saving pulsar from school project (reformatting machine)

This commit is contained in:
bgraansm
2017-08-24 23:06:08 -04:00
commit 845ade7683
6 changed files with 2829 additions and 0 deletions

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/* Derived from scene.c in the The OpenGL Programming Guide */
/* Keyboard and mouse rotation taken from Swiftless Tutorials #23 Part 2 */
/* http://www.swiftless.com/tutorials/opengl/camera2.html */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "graphics.h"
extern void update();
extern void collisionResponse();
extern void buildDisplayList();
extern void mouse(int, int, int, int);
extern void draw2D();
extern void quit();
/* flags used to control the appearance of the image */
int lineDrawing = 0; // draw polygons as solid or lines
int lighting = 1; // use diffuse and specular lighting
int smoothShading = 1; // smooth or flat shading
int textures = 0;
/* texture data */
GLubyte Image[64][64][4];
GLuint textureID[1];
/* viewpoint coordinates */
float vpx = -50.0, vpy = -50.0, vpz = -50.0;
float oldvpx, oldvpy, oldvpz;
/* mouse direction coordiates */
float mvx = 0.0, mvy = 45.0, mvz = 0.0;
/* stores current mouse position value */
float oldx, oldy;
/* location for the light source (the sun), the first three
values are the x,y,z coordinates */
GLfloat lightPosition[] = {0.0, 49.0, 0.0, 0.0};
/* location for light source that is kept at viewpoint location */
GLfloat viewpointLight[] = {-50.0, -50.0, -50.0, 1.0};
/* sky cube size */
float skySize;
/* screen dimensions */
int screenWidth = 1024;
int screenHeight = 768;
/* command line flags */
int flycontrol = 1; // allow viewpoint to move in y axis when 1
int displayAllCubes = 0; // draw all of the cubes in the world when 1
int testWorld = 0; // sample world for timing tests
int fps = 0; // turn on frame per second output
int netClient = 0; // network client flag, is client when = 1
int netServer = 0; // network server flag, is server when = 1
/* list of cubes to display */
int displayList[MAX_DISPLAY_LIST][3];
int displayCount = 0; // count of cubes in displayList[][]
/* list of mobs - number of mobs, xyz values and rotation about y */
float mobPosition[MOB_COUNT][6];
/* visibility of mobs, 0 not drawn, 1 drawn */
short mobVisible[MOB_COUNT];
/* list of players - number of mobs, xyz values and rotation about y */
float playerPosition[MOB_COUNT][4];
/* visibility of players, 0 not drawn, 1 drawn */
short playerVisible[MOB_COUNT];
/* flag indicating the user wants the cube in front of them removed */
int space = 0;
/* flag indicates if map is to be printed */
int displayMap = 1;
/* functions draw 2D images */
void draw2Dline(int, int, int, int, int);
void draw2Dbox(int, int, int, int);
void draw2Dtriangle(int, int, int, int, int, int);
void set2Dcolour(float []);
/***************/
int isMobVisible(int mob) {
return mobVisible[mob];
}
int getMapState() {
return displayMap;
}
/* player control functions */
/* set all player location, rotation, and visibility values to zero */
void initPlayerArray() {
int i;
for (i=0; i<MOB_COUNT; i++) {
playerPosition[i][0] = 0.0;
playerPosition[i][1] = 0.0;
playerPosition[i][2] = 0.0;
playerPosition[i][3] = 0.0;
playerVisible[i] = 0;
}
}
/* create player with identifier "number" at x,y,z with */
/* heading of rotx, roty, rotz */
void createPlayer(int number, float x, float y, float z, float playerroty) {
if (number >= PLAYER_COUNT) {
printf("ERROR: player number greater than %d\n", PLAYER_COUNT);
exit(1);
}
playerPosition[number][0] = x;
playerPosition[number][1] = y;
playerPosition[number][2] = z;
playerPosition[number][3] = playerroty;
playerVisible[number] = 1;
}
/* move player to a new position xyz with rotation rotx,roty,rotz */
void setPlayerPosition(int number, float x, float y, float z, float playerroty){
if (number >= PLAYER_COUNT) {
printf("ERROR: player number greater than %d\n", PLAYER_COUNT);
exit(1);
}
playerPosition[number][0] = x;
playerPosition[number][1] = y;
playerPosition[number][2] = z;
playerPosition[number][3] = playerroty;
}
/* turn off drawing for player number */
void hidePlayer(int number) {
if (number >= PLAYER_COUNT) {
printf("ERROR: player number greater than %d\n", PLAYER_COUNT);
exit(1);
}
playerVisible[number] = 0;
}
/* turn on drawing for player number */
void showPlayer(int number) {
if (number >= PLAYER_COUNT) {
printf("ERROR: player number greater than %d\n", PLAYER_COUNT);
exit(1);
}
playerVisible[number] = 1;
}
/* mob control functions */
