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Diffstat (limited to 'tests/glfw/pong3d.c')
-rw-r--r-- | tests/glfw/pong3d.c | 862 |
1 files changed, 0 insertions, 862 deletions
diff --git a/tests/glfw/pong3d.c b/tests/glfw/pong3d.c deleted file mode 100644 index 1f136c93..00000000 --- a/tests/glfw/pong3d.c +++ /dev/null @@ -1,862 +0,0 @@ -//======================================================================== -// This is a small test application for GLFW. -// This is an OpenGL port of the famous "PONG" game (the first computer -// game ever?). It is very simple, and could be improved alot. It was -// created in order to show off the gaming capabilities of GLFW. -//======================================================================== - -#include <GL/glfw.h> -#include <stdio.h> -#include <stdlib.h> -#include <math.h> - -#ifdef EMSCRIPTEN -#include <emscripten/emscripten.h> -#endif - -//======================================================================== -// Constants -//======================================================================== - -// Screen resolution -#define WIDTH 640 -#define HEIGHT 480 - -// Player size (units) -#define PLAYER_XSIZE 0.05f -#define PLAYER_YSIZE 0.15f - -// Ball size (units) -#define BALL_SIZE 0.02f - -// Maximum player movement speed (units / second) -#define MAX_SPEED 1.5f - -// Player movement acceleration (units / seconds^2) -#define ACCELERATION 4.0f - -// Player movement deceleration (units / seconds^2) -#define DECELERATION 2.0f - -// Ball movement speed (units / second) -#define BALL_SPEED 0.4f - -// Menu options -#define MENU_NONE 0 -#define MENU_PLAY 1 -#define MENU_QUIT 2 - -// Game events -#define NOBODY_WINS 0 -#define PLAYER1_WINS 1 -#define PLAYER2_WINS 2 - -// Winner ID -#define NOBODY 0 -#define PLAYER1 1 -#define PLAYER2 2 - -// Camera positions -#define CAMERA_CLASSIC 0 -#define CAMERA_ABOVE 1 -#define CAMERA_SPECTATOR 2 -#define CAMERA_DEFAULT CAMERA_CLASSIC - - -//======================================================================== -// Textures -//======================================================================== - -#define TEX_TITLE 0 -#define TEX_MENU 1 -#define TEX_INSTR 2 -#define TEX_WINNER1 3 -#define TEX_WINNER2 4 -#define TEX_FIELD 5 -#define NUM_TEXTURES 6 - -// Texture names -char * tex_name[ NUM_TEXTURES ] = { - "pong3d_title.tga", - "pong3d_menu.tga", - "pong3d_instr.tga", - "pong3d_winner1.tga", - "pong3d_winner2.tga", - "pong3d_field.tga" -}; - -// OpenGL texture object IDs -GLuint tex_id[ NUM_TEXTURES ]; - - -//======================================================================== -// Global variables -//======================================================================== - -// Display information -int width, height; - -// Frame information -double thistime, oldtime, dt, starttime; - -// Camera information -int camerapos; - -// Player information -struct { - double ypos; // -1.0 to +1.0 - double yspeed; // -MAX_SPEED to +MAX_SPEED -} player1, player2; - -// Ball information -struct { - double xpos, ypos; - double xspeed, yspeed; -} ball; - -// And the winner is... -int winner; - -// Lighting configuration -const GLfloat env_ambient[4] = {1.0f,1.0f,1.0f,1.0f}; -const GLfloat light1_position[4] = {-3.0f,3.0f,2.0f,1.0f}; -const GLfloat light1_diffuse[4] = {1.0f,1.0f,1.0f,0.0f}; -const GLfloat light1_ambient[4] = {0.0f,0.0f,0.0f,0.0f}; - -// Object material properties -const GLfloat player1_diffuse[4] = {1.0f,0.3f,0.3f,1.0f}; -const GLfloat player1_ambient[4] = {0.3f,0.1f,0.0f,1.0f}; -const