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display.cpp
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display.cpp
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/*!
* Defination of various functions that create the view that is shown in the viewports
*
* Copyright (c) 2010 by sidharth
*/
#include "display.h"
#include "variables.h"
#include "object.h"
#include <al/al.h>
#include <al/alc.h>
#include <al/alut.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
//ambient characterstics of various materials
GLfloat mat_ambient[] = { 0.7, 0., 0.0, 1.0 };
GLfloat mat_ambient_color[] = { 0.0, 0., 0.0, 1.0 };
GLfloat mat_ambient_red[] = { 1, 0.0, 0.0, 1.0 };
GLfloat mat_ambient_white[] = { 0.5, 0.5, 0.5, 1.0 };
GLfloat mat_ambient_black[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat mat_ambient_striker[] = { 0.0, 0.0, .6, 1.0 };
//diffuse characterstics of various materails
GLfloat mat_diffuse[] = { 1, 0.90, 0.0, .5 };
GLfloat mat_diffuse_red[] = { 1, 0.0, 0.0, .5 };
GLfloat mat_diffuse_white[] = { .7, .7, .7, .5 };
GLfloat mat_diffuse_black[] = { .01, .01, .01, 1 };
GLfloat mat_diffuse_striker[] = { .00, .00, .1, 1 };
//specular and misclenious characterstics
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1};
GLfloat no_shininess[] = { 0.0 };
GLfloat low_shininess[] = { 10.0 };
GLfloat high_shininess[] = { 100.0 };
GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0};
GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat position[] = { 5.0, 5.0, 10.0, 1.0 };
/*!
* \brief
* Creates Boundary of the carromBoard
*
* \param length
* Length of the boundary
*
* \param breadth
* Length of the boundary
*
* \param width
* Length of the boundary
*
* Sets the material properties and draws the bounadary
*
* \remarks
* Need to be called 4 times for the sides and 4 times for the corner to make the vertices alinged
*
*/
void inline createBoardBoundary(float length, float breadth,float width)
{
glScalef (length, breadth, width);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
//glHint( GL_POLYGON_SMOOTH_HINT,GL_NICEST );
glutSolidCube (1.0);
}
/*!
* \brief
* creates the stirker box where stirker can be placed
*
*
* \param length
* Length of the boundary
*
* \param breadth
* Length of the boundary
*
* \param width
* Length of the boundary
*
* Draws a glut wire cube
*
* \remarks
* Need to be called 4 times for the 4 visual boundaries can also be improved in design
*
*/
void inline createBoardVisualStrikerBox(float length, float breadth, float width)
{
glScalef (length, breadth, width);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
glutWireCube(1.0);
}
/*!
* \brief
* Used to create the pockets of the carromBoard
*
* Creates a black disc that can be placed as a pocket
*
* \remarks
* The disc needs to be just above the board for visibility
*
*/
void inline createPocket()
{
glShadeModel (GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_black);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse_black);
glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
glCallList(startList+1);
}
/*!
* \brief
* Creates the visual outer circle
*
*
* this creates a hollow disc as a circle
*
* \remarks
* The circle is created and needs to be scaled to suit the board dimensions
*
*/
void inline createOuterCircle()
{
glShadeModel (GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_black);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse_black);
glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
glCallList(startList+2);
}
/*!
* \brief
* Creates the board
*
* \param carromBoard
* CarromBoard pointer containing the dimensions of the board and othe properties
*
* Function 1) Creates the playing board 2) Creates boundaries 3)creates pockets 4) creates visuals
*
* \remarks
* The whole board model needs to be scaled for the view
*
*/
void createBoard1(CarromBoard* carromBoard)
{
glPushMatrix();// doing this for the board
//Making the board surface
glPushMatrix();
glScalef (carromBoard->boardSurface.length, carromBoard->boardSurface.breadth, carromBoard->boardSurface.height);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
glutSolidCube (1.0);
glPopMatrix();
//Making the board boundary
glPushMatrix();
glTranslatef(0.0, carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2, 0.0);
createBoardBoundary(carromBoard->boardSurface.length, carromBoard->boardBoundary.breadth, carromBoard->boardBoundary.height);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, -(carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), 0.0);
createBoardBoundary(carromBoard->boardSurface.length, carromBoard->boardBoundary.breadth, carromBoard->boardBoundary.height);
glPopMatrix();
glPushMatrix();
glTranslatef(-(carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), 0.0, 0.0);
createBoardBoundary(carromBoard->boardBoundary.breadth, carromBoard->boardSurface.length , carromBoard->boardBoundary.height);
