846 lines
23 KiB
C
846 lines
23 KiB
C
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/* Derived from scene.c in the The OpenGL Programming Guide */
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/* Keyboard and mouse rotation taken from Swiftless Tutorials #23 Part 2 */
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/* http://www.swiftless.com/tutorials/opengl/camera2.html */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "graphics.h"
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extern void update();
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extern void collisionResponse();
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extern void buildDisplayList();
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extern void mouse(int, int, int, int);
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extern void draw2D();
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extern void quit();
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/* flags used to control the appearance of the image */
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int lineDrawing = 0; // draw polygons as solid or lines
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int lighting = 1; // use diffuse and specular lighting
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int smoothShading = 1; // smooth or flat shading
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int textures = 0;
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/* texture data */
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GLubyte Image[64][64][4];
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GLuint textureID[1];
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/* viewpoint coordinates */
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float vpx = -50.0, vpy = -50.0, vpz = -50.0;
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float oldvpx, oldvpy, oldvpz;
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/* mouse direction coordiates */
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float mvx = 0.0, mvy = 45.0, mvz = 0.0;
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/* stores current mouse position value */
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float oldx, oldy;
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/* location for the light source (the sun), the first three
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values are the x,y,z coordinates */
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GLfloat lightPosition[] = {0.0, 49.0, 0.0, 0.0};
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/* location for light source that is kept at viewpoint location */
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GLfloat viewpointLight[] = {-50.0, -50.0, -50.0, 1.0};
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/* sky cube size */
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float skySize;
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/* screen dimensions */
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int screenWidth = 1024;
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int screenHeight = 768;
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/* command line flags */
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int flycontrol = 1; // allow viewpoint to move in y axis when 1
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int displayAllCubes = 0; // draw all of the cubes in the world when 1
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int testWorld = 0; // sample world for timing tests
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int fps = 0; // turn on frame per second output
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int netClient = 0; // network client flag, is client when = 1
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int netServer = 0; // network server flag, is server when = 1
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/* list of cubes to display */
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int displayList[MAX_DISPLAY_LIST][3];
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int displayCount = 0; // count of cubes in displayList[][]
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/* list of mobs - number of mobs, xyz values and rotation about y */
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float mobPosition[MOB_COUNT][6];
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/* visibility of mobs, 0 not drawn, 1 drawn */
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short mobVisible[MOB_COUNT];
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/* list of players - number of mobs, xyz values and rotation about y */
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float playerPosition[MOB_COUNT][4];
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/* visibility of players, 0 not drawn, 1 drawn */
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short playerVisible[MOB_COUNT];
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/* flag indicating the user wants the cube in front of them removed */
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int space = 0;
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/* flag indicates if map is to be printed */
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int displayMap = 1;
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/* functions draw 2D images */
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void draw2Dline(int, int, int, int, int);
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void draw2Dbox(int, int, int, int);
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void draw2Dtriangle(int, int, int, int, int, int);
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void set2Dcolour(float []);
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/***************/
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int isMobVisible(int mob) {
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return mobVisible[mob];
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}
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int getMapState() {
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return displayMap;
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}
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/* player control functions */
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/* set all player location, rotation, and visibility values to zero */
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void initPlayerArray() {
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int i;
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for (i=0; i<MOB_COUNT; i++) {
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playerPosition[i][0] = 0.0;
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playerPosition[i][1] = 0.0;
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playerPosition[i][2] = 0.0;
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playerPosition[i][3] = 0.0;
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playerVisible[i] = 0;
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}
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}
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/* create player with identifier "number" at x,y,z with */
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/* heading of rotx, roty, rotz */
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void createPlayer(int number, float x, float y, float z, float playerroty) {
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if (number >= PLAYER_COUNT) {
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printf("ERROR: player number greater than %d\n", PLAYER_COUNT);
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exit(1);
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}
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playerPosition[number][0] = x;
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playerPosition[number][1] = y;
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playerPosition[number][2] = z;
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playerPosition[number][3] = playerroty;
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playerVisible[number] = 1;
