||||
glColor3f( 0.0f, 1.0f, 1.0f );
|
||||
DrawImage( TEX_INSTR, 0.32f, 0.68f, 0.65f, 0.85f );
|
||||
|
||||
// Swap buffers
|
||||
glfwSwapBuffers();
|
||||
|
||||
// Check for keys
|
||||
if( glfwGetKey( 'Q' ) || !glfwGetWindowParam( GLFW_OPENED ) )
|
||||
{
|
||||
option = MENU_QUIT;
|
||||
}
|
||||
else if( glfwGetKey( GLFW_KEY_F1 ) )
|
||||
{
|
||||
option = MENU_PLAY;
|
||||
}
|
||||
else
|
||||
{
|
||||
option = MENU_NONE;
|
||||
}
|
||||
|
||||
// To avoid horrible busy waiting, sleep for at least 20 ms
|
||||
glfwSleep( 0.02 );
|
||||
}
|
||||
while( option == MENU_NONE );
|
||||
|
||||
// Disable sticky keys
|
||||
glfwDisable( GLFW_STICKY_KEYS );
|
||||
|
||||
return option;
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// NewGame() - Initialize a new game
|
||||
//========================================================================
|
||||
|
||||
void NewGame( void )
|
||||
{
|
||||
// Frame information
|
||||
starttime = thistime = glfwGetTime();
|
||||
|
||||
// Camera information
|
||||
camerapos = CAMERA_DEFAULT;
|
||||
|
||||
// Player 1 information
|
||||
player1.ypos = 0.0;
|
||||
player1.yspeed = 0.0;
|
||||
|
||||
// Player 2 information
|
||||
player2.ypos = 0.0;
|
||||
player2.yspeed = 0.0;
|
||||
|
||||
// Ball information
|
||||
ball.xpos = -1.0 + PLAYER_XSIZE;
|
||||
ball.ypos = player1.ypos;
|
||||
ball.xspeed = 1.0;
|
||||
ball.yspeed = 1.0;
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// PlayerControl() - Player control
|
||||
//========================================================================
|
||||
|
||||
void PlayerControl( void )
|
||||
{
|
||||
float joy1pos[ 2 ], joy2pos[ 2 ];
|
||||
|
||||
// Get joystick X & Y axis positions
|
||||
glfwGetJoystickPos( GLFW_JOYSTICK_1, joy1pos, 2 );
|
||||
glfwGetJoystickPos( GLFW_JOYSTICK_2, joy2pos, 2 );
|
||||
|
||||
// Player 1 control
|
||||
if( glfwGetKey( 'A' ) || joy1pos[ 1 ] > 0.2f )
|
||||
{
|
||||
player1.yspeed += dt * ACCELERATION;
|
||||
if( player1.yspeed > MAX_SPEED )
|
||||
{
|
||||
player1.yspeed = MAX_SPEED;
|
||||
}
|
||||
}
|
||||
else if( glfwGetKey( 'Z' ) || joy1pos[ 1 ] < -0.2f )
|
||||
{
|
||||
player1.yspeed -= dt * ACCELERATION;
|
||||
if( player1.yspeed < -MAX_SPEED )
|
||||
{
|
||||
player1.yspeed = -MAX_SPEED;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
player1.yspeed /= exp( DECELERATION * dt );
|
||||
}
|
||||
|
||||
// Player 2 control
|
||||
if( glfwGetKey( 'K' ) || joy2pos[ 1 ] > 0.2f )
|
||||
{
|
||||
player2.yspeed += dt * ACCELERATION;
|
||||
if( player2.yspeed > MAX_SPEED )
|
||||
{
|
||||
player2.yspeed = MAX_SPEED;
|
||||
}
|
||||
}