GLfloat player2_diffuse[4] = {0.3f,1.0f,0.3f,1.0f}; -const GLfloat player2_ambient[4] = {0.1f,0.3f,0.1f,1.0f}; -const GLfloat ball_diffuse[4] = {1.0f,1.0f,0.5f,1.0f}; -const GLfloat ball_ambient[4] = {0.3f,0.3f,0.1f,1.0f}; -const GLfloat border_diffuse[4] = {0.3f,0.3f,1.0f,1.0f}; -const GLfloat border_ambient[4] = {0.1f,0.1f,0.3f,1.0f}; -const GLfloat floor_diffuse[4] = {1.0f,1.0f,1.0f,1.0f}; -const GLfloat floor_ambient[4] = {0.3f,0.3f,0.3f,1.0f}; - - -//======================================================================== -// LoadTextures() - Load textures from disk and upload to OpenGL card -//======================================================================== - -GLboolean LoadTextures( void ) -{ - int i; - - // Generate texture objects - glGenTextures( NUM_TEXTURES, tex_id ); - - // Load textures - for( i = 0; i < NUM_TEXTURES; i ++ ) - { - // Select texture object - glBindTexture( GL_TEXTURE_2D, tex_id[ i ] ); - - // Set texture parameters - 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 ); - - // Upload texture from file to texture memory - if( !glfwLoadTexture2D( tex_name[ i ], 0 ) ) - { - fprintf( stderr, "Failed to load texture %s\n", tex_name[ i ] ); - return GL_FALSE; - } - } - - return GL_TRUE; -} - - -//======================================================================== -// DrawImage() - Draw a 2D image as a texture -//======================================================================== - -void DrawImage( int texnum, float x1, float x2, float y1, float y2 ) -{ - glEnable( GL_TEXTURE_2D ); - glBindTexture( GL_TEXTURE_2D, tex_id[ texnum ] ); - glBegin( GL_QUADS ); - glTexCoord2f( 0.0f, 1.0f ); - glVertex2f( x1, y1 ); - glTexCoord2f( 1.0f, 1.0f ); - glVertex2f( x2, y1 ); - glTexCoord2f( 1.0f, 0.0f ); - glVertex2f( x2, y2 ); - glTexCoord2f( 0.0f, 0.0f ); - glVertex2f( x1, y2 ); - glEnd(); - glDisable( GL_TEXTURE_2D ); -} - - -//======================================================================== -// GameMenu() - Game menu (returns menu option) -//======================================================================== - -int GameMenu( void ) -{ - int option; - - // Enable sticky keys - glfwEnable( GLFW_STICKY_KEYS ); - - // Wait for a game menu key to be pressed - do - { - // Get window size - glfwGetWindowSize( &width, &height ); - - // Set viewport - glViewport( 0, 0, width, height ); - - // Clear display - glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); - glClear( GL_COLOR_BUFFER_BIT ); - - // 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(); - - // Display title - glColor3f( 1.0f, 1.0f, 1.0f ); - DrawImage( TEX_TITLE, 0.1f, 0.9f, 0.0f, 0.3f ); - - // Display menu - glColor3f( 1.0f, 1.0f, 0.0f ); - DrawImage( TEX_MENU, 0.38f, 0.62f, 0.35f, 0.5f ); - - // Display instructions - glColor3f( 0.0f, 1.0f, 1.0f ); - DrawImage( TEX_INSTR, 0.32f, 0.68f, 0.65f, 0.85f ); - - // Swap buffers - glfwSwapBuffers(); - - // Check for keys - if( glfwGetKey( 'Q' ) || !glfwGetWindowParam( GLFW_OPENED ) ) - { - option = MENU_QUIT; - } - else if( glfwGetKey( GLFW_KEY_F1 ) ) - { - option = MENU_PLAY; - } - else - { - option = MENU_NONE; - } - - // To avoid horrible busy waiting, sleep for at least 20 ms - glfwSleep( 0.02 ); - } - while( option == MENU_NONE ); - - // Disable sticky keys - glfwDisable( GLFW_STICKY_KEYS ); - - return option; -} - - -//======================================================================== -// NewGame() - Initialize a new game -//======================================================================== - -void