labyrinth

diff src/main.c @ 0:8ba79034e8a6

labyrinth example initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 15 Jan 2015 14:59:38 +0200
parents
children e3b9707504df
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/main.c	Thu Jan 15 14:59:38 2015 +0200
     1.3 @@ -0,0 +1,382 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <math.h>
     1.7 +#include <assert.h>
     1.8 +#include "opengl.h"
     1.9 +#include "player.h"
    1.10 +#include "level.h"
    1.11 +#include "noise.h"
    1.12 +#include "texture.h"
    1.13 +#include "mesh.h"
    1.14 +
    1.15 +#define PLAYER_EYE_HEIGHT	1.65
    1.16 +
    1.17 +static int init(void);
    1.18 +static void update(unsigned int msec);
    1.19 +static void display(void);
    1.20 +static void draw_scene(unsigned int msec);
    1.21 +static void idle(void);
    1.22 +static void reshape(int x, int y);
    1.23 +static void key_down(unsigned char key, int x, int y);
    1.24 +static void key_up(unsigned char key, int x, int y);
    1.25 +static void mouse(int bn, int state, int x, int y);
    1.26 +static void motion(int x, int y);
    1.27 +
    1.28 +static int win_width, win_height;
    1.29 +static struct level level;
    1.30 +static struct player player;
    1.31 +static int mouselook, freelook = 1;
    1.32 +static char keystate[256];
    1.33 +
    1.34 +static struct mesh *monkey_mesh;
    1.35 +static unsigned int envmap;
    1.36 +static unsigned int win_tex;
    1.37 +
    1.38 +static int game_won;
    1.39 +
    1.40 +static float dbg_cam_dist = 0.0;
    1.41 +
    1.42 +int main(int argc, char **argv)
    1.43 +{
    1.44 +	glutInit(&argc, argv);
    1.45 +	glutInitWindowSize(1280, 800);
    1.46 +	glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    1.47 +	glutCreateWindow("labyrinth game example");
    1.48 +
    1.49 +	glutDisplayFunc(display);
    1.50 +	glutIdleFunc(idle);
    1.51 +	glutReshapeFunc(reshape);
    1.52 +	glutKeyboardFunc(key_down);
    1.53 +	glutKeyboardUpFunc(key_up);
    1.54 +	glutMouseFunc(mouse);
    1.55 +	glutMotionFunc(motion);
    1.56 +
    1.57 +	if(init() == -1) {
    1.58 +		return 1;
    1.59 +	}
    1.60 +	glutMainLoop();
    1.61 +	return 0;
    1.62 +}
    1.63 +
    1.64 +
    1.65 +static int init(void)
    1.66 +{
    1.67 +	glEnable(GL_DEPTH_TEST);
    1.68 +	glEnable(GL_CULL_FACE);
    1.69 +	glEnable(GL_LIGHTING);
    1.70 +	glEnable(GL_NORMALIZE);
    1.71 +
    1.72 +	glEnable(GL_LIGHT0);
    1.73 +	glEnable(GL_LIGHT1);
    1.74 +
    1.75 +	/* set a slightly bluish cold ambient light */
    1.76 +	{
    1.77 +		float ambient[] = {0.08, 0.1, 0.3, 1.0};
    1.78 +		glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
    1.79 +	}
    1.80 +
    1.81 +	level_init(&level);
    1.82 +	if(level_load(&level, "data/0.level") == -1) {
    1.83 +		fprintf(stderr, "level loading failed\n");
    1.84 +		return -1;
    1.85 +	}
    1.86 +
    1.87 +	if(!(level.wall_tex = load_texture("data/wall.ppm"))) {