|
||||
else if( glfwGetKey( 'M' ) || joy2pos[ 1 ] < -0.2f )
|
||||
{
|
||||
player2.yspeed -= dt * ACCELERATION;
|
||||
if( player2.yspeed < -MAX_SPEED )
|
||||
{
|
||||
player2.yspeed = -MAX_SPEED;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
player2.yspeed /= exp( DECELERATION * dt );
|
||||
}
|
||||
|
||||
// Update player 1 position
|
||||
player1.ypos += dt * player1.yspeed;
|
||||
if( player1.ypos > 1.0 - PLAYER_YSIZE )
|
||||
{
|
||||
player1.ypos = 1.0 - PLAYER_YSIZE;
|
||||
player1.yspeed = 0.0;
|
||||
}
|
||||
else if( player1.ypos < -1.0 + PLAYER_YSIZE )
|
||||
{
|
||||
player1.ypos = -1.0 + PLAYER_YSIZE;
|
||||
player1.yspeed = 0.0;
|
||||
}
|
||||
|
||||
// Update player 2 position
|
||||
player2.ypos += dt * player2.yspeed;
|
||||
if( player2.ypos > 1.0 - PLAYER_YSIZE )
|
||||
{
|
||||
player2.ypos = 1.0 - PLAYER_YSIZE;
|
||||
player2.yspeed = 0.0;
|
||||
}
|
||||
else if( player2.ypos < -1.0 + PLAYER_YSIZE )
|
||||
{
|
||||
player2.ypos = -1.0 + PLAYER_YSIZE;
|
||||
player2.yspeed = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// BallControl() - Ball control
|
||||
//========================================================================
|
||||
|
||||
int BallControl( void )
|
||||
{
|
||||
int event;
|
||||
double ballspeed;
|
||||
|
||||
// Calculate new ball speed
|
||||
ballspeed = BALL_SPEED * (1.0 + 0.02*(thistime-starttime));
|
||||
ball.xspeed = ball.xspeed > 0 ? ballspeed : -ballspeed;
|
||||
ball.yspeed = ball.yspeed > 0 ? ballspeed : -ballspeed;
|
||||
ball.yspeed *= 0.74321;
|
||||
|
||||
// Update ball position
|
||||
ball.xpos += dt * ball.xspeed;
|
||||
ball.ypos += dt * ball.yspeed;
|
||||
|
||||
// Did the ball hit a top/bottom wall?
|
||||
if( ball.ypos >= 1.0 )
|
||||
{
|
||||
ball.ypos = 2.0 - ball.ypos;
|
||||
ball.yspeed = -ball.yspeed;
|
||||
}
|
||||
else if( ball.ypos <= -1.0 )
|
||||
{
|
||||
ball.ypos = -2.0 - ball.ypos;
|
||||
ball.yspeed = -ball.yspeed;
|
||||
}
|
||||
|
||||
// Did the ball hit/miss a player?
|
||||
event = NOBODY_WINS;
|
||||
|
||||
// Is the ball entering the player 1 goal?
|
||||
if( ball.xpos < -1.0 + PLAYER_XSIZE )
|
||||
{
|
||||
// Did player 1 catch the ball?
|
||||
if( ball.ypos > (player1.ypos-PLAYER_YSIZE) &&
|
||||
ball.ypos < (player1.ypos+PLAYER_YSIZE) )
|
||||
{
|
||||
ball.xpos = -2.0 + 2.0*PLAYER_XSIZE - ball.xpos;
|
||||
ball.xspeed = -ball.xspeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
event = PLAYER2_WINS;
|
||||
}
|
||||
}
|
||||
|
||||
// Is the ball entering the player 2 goal?
|
||||
if( ball.xpos > 1.0 - PLAYER_XSIZE )
|
||||
{
|
||||
// Did player 2 catch the ball?
