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//========================================================================
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// This is a small test application for GLFW.
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// This is an OpenGL port of the famous "PONG" game (the first computer
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// game ever?). It is very simple, and could be improved alot. It was
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// created in order to show off the gaming capabilities of GLFW.
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//========================================================================
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#include <GL/glfw.h> |
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#include <stdio.h> |
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#include <stdlib.h> |
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#include <math.h> |
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//========================================================================
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// Constants
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//========================================================================
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// Screen resolution
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#define WIDTH 640 |
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#define HEIGHT 480 |
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// Player size (units)
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#define PLAYER_XSIZE 0.05f |
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#define PLAYER_YSIZE 0.15f |
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// Ball size (units)
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#define BALL_SIZE 0.02f |
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// Maximum player movement speed (units / second)
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#define MAX_SPEED 1.5f |
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// Player movement acceleration (units / seconds^2)
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#define ACCELERATION 4.0f |
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// Player movement deceleration (units / seconds^2)
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#define DECELERATION 2.0f |
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// Ball movement speed (units / second)
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#define BALL_SPEED 0.4f |
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// Menu options
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#define MENU_NONE 0 |
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#define MENU_PLAY 1 |
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#define MENU_QUIT 2 |
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// Game events
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#define NOBODY_WINS 0 |
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#define PLAYER1_WINS 1 |
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#define PLAYER2_WINS 2 |
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// Winner ID
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#define NOBODY 0 |
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#define PLAYER1 1 |
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#define PLAYER2 2 |
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// Camera positions
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#define CAMERA_CLASSIC 0 |
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#define CAMERA_ABOVE 1 |
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#define CAMERA_SPECTATOR 2 |
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#define CAMERA_DEFAULT CAMERA_CLASSIC |
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//========================================================================
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// Textures
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//========================================================================
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#define TEX_TITLE 0 |
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#define TEX_MENU 1 |
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#define TEX_INSTR 2 |
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#define TEX_WINNER1 3 |
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#define TEX_WINNER2 4 |
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#define TEX_FIELD 5 |
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#define NUM_TEXTURES 6 |
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// Texture names
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char * tex_name[ NUM_TEXTURES ] = { |
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"pong3d_title.tga", |
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"pong3d_menu.tga", |
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"pong3d_instr.tga", |
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"pong3d_winner1.tga", |
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"pong3d_winner2.tga", |
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"pong3d_field.tga" |
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}; |
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// OpenGL texture object IDs
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GLuint tex_id[ NUM_TEXTURES ]; |
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//========================================================================
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// Global variables
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//========================================================================
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// Display information
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int width, height; |
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// Frame information
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double thistime, oldtime, dt, starttime; |
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// Camera information
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int camerapos; |
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// Player information
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struct { |
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double ypos; // -1.0 to +1.0
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double yspeed; // -MAX_SPEED to +MAX_SPEED
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} player1, player2; |
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// Ball information
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struct { |
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double xpos, ypos; |
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double xspeed, yspeed; |
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} ball; |
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// And the winner is...
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int winner; |
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// Lighting configuration
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const GLfloat env_ambient[4] = {1.0f,1.0f,1.0f,1.0f}; |
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const GLfloat light1_position[4] = {-3.0f,3.0f,2.0f,1.0f}; |
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const GLfloat light1_diffuse[4] = {1.0f,1.0f,1.0f,0.0f}; |
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const GLfloat light1_ambient[4] = {0.0f,0.0f,0.0f,0.0f}; |
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// Object material properties
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const GLfloat player1_diffuse[4] = {1.0f,0.3f,0.3f,1.0f}; |
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const GLfloat player1_ambient[4] = {0.3f,0.1f,0.0f,1.0f}; |
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const GLfloat player2_diffuse[4] = {0.3f,1.0f,0.3f,1.0f}; |
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const GLfloat player2_ambient[4] = {0.1f,0.3f,0.1f,1.0f}; |
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const GLfloat ball_diffuse[4] = {1.0f,1.0f,0.5f,1.0f}; |
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const GLfloat ball_ambient[4] = {0.3f,0.3f,0.1f,1.0f}; |
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const GLfloat border_diffuse[4] = {0.3f,0.3f,1.0f,1.0f}; |
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const GLfloat border_ambient[4] = {0.1f,0.1f,0.3f,1.0f}; |
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const GLfloat floor_diffuse[4] = {1.0f,1.0f,1.0f,1.0f}; |
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const GLfloat floor_ambient[4] = {0.3f,0.3f,0.3f,1.0f}; |
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//========================================================================