/* set all mob location, rotation, and visibility values to zero */
void initMobArray() {
int i;
for (i=0; i<MOB_COUNT; i++) {
mobPosition[i][0] = 0.0;
mobPosition[i][1] = 0.0;
mobPosition[i][2] = 0.0;
mobPosition[i][3] = 0.0;
mobVisible[i] = 0;
}
}
/* create mob with identifier "number" at x,y,z with */
/* heading of rotx, roty, rotz */
void createMob(int number, float x, float y, float z, float mobroty) {
if (number >= MOB_COUNT) {
printf("ERROR: mob number greater than %d\n", MOB_COUNT);
exit(1);
}
mobPosition[number][0] = x;
mobPosition[number][1] = y;
mobPosition[number][2] = z;
mobPosition[number][3] = mobroty;
mobVisible[number] = 1;
}
void mobTrajectory(int number, float mobrotx, float mobrotz) {
mobPosition[number][4] = mobrotx;
mobPosition[number][5] = mobrotz;
}
/* move mob to a new position xyz with rotation rotx,roty,rotz */
void setMobPosition(int number, float x, float y, float z, float mobroty){
if (number >= MOB_COUNT) {
printf("ERROR: mob number greater than %d\n", MOB_COUNT);
exit(1);
}
mobPosition[number][0] = x;
mobPosition[number][1] = y;
mobPosition[number][2] = z;
mobPosition[number][3] = mobroty;
}
void getMobPosition(int number, float* x, float* y, float* z, float* roty, float* rotx, float* rotz) {
*x = mobPosition[number][0];
*y = mobPosition[number][1];
*z = mobPosition[number][2];
*roty = mobPosition[number][3];
*rotx = mobPosition[number][4];
*rotz = mobPosition[number][5];
}
/* turn off drawing for mob number */
void hideMob(int number) {
if (number >= MOB_COUNT) {
printf("ERROR: mob number greater than %d\n", MOB_COUNT);
exit(1);
}
mobVisible[number] = 0;
}
/* turn on drawing for mob number */
void showMob(int number) {
if (number >= MOB_COUNT) {
printf("ERROR: mob number greater than %d\n", MOB_COUNT);
exit(1);
}
mobVisible[number] = 1;
}
/* allows user to set position of the light */
void setLightPosition(GLfloat x, GLfloat y, GLfloat z) {
lightPosition[0] = x;
lightPosition[1] = y;
lightPosition[2] = z;
glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
}
/* returns current position of the light */
GLfloat* getLightPosition() {
return(lightPosition);
}
/* functions store and return the current location of the viewpoint */
void getViewPosition(float *x, float *y, float *z) {
*x = vpx;
*y = vpy;
*z = vpz;
}
void setViewPosition(float x, float y, float z) {
oldvpx = vpx;
oldvpy = vpy;
oldvpz = vpz;
vpx = x;
vpy = y;
vpz = z;
}
/* returns the previous location of the viewpoint */
void getOldViewPosition(float *x, float *y, float *z) {
*x = oldvpx;
*y = oldvpy;
*z = oldvpz;
}
/* sets the current orientation of the viewpoint */
void setViewOrientation(float xaxis, float yaxis, float zaxis) {
mvx = xaxis;
mvy = yaxis;
mvz = zaxis;
}
/* returns the current orientation of the viewpoint */
void getViewOrientation(float *xaxis, float *yaxis, float *zaxis) {
*xaxis = mvx;
*yaxis = mvy;
*zaxis = mvz;
}
/* add the cube at world[x][y][z] to the display list and */
/* increment displayCount */
void addDisplayList(int x, int y, int z) {
displayList[displayCount][0] = x;
displayList[displayCount][1] = y;
displayList[displayCount][2] = z;
displayCount++;
if (displayCount > MAX_DISPLAY_LIST) {
printf("You have put more items in the display list then there are\n");
printf("cubes in the world. Set displayCount = 0 at some point.\n");
exit(1);
}
}
/* Initialize material property and light source. */
void init (void)
{
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat light_diffuse[] = { 0.8, 0.8, 0.8, 1.0 };
GLfloat light_specular[] = { 0.5, 0.5, 0.5, 1.0 };
GLfloat light_full_off[] = {0.0, 0.0, 0.0, 1.0};
GLfloat light_full_on[] = {1.0, 1.0, 1.0, 1.0};
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
/* if lighting is turned on then use ambient, diffuse and specular
lights, otherwise use ambient lighting only */
if (lighting == 1) {
/* sun light */
glLightfv (GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse);
/* no specular reflection from sun, it is too distracting */
glLightfv (GL_LIGHT0, GL_SPECULAR, light_full_off);
} else {
glLightfv (GL_LIGHT0, GL_AMBIENT, light_full_on);
glLightfv (GL_LIGHT0, GL_DIFFUSE, light_full_off);
glLightfv (GL_LIGHT0, GL_SPECULAR, light_full_off);
}
glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
/* viewpoint light */
glLightfv (GL_LIGHT1, GL_POSITION, viewpointLight);
glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv (GL_LIGHT1, GL_SPECULAR, light_specular);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.5);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glEnable (GL_LIGHT1);