    1.88 +		return -1;
    1.89 +	}
    1.90 +	if(!(level.floor_tex = load_texture("data/floor.ppm"))) {
    1.91 +		return -1;
    1.92 +	}
    1.93 +	level.floor_tex_scale = 1.0;
    1.94 +	if(!(level.ceil_tex = load_texture("data/ceil.ppm"))) {
    1.95 +		return -1;
    1.96 +	}
    1.97 +	level.ceil_tex_scale = 2.0;
    1.98 +
    1.99 +
   1.100 +	if(!(monkey_mesh = load_mesh("data/monkey.obj"))) {
   1.101 +		return -1;
   1.102 +	}
   1.103 +	if(!(envmap = load_texture("data/refmap.ppm"))) {
   1.104 +		return -1;
   1.105 +	}
   1.106 +
   1.107 +	if(!(win_tex = load_texture("data/done.ppm"))) {
   1.108 +		return -1;
   1.109 +	}
   1.110 +
   1.111 +	player_init(&player, &level);
   1.112 +	return 0;
   1.113 +}
   1.114 +
   1.115 +static void update(unsigned int msec)
   1.116 +{
   1.117 +	static unsigned int prev_upd;
   1.118 +	float dfwd = 0.0f;
   1.119 +	float dright = 0.0f;
   1.120 +	float walk_speed = 8.0;
   1.121 +
   1.122 +	float dt = (float)(msec - prev_upd) / 1000.0f;
   1.123 +	prev_upd = msec;
   1.124 +
   1.125 +	if(game_won) return;
   1.126 +
   1.127 +	if(freelook) {
   1.128 +		if(keystate['w'] || keystate['W']) {
   1.129 +			dfwd += walk_speed * dt;
   1.130 +		}
   1.131 +		if(keystate['s'] || keystate['S']) {
   1.132 +			dfwd -= walk_speed * dt;
   1.133 +		}
   1.134 +		if(keystate['d'] || keystate['D']) {
   1.135 +			dright += walk_speed * dt * 0.6;
   1.136 +		}
   1.137 +		if(keystate['a'] || keystate['A']) {
   1.138 +			dright -= walk_speed * dt * 0.6;
   1.139 +		}
   1.140 +
   1.141 +		player_move(&player, dfwd, dright);
   1.142 +	}
   1.143 +
   1.144 +	if(level_cell_at(&level, player.x, player.y) == 'x') {
   1.145 +		game_won = 1;
   1.146 +	}
   1.147 +}
   1.148 +
   1.149 +static void display(void)
   1.150 +{
   1.151 +	float flicker = 1.0f;
   1.152 +	unsigned int msec = glutGet(GLUT_ELAPSED_TIME);
   1.153 +
   1.154 +	update(msec);
   1.155 +
   1.156 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   1.157 +
   1.158 +	glMatrixMode(GL_MODELVIEW);
   1.159 +	glLoadIdentity();
   1.160 +	glTranslatef(0, 0, -dbg_cam_dist);
   1.161 +	/* set view matrix according to player pos/rot */
   1.162 +	player_setup_view_matrix(&player);
   1.163 +	glTranslatef(0, -PLAYER_EYE_HEIGHT, 0);
   1.164 +
   1.165 +	/* setup lights */
   1.166 +	flicker = fbm1((float)msec / 500.0f, 2) * 0.4 + 0.6;
   1.167 +	set_light_position(0, player.x, PLAYER_EYE_HEIGHT + 0.2, player.y);
   1.168 +	set_light_color(0, 1.0 * flicker, 0.6 * flicker, 0.3 * flicker);
   1.169 +	set_light_attenuation(0, 0.5, 0, 0.04);
   1.170 +
   1.171 +	set_light_position(1, level.goal_pos[0], 0.8, level.goal_pos[1]);
   1.172 +	set_light_color(1, 0.955, 0.75, 0.06);
   1.173 +	set_light_attenuation(1, 0.9, 0, 0.05);
   1.174 +
   1.175 +	/* draw the scene */
   1.176 +	draw_scene(msec);
   1.177 +
   1.178 +	glutSwapBuffers();
   1.179 +	assert(glGetError() == GL_NO_ERROR);