glPopMatrix();
glPushMatrix();
glTranslatef((carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), 0.0, 0.0);
createBoardBoundary(carromBoard->boardBoundary.breadth, carromBoard->boardSurface.length ,carromBoard->boardBoundary.height);
glPopMatrix();
//creating board corners
glPushMatrix();
glTranslatef(-(carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), -(carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), 0.0);
createBoardBoundary(carromBoard->boardBoundary.breadth,carromBoard->boardBoundary.breadth , carromBoard->boardBoundary.height);
glPopMatrix();
glPushMatrix();
glTranslatef((carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), -(carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), 0.0);
createBoardBoundary(carromBoard->boardBoundary.breadth,carromBoard->boardBoundary.breadth , carromBoard->boardBoundary.height);
glPopMatrix();
glPushMatrix();
glTranslatef((carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), (carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), 0.0);
createBoardBoundary(carromBoard->boardBoundary.breadth,carromBoard->boardBoundary.breadth , carromBoard->boardBoundary.height);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-(carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), (carromBoard->boardSurface.length/2 + carromBoard->boardBoundary.breadth/2), 0.0);
createBoardBoundary(carromBoard->boardBoundary.breadth,carromBoard->boardBoundary.breadth , carromBoard->boardBoundary.height);
glPopMatrix();
//makingPockets
glPushMatrix();
glTranslatef((carromBoard->boardSurface.length /2 - carromBoard->boardPockets[0].radius),(carromBoard->boardSurface.length /2 - carromBoard->boardPockets[0].radius), carromBoard->boardSurface.height/2 + 0.005);
glScalef(carromBoard->boardPockets[0].radius, carromBoard->boardPockets[0].radius, 1.0);
createPocket();
glPopMatrix();
glPushMatrix();
glTranslatef(-(carromBoard->boardSurface.length /2 - carromBoard->boardPockets[0].radius),(carromBoard->boardSurface.length /2 - carromBoard->boardPockets[0].radius), carromBoard->boardSurface.height/2 + 0.005);
glScalef(carromBoard->boardPockets[0].radius, carromBoard->boardPockets[0].radius, 1.0);
createPocket();
glPopMatrix();
glPushMatrix();
glTranslatef((carromBoard->boardSurface.length /2 - carromBoard->boardPockets[0].radius),-(carromBoard->boardSurface.length /2 - carromBoard->boardPockets[0].radius), carromBoard->boardSurface.height/2 + 0.005);
glScalef(carromBoard->boardPockets[0].radius, carromBoard->boardPockets[0].radius, 1.0);
createPocket();
glPopMatrix();
glPushMatrix();
glTranslatef(-(carromBoard->boardSurface.length /2 - carromBoard->boardPockets[0].radius),-(carromBoard->boardSurface.length /2 - carromBoard->boardPockets[0].radius), carromBoard->boardSurface.height/2 + 0.005);
glScalef(carromBoard->boardPockets[0].radius, carromBoard->boardPockets[0].radius, 1.0);
createPocket();
glPopMatrix();
// Creating board visuals
glPushMatrix();
glTranslatef((carromBoard->boardSurface.length/2 - carromBoard->boardBoundary.breadth), 0.0, carromBoard->boardSurface.height/2 + 0.005);
createBoardVisualStrikerBox(carromBoard->boardBoundary.breadth/2, carromBoard->boardSurface.length - 220 ,.5);
glPopMatrix();
glPushMatrix();
glTranslatef(-(carromBoard->boardSurface.length/2 - carromBoard->boardBoundary.breadth), 0.0, carromBoard->boardSurface.height/2 + 0.005);
createBoardVisualStrikerBox(carromBoard->boardBoundary.breadth/2, carromBoard->boardSurface.length - 220 ,.5);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, (carromBoard->boardSurface.length/2 - carromBoard->boardBoundary.breadth), carromBoard->boardSurface.height/2 + 0.005);
createBoardVisualStrikerBox( carromBoard->boardSurface.length -220 ,carromBoard->boardBoundary.breadth/2,.5);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, -(carromBoard->boardSurface.length/2 - carromBoard->boardBoundary.breadth), carromBoard->boardSurface.height/2 + 0.005);
createBoardVisualStrikerBox( carromBoard->boardSurface.length - 220 ,carromBoard->boardBoundary.breadth/2,.5);
glPopMatrix();
//creating central rings
glPushMatrix();
glTranslatef(0,0, carromBoard->boardSurface.height/2 + 0.005);
glScalef(carromBoard->boardPockets[0].radius*4, carromBoard->boardPockets[0].radius*4, 1.0);
createOuterCircle();
glPopMatrix();
glPushMatrix();
glTranslatef(0,0, carromBoard->boardSurface.height/2 + 0.005);
glScalef(carromBoard->boardPockets[0].radius*.5, carromBoard->boardPockets[0].radius*.5, 1.0);
createPocket();
glPopMatrix();
/*glTranslatef(0,0, carromBoard->boardSurface.height/2 + 0.005);
glScalef(carromBoard->boardPockets[0].radius/2, carromBoard->boardPockets[0].radius/2, 1.0);
createPocket();
glPopMatrix();*/
//glTranslatef(0,0, carromBoard->boardSurface.height/2 + 0.005);
////glScalef(carromBoard->boardPockets[0].radius/2, carromBoard->boardPockets[0].radius/2, 1.0);
//createOuterCircle();
//glPopMatrix();
glPopMatrix();
}
/*!