glEnable(GL_DEPTH_TEST);
}
/* draw cube in world[i][j][k] */
void drawCube(int i, int j, int k) {
GLfloat blue[] = {0.0, 0.0, 1.0, 1.0};
GLfloat red[] = {1.0, 0.0, 0.0, 1.0};
GLfloat green[] = {0.0, 1.0, 0.0, 1.0};
GLfloat yellow[] = {1.0, 1.0, 0.0, 1.0};
GLfloat purple[] = {1.0, 0.0, 1.0, 1.0};
GLfloat orange[] = {1.0, 0.64, 0.0, 1.0};
GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
GLfloat black[] = {0.0, 0.0, 0.0, 1.0};
GLfloat dblue[] = {0.0, 0.0, 0.5, 1.0};
GLfloat dred[] = {0.5, 0.0, 0.0, 1.0};
GLfloat dgreen[] = {0.0, 0.5, 0.0, 1.0};
GLfloat dyellow[] = {0.5, 0.5, 0.0, 1.0};
GLfloat dpurple[] = {0.5, 0.0, 0.5, 1.0};
GLfloat dorange[] = {0.5, 0.32, 0.0, 1.0};
/* select colour based on value in the world array */
glMaterialfv(GL_FRONT, GL_SPECULAR, white);
if (world[i][j][k] == 1) {
glMaterialfv(GL_FRONT, GL_AMBIENT, dgreen);
glMaterialfv(GL_FRONT, GL_DIFFUSE, green);
}
else if (world[i][j][k] == 2) {
glMaterialfv(GL_FRONT, GL_AMBIENT, dblue);
glMaterialfv(GL_FRONT, GL_DIFFUSE, blue);
}
else if (world[i][j][k] == 3) {
glMaterialfv(GL_FRONT, GL_AMBIENT, dred);
glMaterialfv(GL_FRONT, GL_DIFFUSE, red);
}
else if (world[i][j][k] == 4) {
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, black);
}
else if (world[i][j][k] == 5) {
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
}
else if (world[i][j][k] == 6) {
glMaterialfv(GL_FRONT, GL_AMBIENT, dpurple);
glMaterialfv(GL_FRONT, GL_DIFFUSE, purple);
}
else if (world[i][j][k] == 7) {
glMaterialfv(GL_FRONT, GL_AMBIENT, dorange);
glMaterialfv(GL_FRONT, GL_DIFFUSE, orange);
}
else {
glMaterialfv(GL_FRONT, GL_AMBIENT, dyellow);
glMaterialfv(GL_FRONT, GL_DIFFUSE, yellow);
}
glPushMatrix ();
/* offset cubes by 0.5 so the centre of the */
/* cube falls in the centre of the world array */
glTranslatef(i + 0.5, j + 0.5, k + 0.5);
glutSolidCube(1.0);
glPopMatrix ();
}
/* called each time the world is redrawn */
void display (void)
{
GLfloat skyblue[] = {0.52, 0.74, 0.84, 1.0};
GLfloat black[] = {0.0, 0.0, 0.0, 1.0};
GLfloat red[] = {1.0, 0.0, 0.0, 1.0};
GLfloat gray[] = {0.3, 0.3, 0.3, 1.0};
GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
int i, j, k;
buildDisplayList();
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* position viewpoint based on mouse rotation and keyboard
translation */
glLoadIdentity();
glRotatef(mvx, 1.0, 0.0, 0.0);
glRotatef(mvy, 0.0, 1.0, 0.0);
glRotatef(mvz, 0.0, 0.0, 1.0);
/* Subtract 0.5 to raise viewpoint slightly above objects. */
/* Gives the impression of a head on top of a body. */
glTranslatef(vpx, vpy - 0.5, vpz);
// glTranslatef(vpx, vpy, vpz);
/* set viewpoint light position */
viewpointLight[0] = -vpx;
viewpointLight[1] = -vpy;
viewpointLight[2] = -vpz;
glLightfv (GL_LIGHT1, GL_POSITION, viewpointLight);
/* draw surfaces as either smooth or flat shaded */
if (smoothShading == 1)
glShadeModel(GL_SMOOTH);
else
glShadeModel(GL_FLAT);
/* draw polygons as either solid or outlines */
if (lineDrawing == 1)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
/* give all objects the same shininess value and specular colour */
glMaterialf(GL_FRONT, GL_SHININESS, 90.0);
/* set starting location of objects */
glPushMatrix ();
/* make a blue sky cube */
glShadeModel(GL_SMOOTH);
/* turn off all reflection from sky so it is a solid colour */
glMaterialfv(GL_FRONT, GL_AMBIENT, black);
glMaterialfv(GL_FRONT, GL_DIFFUSE, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, skyblue);
glPushMatrix ();
/* move the sky cube center to middle of world space */
glTranslatef((float)WORLDX/2.0, (float)WORLDY/2.0, (float)WORLDZ/2.0);
//glutSolidCube(150.0);
glutSolidCube(skySize);
glPopMatrix ();
glShadeModel(GL_SMOOTH);
/* turn off emision lighting, use only for sky */
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
/* draw mobs in the world */
for(i=0; i<MOB_COUNT; i++) {
if (mobVisible[i] == 1) {
glPushMatrix();
/* black body */
glTranslatef(mobPosition[i][0]+0.5, mobPosition[i][1]+0.5,
mobPosition[i][2]+0.5);
glMaterialfv(GL_FRONT, GL_AMBIENT, black);
glMaterialfv(GL_FRONT, GL_DIFFUSE, gray);
glutSolidSphere(0.5, 8, 8);
/* white eyes */
glRotatef(mobPosition[i][3], 0.0, 1.0, 0.0);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
glTranslatef(0.3, 0.1, 0.3);
glutSolidSphere(0.1, 4, 4);
glTranslatef(-0.6, 0.0, 0.0);
glutSolidSphere(0.1, 4, 4);
glPopMatrix();
}
}
/* draw players in the world */
for(i=0; i<PLAYER_COUNT; i++) {
