void collision(SDL_Rect *rect, node * root, thread_data *thread_info,
		bool *alive, int *slot, int *allow_movement, int *invincible_bool,
		Mix_Music *music) {
	int i = 0;
	node * tmp = root;
	for (i = 0; i < 11; i++) {
		if (tmp != NULL) {
			if (i != 0) {
				if (tmp->astroid.velocity != 0) {
					if (hit_test(*rect, tmp->astroid.rect) != -1) {
						if (thread_info != NULL && slot != NULL) {
							// Used to check if a bullet has hit a asteroid.
							printf("%d\n", tmp->astroid.id);
							trans_astroid_destroy(tmp, thread_info, slot);
							remove_id(&root, tmp->astroid.id);
							printf("HÄR!\n");
							*alive = FALSE;
							players[thread_info->id].score += 1;
							return;
						} else if (allow_movement != NULL) {
							// Used to check if a player has hit a asteroid.
							*invincible_bool = TRUE;
							players[thread_info->id].lives -= 1;
							Mix_PlayMusic(music, 1);
							return;
						}
					}
				}
				tmp = tmp->next;
			} else {
				tmp = tmp->next;
			}
		}
	}
}
Пример #2
0
//////////////////////////////////////////////////////////////////////////
// Frame update jump state
//////////////////////////////////////////////////////////////////////////
void CControlJump::update_frame()
{
	// check if all jump stages are ended
	if (m_velocity_bounced && m_man->path_builder().is_path_end(0.f)) {
		stop();
		return;
	}

	// trace enemy for hit
	hit_test			();

	// set velocity from path if we are on it
	if (m_man->path_builder().is_moving_on_path()) {
		//---------------------------------------------------------------------------------------------------------------------------------
		// Set Velocity from path
		//---------------------------------------------------------------------------------------------------------------------------------
		SControlMovementData		*ctrl_move = (SControlMovementData*)m_man->data(this, ControlCom::eControlMovement); 
		VERIFY						(ctrl_move);

		ctrl_move->velocity_target	= m_object->move().get_velocity_from_path();
		ctrl_move->acc				= flt_max;
		//---------------------------------------------------------------------------------------------------------------------------------
	}
	
	// check if we landed
	if (is_on_the_ground()) grounding();
}
Пример #3
0
static bool in_resize_corner(const GRect& r, float x, float y, GPoint* anchor) {
    if (hit_test(r.left(), r.top(), x, y)) {
        anchor->set(r.right(), r.bottom());
        return true;
    } else if (hit_test(r.right(), r.top(), x, y)) {
        anchor->set(r.left(), r.bottom());
        return true;
    } else if (hit_test(r.right(), r.bottom(), x, y)) {
        anchor->set(r.left(), r.top());
        return true;
    } else if (hit_test(r.left(), r.bottom(), x, y)) {
        anchor->set(r.right(), r.top());
        return true;
    }
    return false;
}
Пример #4
0
bool Indigo::Render::UILayer::on_cursormove(const glm::dvec2& pos)
{
	if (!visible())
		return false;

	const glm::uvec2& sz = size();
	glm::ivec2 ipos = glm::clamp(glm::ivec2(glm::floor(pos)),glm::ivec2(0),glm::ivec2(sz.x-1,sz.y-1));

	OOBase::Vector<OOBase::WeakPtr<UIDrawable>,OOBase::ThreadLocalAllocator> hits;
	hit_test(hits,ipos);

	for (OOBase::Vector<OOBase::WeakPtr<UIDrawable>,OOBase::ThreadLocalAllocator>::iterator i=m_cursor_hits.begin();i;)
	{
		if (hits.find(*i))
			++i;
		else
		{
			OOBase::SharedPtr<UIDrawable> d = i->lock();

			i = m_cursor_hits.erase(i);

			if (d && d->on_cursorenter(false))
				break;
		}
	}

	for (OOBase::Vector<OOBase::WeakPtr<UIDrawable>,OOBase::ThreadLocalAllocator>::iterator i=hits.begin();i;++i)
	{
		if (m_cursor_hits.remove(*i) == 0)
		{
			OOBase::SharedPtr<UIDrawable> d = i->lock();
			if (d && d->on_cursorenter(true))
				break;
		}
	}