|
||||
if( ball.ypos > (player2.ypos-PLAYER_YSIZE) &&
|
||||
ball.ypos < (player2.ypos+PLAYER_YSIZE) )
|
||||
{
|
||||
ball.xpos = 2.0 - 2.0*PLAYER_XSIZE - ball.xpos;
|
||||
ball.xspeed = -ball.xspeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
event = PLAYER1_WINS;
|
||||
}
|
||||
}
|
||||
|
||||
return event;
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// DrawBox() - Draw a 3D box
|
||||
//========================================================================
|
||||
|
||||
#define TEX_SCALE 4.0f
|
||||
|
||||
|
||||
void DrawBox( float x1, float y1, float z1, float x2, float y2, float z2 )
|
||||
{
|
||||
// Draw six sides of a cube
|
||||
glBegin( GL_QUADS );
|
||||
// Side 1 (down)
|
||||
glNormal3f( 0.0f, 0.0f, -1.0f );
|
||||
glTexCoord2f( 0.0f, 0.0f );
|
||||
glVertex3f( x1,y2,z1 );
|
||||
glTexCoord2f( TEX_SCALE, 0.0f );
|
||||
glVertex3f( x2,y2,z1 );
|
||||
glTexCoord2f( TEX_SCALE, TEX_SCALE );
|
||||
glVertex3f( x2,y1,z1 );
|
||||
glTexCoord2f( 0.0f, TEX_SCALE );
|
||||
glVertex3f( x1,y1,z1 );
|
||||
// Side 2 (up)
|
||||
glNormal3f( 0.0f, 0.0f, 1.0f );
|
||||
glTexCoord2f( 0.0f, 0.0f );
|
||||
glVertex3f( x1,y1,z2 );
|
||||
glTexCoord2f( TEX_SCALE, 0.0f );
|
||||
glVertex3f( x2,y1,z2 );
|
||||
glTexCoord2f( TEX_SCALE, TEX_SCALE );
|
||||
glVertex3f( x2,y2,z2 );
|
||||
glTexCoord2f( 0.0f, TEX_SCALE );
|
||||
glVertex3f( x1,y2,z2 );
|
||||
// Side 3 (backward)
|
||||
glNormal3f( 0.0f, -1.0f, 0.0f );
|
||||
glTexCoord2f( 0.0f, 0.0f );
|
||||
glVertex3f( x1,y1,z1 );
|
||||
glTexCoord2f( TEX_SCALE, 0.0f );
|
||||
glVertex3f( x2,y1,z1 );
|
||||
glTexCoord2f( TEX_SCALE, TEX_SCALE );
|
||||
glVertex3f( x2,y1,z2 );
|
||||
glTexCoord2f( 0.0f, TEX_SCALE );
|
||||
glVertex3f( x1,y1,z2 );
|
||||
// Side 4 (forward)
|
||||
glNormal3f( 0.0f, 1.0f, 0.0f );
|
||||
glTexCoord2f( 0.0f, 0.0f );
|
||||
glVertex3f( x1,y2,z2 );
|
||||
glTexCoord2f( TEX_SCALE, 0.0f );
|
||||
glVertex3f( x2,y2,z2 );
|
||||
glTexCoord2f( TEX_SCALE, TEX_SCALE );
|
||||
glVertex3f( x2,y2,z1 );
|
||||
glTexCoord2f( 0.0f, TEX_SCALE );
|
||||
glVertex3f( x1,y2,z1 );
|
||||
// Side 5 (left)
|
||||
glNormal3f( -1.0f, 0.0f, 0.0f );
|
||||
glTexCoord2f( 0.0f, 0.0f );
|
||||
glVertex3f( x1,y1,z2 );
|
||||
glTexCoord2f( TEX_SCALE, 0.0f );
|
||||
glVertex3f( x1,y2,z2 );
|
||||
glTexCoord2f( TEX_SCALE, TEX_SCALE );
|
||||
glVertex3f( x1,y2,z1 );
|
||||
glTexCoord2f( 0.0f, TEX_SCALE );
|
||||
glVertex3f( x1,y1,z1 );
|
||||
// Side 6 (right)
|
||||
glNormal3f( 1.0f, 0.0f, 0.0f );
|
||||
glTexCoord2f( 0.0f, 0.0f );
|
||||
glVertex3f( x2,y1,z1 );
|
||||
glTexCoord2f( TEX_SCALE, 0.0f );
|
||||
glVertex3f( x2,y2,z1 );
|
||||
glTexCoord2f( TEX_SCALE, TEX_SCALE );
|
||||
glVertex3f( x2,y2,z2 );
|
||||
glTexCoord2f( 0.0f, TEX_SCALE );
|
||||
glVertex3f( x2,y1,z2 );
|
||||
glEnd();
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// UpdateDisplay() - Draw graphics (all game related OpenGL stuff goes
|
||||
// here)
|
||||
//========================================================================
|
||||
|
||||
void UpdateDisplay( void )
|
||||
{
|
||||
// Get window size
|
||||
glfwGetWindowSize( &width, &height );
|
||||
|
||||
// Set viewport
|
||||
glViewport( 0, 0, width, height );
|
||||
|
||||
// Clear display
|
||||
glClearColor( 0.02f, 0.02f, 0.02f, 0.0f );