if (playerVisible[i] == 1) {
glPushMatrix();
/* black body */
glTranslatef(playerPosition[i][0]+0.5, playerPosition[i][1]+0.5,
playerPosition[i][2]+0.5);
glMaterialfv(GL_FRONT, GL_AMBIENT, white);
glMaterialfv(GL_FRONT, GL_DIFFUSE, gray);
glutSolidSphere(0.5, 8, 8);
/* white eyes */
glRotatef(playerPosition[i][3], 0.0, 1.0, 0.0);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glTranslatef(0.3, 0.1, 0.3);
glutSolidSphere(0.1, 4, 4);
glTranslatef(-0.6, 0.0, 0.0);
glutSolidSphere(0.1, 4, 4);
glPopMatrix();
}
}
/* draw all cubes in the world array */
if (displayAllCubes == 1) {
/* draw all cubes */
for(i=0; i<WORLDX; i++) {
for(j=0; j<WORLDY; j++) {
for(k=0; k<WORLDZ; k++) {
if (world[i][j][k] != 0) {
drawCube(i, j, k);
}
}
}
}
} else {
/* draw only the cubes in the displayList */
/* these should have been selected in the update function */
for(i=0; i<displayCount; i++) {
drawCube(displayList[i][0],
displayList[i][1],
displayList[i][2]);
}
}
/* 2D drawing section used to create interface components */
/* change to orthographic mode to display 2D images */
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
gluOrtho2D(0, screenWidth, 0, screenHeight);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
/* turn on alpha blending for 2D */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_FLAT);
glNormal3f(0.0, 0.0, -1.0);
/* call user's 2D drawing function */
draw2D();
/* reset graphics for 3D drawing */
glDisable(GL_BLEND);
glMatrixMode (GL_PROJECTION);
glPopMatrix();
glMatrixMode (GL_MODELVIEW);
glPopMatrix();
/* end 2d display code */
glutSwapBuffers();
}
/* sets viewport information */
void reshape(int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
/* use skySize for far clipping plane */
gluPerspective(45.0, (GLfloat)w/(GLfloat)h, 0.1, skySize);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
/* set global screen width and height */
screenWidth = w;
screenHeight = h;
}
/* respond to keyboard events */
void keyboard(unsigned char key, int x, int y)
{
float rotx, roty;
switch (key) {
case 27:
case 'q':
quit();
break;
case '1': // draw polygons as outlines
lineDrawing = 1;
lighting = 0;
smoothShading = 0;
textures = 0;
init();
glutPostRedisplay();
break;
case '2': // draw polygons as filled
lineDrawing = 0;
lighting = 0;
smoothShading = 0;
textures = 0;
init();
glutPostRedisplay();
break;
case '3': // diffuse and specular lighting, flat shading
lineDrawing = 0;
lighting = 1;
smoothShading = 0;
textures = 0;
init();
glutPostRedisplay();
break;
case '4': // diffuse and specular lighting, smooth shading
lineDrawing = 0;
lighting = 1;
smoothShading = 1;
textures = 0;
init();
glutPostRedisplay();
break;
case '5': // texture with smooth shading
lineDrawing = 0;
lighting = 1;
smoothShading = 1;
textures = 1;
init();
glutPostRedisplay();
break;
case 'w': // forward motion
oldvpx = vpx;
oldvpy = vpy;
oldvpz = vpz;
rotx = (mvx / 180.0 * 3.141592);
roty = (mvy / 180.0 * 3.141592);
vpx -= sin(roty) * 0.3;
// turn off y motion so you can't fly
if (flycontrol == 1)
vpy += sin(rotx) * 0.3;
vpz += cos(roty) * 0.3;
collisionResponse();
glutPostRedisplay();
break;
case 's': // backward motion
oldvpx = vpx;
oldvpy = vpy;
oldvpz = vpz;
rotx = (mvx / 180.0 * 3.141592);
roty = (mvy / 180.0 * 3.141592);
vpx += sin(roty) * 0.3;
// turn off y motion so you can't fly
if (flycontrol == 1)
vpy -= sin(rotx) * 0.3;
vpz -= cos(roty) * 0.3;
collisionResponse();
glutPostRedisplay();
break;
case 'a': // strafe left motion
oldvpx = vpx;
oldvpy = vpy;
oldvpz = vpz;
roty = (mvy / 180.0 * 3.141592);
vpx += cos(roty) * 0.3;
vpz += sin(roty) * 0.3;
collisionResponse();
glutPostRedisplay();
break;
case 'd': // strafe right motion
oldvpx = vpx;
oldvpy = vpy;
oldvpz = vpz;
roty = (mvy / 180.0 * 3.141592);
vpx -= cos(roty) * 0.3;
vpz -= sin(roty) * 0.3;
collisionResponse();
glutPostRedisplay();
break;
case 'f': // toggle flying controls
if (flycontrol == 0) flycontrol = 1;
else flycontrol = 0;
break;
case ' ': // toggle space flag
space = 1;
break;
case 'm': // toggle map display, 0=none, 1=small, 2=large
displayMap++;
if (displayMap > 2)
displayMap = 0;
break;
}
}
/* load a texture from a file */
/* not currently used */
void loadTexture() {
FILE *fp;
int i, j;
int red, green, blue;
if ((fp = fopen("image.txt", "r")) == 0) {
printf("Error, failed to find the file named image.txt.\n");
exit(0);
}
for(i=0; i<64; i++) {
for(j=0; j<64; j++) {
fscanf(fp, "%d %d %d", &red, &green, &blue);
Image[i][j][0] = red;