	m_cursor_hits.swap(hits);

	bool handled = false;
	for (OOBase::Vector<OOBase::WeakPtr<UIDrawable>,OOBase::ThreadLocalAllocator>::iterator i=m_cursor_hits.begin();!handled && i;)
	{
		OOBase::SharedPtr<UIDrawable> d = i->lock();
		if (!d)
			m_cursor_hits.erase(i);
		else
		{
			handled = d->on_cursormove();
			++i;
		}
	}

	return m_owner->m_modal || handled;
}
Пример #5
0
Файл: rect.cpp Проект: zxiy/gml
	int rect::hit_test(const rect& other) const
	{
		int intersect_other = 0;
		if (other.hit_test(left(),  top()))		intersect_other++;
		if (other.hit_test(left(),  bottom()))	intersect_other++;
		if (other.hit_test(right(), top()))		intersect_other++;
		if (other.hit_test(right(), bottom()))	intersect_other++;

		if (intersect_other == 0)
			return outside;
		else if (intersect_other == 4)
			return inside;

		intersect_other = 0;
		if (hit_test(other.left(),  other.top()))		intersect_other++;
		if (hit_test(other.left(),  other.bottom()))	intersect_other++;
		if (hit_test(other.right(), other.top()))		intersect_other++;
		if (hit_test(other.right(), other.bottom()))	intersect_other++;

		if (intersect_other == 4)
			return contain;
		else //
			return intersect;
	}
Пример #6
0
void mouseFunc(int button, int state, int x, int y)
{
	switch(state)
	{
		case GLUT_UP:
			mouseX= x;
			mouseY= y;
			break;
		case GLUT_DOWN:
			pickMatrixX = x;
			pickMatrixY=y;
			hit_test();

			break;
	}

}
Пример #7
0
void menu_file_selector::custom_render(void *selectedref, float top, float bottom, float origx1, float origy1, float origx2, float origy2)
{
	// lay out extra text
	auto layout = ui().create_layout(container());
	layout.add_text(m_current_directory.c_str());

	// position this extra text
	float x1, y1, x2, y2;
	extra_text_position(origx1, origx2, origy1, top, layout, -1, x1, y1, x2, y2);

	// draw a box
	ui().draw_outlined_box(container(), x1, y1, x2, y2, UI_BACKGROUND_COLOR);

	// take off the borders
	x1 += UI_BOX_LR_BORDER;
	y1 += UI_BOX_TB_BORDER;

	size_t hit_start = 0, hit_span = 0;
	if (mouse_hit
		&& layout.hit_test(mouse_x - x1, mouse_y - y1, hit_start, hit_span)
		&& m_current_directory.substr(hit_start, hit_span) != PATH_SEPARATOR)
	{
		// we're hovering over a directory!  highlight it
		auto target_dir_start = m_current_directory.rfind(PATH_SEPARATOR, hit_start) + 1;
		auto target_dir_end = m_current_directory.find(PATH_SEPARATOR, hit_start + hit_span);
		m_hover_directory = m_current_directory.substr(0, target_dir_end + strlen(PATH_SEPARATOR));

		// highlight the text in question
		rgb_t fgcolor = UI_MOUSEOVER_COLOR;
		rgb_t bgcolor = UI_MOUSEOVER_BG_COLOR;
		layout.restyle(target_dir_start, target_dir_end - target_dir_start, &fgcolor, &bgcolor);
	}
	else
	{
		// we are not hovering over anything
		m_hover_directory.clear();
	}

	// draw the text within it
	layout.emit(container(), x1, y1);
}
Пример #8
0
int main(int argc, char **argv) {
    srand(time(NULL));
    rand();
    if (argc == 2 || argc == 3) {
        char *hostname = argv[1];
        int port = DEFAULT_PORT;
        if (argc == 3) {
            port = atoi(argv[2]);
        }
        db_disable();
        client_enable();
        client_connect(hostname, port);
        client_start();
    }
    if (!glfwInit()) {
        return -1;
    }
    create_window();
    if (!window) {
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSwapInterval(VSYNC);
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    glfwSetKeyCallback(window, on_key);
    glfwSetMouseButtonCallback(window, on_mouse_button);
    glfwSetScrollCallback(window, on_scroll);