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}
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/* move player to a new position xyz with rotation rotx,roty,rotz */
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void setPlayerPosition(int number, float x, float y, float z, float playerroty){
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if (number >= PLAYER_COUNT) {
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printf("ERROR: player number greater than %d\n", PLAYER_COUNT);
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exit(1);
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}
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playerPosition[number][0] = x;
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playerPosition[number][1] = y;
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playerPosition[number][2] = z;
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playerPosition[number][3] = playerroty;
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}
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/* turn off drawing for player number */
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void hidePlayer(int number) {
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if (number >= PLAYER_COUNT) {
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printf("ERROR: player number greater than %d\n", PLAYER_COUNT);
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exit(1);
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}
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playerVisible[number] = 0;
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}
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/* turn on drawing for player number */
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void showPlayer(int number) {
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if (number >= PLAYER_COUNT) {
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printf("ERROR: player number greater than %d\n", PLAYER_COUNT);
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exit(1);
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}
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playerVisible[number] = 1;
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}
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/* mob control functions */
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/* set all mob location, rotation, and visibility values to zero */
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void initMobArray() {
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int i;
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for (i=0; i<MOB_COUNT; i++) {
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mobPosition[i][0] = 0.0;
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mobPosition[i][1] = 0.0;
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mobPosition[i][2] = 0.0;
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mobPosition[i][3] = 0.0;
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mobVisible[i] = 0;
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}
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}
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/* create mob with identifier "number" at x,y,z with */
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/* heading of rotx, roty, rotz */
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void createMob(int number, float x, float y, float z, float mobroty) {
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if (number >= MOB_COUNT) {
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printf("ERROR: mob number greater than %d\n", MOB_COUNT);
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exit(1);
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}
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mobPosition[number][0] = x;
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mobPosition[number][1] = y;
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mobPosition[number][2] = z;
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mobPosition[number][3] = mobroty;
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mobVisible[number] = 1;
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}
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void mobTrajectory(int number, float mobrotx, float mobrotz) {
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mobPosition[number][4] = mobrotx;
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mobPosition[number][5] = mobrotz;
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}
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/* move mob to a new position xyz with rotation rotx,roty,rotz */
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void setMobPosition(int number, float x, float y, float z, float mobroty){
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if (number >= MOB_COUNT) {
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printf("ERROR: mob number greater than %d\n", MOB_COUNT);
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exit(1);
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}
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mobPosition[number][0] = x;
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mobPosition[number][1] = y;
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mobPosition[number][2] = z;
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mobPosition[number][3] = mobroty;
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}
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void getMobPosition(int number, float* x, float* y, float* z, float* roty, float* rotx, float* rotz) {
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*x = mobPosition[number][0];
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*y = mobPosition[number][1];
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*z = mobPosition[number][2];
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*roty = mobPosition[number][3];
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*rotx = mobPosition[number][4];
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*rotz = mobPosition[number][5];
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}
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/* turn off drawing for mob number */
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void hideMob(int number) {
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if (number >= MOB_COUNT) {
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printf("ERROR: mob number greater than %d\n", MOB_COUNT);
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exit(1);
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}
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mobVisible[number] = 0;
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}
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/* turn on drawing for mob number */
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void showMob(int number) {
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if (number >= MOB_COUNT) {
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printf("ERROR: mob number greater than %d\n", MOB_COUNT);
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exit(1);
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}
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mobVisible[number] = 1;
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}
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/* allows user to set position of the light */
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void setLightPosition(GLfloat x, GLfloat y, GLfloat z) {
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lightPosition[0] = x;
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lightPosition[1] = y;
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lightPosition[2] = z;
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glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
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}
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/* returns current position of the light */
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GLfloat* getLightPosition() {
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return(lightPosition);