Image[i][j][1] = green;
Image[i][j][2] = blue;
Image[i][j][3] = 255;
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1,textureID);
glBindTexture(GL_TEXTURE_2D, textureID[0]);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA,
GL_UNSIGNED_BYTE, Image);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
fclose(fp);
}
/* responds to mouse movement when a button is pressed */
void motion(int x, int y) {
/* update current mouse movement but don't use to change the viewpoint*/
oldx = x;
oldy = y;
}
/* responds to mouse movement when a button is not pressed */
void passivemotion(int x, int y) {
mvx += (float) y - oldy;
mvy += (float) x - oldx;
oldx = x;
oldy = y;
glutPostRedisplay();
}
/* initilize graphics information and mob data structure */
void graphicsInit(int *argc, char **argv) {
int i, fullscreen;
/* set GL window information */
glutInit(argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
/* parse command line args */
fullscreen = 0;
for(i=1; i<*argc; i++) {
if (strcmp(argv[i],"-full") == 0)
fullscreen = 1;
if (strcmp(argv[i],"-drawall") == 0)
displayAllCubes = 1;
if (strcmp(argv[i],"-testworld") == 0)
testWorld = 1;
if (strcmp(argv[i],"-fps") == 0)
fps = 1;
if (strcmp(argv[i],"-client") == 0)
netClient = 1;
if (strcmp(argv[i],"-server") == 0)
netServer = 1;
if (strcmp(argv[i],"-help") == 0) {
printf("Usage: a4 [-full] [-drawall] [-testworld] [-fps] [-client] [-server]\n");
exit(0);
}
}
if (fullscreen == 1) {
glutGameModeString("1024x768:32@75");
glutEnterGameMode();
} else {
glutInitWindowSize (screenWidth, screenHeight);
glutCreateWindow (argv[0]);
}
init();
/* not used at the moment */
// loadTexture();
/* attach functions to GL events */
glutReshapeFunc (reshape);
glutDisplayFunc(display);
glutKeyboardFunc (keyboard);
glutPassiveMotionFunc(passivemotion);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutIdleFunc(update);
/* initialize mob and player array to empty */
initMobArray();
initPlayerArray();
/* set the size of the sky */
if (WORLDX > WORLDY)
skySize = (float) WORLDX;
else
skySize = (float) WORLDY;
if (WORLDZ > skySize)
skySize = (float) WORLDZ;
skySize *= 1.5;
}
/* functions to draw 2d images on screen */
void draw2Dline(int x1, int y1, int x2, int y2, int lineWidth) {
glLineWidth(lineWidth);
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
glLineWidth(1);
}
void draw2Dbox(int x1, int y1, int x2, int y2) {
glBegin(GL_QUADS);
glVertex2i(x1, y1);
glVertex2i(x1, y2);
glVertex2i(x2, y2);
glVertex2i(x2, y1);
glEnd();
}
void draw2Dtriangle(int x1, int y1, int x2, int y2, int x3, int y3) {
glBegin(GL_TRIANGLES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glVertex2i(x3, y3);
glEnd();
}
void set2Dcolour(float colourv[]) {
glMaterialfv(GL_FRONT, GL_EMISSION, colourv);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, colourv);
}

21
graphics.h Normal file
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@@ -0,0 +1,21 @@
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#elif __linux__
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#endif
/* world size and storage array */
#define WORLDX 100
#define WORLDY 10
#define WORLDZ 100
GLubyte world[WORLDX][WORLDY][WORLDZ];
#define MOB_COUNT 10
#define PLAYER_COUNT 10
#define MAX_DISPLAY_LIST 500000

10
makefile Normal file
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@@ -0,0 +1,10 @@
INCLUDES = -F/System/Library/Frameworks -framework OpenGL -framework GLUT -lm
LINUXINCLUDES = -g -Wall -F/System/Library/Frameworks -lGL -lGLU -lm -lglut
a3: a4.c graphics.c visible.c graphics.h
gcc a4.c graphics.c visible.c -o a4 $(INCLUDES)
linux: a4.c graphics.c visible.c graphics.h
gcc a4.c graphics.c visible.c -o a4 $(LINUXINCLUDES)
clean:
rm a4

2
readme.txt Normal file
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@@ -0,0 +1,2 @@
If you have trouble finding anything in the maze far any reason, such as walls always being in your way,
you can shoot a hole in the wall and walk through. Shoot the 2nd block from the bottom and climb through.

426
visible.c Normal file
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@@ -0,0 +1,426 @@
/* Frustum culling source code from:
http://www.crownandcutlass.com/features/technicaldetails/frustum.html
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "graphics.h"
#define OCTREE_LEVEL 1
extern void gradphicsInit(int *, char **);
extern void setLightPosition(GLfloat, GLfloat, GLfloat);
extern GLfloat* getLightPosition();
extern void setViewPosition(float, float, float);
