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GLiardo.cpp
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GLiardo.cpp
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#include <stdlib.h>
#include <GL/glut.h>
#include <stdio.h>
#include <string.h>
#include "Engine.h"
#include "BitmapText.h"
#include "GLLayer.h"
#include "MathStructs.h"
const int MAIN_HEIGHT = 600;
const int MAIN_WIDTH = 600;
const int SUB_HEIGHT = 65;
const int SUB_WIDTH = 275;
const char *VERSION = "2.0";
Engine game;
GLLayer glLayer(&game);
int window[3];
// display function for the left hand side sub window
void display1(void)
{
/*
char str[64];
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
BitmapText(Point(0.05, 0.33, 0.0), GLUT_BITMAP_8_BY_13).raster(game.infoString(1, str));
BitmapText(Point(0.05, 0.56, 0.0), GLUT_BITMAP_8_BY_13).raster(game.infoString(2, str));
BitmapText(Point(0.05, 0.79, 0.0), GLUT_BITMAP_8_BY_13).raster(game.infoString(3, str));
glutSwapBuffers();
*/
glutSetWindow(window[1]);
glLayer.setViewPoint(GLLayer::LEFT);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glLayer.renderScene();
glColor3f(1.0, 1.0, 1.0);
//Pocket::renderSharpPart(Point(0.0, 0.0, 0.0), 180.0, 0.075, 0.1);
glutSwapBuffers();
}
// display function for the right hand side sub window
void display2(void)
{
/*
char str[64];
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
BitmapText(Point(0.05, 0.33, 0.0), GLUT_BITMAP_8_BY_13).raster(game.infoString(4, str));
BitmapText(Point(0.05, 0.56, 0.0), GLUT_BITMAP_8_BY_13).raster(game.infoString(5, str));
BitmapText(Point(0.05, 0.79, 0.0), GLUT_BITMAP_8_BY_13).raster(game.infoString(6, str));
glutSwapBuffers();
*/
glutSetWindow(window[2]);
glLayer.setViewPoint(GLLayer::RIGHT);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glLayer.renderScene();
glColor3f(1.0, 1.0, 1.0);
//Pocket::renderSharpPart(Point(0.0, 0.0, 0.0), 180.0, 0.075, 0.1);
glutSwapBuffers();
}
// display function for the main window
void display(void)
{
glutSetWindow(window[0]);
glLayer.setViewPoint(GLLayer::RIGHT);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glLayer.renderScene();
glColor3f(1.0, 1.0, 1.0);
//Pocket::renderSharpPart(Point(0.0, 0.0, 0.0), 180.0, 0.075, 0.1);
glutSwapBuffers();
}
// move to the next step, n redisplay the scene
void next(int i)
{
// move game to the next step
game.nextStep();
// redisplay windows
glutSetWindow(window[0]);
glutPostRedisplay();
glutSetWindow(window[1]);
glutPostRedisplay();
glutSetWindow(window[2]);
glutPostRedisplay();
glutTimerFunc(game.timeInterval(), next, 1);
}
// listen to the key board events
void keyboard(unsigned char key, int x, int y)
{
static GLfloat position[] = {0.0, 0.0, 0.0, 1.0};
switch (key)
{
case 'r': case'R':
game.reset();
break;
case 27:
exit(0);
break;
case 'a':
glLayer.lightsUp();
break;
case 'z':
glLayer.lightsDown();
break;
case '1':
glLayer.turnOff(GLLayer::LAMP1);
break;
case '!':
glLayer.turnOn(GLLayer::LAMP1);
break;
case '2':
glLayer.turnOff(GLLayer::LAMP2);
break;
case '@':
glLayer.turnOn(GLLayer::LAMP2);
break;
case 's': case 'S':
glutSetWindow(window[0]);
glutReshapeWindow(MAIN_WIDTH, MAIN_HEIGHT);
break;
}
}
// lsten to the mouse passive motion
void passiveMotion(int x, int y)
{
int viewport[4];
double realX, realY;
// get viewport dimensions
glGetIntegerv(GL_VIEWPORT, viewport);
y = viewport[3] - y; // invert y
// project x and y to our world