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}
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/* functions store and return the current location of the viewpoint */
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void getViewPosition(float *x, float *y, float *z) {
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*x = vpx;
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*y = vpy;
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*z = vpz;
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}
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void setViewPosition(float x, float y, float z) {
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oldvpx = vpx;
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oldvpy = vpy;
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oldvpz = vpz;
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vpx = x;
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vpy = y;
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vpz = z;
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}
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/* returns the previous location of the viewpoint */
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void getOldViewPosition(float *x, float *y, float *z) {
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*x = oldvpx;
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*y = oldvpy;
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*z = oldvpz;
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}
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/* sets the current orientation of the viewpoint */
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void setViewOrientation(float xaxis, float yaxis, float zaxis) {
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mvx = xaxis;
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mvy = yaxis;
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mvz = zaxis;
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}
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/* returns the current orientation of the viewpoint */
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void getViewOrientation(float *xaxis, float *yaxis, float *zaxis) {
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*xaxis = mvx;
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*yaxis = mvy;
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*zaxis = mvz;
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}
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/* add the cube at world[x][y][z] to the display list and */
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/* increment displayCount */
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void addDisplayList(int x, int y, int z) {
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displayList[displayCount][0] = x;
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displayList[displayCount][1] = y;
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displayList[displayCount][2] = z;
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displayCount++;
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if (displayCount > MAX_DISPLAY_LIST) {
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printf("You have put more items in the display list then there are\n");
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printf("cubes in the world. Set displayCount = 0 at some point.\n");
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exit(1);
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}
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}
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/* Initialize material property and light source. */
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void init (void)
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{
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GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat light_diffuse[] = { 0.8, 0.8, 0.8, 1.0 };
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GLfloat light_specular[] = { 0.5, 0.5, 0.5, 1.0 };
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GLfloat light_full_off[] = {0.0, 0.0, 0.0, 1.0};
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GLfloat light_full_on[] = {1.0, 1.0, 1.0, 1.0};
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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/* if lighting is turned on then use ambient, diffuse and specular
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lights, otherwise use ambient lighting only */
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if (lighting == 1) {
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/* sun light */
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glLightfv (GL_LIGHT0, GL_AMBIENT, light_ambient);
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glLightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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/* no specular reflection from sun, it is too distracting */
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glLightfv (GL_LIGHT0, GL_SPECULAR, light_full_off);
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} else {
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glLightfv (GL_LIGHT0, GL_AMBIENT, light_full_on);
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glLightfv (GL_LIGHT0, GL_DIFFUSE, light_full_off);
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glLightfv (GL_LIGHT0, GL_SPECULAR, light_full_off);
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}
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glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);
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/* viewpoint light */
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glLightfv (GL_LIGHT1, GL_POSITION, viewpointLight);
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glLightfv (GL_LIGHT1, GL_AMBIENT, light_ambient);
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glLightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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glLightfv (GL_LIGHT1, GL_SPECULAR, light_specular);
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glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.5);
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glEnable (GL_LIGHTING);
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glEnable (GL_LIGHT0);
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glEnable (GL_LIGHT1);
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glEnable(GL_DEPTH_TEST);
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}
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/* draw cube in world[i][j][k] */
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void drawCube(int i, int j, int k) {
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GLfloat blue[] = {0.0, 0.0, 1.0, 1.0};
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GLfloat red[] = {1.0, 0.0, 0.0, 1.0};
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GLfloat green[] = {0.0, 1.0, 0.0, 1.0};
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GLfloat yellow[] = {1.0, 1.0, 0.0, 1.0};
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GLfloat purple[] = {1.0, 0.0, 1.0, 1.0};
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GLfloat orange[] = {1.0, 0.64, 0.0, 1.0};
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GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat black[] = {0.0, 0.0, 0.0, 1.0};
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GLfloat dblue[] = {0.0, 0.0, 0.5, 1.0};
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GLfloat dred[] = {0.5, 0.0, 0.0, 1.0};
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GLfloat dgreen[] = {0.0, 0.5, 0.0, 1.0};
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GLfloat dyellow[] = {0.5, 0.5, 0.0, 1.0};
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GLfloat dpurple[] = {0.5, 0.0, 0.5, 1.0};
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GLfloat dorange[] = {0.5, 0.32, 0.0, 1.0};
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/* select colour based on value in the world array */
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glMaterialfv(GL_FRONT, GL_SPECULAR, white);