extern void getViewPosition(float *, float *, float *);
extern void getOldViewPosition(float *, float *, float *);
extern void getViewOrientation(float *, float *, float *);
extern int addDisplayList(int, int, int);
extern void createMob(int, float, float, float, float);
extern void setMobPosition(int, float, float, float, float);
extern void hideMob(int);
extern void showMob(int);
extern void createPlayer(int, float, float, float, float);
extern void setPlayerPosition(int, float, float, float, float);
extern void hidePlayer(int);
extern void showPlayer(int);
/* flag which is set to 1 when flying behaviour is desired */
extern int flycontrol;
/* flag used to indicate that the test world should be used */
extern int testWorld;
/* list and count of polygons to be displayed, set during culling */
extern int displayList[MAX_DISPLAY_LIST][3];
extern int displayCount;
/* flag to print out frames per second */
extern int fps;
/* flag indicates the program is a client when set = 1 */
extern int netClient;
/* flag indicates the program is a server when set = 1 */
extern int netServer;
/* frustum corner coordinates */
float corners[4][3];
/***********************/
float lengthTwoPoints(float x1, float y1, float z1, float x2, float y2, float z2) {
float result;
result = sqrtf( powf((x1 - x2), 2.0) + powf((y1 - y2), 2.0)
+ powf((z1 - z2), 2.0) );
return(result);
}
float lengthVector(float x1, float y1, float z1) {
float result;
result = sqrtf( powf(x1, 2.0) + powf(y1, 2.0) + powf(z1, 2.0) );
return(result);
}
void cross(float x1, float y1, float z1, float x2, float y2, float z2,
float *x, float *y, float *z) {
*x = (y1*z2) - (z1*y2);
*y = (x1*z2) - (z1*x2);
*z = (x1*y2) - (y1*x2);
}
/* returns radians */
void dot (float x1, float y1, float z1, float x2, float y2, float z2) {
float result;
result = (x1 * x2) + (y1 * y2) + (z1 * z2);
result /= (lengthVector(x1, y1, z1) * lengthVector(x2, y2, z2));
result = acosf(result);
}
/* the next two function use Cramer's rule to find the intersection */
/* of three planes */
/* used to find outer points of frustum */
/* http://www.dreamincode.net/code/snippet530.htm */
double finddet(double a1,double a2, double a3,double b1, double b2,double b3, double c1, double c2, double c3)
{
/*expansion of a 3x3 determinant*/
return ((a1*b2*c3)-(a1*b3*c2)-(a2*b1*c3)+(a3*b1*c2)+(a2*b3*c1)-(a3*b2*c1));
}
void intersect(float a1, float b1, float c1, float d1,
float a2, float b2, float c2, float d2,
float a3, float b3, float c3, float d3,
float *x, float *y, float *z) {
float det, detx, dety, detz;
det=finddet(a1,a2,a3,b1,b2,b3,c1,c2,c3); /*Find determinants*/
detx=finddet(d1,d2,d3,b1,b2,b3,c1,c2,c3);
dety=finddet(a1,a2,a3,d1,d2,d3,c1,c2,c3);
detz=finddet(a1,a2,a3,b1,b2,b3,d1,d2,d3);
/*Print Answers depending on various conditions*/
if(d1==0 && d2==0 && d3==0 && det==0) {
printf("\n Infinite Solutions\n ");
} else if(d1==0 && d2==0 && d3==0 && det!=0) {
*x = 0;
*y = 0;
*z = 0;
} else if(det!=0) {
*x = (detx/det);
*y = (dety/det);
*z = (detz/det);
//printf("x=%lf y=%lf z=%lf\n", (detx/det), (dety/det), (detz/det));
} else if(det==0 && detx==0 && dety==0 && detz==0)
printf("\n Infinite Solutions\n ");
else
printf("No Solution\n ");
}
/***********************/
/* calculate the viewing frustum and test if cubes fall inside it */
/* code from */
/* http://www.crownandcutlass.com/features/technicaldetails/frustum.html */
float frustum[6][4];
int true = 1;
int false = 0;
void ExtractFrustum()
{
float proj[16];
float modl[16];
float clip[16];
float t;
/* Get the current PROJECTION matrix from OpenGL */
glGetFloatv( GL_PROJECTION_MATRIX, proj );
/* Get the current MODELVIEW matrix from OpenGL */
glGetFloatv( GL_MODELVIEW_MATRIX, modl );
/* Combine the two matrices (multiply projection by modelview) */
clip[ 0] = modl[ 0] * proj[ 0] + modl[ 1] * proj[ 4] + modl[ 2] * proj[ 8] + modl[ 3] * proj[12];
clip[ 1] = modl[ 0] * proj[ 1] + modl[ 1] * proj[ 5] + modl[ 2] * proj[ 9] + modl[ 3] * proj[13];
clip[ 2] = modl[ 0] * proj[ 2] + modl[ 1] * proj[ 6] + modl[ 2] * proj[10] + modl[ 3] * proj[14];
clip[ 3] = modl[ 0] * proj[ 3] + modl[ 1] * proj[ 7] + modl[ 2] * proj[11] + modl[ 3] * proj[15];
clip[ 4] = modl[ 4] * proj[ 0] + modl[ 5] * proj[ 4] + modl[ 6] * proj[ 8] + modl[ 7] * proj[12];
clip[ 5] = modl[ 4] * proj[ 1] + modl[ 5] * proj[ 5] + modl[ 6] * proj[ 9] + modl[ 7] * proj[13];
clip[ 6] = modl[ 4] * proj[ 2] + modl[ 5] * proj[ 6] + modl[ 6] * proj[10] + modl[ 7] * proj[14];