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// LoadTextures() - Load textures from disk and upload to OpenGL card
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//========================================================================
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GLboolean LoadTextures( void ) |
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{ |
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int i; |
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// Generate texture objects
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glGenTextures( NUM_TEXTURES, tex_id ); |
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// Load textures
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for( i = 0; i < NUM_TEXTURES; i ++ ) |
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{ |
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// Select texture object
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glBindTexture( GL_TEXTURE_2D, tex_id[ i ] ); |
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// Set texture parameters
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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_MAG_FILTER, GL_LINEAR ); |
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
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// Upload texture from file to texture memory
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if( !glfwLoadTexture2D( tex_name[ i ], 0 ) ) |
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{ |
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fprintf( stderr, "Failed to load texture %s\n", tex_name[ i ] ); |
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return GL_FALSE; |
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} |
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} |
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return GL_TRUE; |
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} |
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//========================================================================
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// DrawImage() - Draw a 2D image as a texture
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//========================================================================
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void DrawImage( int texnum, float x1, float x2, float y1, float y2 ) |
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{ |
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glEnable( GL_TEXTURE_2D ); |
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glBindTexture( GL_TEXTURE_2D, tex_id[ texnum ] ); |
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glBegin( GL_QUADS ); |
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glTexCoord2f( 0.0f, 1.0f ); |
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glVertex2f( x1, y1 ); |
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glTexCoord2f( 1.0f, 1.0f ); |
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glVertex2f( x2, y1 ); |
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glTexCoord2f( 1.0f, 0.0f ); |
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glVertex2f( x2, y2 ); |
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glTexCoord2f( 0.0f, 0.0f ); |
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glVertex2f( x1, y2 ); |
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glEnd(); |
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glDisable( GL_TEXTURE_2D ); |
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} |
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//========================================================================
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// GameMenu() - Game menu (returns menu option)
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//========================================================================
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int GameMenu( void ) |
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{ |
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int option; |
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// Enable sticky keys
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glfwEnable( GLFW_STICKY_KEYS ); |
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// Wait for a game menu key to be pressed
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do |
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{ |
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// Get window size
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glfwGetWindowSize( &width, &height ); |
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// Set viewport
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glViewport( 0, 0, width, height ); |
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// Clear display
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); |
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glClear( GL_COLOR_BUFFER_BIT ); |
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// Setup projection matrix
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glMatrixMode( GL_PROJECTION ); |
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glLoadIdentity(); |
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glOrtho( 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f ); |
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// Setup modelview matrix
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glMatrixMode( GL_MODELVIEW ); |
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glLoadIdentity(); |
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// Display title
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glColor3f( 1.0f, 1.0f, 1.0f ); |
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DrawImage( TEX_TITLE, 0.1f, 0.9f, 0.0f, 0.3f ); |
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// Display menu
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glColor3f( 1.0f, 1.0f, 0.0f ); |
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DrawImage( TEX_MENU, 0.38f, 0.62f, 0.35f, 0.5f ); |
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// Display instructions
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glColor3f( 0.0f, 1.0f, 1.0f ); |
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DrawImage( TEX_INSTR, 0.32f, 0.68f, 0.65f, 0.85f ); |
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// Swap buffers
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glfwSwapBuffers(); |
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// Check for keys
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if( glfwGetKey( 'Q' ) || !glfwGetWindowParam( GLFW_OPENED ) ) |
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{ |
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option = MENU_QUIT; |
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} |
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else if( glfwGetKey( GLFW_KEY_F1 ) ) |
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{ |
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option = MENU_PLAY; |
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} |
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else |
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{ |
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option = MENU_NONE; |
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} |
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// To avoid horrible busy waiting, sleep for at least 20 ms
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glfwSleep( 0.02 ); |
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} |
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while( option == MENU_NONE ); |
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// Disable sticky keys
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glfwDisable( GLFW_STICKY_KEYS ); |
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return option; |
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} |
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//========================================================================
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// NewGame() - Initialize a new game
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//========================================================================
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void NewGame( void ) |
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{ |
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// Frame information
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starttime = thistime = glfwGetTime(); |
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// Camera information
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camerapos = CAMERA_DEFAULT; |
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// Player 1 information
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player1.ypos = 0.0; |
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player1.yspeed = 0.0; |