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if (world[i][j][k] == 1) {
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glMaterialfv(GL_FRONT, GL_AMBIENT, dgreen);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, green);
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}
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else if (world[i][j][k] == 2) {
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glMaterialfv(GL_FRONT, GL_AMBIENT, dblue);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, blue);
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}
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else if (world[i][j][k] == 3) {
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glMaterialfv(GL_FRONT, GL_AMBIENT, dred);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, red);
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}
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else if (world[i][j][k] == 4) {
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, black);
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}
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else if (world[i][j][k] == 5) {
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
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}
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else if (world[i][j][k] == 6) {
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glMaterialfv(GL_FRONT, GL_AMBIENT, dpurple);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, purple);
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}
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else if (world[i][j][k] == 7) {
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glMaterialfv(GL_FRONT, GL_AMBIENT, dorange);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, orange);
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}
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else {
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glMaterialfv(GL_FRONT, GL_AMBIENT, dyellow);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, yellow);
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}
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glPushMatrix ();
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/* offset cubes by 0.5 so the centre of the */
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/* cube falls in the centre of the world array */
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glTranslatef(i + 0.5, j + 0.5, k + 0.5);
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glutSolidCube(1.0);
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glPopMatrix ();
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}
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/* called each time the world is redrawn */
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void display (void)
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{
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GLfloat skyblue[] = {0.52, 0.74, 0.84, 1.0};
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GLfloat black[] = {0.0, 0.0, 0.0, 1.0};
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GLfloat red[] = {1.0, 0.0, 0.0, 1.0};
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GLfloat gray[] = {0.3, 0.3, 0.3, 1.0};
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GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
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int i, j, k;
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buildDisplayList();
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* position viewpoint based on mouse rotation and keyboard
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translation */
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glLoadIdentity();
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glRotatef(mvx, 1.0, 0.0, 0.0);
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glRotatef(mvy, 0.0, 1.0, 0.0);
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glRotatef(mvz, 0.0, 0.0, 1.0);
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/* Subtract 0.5 to raise viewpoint slightly above objects. */
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/* Gives the impression of a head on top of a body. */
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glTranslatef(vpx, vpy - 0.5, vpz);
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// glTranslatef(vpx, vpy, vpz);
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/* set viewpoint light position */
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viewpointLight[0] = -vpx;
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viewpointLight[1] = -vpy;
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viewpointLight[2] = -vpz;
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glLightfv (GL_LIGHT1, GL_POSITION, viewpointLight);
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/* draw surfaces as either smooth or flat shaded */
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if (smoothShading == 1)
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glShadeModel(GL_SMOOTH);
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else
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glShadeModel(GL_FLAT);
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/* draw polygons as either solid or outlines */
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if (lineDrawing == 1)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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else
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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/* give all objects the same shininess value and specular colour */
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glMaterialf(GL_FRONT, GL_SHININESS, 90.0);
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/* set starting location of objects */
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glPushMatrix ();
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/* make a blue sky cube */
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glShadeModel(GL_SMOOTH);
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/* turn off all reflection from sky so it is a solid colour */
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glMaterialfv(GL_FRONT, GL_AMBIENT, black);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, black);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, skyblue);
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glPushMatrix ();
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/* move the sky cube center to middle of world space */
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glTranslatef((float)WORLDX/2.0, (float)WORLDY/2.0, (float)WORLDZ/2.0);
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//glutSolidCube(150.0);
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glutSolidCube(skySize);
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glPopMatrix ();
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glShadeModel(GL_SMOOTH);
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/* turn off emision lighting, use only for sky */
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
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/* draw mobs in the world */
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for(i=0; i<MOB_COUNT; i++) {
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if (mobVisible[i] == 1) {
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glPushMatrix();
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/* black body */
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glTranslatef(mobPosition[i][0]+0.5, mobPosition[i][1]+0.5,
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mobPosition[i][2]+0.5);
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glMaterialfv(GL_FRONT, GL_AMBIENT, black);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, gray);
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glutSolidSphere(0.5, 8, 8);
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/* white eyes */
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glRotatef(mobPosition[i][3], 0.0, 1.0, 0.0);
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|
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);
|
|
}
|
|
|