   1.180 +}
   1.181 +
   1.182 +static void draw_scene(unsigned int msec)
   1.183 +{
   1.184 +	float x, y;
   1.185 +	float tsec = (float)msec / 1000.0f;
   1.186 +
   1.187 +	level_draw(&level);
   1.188 +
   1.189 +	/* draw the golden monkey */
   1.190 +	if(level_obj_pos(&level, 'x', &x, &y)) {
   1.191 +		glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
   1.192 +		glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
   1.193 +		glEnable(GL_TEXTURE_GEN_S);
   1.194 +		glEnable(GL_TEXTURE_GEN_T);
   1.195 +
   1.196 +		glBindTexture(GL_TEXTURE_2D, envmap);
   1.197 +		glEnable(GL_TEXTURE_2D);
   1.198 +
   1.199 +		set_mtl_diffuse(0.1, 0.1, 0.1, 1);
   1.200 +		set_mtl_specular(0.955, 0.75, 0.06);
   1.201 +		set_mtl_shininess(80.0);
   1.202 +		set_mtl_emission(0.955, 0.75 * 0.7, 0.06 * 0.1);
   1.203 +
   1.204 +		glMatrixMode(GL_MODELVIEW);
   1.205 +		glPushMatrix();
   1.206 +		glTranslatef(x, 0.8 + sin(tsec * 2.0) * 0.1, y);
   1.207 +		glRotatef(tsec * 100.0, 0, 1, 0);
   1.208 +		glRotatef(sin(tsec * 3.0) * 10.0, 1, 0, 0);
   1.209 +		glScalef(0.3, 0.3, 0.3);
   1.210 +
   1.211 +		render_mesh(monkey_mesh);
   1.212 +
   1.213 +		glPopMatrix();
   1.214 +
   1.215 +		set_mtl_emission(0, 0, 0);
   1.216 +
   1.217 +		glDisable(GL_TEXTURE_2D);
   1.218 +
   1.219 +		glDisable(GL_TEXTURE_GEN_S);
   1.220 +		glDisable(GL_TEXTURE_GEN_T);
   1.221 +	}
   1.222 +
   1.223 +	/* draw the win text */
   1.224 +	if(game_won) {
   1.225 +		glMatrixMode(GL_MODELVIEW);
   1.226 +		glPushMatrix();
   1.227 +		glLoadIdentity();
   1.228 +		glMatrixMode(GL_PROJECTION);
   1.229 +		glPushMatrix();
   1.230 +		glLoadIdentity();
   1.231 +		glScalef((float)win_height / (float)win_width, 1, 1);
   1.232 +
   1.233 +		glBindTexture(GL_TEXTURE_2D, win_tex);
   1.234 +		glEnable(GL_TEXTURE_2D);
   1.235 +
   1.236 +		glEnable(GL_BLEND);
   1.237 +		glBlendFunc(GL_ONE, GL_ONE);
   1.238 +		glDisable(GL_LIGHTING);
   1.239 +
   1.240 +		glBegin(GL_QUADS);
   1.241 +		glTexCoord2f(0, 1); glVertex2f(-1, -1);
   1.242 +		glTexCoord2f(1, 1); glVertex2f(1, -1);
   1.243 +		glTexCoord2f(1, 0); glVertex2f(1, 1);
   1.244 +		glTexCoord2f(0, 0); glVertex2f(-1, 1);
   1.245 +		glEnd();
   1.246 +
   1.247 +		glDisable(GL_BLEND);
   1.248 +		glDisable(GL_TEXTURE_2D);
   1.249 +		glEnable(GL_LIGHTING);
   1.250 +
   1.251 +		glPopMatrix();
   1.252 +		glMatrixMode(GL_MODELVIEW);
   1.253 +		glPopMatrix();
   1.254 +	}
   1.255 +}
   1.256 +
   1.257 +static void idle(void)
   1.258 +{
   1.259 +	glutPostRedisplay();
   1.260 +}
   1.261 +
   1.262 +static void reshape(int x, int y)
   1.263 +{
   1.264 +	win_width = x;
   1.265 +	win_height = y;
   1.266 +	glViewport(0, 0, x, y);
   1.267 +	glMatrixMode(GL_PROJECTION);
   1.268 +	glLoadIdentity();
   1.269 +	gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
   1.270 +}
   1.271 +
   1.272 +static int warping_mouse;
   1.273 +