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// Player 2 information
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player2.ypos = 0.0; |
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player2.yspeed = 0.0; |
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// Ball information
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ball.xpos = -1.0 + PLAYER_XSIZE; |
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ball.ypos = player1.ypos; |
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ball.xspeed = 1.0; |
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ball.yspeed = 1.0; |
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} |
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//========================================================================
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// PlayerControl() - Player control
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//========================================================================
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void PlayerControl( void ) |
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{ |
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float joy1pos[ 2 ], joy2pos[ 2 ]; |
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// Get joystick X & Y axis positions
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glfwGetJoystickPos( GLFW_JOYSTICK_1, joy1pos, 2 ); |
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glfwGetJoystickPos( GLFW_JOYSTICK_2, joy2pos, 2 ); |
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// Player 1 control
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if( glfwGetKey( 'A' ) || joy1pos[ 1 ] > 0.2f ) |
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{ |
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player1.yspeed += dt * ACCELERATION; |
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if( player1.yspeed > MAX_SPEED ) |
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{ |
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player1.yspeed = MAX_SPEED; |
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} |
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} |
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else if( glfwGetKey( 'Z' ) || joy1pos[ 1 ] < -0.2f ) |
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{ |
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player1.yspeed -= dt * ACCELERATION; |
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if( player1.yspeed < -MAX_SPEED ) |
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{ |
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player1.yspeed = -MAX_SPEED; |
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} |
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} |
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else |
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{ |
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player1.yspeed /= exp( DECELERATION * dt ); |
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} |
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// Player 2 control
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if( glfwGetKey( 'K' ) || joy2pos[ 1 ] > 0.2f ) |
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{ |
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player2.yspeed += dt * ACCELERATION; |
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if( player2.yspeed > MAX_SPEED ) |
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{ |
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player2.yspeed = MAX_SPEED; |
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} |
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} |
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else if( glfwGetKey( 'M' ) || joy2pos[ 1 ] < -0.2f ) |
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{ |
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player2.yspeed -= dt * ACCELERATION; |
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if( player2.yspeed < -MAX_SPEED ) |
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{ |
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player2.yspeed = -MAX_SPEED; |
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} |
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} |
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else |
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{ |
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player2.yspeed /= exp( DECELERATION * dt ); |
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} |
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// Update player 1 position
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player1.ypos += dt * player1.yspeed; |
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if( player1.ypos > 1.0 - PLAYER_YSIZE ) |
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{ |
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player1.ypos = 1.0 - PLAYER_YSIZE; |
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player1.yspeed = 0.0; |
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} |
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else if( player1.ypos < -1.0 + PLAYER_YSIZE ) |
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{ |
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player1.ypos = -1.0 + PLAYER_YSIZE; |
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player1.yspeed = 0.0; |
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} |
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// Update player 2 position
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player2.ypos += dt * player2.yspeed; |
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if( player2.ypos > 1.0 - PLAYER_YSIZE ) |
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{ |
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player2.ypos = 1.0 - PLAYER_YSIZE; |
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player2.yspeed = 0.0; |
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} |
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else if( player2.ypos < -1.0 + PLAYER_YSIZE ) |
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{ |
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player2.ypos = -1.0 + PLAYER_YSIZE; |
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player2.yspeed = 0.0; |
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} |
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} |
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//========================================================================
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// BallControl() - Ball control
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//========================================================================
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int BallControl( void ) |
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{ |
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int event; |
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double ballspeed; |
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// Calculate new ball speed
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ballspeed = BALL_SPEED * (1.0 + 0.02*(thistime-starttime)); |
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ball.xspeed = ball.xspeed > 0 ? ballspeed : -ballspeed; |
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ball.yspeed = ball.yspeed > 0 ? ballspeed : -ballspeed; |
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ball.yspeed *= 0.74321; |
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// Update ball position
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ball.xpos += dt * ball.xspeed; |
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ball.ypos += dt * ball.yspeed; |
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// Did the ball hit a top/bottom wall?
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if( ball.ypos >= 1.0 ) |
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{ |
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ball.ypos = 2.0 - ball.ypos; |
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ball.yspeed = -ball.yspeed; |
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} |
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else if( ball.ypos <= -1.0 ) |
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{ |
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ball.ypos = -2.0 - ball.ypos; |
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ball.yspeed = -ball.yspeed; |
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} |
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// Did the ball hit/miss a player?
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event = NOBODY_WINS; |
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// Is the ball entering the player 1 goal?
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if( ball.xpos < -1.0 + PLAYER_XSIZE ) |
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{ |
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// Did player 1 catch the ball?