* \brief
* Function call that displays the board as well as the carromMens
*
* Function first creates and scales the board and then creates the carromMen and also handle the striker direction movement
*
* \remarks
* Dont touch anything
*
*/
void boardDisplay()
{/* glEnable (GL_POINT_SMOOTH) ;
glEnable (GL_LINE_SMOOTH) ;
glEnable (GL_POLYGON_SMOOTH) ;*/
glPushMatrix();
//TODO Dice the board
CarromBoard * carrom;
carrom = (CarromBoard *)objectVector[0];
//making the board surface
glPushMatrix();
//glTranslatef(3.7,3.7,0);
glScalef(.01,.01,.01);
createBoard1(carrom);
glPopMatrix();
//making a CarromMens
for(unsigned int i=1; i<objectVector.size(); i++)
{
CarromMen *carromMen = (CarromMen *) objectVector[i];
if (!carromMen->visible)
continue;
//drawing the carromMens
glPushMatrix();//material
//setting colours for various carrom men
glShadeModel (GL_SMOOTH);
if(carromMen->objectType == OBJECT_CARROM_MEN_BLACK)
{
glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse_black);
}
if(carromMen->objectType == OBJECT_CARROM_MEN_RED)
{
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_red);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse_red);
}
if(carromMen->objectType == OBJECT_CARROM_MEN_WHITE)
{
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_white);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse_white);
}
if(carromMen->objectType == OBJECT_STRIKER)
{
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_striker);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse_striker);
}
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
glPushMatrix();//carromMen
//moving to the position of drawing
glTranslatef(carromMen->position.x /100, carromMen->position.y /100, carrom->boardSurface.height /200);
//glRotatef(270.0, 1.0, 0.0, 0.0);
//scaling the carromMen according to the dimensions
glScalef(carromMen->radius /100, carromMen->radius /100, carromMen->height /100);
//drawing CarromMens 1) draw upper and lower discs 2) draw cylender
glPushMatrix();//lower disc
glCallList(startList+1);
//making direction if the state 2 ie shooting state is active
if(carromMen->objectType == OBJECT_STRIKER && state == 2)
{
glRotatef(-90+angle,0,0,1);
glPushMatrix();
glTranslatef(-2, 0, 0);
glRotatef(270,0,1,0);
glCallList(startList+3);
glPopMatrix();
}
glPushMatrix();//upper disc
glTranslatef(0, 0, 1);
glCallList(startList+1);
glPopMatrix();//upper disc
// glColor3f(1.0, 1.0, 0.0);
glCallList(startList);
glPopMatrix();//lower disc
glPopMatrix();//carromMen
glPopMatrix();//material
}
glPopMatrix ();//closing basic
}
/*!
* \brief
* Display function to be called from main which draws on the screen
*
*
* The function firstly defines the viewport and the viewing way according to the state of the game and then draws the board
*
* \remarks
* States are handled through this function, can be used for split screen
*
*/
void display()
{
switch(state)
{
case STATE_BOARD_PLACE_STRIKER : glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho(-(BOARD_BREADTH /2 + 4 * BOARD_BOUNDARY_BREADTH) /100, (BOARD_BREADTH /2 + 4 * BOARD_BOUNDARY_BREADTH) /100,-(BOARD_BREADTH /2 + 4 * BOARD_BOUNDARY_BREADTH) /100,(BOARD_BREADTH /2 + 4 * BOARD_BOUNDARY_BREADTH) /100, -1, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDrawBuffer(GL_BACK);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glPushMatrix();
////glScalef(10,10,0);
//glColor3f(1,1,1);
//glRasterPos3f(0, 0,1);
//for (char *c="Press Enter Or Click to Start Game"; *c != '\0'; c++)
//{
// //glutStrokeCharacter(GLUT_STROKE_ROMAN, *c);
// glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, *c);
//}
//glPopMatrix();
glPushMatrix();
boardDisplay();
glPopMatrix();
glFlush();
glutSwapBuffers();
break;
case STATE_BOARD_SIMULATION :
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(65.0, (GLfloat) w/(GLfloat) h, 1.0, 500.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (0.0, -2.0,8.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glDrawBuffer(GL_BACK);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
boardDisplay();
glFlush();
glutSwapBuffers();
break;
case STATE_BOARD_STRIKER_DIRECTION :
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(65.0, (GLfloat) w/(GLfloat) h, 1.0, 500.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (0.0, -2.0,6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glDrawBuffer(GL_BACK);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
boardDisplay();
//gluLookAt (15.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glFlush();
glutSwapBuffers();
break;
case STATE_BOARD_STRIKER_POWER :
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(65.0, (GLfloat) w/(GLfloat) h, 1.0, 500.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (0.0, -1.0,10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glDrawBuffer(GL_BACK);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();//code for power bar
/**/
if(strikerSpeed >= 5)
{ //setting speed of the striker
strikerSpeed = 0;
//playing sound again form starting
alSourcePlay(AudioSource[SOUND_POWER_BAR]);
}
else strikerSpeed += 0.04;
glTranslatef(5.5,-5+(strikerSpeed),0);
createBoardBoundary(.5,strikerSpeed*2,1);
glPopMatrix();//end code for power bar
boardDisplay();
//gluLookAt (15.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glFlush();
glutSwapBuffers();
break;
}
}