|
||||
glClearDepth( 1.0f );
|
||||
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
||||
|
||||
// Setup projection matrix
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glLoadIdentity();
|
||||
gluPerspective(
|
||||
55.0f, // Angle of view
|
||||
(GLfloat)width/(GLfloat)height, // Aspect
|
||||
1.0f, // Near Z
|
||||
100.0f // Far Z
|
||||
);
|
||||
|
||||
// Setup modelview matrix
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glLoadIdentity();
|
||||
switch( camerapos )
|
||||
{
|
||||
default:
|
||||
case CAMERA_CLASSIC:
|
||||
gluLookAt(
|
||||
0.0f, 0.0f, 2.5f,
|
||||
0.0f, 0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f
|
||||
);
|
||||
break;
|
||||
case CAMERA_ABOVE:
|
||||
gluLookAt(
|
||||
0.0f, 0.0f, 2.5f,
|
||||
(float)ball.xpos, (float)ball.ypos, 0.0f,
|
||||
0.0f, 1.0f, 0.0f
|
||||
);
|
||||
break;
|
||||
case CAMERA_SPECTATOR:
|
||||
gluLookAt(
|
||||
0.0f, -2.0, 1.2f,
|
||||
(float)ball.xpos, (float)ball.ypos, 0.0f,
|
||||
0.0f, 0.0f, 1.0f
|
||||
);
|
||||
break;
|
||||
}
|
||||
|
||||
// Enable depth testing
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
glDepthFunc( GL_LEQUAL );
|
||||
|
||||
// Enable lighting
|
||||
glEnable( GL_LIGHTING );
|
||||
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, env_ambient );
|
||||
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE );
|
||||
glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
|
||||
glLightfv( GL_LIGHT1, GL_POSITION, light1_position );
|
||||
glLightfv( GL_LIGHT1, GL_DIFFUSE, light1_diffuse );
|
||||
glLightfv( GL_LIGHT1, GL_AMBIENT, light1_ambient );
|
||||
glEnable( GL_LIGHT1 );
|
||||
|
||||
// Front face is counter-clock-wise
|
||||
glFrontFace( GL_CCW );
|
||||
|
||||
// Enable face culling (not necessary, but speeds up rendering)
|
||||
glCullFace( GL_BACK );
|
||||
glEnable( GL_CULL_FACE );
|
||||
|
||||
// Draw Player 1
|
||||
glMaterialfv( GL_FRONT, GL_DIFFUSE, player1_diffuse );
|
||||
glMaterialfv( GL_FRONT, GL_AMBIENT, player1_ambient );
|
||||
DrawBox( -1.f, (GLfloat)player1.ypos-PLAYER_YSIZE, 0.f,
|
||||
-1.f+PLAYER_XSIZE, (GLfloat)player1.ypos+PLAYER_YSIZE, 0.1f );
|
||||
|
||||
// Draw Player 2
|
||||
glMaterialfv( GL_FRONT, GL_DIFFUSE, player2_diffuse );
|
||||
glMaterialfv( GL_FRONT, GL_AMBIENT, player2_ambient );
|
||||
DrawBox( 1.f-PLAYER_XSIZE, (GLfloat)player2.ypos-PLAYER_YSIZE, 0.f,
|
||||
1.f, (GLfloat)player2.ypos+PLAYER_YSIZE, 0.1f );
|
||||
|
||||
// Draw Ball
|
||||
glMaterialfv( GL_FRONT, GL_DIFFUSE, ball_diffuse );
|
||||
glMaterialfv( GL_FRONT, GL_AMBIENT, ball_ambient );
|
||||
DrawBox( (GLfloat)ball.xpos-BALL_SIZE, (GLfloat)ball.ypos-BALL_SIZE, 0.f,
|
||||
(GLfloat)ball.xpos+BALL_SIZE, (GLfloat)ball.ypos+BALL_SIZE, BALL_SIZE*2 );
|
||||
|
||||
// Top game field border
|
||||
glMaterialfv( GL_FRONT, GL_DIFFUSE, border_diffuse );
|
||||
glMaterialfv( GL_FRONT, GL_AMBIENT, border_ambient );
|
||||
DrawBox( -1.1f, 1.0f, 0.0f, 1.1f, 1.1f, 0.1f );
|
||||
// Bottom game field border
|
||||
glColor3f( 0.0f, 0.0f, 0.7f );
|
||||
DrawBox( -1.1f, -1.1f, 0.0f, 1.1f, -1.0f, 0.1f );
|
||||
// Left game field border
|
||||
DrawBox( -1.1f, -1.0f, 0.0f, -1.0f, 1.0f, 0.1f );
|
||||
// Left game field border
|
||||
DrawBox( 1.0f, -1.0f, 0.0f, 1.1f, 1.0f, 0.1f );