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if( ball.ypos > (player1.ypos-PLAYER_YSIZE) && |
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ball.ypos < (player1.ypos+PLAYER_YSIZE) ) |
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{ |
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ball.xpos = -2.0 + 2.0*PLAYER_XSIZE - ball.xpos; |
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ball.xspeed = -ball.xspeed; |
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} |
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else |
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{ |
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event = PLAYER2_WINS; |
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} |
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} |
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// Is the ball entering the player 2 goal?
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if( ball.xpos > 1.0 - PLAYER_XSIZE ) |
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{ |
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// Did player 2 catch the ball?
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if( ball.ypos > (player2.ypos-PLAYER_YSIZE) && |
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ball.ypos < (player2.ypos+PLAYER_YSIZE) ) |
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{ |
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ball.xpos = 2.0 - 2.0*PLAYER_XSIZE - ball.xpos; |
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ball.xspeed = -ball.xspeed; |
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} |
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else |
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{ |
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event = PLAYER1_WINS; |
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} |
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} |
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return event; |
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} |
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//========================================================================
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// DrawBox() - Draw a 3D box
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//========================================================================
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#define TEX_SCALE 4.0f |
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void DrawBox( float x1, float y1, float z1, float x2, float y2, float z2 ) |
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{ |
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// Draw six sides of a cube
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glBegin( GL_QUADS ); |
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// Side 1 (down)
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glNormal3f( 0.0f, 0.0f, -1.0f ); |
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glTexCoord2f( 0.0f, 0.0f ); |
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glVertex3f( x1,y2,z1 ); |
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glTexCoord2f( TEX_SCALE, 0.0f ); |
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glVertex3f( x2,y2,z1 ); |
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glTexCoord2f( TEX_SCALE, TEX_SCALE ); |
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glVertex3f( x2,y1,z1 ); |
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glTexCoord2f( 0.0f, TEX_SCALE ); |
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glVertex3f( x1,y1,z1 ); |
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// Side 2 (up)
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glNormal3f( 0.0f, 0.0f, 1.0f ); |
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glTexCoord2f( 0.0f, 0.0f ); |
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glVertex3f( x1,y1,z2 ); |
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glTexCoord2f( TEX_SCALE, 0.0f ); |
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glVertex3f( x2,y1,z2 ); |
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glTexCoord2f( TEX_SCALE, TEX_SCALE ); |
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glVertex3f( x2,y2,z2 ); |
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glTexCoord2f( 0.0f, TEX_SCALE ); |
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glVertex3f( x1,y2,z2 ); |
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// Side 3 (backward)
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glNormal3f( 0.0f, -1.0f, 0.0f ); |
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glTexCoord2f( 0.0f, 0.0f ); |
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glVertex3f( x1,y1,z1 ); |
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glTexCoord2f( TEX_SCALE, 0.0f ); |
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glVertex3f( x2,y1,z1 ); |
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glTexCoord2f( TEX_SCALE, TEX_SCALE ); |
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glVertex3f( x2,y1,z2 ); |
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glTexCoord2f( 0.0f, TEX_SCALE ); |
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glVertex3f( x1,y1,z2 ); |
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// Side 4 (forward)
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glNormal3f( 0.0f, 1.0f, 0.0f ); |
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glTexCoord2f( 0.0f, 0.0f ); |
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glVertex3f( x1,y2,z2 ); |
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glTexCoord2f( TEX_SCALE, 0.0f ); |
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glVertex3f( x2,y2,z2 ); |
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glTexCoord2f( TEX_SCALE, TEX_SCALE ); |
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glVertex3f( x2,y2,z1 ); |
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glTexCoord2f( 0.0f, TEX_SCALE ); |
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glVertex3f( x1,y2,z1 ); |
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// Side 5 (left)
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glNormal3f( -1.0f, 0.0f, 0.0f ); |
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glTexCoord2f( 0.0f, 0.0f ); |
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glVertex3f( x1,y1,z2 ); |
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glTexCoord2f( TEX_SCALE, 0.0f ); |
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glVertex3f( x1,y2,z2 ); |
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glTexCoord2f( TEX_SCALE, TEX_SCALE ); |
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glVertex3f( x1,y2,z1 ); |
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glTexCoord2f( 0.0f, TEX_SCALE ); |
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glVertex3f( x1,y1,z1 ); |
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// Side 6 (right)
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glNormal3f( 1.0f, 0.0f, 0.0f ); |
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glTexCoord2f( 0.0f, 0.0f ); |
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glVertex3f( x2,y1,z1 ); |
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glTexCoord2f( TEX_SCALE, 0.0f ); |
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glVertex3f( x2,y2,z1 ); |
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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 ); |
||||
} |
||||
|
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Loading…
Reference in New Issue