clip[ 7] = modl[ 4] * proj[ 3] + modl[ 5] * proj[ 7] + modl[ 6] * proj[11] + modl[ 7] * proj[15];
clip[ 8] = modl[ 8] * proj[ 0] + modl[ 9] * proj[ 4] + modl[10] * proj[ 8] + modl[11] * proj[12];
clip[ 9] = modl[ 8] * proj[ 1] + modl[ 9] * proj[ 5] + modl[10] * proj[ 9] + modl[11] * proj[13];
clip[10] = modl[ 8] * proj[ 2] + modl[ 9] * proj[ 6] + modl[10] * proj[10] + modl[11] * proj[14];
clip[11] = modl[ 8] * proj[ 3] + modl[ 9] * proj[ 7] + modl[10] * proj[11] + modl[11] * proj[15];
clip[12] = modl[12] * proj[ 0] + modl[13] * proj[ 4] + modl[14] * proj[ 8] + modl[15] * proj[12];
clip[13] = modl[12] * proj[ 1] + modl[13] * proj[ 5] + modl[14] * proj[ 9] + modl[15] * proj[13];
clip[14] = modl[12] * proj[ 2] + modl[13] * proj[ 6] + modl[14] * proj[10] + modl[15] * proj[14];
clip[15] = modl[12] * proj[ 3] + modl[13] * proj[ 7] + modl[14] * proj[11] + modl[15] * proj[15];
/* Extract the numbers for the RIGHT plane */
frustum[0][0] = clip[ 3] - clip[ 0];
frustum[0][1] = clip[ 7] - clip[ 4];
frustum[0][2] = clip[11] - clip[ 8];
frustum[0][3] = clip[15] - clip[12];
/* Normalize the result */
t = sqrt( frustum[0][0] * frustum[0][0] + frustum[0][1] * frustum[0][1] + frustum[0][2] * frustum[0][2] );
frustum[0][0] /= t;
frustum[0][1] /= t;
frustum[0][2] /= t;
frustum[0][3] /= t;
/* Extract the numbers for the LEFT plane */
frustum[1][0] = clip[ 3] + clip[ 0];
frustum[1][1] = clip[ 7] + clip[ 4];
frustum[1][2] = clip[11] + clip[ 8];
frustum[1][3] = clip[15] + clip[12];
/* Normalize the result */
t = sqrt( frustum[1][0] * frustum[1][0] + frustum[1][1] * frustum[1][1] + frustum[1][2] * frustum[1][2] );
frustum[1][0] /= t;
frustum[1][1] /= t;
frustum[1][2] /= t;
frustum[1][3] /= t;
/* Extract the BOTTOM plane */
frustum[2][0] = clip[ 3] + clip[ 1];
frustum[2][1] = clip[ 7] + clip[ 5];
frustum[2][2] = clip[11] + clip[ 9];
frustum[2][3] = clip[15] + clip[13];
/* Normalize the result */
t = sqrt( frustum[2][0] * frustum[2][0] + frustum[2][1] * frustum[2][1] + frustum[2][2] * frustum[2][2] );
frustum[2][0] /= t;
frustum[2][1] /= t;
frustum[2][2] /= t;
frustum[2][3] /= t;
/* Extract the TOP plane */
frustum[3][0] = clip[ 3] - clip[ 1];
frustum[3][1] = clip[ 7] - clip[ 5];
frustum[3][2] = clip[11] - clip[ 9];
frustum[3][3] = clip[15] - clip[13];
/* Normalize the result */
t = sqrt( frustum[3][0] * frustum[3][0] + frustum[3][1] * frustum[3][1] + frustum[3][2] * frustum[3][2] );
frustum[3][0] /= t;
frustum[3][1] /= t;
frustum[3][2] /= t;
frustum[3][3] /= t;
/* Extract the FAR plane */
frustum[4][0] = clip[ 3] - clip[ 2];
frustum[4][1] = clip[ 7] - clip[ 6];
frustum[4][2] = clip[11] - clip[10];
frustum[4][3] = clip[15] - clip[14];
/* Normalize the result */
t = sqrt( frustum[4][0] * frustum[4][0] + frustum[4][1] * frustum[4][1] + frustum[4][2] * frustum[4][2] );
frustum[4][0] /= t;
frustum[4][1] /= t;
frustum[4][2] /= t;
frustum[4][3] /= t;
/* Extract the NEAR plane */
frustum[5][0] = clip[ 3] + clip[ 2];
frustum[5][1] = clip[ 7] + clip[ 6];
frustum[5][2] = clip[11] + clip[10];
frustum[5][3] = clip[15] + clip[14];
/* Normalize the result */
t = sqrt( frustum[5][0] * frustum[5][0] + frustum[5][1] * frustum[5][1] + frustum[5][2] * frustum[5][2] );
frustum[5][0] /= t;
frustum[5][1] /= t;
frustum[5][2] /= t;
frustum[5][3] /= t;
}
int PointInFrustum( float x, float y, float z )
{
int p;
for( p = 0; p < 6; p++ )
if( frustum[p][0] * x + frustum[p][1] * y + frustum[p][2] * z + frustum[p][3] <= 0 )
return false;
return true;
}
int CubeInFrustum( float x, float y, float z, float size )
{
int p;
int c;
int c2 = 0;
for( p = 0; p < 6; p++ )
{
c = 0;
if( frustum[p][0] * (x - size) + frustum[p][1] * (y - size) + frustum[p][2] * (z - size) + frustum[p][3] > 0 )
c++;
if( frustum[p][0] * (x + size) + frustum[p][1] * (y - size) + frustum[p][2] * (z - size) + frustum[p][3] > 0 )
c++;
if( frustum[p][0] * (x - size) + frustum[p][1] * (y + size) + frustum[p][2] * (z - size) + frustum[p][3] > 0 )
c++;
if( frustum[p][0] * (x + size) + frustum[p][1] * (y + size) + frustum[p][2] * (z - size) + frustum[p][3] > 0 )
c++;
if( frustum[p][0] * (x - size) + frustum[p][1] * (y - size) + frustum[p][2] * (z + size) + frustum[p][3] > 0 )
c++;
if( frustum[p][0] * (x + size) + frustum[p][1] * (y - size) + frustum[p][2] * (z + size) + frustum[p][3] > 0 )
c++;
if( frustum[p][0] * (x - size) + frustum[p][1] * (y + size) + frustum[p][2] * (z + size) + frustum[p][3] > 0 )
c++;
if( frustum[p][0] * (x + size) + frustum[p][1] * (y + size) + frustum[p][2] * (z + size) + frustum[p][3] > 0 )