    #ifndef __APPLE__
        if (glewInit() != GLEW_OK) {
            return -1;
        }
    #endif

    if (db_init()) {
        return -1;
    }

    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LINE_SMOOTH);
    glLogicOp(GL_INVERT);
    glClearColor(0.53, 0.81, 0.92, 1.00);

    GLuint texture;
    glGenTextures(1, &texture);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    load_png_texture("texture.png");

    GLuint block_program = load_program(
        "shaders/block_vertex.glsl", "shaders/block_fragment.glsl");
    GLuint matrix_loc = glGetUniformLocation(block_program, "matrix");
    GLuint camera_loc = glGetUniformLocation(block_program, "camera");
    GLuint sampler_loc = glGetUniformLocation(block_program, "sampler");
    GLuint timer_loc = glGetUniformLocation(block_program, "timer");
    GLuint position_loc = glGetAttribLocation(block_program, "position");
    GLuint normal_loc = glGetAttribLocation(block_program, "normal");
    GLuint uv_loc = glGetAttribLocation(block_program, "uv");

    GLuint line_program = load_program(
        "shaders/line_vertex.glsl", "shaders/line_fragment.glsl");
    GLuint line_matrix_loc = glGetUniformLocation(line_program, "matrix");
    GLuint line_position_loc = glGetAttribLocation(line_program, "position");

    GLuint item_position_buffer = 0;
    GLuint item_normal_buffer = 0;
    GLuint item_uv_buffer = 0;
    int previous_block_type = 0;

    Chunk chunks[MAX_CHUNKS];
    int chunk_count = 0;

    Player players[MAX_PLAYERS];
    int player_count = 0;

    FPS fps = {0, 0};
    float matrix[16];
    float x = (rand_double() - 0.5) * 10000;
    float z = (rand_double() - 0.5) * 10000;
    float y = 0;
    float dy = 0;
    float rx = 0;
    float ry = 0;
    double px = 0;
    double py = 0;

    int loaded = db_load_state(&x, &y, &z, &rx, &ry);
    ensure_chunks(chunks, &chunk_count,
        floorf(roundf(x) / CHUNK_SIZE),
        floorf(roundf(z) / CHUNK_SIZE), 1);
    if (!loaded) {
        y = highest_block(chunks, chunk_count, x, z) + 2;
    }

    glfwGetCursorPos(window, &px, &py);
    double previous = glfwGetTime();
    while (!glfwWindowShouldClose(window)) {
        update_fps(&fps, SHOW_FPS);
        double now = glfwGetTime();
        double dt = MIN(now - previous, 0.2);
        previous = now;

        if (exclusive && (px || py)) {
            double mx, my;
            glfwGetCursorPos(window, &mx, &my);
            float m = 0.0025;
            rx += (mx - px) * m;
            ry -= (my - py) * m;
            if (rx < 0) {
                rx += RADIANS(360);
            }
            if (rx >= RADIANS(360)){
                rx -= RADIANS(360);
            }
            ry = MAX(ry, -RADIANS(90));
            ry = MIN(ry, RADIANS(90));
            px = mx;
            py = my;
        }
        else {
            glfwGetCursorPos(window, &px, &py);
        }