|
||||
|
||||
// Enable texturing
|
||||
glEnable( GL_TEXTURE_2D );
|
||||
glBindTexture( GL_TEXTURE_2D, tex_id[ TEX_FIELD ] );
|
||||
|
||||
// Game field floor
|
||||
glMaterialfv( GL_FRONT, GL_DIFFUSE, floor_diffuse );
|
||||
glMaterialfv( GL_FRONT, GL_AMBIENT, floor_ambient );
|
||||
DrawBox( -1.01f, -1.01f, -0.01f, 1.01f, 1.01f, 0.0f );
|
||||
|
||||
// Disable texturing
|
||||
glDisable( GL_TEXTURE_2D );
|
||||
|
||||
// Disable face culling
|
||||
glDisable( GL_CULL_FACE );
|
||||
|
||||
// Disable lighting
|
||||
glDisable( GL_LIGHTING );
|
||||
|
||||
// Disable depth testing
|
||||
glDisable( GL_DEPTH_TEST );
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// GameOver()
|
||||
//========================================================================
|
||||
|
||||
void GameOver( void )
|
||||
{
|
||||
// Enable sticky keys
|
||||
glfwEnable( GLFW_STICKY_KEYS );
|
||||
|
||||
// Until the user presses ESC or SPACE
|
||||
while( !glfwGetKey( GLFW_KEY_ESC ) && !glfwGetKey( ' ' ) &&
|
||||
glfwGetWindowParam( GLFW_OPENED ) )
|
||||
{
|
||||
// Draw display
|
||||
UpdateDisplay();
|
||||
|
||||
// Setup projection matrix
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glLoadIdentity();
|
||||
glOrtho( 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f );
|
||||
|
||||
// Setup modelview matrix
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glLoadIdentity();
|
||||
|
||||
// Enable blending
|
||||
glEnable( GL_BLEND );
|
||||
|
||||
// Dim background
|
||||
glBlendFunc( GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA );
|
||||
glColor4f( 0.3f, 0.3f, 0.3f, 0.3f );
|
||||
glBegin( GL_QUADS );
|
||||
glVertex2f( 0.0f, 0.0f );
|
||||
glVertex2f( 1.0f, 0.0f );
|
||||
glVertex2f( 1.0f, 1.0f );
|
||||
glVertex2f( 0.0f, 1.0f );
|
||||
glEnd();
|
||||
|
||||
// Display winner text
|
||||
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_COLOR );
|
||||
if( winner == PLAYER1 )
|
||||
{
|
||||
glColor4f( 1.0f, 0.5f, 0.5f, 1.0f );
|
||||
DrawImage( TEX_WINNER1, 0.35f, 0.65f, 0.46f, 0.54f );
|
||||
}
|
||||
else if( winner == PLAYER2 )
|
||||
{
|
||||
glColor4f( 0.5f, 1.0f, 0.5f, 1.0f );
|
||||
DrawImage( TEX_WINNER2, 0.35f, 0.65f, 0.46f, 0.54f );
|
||||
}
|
||||
|
||||
// Disable blending
|
||||
glDisable( GL_BLEND );
|
||||
|
||||
// Swap buffers
|
||||
glfwSwapBuffers();
|
||||
}
|
||||
|
||||
// Disable sticky keys
|
||||
glfwDisable( GLFW_STICKY_KEYS );
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// GameLoop() - Game loop
|
||||
//========================================================================
|
||||
|
||||
void GameLoop( void )
|
||||
{
|
||||
int playing, event;
|
||||
|
||||
// Initialize a new game
|
||||
NewGame();
|
||||
|
||||
// Enable sticky keys
|
||||
glfwEnable( GLFW_STICKY_KEYS );
|
||||
|
||||
// Loop until the game ends
|
||||
playing = GL_TRUE;
|
||||
while( playing && glfwGetWindowParam( GLFW_OPENED ) )
|
||||
{
|
||||
// Frame timer
|
||||
oldtime = thistime;
|
||||
thistime = glfwGetTime();
|
||||
dt = thistime - oldtime;
|
||||
|
||||
// Get user input and update player positions
|
||||
PlayerControl();
|
||||
|
||||
// Move the ball, and check if a player hits/misses the ball
|
||||
event = BallControl();
|
||||
|
||||
// Did we have a winner?