NewGame( void ) -{ - // Frame information - starttime = thistime = glfwGetTime(); - - // Camera information - camerapos = CAMERA_DEFAULT; - - // Player 1 information - player1.ypos = 0.0; - player1.yspeed = 0.0; - - // Player 2 information - player2.ypos = 0.0; - player2.yspeed = 0.0; - - // Ball information - ball.xpos = -1.0 + PLAYER_XSIZE; - ball.ypos = player1.ypos; - ball.xspeed = 1.0; - ball.yspeed = 1.0; -} - - -//======================================================================== -// PlayerControl() - Player control -//======================================================================== - -void PlayerControl( void ) -{ - float joy1pos[ 2 ], joy2pos[ 2 ]; - - // Get joystick X & Y axis positions - glfwGetJoystickPos( GLFW_JOYSTICK_1, joy1pos, 2 ); - glfwGetJoystickPos( GLFW_JOYSTICK_2, joy2pos, 2 ); - - // Player 1 control - if( glfwGetKey( 'A' ) || joy1pos[ 1 ] > 0.2f ) - { - player1.yspeed += dt * ACCELERATION; - if( player1.yspeed > MAX_SPEED ) - { - player1.yspeed = MAX_SPEED; - } - } - else if( glfwGetKey( 'Z' ) || joy1pos[ 1 ] < -0.2f ) - { - player1.yspeed -= dt * ACCELERATION; - if( player1.yspeed < -MAX_SPEED ) - { - player1.yspeed = -MAX_SPEED; - } - } - else - { - player1.yspeed /= exp( DECELERATION * dt ); - } - - // Player 2 control - if( glfwGetKey( 'K' ) || joy2pos[ 1 ] > 0.2f ) - { - player2.yspeed += dt * ACCELERATION; - if( player2.yspeed > MAX_SPEED ) - { - player2.yspeed = MAX_SPEED; - } - } - else if( glfwGetKey( 'M' ) || joy2pos[ 1 ] < -0.2f ) - { - player2.yspeed -= dt * ACCELERATION; - if( player2.yspeed < -MAX_SPEED ) - { - player2.yspeed = -MAX_SPEED; - } - } - else - { - player2.yspeed /= exp( DECELERATION * dt ); - } - - // Update player 1 position - player1.ypos += dt * player1.yspeed; - if( player1.ypos > 1.0 - PLAYER_YSIZE ) - { - player1.ypos = 1.0 - PLAYER_YSIZE; - player1.yspeed = 0.0; - } - else if( player1.ypos < -1.0 + PLAYER_YSIZE ) - { - player1.ypos = -1.0 + PLAYER_YSIZE; - player1.yspeed = 0.0; - } - - // Update player 2 position - player2.ypos += dt * player2.yspeed; - if( player2.ypos > 1.0 - PLAYER_YSIZE ) - { - player2.ypos = 1.0 - PLAYER_YSIZE; - player2.yspeed = 0.0; - } - else if( player2.ypos < -1.0 + PLAYER_YSIZE ) - { - player2.ypos = -1.0 + PLAYER_YSIZE; - player2.yspeed = 0.0; - } -} - - -//======================================================================== -// BallControl() - Ball control -//======================================================================== - -int BallControl( void ) -{ - int event; - double ballspeed; - - // Calculate new ball speed - ballspeed = BALL_SPEED * (1.0 + 0.02*(thistime-starttime)); - ball.xspeed = ball.xspeed > 0 ? ballspeed : -ballspeed; - ball.yspeed = ball.yspeed > 0 ? ballspeed : -ballspeed; - ball.yspeed *= 0.74321; - - // Update ball position - ball.xpos += dt * ball.xspeed; - ball.ypos += dt * ball.yspeed; - - // Did the ball hit a top/bottom wall? - if( ball.ypos >= 1.0 ) - { - ball.ypos = 2.0 - ball.ypos; - ball.yspeed = -ball.yspeed; - } - else if( ball.ypos <= -1.0 ) - { - ball.ypos = -2.0 - ball.ypos; - ball.yspeed = -ball.yspeed; - } - - // Did the ball hit/miss a player? - event = NOBODY_WINS; - - // Is the ball entering the player 1 goal? - if( ball.xpos < -1.0 + PLAYER_XSIZE ) - { - // Did player 1 catch the ball? - if( ball.ypos > (player1.ypos-PLAYER_YSIZE) && - ball.ypos < (player1.ypos+PLAYER_YSIZE) ) - { - ball.xpos = -2.0 + 2.0*PLAYER_XSIZE - ball.xpos; - ball.xspeed = -ball.xspeed; - } - else - { - event = PLAYER2_WINS; - } - } - - // Is the ball