        int sz = 0;
        int sx = 0;
        ortho = glfwGetKey(window, 'F');
        fov = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) ? 15.0 : 65.0;
        if (glfwGetKey(window, 'Q')) break;
        if (glfwGetKey(window, 'W')) sz--;
        if (glfwGetKey(window, 'S')) sz++;
        if (glfwGetKey(window, 'A')) sx--;
        if (glfwGetKey(window, 'D')) sx++;
        float m = dt * 1.0;
        if (glfwGetKey(window, GLFW_KEY_LEFT)) rx -= m;
        if (glfwGetKey(window, GLFW_KEY_RIGHT)) rx += m;
        if (glfwGetKey(window, GLFW_KEY_UP)) ry += m;
        if (glfwGetKey(window, GLFW_KEY_DOWN)) ry -= m;
        float vx, vy, vz;
        get_motion_vector(flying, sz, sx, rx, ry, &vx, &vy, &vz);
        if (glfwGetKey(window, GLFW_KEY_SPACE)) {
            if (flying) {
                vy = 1;
            }
            else if (dy == 0) {
                dy = 8;
            }
        }
        if (glfwGetKey(window, 'Z')) {
            vx = -1; vy = 0; vz = 0;
        }
        if (glfwGetKey(window, 'X')) {
            vx = 1; vy = 0; vz = 0;
        }
        if (glfwGetKey(window, 'C')) {
            vx = 0; vy = -1; vz = 0;
        }
        if (glfwGetKey(window, 'V')) {
            vx = 0; vy = 1; vz = 0;
        }
        if (glfwGetKey(window, 'B')) {
            vx = 0; vy = 0; vz = -1;
        }
        if (glfwGetKey(window, 'N')) {
            vx = 0; vy = 0; vz = 1;
        }
        float speed = flying ? 20 : 5;
        int step = 8;
        float ut = dt / step;
        vx = vx * ut * speed;
        vy = vy * ut * speed;
        vz = vz * ut * speed;
        for (int i = 0; i < step; i++) {
            if (flying) {
                dy = 0;
            }
            else {
                dy -= ut * 25;
                dy = MAX(dy, -250);
            }
            x += vx;
            y += vy + dy * ut;
            z += vz;
            if (collide(chunks, chunk_count, 2, &x, &y, &z)) {
                dy = 0;
            }
        }
        if (y < 0) {
            y = highest_block(chunks, chunk_count, x, z) + 2;
        }

        for (int i = 0; i < chunk_count; i++) {
            Chunk *chunk = chunks + i;
            chunk->dirty = 0;
        }

        if (left_click) {
            left_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 0, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (hy > 0 && is_destructable(hw)) {
                set_block(chunks, chunk_count, hx, hy, hz, 0, 1);
            }
        }

        if (right_click) {
            right_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 1, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (is_obstacle(hw)) {
                if (!player_intersects_block(2, x, y, z, hx, hy, hz)) {
                    set_block(chunks, chunk_count, hx, hy, hz, block_type, 1);
                }
            }
        }

        if (middle_click) {
            middle_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 0, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (is_selectable(hw)) {
                block_type = hw;
            }
        }

        if (teleport) {
            teleport = 0;
            if (player_count) {
                int index = rand_int(player_count);
                Player *player = players + index;
                x = player->x;
                y = player->y;
                z = player->z;
                rx = player->rx;
                ry = player->ry;
                ensure_chunks(chunks, &chunk_count,
                    floorf(roundf(x) / CHUNK_SIZE),
                    floorf(roundf(z) / CHUNK_SIZE), 1);
            }
        }

        client_position(x, y, z, rx, ry);
        char buffer[RECV_BUFFER_SIZE];
        while (client_recv(buffer, RECV_BUFFER_SIZE)) {
            float ux, uy, uz, urx, ury;
            if (sscanf(buffer, "U,%*d,%f,%f,%f,%f,%f",
                &ux, &uy, &uz, &urx, &ury) == 5)
            {
                x = ux; y = uy; z = uz; rx = urx; ry = ury;
                ensure_chunks(chunks, &chunk_count,
                    floorf(roundf(x) / CHUNK_SIZE),
                    floorf(roundf(z) / CHUNK_SIZE), 1);
                y = highest_block(chunks, chunk_count, x, z) + 2;
            }
            int bx, by, bz, bw;
            if (sscanf(buffer, "B,%*d,%*d,%d,%d,%d,%d",
                &bx, &by, &bz, &bw) == 4)
            {
                set_block(chunks, chunk_count, bx, by, bz, bw, 0);
                if ((int)roundf(x) == bx && (int)roundf(z) == bz) {
                    y = highest_block(chunks, chunk_count, x, z) + 2;
                }
            }
            int pid;
            float px, py, pz, prx, pry;
            if (sscanf(buffer, "P,%d,%f,%f,%f,%f,%f",
                &pid, &px, &py, &pz, &prx, &pry) == 6)
            {
                Player *player = find_player(players, player_count, pid);
                if (!player && player_count < MAX_PLAYERS) {
                    player = players + player_count;
                    player_count++;
                    player->id = pid;
                    player->position_buffer = 0;
                    player->normal_buffer = 0;
                    player->uv_buffer = 0;
                    printf("%d other players are online\n", player_count);
                }
                if (player) {
                    update_player(player, px, py, pz, prx, pry);
                }
            }
            if (sscanf(buffer, "D,%d", &pid) == 1) {
                delete_player(players, &player_count, pid);
                printf("%d other players are online\n", player_count);
            }
        }

