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855 lines
22 KiB
C
855 lines
22 KiB
C
//========================================================================
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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 );
|
|
glTexCoord2f( 0.0f, 0.0f );
|
|
glVertex3f( x2,y1,z1 );
|
|
glTexCoord2f( TEX_SCALE, 0.0f );
|
|
glVertex3f( x2,y2,z1 );
|
|
glTexCoord2f( TEX_SCALE, TEX_SCALE );
|
|
glVertex3f( x2,y2,z2 );
|
|
glTexCoord2f( 0.0f, TEX_SCALE );
|
|
glVertex3f( x2,y1,z2 );
|
|
glEnd();
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// UpdateDisplay() - Draw graphics (all game related OpenGL stuff goes
|
|
// here)
|
|
//========================================================================
|
|
|
|
void UpdateDisplay( void )
|
|
{
|
|
// Get window size
|
|
glfwGetWindowSize( &width, &height );
|
|
|
|
// Set viewport
|
|
glViewport( 0, 0, width, height );
|
|
|
|
// Clear display
|
|
glClearColor( 0.02f, 0.02f, 0.02f, 0.0f );
|
|
glClearDepth( 1.0f );
|
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
|
|
// Setup projection matrix
|
|
glMatrixMode( GL_PROJECTION );
|
|
glLoadIdentity();
|
|
gluPerspective(
|
|
55.0f, // Angle of view
|
|
(GLfloat)width/(GLfloat)height, // Aspect
|
|
1.0f, // Near Z
|
|
100.0f // Far Z
|
|
);
|
|
|
|
// Setup modelview matrix
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
switch( camerapos )
|
|
{
|
|
default:
|
|
case CAMERA_CLASSIC:
|
|
gluLookAt(
|
|
0.0f, 0.0f, 2.5f,
|
|
0.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f
|
|
);
|
|
break;
|
|
case CAMERA_ABOVE:
|
|
gluLookAt(
|
|
0.0f, 0.0f, 2.5f,
|
|
(float)ball.xpos, (float)ball.ypos, 0.0f,
|
|
0.0f, 1.0f, 0.0f
|
|
);
|
|
break;
|
|
case CAMERA_SPECTATOR:
|
|
gluLookAt(
|
|
0.0f, -2.0, 1.2f,
|
|
(float)ball.xpos, (float)ball.ypos, 0.0f,
|
|
0.0f, 0.0f, 1.0f
|
|
);
|
|
break;
|
|
}
|
|
|
|
// Enable depth testing
|
|
glEnable( GL_DEPTH_TEST );
|
|
glDepthFunc( GL_LEQUAL );
|
|
|
|
// Enable lighting
|
|
glEnable( GL_LIGHTING );
|
|
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, env_ambient );
|
|
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE );
|
|
glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
|
|
glLightfv( GL_LIGHT1, GL_POSITION, light1_position );
|
|
glLightfv( GL_LIGHT1, GL_DIFFUSE, light1_diffuse );
|
|
glLightfv( GL_LIGHT1, GL_AMBIENT, light1_ambient );
|
|
glEnable( GL_LIGHT1 );
|
|
|
|
// Front face is counter-clock-wise
|
|
glFrontFace( GL_CCW );
|
|
|
|
// Enable face culling (not necessary, but speeds up rendering)
|
|
glCullFace( GL_BACK );
|
|
glEnable( GL_CULL_FACE );
|
|
|
|
// Draw Player 1
|
|
glMaterialfv( GL_FRONT, GL_DIFFUSE, player1_diffuse );
|
|
glMaterialfv( GL_FRONT, GL_AMBIENT, player1_ambient );
|
|
DrawBox( -1.f, (GLfloat)player1.ypos-PLAYER_YSIZE, 0.f,
|
|
-1.f+PLAYER_XSIZE, (GLfloat)player1.ypos+PLAYER_YSIZE, 0.1f );
|
|
|
|
// Draw Player 2
|
|
glMaterialfv( GL_FRONT, GL_DIFFUSE, player2_diffuse );
|
|
glMaterialfv( GL_FRONT, GL_AMBIENT, player2_ambient );
|
|
DrawBox( 1.f-PLAYER_XSIZE, (GLfloat)player2.ypos-PLAYER_YSIZE, 0.f,
|
|
1.f, (GLfloat)player2.ypos+PLAYER_YSIZE, 0.1f );
|
|
|
|
// Draw Ball
|
|
glMaterialfv( GL_FRONT, GL_DIFFUSE, ball_diffuse );
|
|
glMaterialfv( GL_FRONT, GL_AMBIENT, ball_ambient );
|
|
DrawBox( (GLfloat)ball.xpos-BALL_SIZE, (GLfloat)ball.ypos-BALL_SIZE, 0.f,
|
|
(GLfloat)ball.xpos+BALL_SIZE, (GLfloat)ball.ypos+BALL_SIZE, BALL_SIZE*2 );
|
|
|
|
// Top game field border
|
|
glMaterialfv( GL_FRONT, GL_DIFFUSE, border_diffuse );
|
|
glMaterialfv( GL_FRONT, GL_AMBIENT, border_ambient );
|
|
DrawBox( -1.1f, 1.0f, 0.0f, 1.1f, 1.1f, 0.1f );
|
|
// Bottom game field border
|
|
glColor3f( 0.0f, 0.0f, 0.7f );
|
|
DrawBox( -1.1f, -1.1f, 0.0f, 1.1f, -1.0f, 0.1f );
|
|
// Left game field border
|
|
DrawBox( -1.1f, -1.0f, 0.0f, -1.0f, 1.0f, 0.1f );
|
|
// Left game field border
|
|
DrawBox( 1.0f, -1.0f, 0.0f, 1.1f, 1.0f, 0.1f );
|
|
|
|
// Enable texturing
|
|
glEnable( GL_TEXTURE_2D );
|
|
glBindTexture( GL_TEXTURE_2D, tex_id[ TEX_FIELD ] );
|
|
|
|
// Game field floor