|
||||
switch( event )
|
||||
{
|
||||
case PLAYER1_WINS:
|
||||
winner = PLAYER1;
|
||||
playing = GL_FALSE;
|
||||
break;
|
||||
case PLAYER2_WINS:
|
||||
winner = PLAYER2;
|
||||
playing = GL_FALSE;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// Did the user press ESC?
|
||||
if( glfwGetKey( GLFW_KEY_ESC ) )
|
||||
{
|
||||
playing = GL_FALSE;
|
||||
}
|
||||
|
||||
// Did the user change camera view?
|
||||
if( glfwGetKey( '1' ) )
|
||||
{
|
||||
camerapos = CAMERA_CLASSIC;
|
||||
}
|
||||
else if( glfwGetKey( '2' ) )
|
||||
{
|
||||
camerapos = CAMERA_ABOVE;
|
||||
}
|
||||
else if( glfwGetKey( '3' ) )
|
||||
{
|
||||
camerapos = CAMERA_SPECTATOR;
|
||||
}
|
||||
|
||||
// Draw display
|
||||
UpdateDisplay();
|
||||
|
||||
// Swap buffers
|
||||
glfwSwapBuffers();
|
||||
}
|
||||
|
||||
// Disable sticky keys
|
||||
glfwDisable( GLFW_STICKY_KEYS );
|
||||
|
||||
// Show winner
|
||||
GameOver();
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// main() - Program entry point
|
||||
//========================================================================
|
||||
|
||||
int main( void )
|
||||
{
|
||||
int menuoption;
|
||||
|
||||
// Initialize GLFW
|
||||
if( !glfwInit() )
|
||||
{
|
||||
fprintf( stderr, "Failed to initialize GLFW\n" );
|
||||
exit( EXIT_FAILURE );
|
||||
}
|
||||
|
||||
// Open OpenGL window
|
||||
if( !glfwCreateWindow( WIDTH, HEIGHT, 0,0,0,0, 16,0, GLFW_FULLSCREEN ) )
|
||||
{
|
||||
fprintf( stderr, "Failed to open GLFW window\n" );
|
||||
glfwTerminate();
|
||||
exit( EXIT_FAILURE );
|
||||
}
|
||||
|
||||
glfwSwapInterval( 1 );
|
||||
|
||||
// Load all textures
|
||||
if( !LoadTextures() )
|
||||
{
|
||||
glfwTerminate();
|
||||
exit( EXIT_FAILURE );
|
||||
}
|
||||
|
||||
// Main loop
|
||||
do
|
||||
{
|
||||
// Get menu option
|
||||
menuoption = GameMenu();
|
||||
|
||||
// If the user wants to play, let him...
|
||||
if( menuoption == MENU_PLAY )
|
||||
{
|
||||
GameLoop();
|
||||
}
|
||||
}
|
||||
while( menuoption != MENU_QUIT );
|
||||
|
||||
// Unload all textures
|
||||
if( glfwGetWindowParam( GLFW_OPENED ) )
|
||||
{
|
||||
glDeleteTextures( NUM_TEXTURES, tex_id );
|
||||
}
|
||||
|
||||
// Terminate GLFW
|
||||
glfwTerminate();
|
||||
|
||||
exit( EXIT_SUCCESS );
|
||||
}
|
||||
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Loading…
Reference in New Issue
Block a user