        for (int i = 0; i < chunk_count; i++) {
            Chunk *chunk = chunks + i;
            if (chunk->dirty) {
                update_chunk(chunk);
            }
        }

        int p = floorf(roundf(x) / CHUNK_SIZE);
        int q = floorf(roundf(z) / CHUNK_SIZE);
        ensure_chunks(chunks, &chunk_count, p, q, 0);

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        update_matrix_3d(matrix, x, y, z, rx, ry);

        // render chunks
        glUseProgram(block_program);
        glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix);
        glUniform3f(camera_loc, x, y, z);
        glUniform1i(sampler_loc, 0);
        glUniform1f(timer_loc, glfwGetTime());
        for (int i = 0; i < chunk_count; i++) {
            Chunk *chunk = chunks + i;
            if (chunk_distance(chunk, p, q) > RENDER_CHUNK_RADIUS) {
                continue;
            }
            if (!chunk_visible(chunk, matrix)) {
                continue;
            }
            draw_chunk(chunk, position_loc, normal_loc, uv_loc);
        }

        // render players
        for (int i = 0; i < player_count; i++) {
            Player *player = players + i;
            draw_player(player, position_loc, normal_loc, uv_loc);
        }

        // render focused block wireframe
        int hx, hy, hz;
        int hw = hit_test(
            chunks, chunk_count, 0, x, y, z, rx, ry, &hx, &hy, &hz);
        if (is_obstacle(hw)) {
            glUseProgram(line_program);
            glLineWidth(1);
            glEnable(GL_COLOR_LOGIC_OP);
            glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix);
            GLuint cube_buffer = make_cube_buffer(hx, hy, hz, 0.51);
            draw_lines(cube_buffer, line_position_loc, 3, 48);
            glDeleteBuffers(1, &cube_buffer);
            glDisable(GL_COLOR_LOGIC_OP);
        }

        update_matrix_2d(matrix);

        // render crosshairs
        glUseProgram(line_program);
        glLineWidth(4);
        glEnable(GL_COLOR_LOGIC_OP);
        glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix);
        GLuint line_buffer = make_line_buffer();
        draw_lines(line_buffer, line_position_loc, 2, 4);
        glDeleteBuffers(1, &line_buffer);
        glDisable(GL_COLOR_LOGIC_OP);

        // render selected item
        update_matrix_item(matrix);
        if (block_type != previous_block_type) {
            previous_block_type = block_type;
            make_single_cube(
                &item_position_buffer, &item_normal_buffer, &item_uv_buffer,
                0, 0, 0, 0.5, block_type);
        }
        glUseProgram(block_program);
        glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix);
        glUniform3f(camera_loc, 0, 0, 5);
        glUniform1i(sampler_loc, 0);
        glUniform1f(timer_loc, glfwGetTime());
        glDisable(GL_DEPTH_TEST);
        draw_single_cube(
            item_position_buffer, item_normal_buffer, item_uv_buffer,
            position_loc, normal_loc, uv_loc);
        glEnable(GL_DEPTH_TEST);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    client_stop();
    db_save_state(x, y, z, rx, ry);
    db_close();
    glfwTerminate();
    return 0;
}
Пример #9
0
bool interior_position(PathType & path, double & x, double & y)
{
    // start with the centroid
    if (!label::centroid(path, x,y))
        return false;