entering the player 2 goal? - if( ball.xpos > 1.0 - PLAYER_XSIZE ) - { - // Did player 2 catch the ball? - if( ball.ypos > (player2.ypos-PLAYER_YSIZE) && - ball.ypos < (player2.ypos+PLAYER_YSIZE) ) - { - ball.xpos = 2.0 - 2.0*PLAYER_XSIZE - ball.xpos; - ball.xspeed = -ball.xspeed; - } - else - { - event = PLAYER1_WINS; - } - } - - return event; -} - - -//======================================================================== -// DrawBox() - Draw a 3D box -//======================================================================== - -#define TEX_SCALE 4.0f - - -void DrawBox( float x1, float y1, float z1, float x2, float y2, float z2 ) -{ - // Draw six sides of a cube - glBegin( GL_QUADS ); - // Side 1 (down) - glNormal3f( 0.0f, 0.0f, -1.0f ); - glTexCoord2f( 0.0f, 0.0f ); - glVertex3f( x1,y2,z1 ); - glTexCoord2f( TEX_SCALE, 0.0f ); - glVertex3f( x2,y2,z1 ); - glTexCoord2f( TEX_SCALE, TEX_SCALE ); - glVertex3f( x2,y1,z1 ); - glTexCoord2f( 0.0f, TEX_SCALE ); - glVertex3f( x1,y1,z1 ); - // Side 2 (up) - glNormal3f( 0.0f, 0.0f, 1.0f ); - glTexCoord2f( 0.0f, 0.0f ); - glVertex3f( x1,y1,z2 ); - glTexCoord2f( TEX_SCALE, 0.0f ); - glVertex3f( x2,y1,z2 ); - glTexCoord2f( TEX_SCALE, TEX_SCALE ); - glVertex3f( x2,y2,z2 ); - glTexCoord2f( 0.0f, TEX_SCALE ); - glVertex3f( x1,y2,z2 ); - // Side 3 (backward) - glNormal3f( 0.0f, -1.0f, 0.0f ); - glTexCoord2f( 0.0f, 0.0f ); - glVertex3f( x1,y1,z1 ); - glTexCoord2f( TEX_SCALE, 0.0f ); - glVertex3f( x2,y1,z1 ); - glTexCoord2f( TEX_SCALE, TEX_SCALE ); - glVertex3f( x2,y1,z2 ); - glTexCoord2f( 0.0f, TEX_SCALE ); - glVertex3f( x1,y1,z2 ); - // Side 4 (forward) - glNormal3f( 0.0f, 1.0f, 0.0f ); - glTexCoord2f( 0.0f, 0.0f ); - glVertex3f( x1,y2,z2 ); - glTexCoord2f( TEX_SCALE, 0.0f ); - glVertex3f( x2,y2,z2 ); - glTexCoord2f( TEX_SCALE, TEX_SCALE ); - glVertex3f( x2,y2,z1 ); - glTexCoord2f( 0.0f, TEX_SCALE ); - glVertex3f( x1,y2,z1 ); - // Side 5 (left) - glNormal3f( -1.0f, 0.0f, 0.0f ); - glTexCoord2f( 0.0f, 0.0f ); - glVertex3f( x1,y1,z2 ); - glTexCoord2f( TEX_SCALE, 0.0f ); - glVertex3f( x1,y2,z2 ); - glTexCoord2f( TEX_SCALE, TEX_SCALE ); - glVertex3f( x1,y2,z1 ); - glTexCoord2f( 0.0f, TEX_SCALE ); - glVertex3f( x1,y1,z1 ); - // Side 6 (right) - 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 -//======================================================================== - -int playing, event; - -void iteration(){ - // 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(); -} - -void GameLoop( void ) -{ - int menuoption; - - // Initialize a new game - NewGame(); - - // Enable sticky keys - glfwEnable( GLFW_STICKY_KEYS ); - - // Loop until the game ends - playing = GL_TRUE; - - menuoption = GameMenu(); - - // If the user wants to play, let him... - if( menuoption != MENU_PLAY) - playing = GL_FALSE; - -#ifdef EMSCRIPTEN - emscripten_set_main_loop (iteration, 0, 1); -#else - // Main loop - while( playing && glfwGetWindowParam( GLFW_OPENED ) ) - { - iteration(); - } -#endif - - // Disable sticky keys - glfwDisable( GLFW_STICKY_KEYS ); - - // Show winner - GameOver(); -} - - -//======================================================================== -// main() - Program entry point -//======================================================================== - -int main( void ) -{ - - // 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 ); - } - - GameLoop(); - - // Unload all textures - if( glfwGetWindowParam( GLFW_OPENED ) ) - { - glDeleteTextures( NUM_TEXTURES, tex_id ); - } - - // Terminate GLFW - glfwTerminate(); - - exit( EXIT_SUCCESS ); -} - |