c++;
if( c == 0 )
return 0;
if( c == 8 )
c2++;
}
return (c2 == 6) ? 2 : 1;
}
int CubeInFrustum2( float x, float y, float z, float size )
{
int p;
//ZZZ
for( p = 0; p < 6; p++ )
{
if( frustum[p][0] * (x - size) + frustum[p][1] * (y - size) + frustum[p][2] * (z - size) + frustum[p][3] > 0 )
continue;
if( frustum[p][0] * (x + size) + frustum[p][1] * (y - size) + frustum[p][2] * (z - size) + frustum[p][3] > 0 )
continue;
if( frustum[p][0] * (x - size) + frustum[p][1] * (y + size) + frustum[p][2] * (z - size) + frustum[p][3] > 0 )
continue;
if( frustum[p][0] * (x + size) + frustum[p][1] * (y + size) + frustum[p][2] * (z - size) + frustum[p][3] > 0 )
continue;
if( frustum[p][0] * (x - size) + frustum[p][1] * (y - size) + frustum[p][2] * (z + size) + frustum[p][3] > 0 )
continue;
if( frustum[p][0] * (x + size) + frustum[p][1] * (y - size) + frustum[p][2] * (z + size) + frustum[p][3] > 0 )
continue;
if( frustum[p][0] * (x - size) + frustum[p][1] * (y + size) + frustum[p][2] * (z + size) + frustum[p][3] > 0 )
continue;
if( frustum[p][0] * (x + size) + frustum[p][1] * (y + size) + frustum[p][2] * (z + size) + frustum[p][3] > 0 )
continue;
return false;
}
return true;
}
/*****/
// if frustum test shows box in view
// if level == max level then draw contents of cube
// else call 8 subdivisions, increment level
// assumes all t[xyz] are larger than b[xyz] respectively
void tree(float bx, float by, float bz, float tx, float ty, float tz,
int level) {
float length;
float newCentrex, newCentrey, newCentrez;
int i, j, k;
/* find length of cube edge */
length = (tx - bx) / 2.0;
if (length < 0) length *= -1;
/* if the octree cube is in the frustum then */
/* if the bottom octree level is reached then */
/* if the visible cube is not empty and is not surrounded then */
/* add to the display list */
if (CubeInFrustum(bx + ((tx-bx)/2), by + ((ty-by)/2), bz + ((tz-bz)/2), length )) {
if (level == OCTREE_LEVEL) {
/* draw cubes */
for(i=bx; i<tx+1; i++)
for(j=by; j<ty+1; j++)
for(k=bz; k<tz+1; k++) {
if ((i<WORLDX) && (j<WORLDY) && (k<WORLDZ) && (i>-1) && (j>-1) && (k>-1))
if ( (world[i][j][k] != 0) &&
(CubeInFrustum(i+0.5, j+0.5, k+0.5, 0.5)) ) {
/* check for six neighbours */
/* if cube is not on the outer edge and is not*/
/* surrounded by 6 neighbours then draw it */
/* else if the cube is an outside cube then */
/* always draw it */
if ( (i > 0) && (i < WORLDX-1) &&
(j > 0) && (j < WORLDY-1) &&
(k > 0) && (k < WORLDZ-1) &&
((world[i+1][j][k] == 0) || (world[i-1][j][k] == 0)
|| (world[i][j+1][k] == 0) || (world[i][j-1][k] == 0)
|| (world[i][j][k+1] == 0) || (world[i][j][k-1] == 0)))
addDisplayList(i, j, k);
else if ( (i == 0) || (i == WORLDX-1) ||
(j == 0) || (j == WORLDY-1) ||
(k == 0) || (k == WORLDZ-1) )
addDisplayList(i, j, k);
}
}
} else {
/* calculate centre of new cube */
newCentrex = bx + ((tx - bx) / 2.0);
newCentrey = by + ((ty - by) / 2.0);
newCentrez = bz + ((tz - bz) / 2.0);
/* call recursive tree functions, increment level */
level++;
tree(bx, by, bz, newCentrex, newCentrey, newCentrez, level);
tree(newCentrex, by, bz, tx, newCentrey, newCentrez, level);
tree(bx, by, newCentrez, newCentrex, newCentrey, tz, level);
tree(newCentrex, by, newCentrez, tx, newCentrey, tz, level);
tree(bx, newCentrey, bz, newCentrex, ty, newCentrez, level);
tree(newCentrex, newCentrey, bz, tx, ty, newCentrez, level);
tree(bx, newCentrey, newCentrez, newCentrex, ty, tz, level);
tree(newCentrex, newCentrey, newCentrez, tx, ty, tz, level);
}
}
}
/* determines which cubes are to be drawn and puts them into */
/* the displayList */
/* write your cube culling code here */
void buildDisplayList() {
float newx, newy, newz;
/* used to calculate frames per second */
static int frame=0, time, timebase=0;
getViewPosition(&newx, &newy, &newz);
/* calculate frustum for current viewpoint, store in frustum[][] */
ExtractFrustum();
/* octree, used to determine if regions are visible */
/* stores visible cubes in a display list */
displayCount = 0;
tree(0.0, 0.0, 0.0, (float) WORLDX, (float) WORLDY, (float) WORLDZ, 0);
/* frame per second calculation */
/* don't change the following routine */
/* Code taken from : */
/* http://www.lighthouse3d.com/opengl/glut/index.php?fps */
if (fps == 1) {
frame++;
time=glutGet(GLUT_ELAPSED_TIME);
if (time - timebase > 1000) {
printf("FPS:%4.2f\n", frame*1000.0/(time-timebase));
timebase = time;
frame = 0;
}
}
/* redraw the screen at the end of the update */
glutPostRedisplay();
}