realX = (double) x * (2 / (double) viewport[2]) + (-1.0);
realY = (double) y * (2 / (double) viewport[3]) + (-1.0);
game.directStick(Point(realX, realY, 0.0));
}
//listen to mouse click events
void mouse(int button, int state, int x, int y)
{
int viewport[4];
double realX, realY;
// get viewport dimensions
glGetIntegerv (GL_VIEWPORT, viewport);
y = viewport[3] - y; // invert y
// project x and y on our world
realX = (double) x * (2 / (double) viewport[2]) + (-1.0);
realY = (double) y * (2 / (double) viewport[3]) + (-1.0);
if (state == GLUT_UP)
switch (button)
{
case GLUT_LEFT_BUTTON:
game.hit(Point(realX, realY, game.getCue().getRadius()));
break;
case GLUT_RIGHT_BUTTON:
game.shiftPower();
break;
}
}
// reshape function for main window
void reshape(int w, int h)
{
// calculate sub windows' dimensions
int sw = w * SUB_WIDTH / MAIN_WIDTH;
int sh = h * SUB_HEIGHT / MAIN_HEIGHT;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluOrtho2D (0, 1, 0, 1);
//gluPerspective(60, (GLdouble) w / (GLdouble) h, 0.25, 4);
glOrtho(-1.0, +1.0, -1.0, +1.0, -2.0, +4.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
0.0, 0.0, 2.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0
);
// relocate and reshape sub windows
glutSetWindow(window[1]);
glutPositionWindow(0, 0);
glutReshapeWindow(sw, sh);
glutSetWindow(window[2]);
glutPositionWindow(MAIN_WIDTH, 0);
glutReshapeWindow(sw, sh);
// retrieve focus to the main window
glutSetWindow(window[0]);
}
// reshape function for sub windows
void reshapeSubWindow(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 1.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
}
// initialize the environment for main window
void init(void)
{
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
glClearColor(0.1, 0.1, 0.1, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glLayer.initLights();
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glLayer.turnOn(GLLayer::LAMP1 | GLLayer::LAMP2);
}
// initialize the environment for the sub windows
void initSubWindow(void)
{
glClearColor (0.3, 0.7, 1.0, 1.0);
glShadeModel(GL_SMOOTH);
}
// entry point
int main(int argc, char** argv)
{
printf("GLiardo 2.5 Engraved. Homework Edition.\n");
printf("Thanks for choosing this game.\n");
printf("\n");
printf("Use the mouse to direct the stick.\n");
printf("Use right mouse botton to adjust the strength.\n");
printf("Use left mouse botton to hit the ball.\n");
printf("To restart the game, press 'R'.\n");
printf("For farther information about the game please read the readme.txt file,\n");
printf("associated with this game.\n");
printf("Or contact us at:\n");
printf("[email protected]\n");
printf("\n");
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (MAIN_WIDTH * 2, MAIN_HEIGHT);
glutInitWindowPosition (0, 0);
window[0] = glutCreateWindow ("Dexter's GLiardo Engraved");
window[1] = glutCreateSubWindow(window[0], 0, 0, MAIN_WIDTH, MAIN_HEIGHT);
//glutReshapeFunc(reshape);
init();
//initSubWindow();
glutDisplayFunc(display1);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutPassiveMotionFunc(passiveMotion);
window[2] = glutCreateSubWindow(window[0], MAIN_WIDTH, 0, MAIN_WIDTH, MAIN_HEIGHT);
//glutReshapeFunc(reshape);
init();
//initSubWindow();
glutDisplayFunc(display2);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutPassiveMotionFunc(passiveMotion);
next(1);
glutMainLoop();
return 0;
}