   1.274 +static void key_down(unsigned char key, int x, int y)
   1.275 +{
   1.276 +	keystate[key] = 1;
   1.277 +
   1.278 +	switch(key) {
   1.279 +	case 27:
   1.280 +		exit(0);
   1.281 +
   1.282 +	case 'a':
   1.283 +		if(!freelook && !game_won) {
   1.284 +			player_turn(&player, -90, 0);
   1.285 +		}
   1.286 +		break;
   1.287 +
   1.288 +	case 'd':
   1.289 +		if(!freelook && !game_won) {
   1.290 +			player_turn(&player, 90, 0);
   1.291 +		}
   1.292 +		break;
   1.293 +
   1.294 +	case 'w':
   1.295 +	case 's':
   1.296 +		if(!freelook && !game_won) {
   1.297 +			float prev_x = player.x;
   1.298 +			float prev_y = player.y;
   1.299 +			float sign = key == 'w' ? 1.0 : -1.0;
   1.300 +
   1.301 +			if(!player_move(&player, level.cell_size * sign, 0)) {
   1.302 +				player.x = prev_x;
   1.303 +				player.y = prev_y;
   1.304 +			}
   1.305 +		}
   1.306 +		break;
   1.307 +
   1.308 +	case '`':
   1.309 +	case '~':
   1.310 +		mouselook = !mouselook;
   1.311 +		if(mouselook) {
   1.312 +			warping_mouse = 1;
   1.313 +			glutWarpPointer(win_width / 2, win_height / 2);
   1.314 +			glutPassiveMotionFunc(motion);
   1.315 +			glutSetCursor(GLUT_CURSOR_NONE);
   1.316 +		} else {
   1.317 +			glutPassiveMotionFunc(0);
   1.318 +			glutSetCursor(GLUT_CURSOR_INHERIT);
   1.319 +		}
   1.320 +		break;
   1.321 +
   1.322 +	case 'b':
   1.323 +	case 'B':
   1.324 +		freelook = !freelook;
   1.325 +		break;
   1.326 +
   1.327 +	case 'r':
   1.328 +	case 'R':
   1.329 +		game_won = 0;
   1.330 +		player_init(&player, &level);
   1.331 +		break;
   1.332 +
   1.333 +	default:
   1.334 +		break;
   1.335 +	}
   1.336 +}
   1.337 +
   1.338 +static void key_up(unsigned char key, int x, int y)
   1.339 +{
   1.340 +	keystate[key] = 0;
   1.341 +}
   1.342 +
   1.343 +static int bnstate[16];
   1.344 +static int prev_x, prev_y;
   1.345 +
   1.346 +static void mouse(int bn, int state, int x, int y)
   1.347 +{
   1.348 +	prev_x = x;
   1.349 +	prev_y = y;
   1.350 +	bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN ? 1 : 0;
   1.351 +}
   1.352 +
   1.353 +static void motion(int x, int y)
   1.354 +{
   1.355 +	int dx, dy;
   1.356 +	int cx = win_width / 2;
   1.357 +	int cy = win_height / 2;
   1.358 +
   1.359 +	if(warping_mouse) {
   1.360 +		warping_mouse = 0;
   1.361 +		return;
   1.362 +	}
   1.363 +
   1.364 +	dx = x - (mouselook ? cx : prev_x);
   1.365 +	dy = y - (mouselook ? cy : prev_y);
   1.366 +	prev_x = x;
   1.367 +	prev_y = y;
   1.368 +
   1.369 +	if(!dx && !dy) return;
   1.370 +
   1.371 +	if(mouselook || bnstate[0]) {
   1.372 +		player_turn(&player, dx * 0.5, dy * 0.5);
   1.373 +	}
   1.374 +	if(bnstate[2]) {
   1.375 +		dbg_cam_dist += 0.1 * dy;
   1.376 +		if(dbg_cam_dist < 0.0) dbg_cam_dist = 0.0;
   1.377 +	}
   1.378 +
   1.379 +	if(mouselook) {
   1.380 +		warping_mouse = 1;
   1.381 +		glutWarpPointer(cx, cy);
   1.382 +		prev_x = cx;
   1.383 +		prev_y = cy;
   1.384 +	}
   1.385 +}