|
|
glMaterialfv( GL_FRONT, GL_DIFFUSE, floor_diffuse );
|
|
glMaterialfv( GL_FRONT, GL_AMBIENT, floor_ambient );
|
|
DrawBox( -1.01f, -1.01f, -0.01f, 1.01f, 1.01f, 0.0f );
|
|
|
|
// Disable texturing
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
// Disable face culling
|
|
glDisable( GL_CULL_FACE );
|
|
|
|
// Disable lighting
|
|
glDisable( GL_LIGHTING );
|
|
|
|
// Disable depth testing
|
|
glDisable( GL_DEPTH_TEST );
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// GameOver()
|
|
//========================================================================
|
|
|
|
void GameOver( void )
|
|
{
|
|
// Enable sticky keys
|
|
glfwEnable( GLFW_STICKY_KEYS );
|
|
|
|
// Until the user presses ESC or SPACE
|
|
while( !glfwGetKey( GLFW_KEY_ESC ) && !glfwGetKey( ' ' ) &&
|
|
glfwGetWindowParam( GLFW_OPENED ) )
|
|
{
|
|
// Draw display
|
|
UpdateDisplay();
|
|
|
|
// Setup projection matrix
|
|
glMatrixMode( GL_PROJECTION );
|
|
glLoadIdentity();
|
|
glOrtho( 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f );
|
|
|
|
// Setup modelview matrix
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
|
|
// Enable blending
|
|
glEnable( GL_BLEND );
|
|
|
|
// Dim background
|
|
glBlendFunc( GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA );
|
|
glColor4f( 0.3f, 0.3f, 0.3f, 0.3f );
|
|
glBegin( GL_QUADS );
|
|
glVertex2f( 0.0f, 0.0f );
|
|
glVertex2f( 1.0f, 0.0f );
|
|
glVertex2f( 1.0f, 1.0f );
|
|
glVertex2f( 0.0f, 1.0f );
|
|
glEnd();
|
|
|
|
// Display winner text
|
|
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_COLOR );
|
|
if( winner == PLAYER1 )
|
|
{
|
|
glColor4f( 1.0f, 0.5f, 0.5f, 1.0f );
|
|
DrawImage( TEX_WINNER1, 0.35f, 0.65f, 0.46f, 0.54f );
|
|
}
|
|
else if( winner == PLAYER2 )
|
|
{
|
|
glColor4f( 0.5f, 1.0f, 0.5f, 1.0f );
|
|
DrawImage( TEX_WINNER2, 0.35f, 0.65f, 0.46f, 0.54f );
|
|
}
|
|
|
|
// Disable blending
|
|
glDisable( GL_BLEND );
|
|
|
|
// Swap buffers
|
|
glfwSwapBuffers();
|
|
}
|
|
|
|
// Disable sticky keys
|
|
glfwDisable( GLFW_STICKY_KEYS );
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// GameLoop() - Game loop
|
|
//========================================================================
|
|
|
|
void GameLoop( void )
|
|
{
|
|
int playing, event;
|
|
|
|
// Initialize a new game
|
|
NewGame();
|
|
|
|
// Enable sticky keys
|
|
glfwEnable( GLFW_STICKY_KEYS );
|
|
|
|
// Loop until the game ends
|
|
playing = GL_TRUE;
|
|
while( playing && glfwGetWindowParam( GLFW_OPENED ) )
|
|
{
|
|
// Frame timer
|
|
oldtime = thistime;
|
|
thistime = glfwGetTime();
|
|
dt = thistime - oldtime;
|
|
|
|
// Get user input and update player positions
|
|
PlayerControl();
|
|
|
|
// Move the ball, and check if a player hits/misses the ball
|
|
event = BallControl();
|
|
|
|
// Did we have a winner?
|
|
switch( event )
|
|
{
|
|
case PLAYER1_WINS:
|
|
winner = PLAYER1;
|
|
playing = GL_FALSE;
|
|
break;
|
|
case PLAYER2_WINS:
|
|
winner = PLAYER2;
|
|
playing = GL_FALSE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Did the user press ESC?
|
|
if( glfwGetKey( GLFW_KEY_ESC ) )
|
|
{
|
|
playing = GL_FALSE;
|
|
}
|
|
|
|
// Did the user change camera view?
|
|
if( glfwGetKey( '1' ) )
|
|
{
|
|
camerapos = CAMERA_CLASSIC;
|
|
}
|
|
else if( glfwGetKey( '2' ) )
|
|
{
|
|
camerapos = CAMERA_ABOVE;
|
|
}
|
|
else if( glfwGetKey( '3' ) )
|
|
{
|
|
camerapos = CAMERA_SPECTATOR;
|
|
}
|
|
|
|
// Draw display
|
|
UpdateDisplay();
|
|
|
|
// Swap buffers
|
|
glfwSwapBuffers();
|
|
}
|
|
|
|
// Disable sticky keys
|
|
glfwDisable( GLFW_STICKY_KEYS );
|
|
|
|
// Show winner
|
|
GameOver();
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// main() - Program entry point
|
|
//========================================================================
|
|
|
|
int main( void )
|
|
{
|
|
int menuoption;
|
|
|
|
// Initialize GLFW
|
|
if( !glfwInit() )
|
|
{
|
|
fprintf( stderr, "Failed to initialize GLFW\n" );
|
|
exit( EXIT_FAILURE );
|
|
}
|
|
|
|
// Open OpenGL window
|
|
if( !glfwOpenWindow( 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 );
|
|
}
|
|
|