    // if we are not a polygon, or the default is within the polygon we are done
    if (hit_test(path,x,y,0.001))
        return true;

    // otherwise we find a horizontal line across the polygon and then return the
    // center of the widest intersection between the polygon and the line.

    std::vector<double> intersections; // only need to store the X as we know the y

    double x0 = 0;
    double y0 = 0;
    path.rewind(0);
    unsigned command = path.vertex(&x0, &y0);
    double x1 = 0;
    double y1 = 0;
    while (SEG_END != (command = path.vertex(&x1, &y1)))
    {
        if (command != SEG_MOVETO)
        {
            // if the segments overlap
            if (y0==y1)
            {
                if (y0==y)
                {
                    double xi = (x0+x1)/2.0;
                    intersections.push_back(xi);
                }
            }
            // if the path segment crosses the bisector
            else if ((y0 <= y && y1 >= y) ||
                     (y0 >= y && y1 <= y))
            {
                // then calculate the intersection
                double xi = x0;
                if (x0 != x1)
                {
                    double m = (y1-y0)/(x1-x0);
                    double c = y0 - m*x0;
                    xi = (y-c)/m;
                }

                intersections.push_back(xi);
            }
        }
        x0 = x1;
        y0 = y1;
    }
    // no intersections we just return the default
    if (intersections.empty())
        return true;
    x0=intersections[0];
    double max_width = 0;
    for (unsigned ii = 1; ii < intersections.size(); ++ii)
    {
        double xi=intersections[ii];
        double xc=(x0+xi)/2.0;
        double width = std::fabs(xi-x0);
        if (width > max_width && hit_test(path,xc,y,0))
        {
            x=xc;
            max_width = width;
            break;
        }
    }
    return true;
}
Пример #10
0
int main(int argc, char **argv) {
    srand(time(NULL));
    rand();
    if (!glfwInit()) {
        return -1;
    }
    create_window();
    if (!window) {
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSwapInterval(VSYNC);
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    glfwSetKeyCallback(window, on_key);
    glfwSetMouseButtonCallback(window, on_mouse_button);

    #ifndef __APPLE__
        if (glewInit() != GLEW_OK) {
            return -1;
        }
    #endif

    if (db_init()) {
        return -1;
    }

    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LINE_SMOOTH);
    glLogicOp(GL_INVERT);
    glClearColor(0.53, 0.81, 0.92, 1.00);

    GLuint vertex_array;
    glGenVertexArrays(1, &vertex_array);
    glBindVertexArray(vertex_array);

    GLuint texture;
    glGenTextures(1, &texture);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    load_png_texture("texture.png");

    GLuint block_program = load_program(
        "shaders/block_vertex.glsl", "shaders/block_fragment.glsl");
    GLuint matrix_loc = glGetUniformLocation(block_program, "matrix");
    GLuint camera_loc = glGetUniformLocation(block_program, "camera");
    GLuint sampler_loc = glGetUniformLocation(block_program, "sampler");
    GLuint timer_loc = glGetUniformLocation(block_program, "timer");
    GLuint position_loc = glGetAttribLocation(block_program, "position");
    GLuint normal_loc = glGetAttribLocation(block_program, "normal");
    GLuint uv_loc = glGetAttribLocation(block_program, "uv");

    GLuint line_program = load_program(
        "shaders/line_vertex.glsl", "shaders/line_fragment.glsl");
    GLuint line_matrix_loc = glGetUniformLocation(line_program, "matrix");
    GLuint line_position_loc = glGetAttribLocation(line_program, "position");

    GLuint item_position_buffer = 0;
    GLuint item_normal_buffer = 0;
    GLuint item_uv_buffer = 0;
    int previous_block_type = 0;

    Chunk chunks[MAX_CHUNKS];
    int chunk_count = 0;

    FPS fps = {0, 0};
    float matrix[16];
    float x = (rand_double() - 0.5) * 10000;
    float z = (rand_double() - 0.5) * 10000;
    float y = 0;
    float dy = 0;
    float rx = 0;
    float ry = 0;
    double px = 0;
    double py = 0;

    int loaded = db_load_state(&x, &y, &z, &rx, &ry);
    ensure_chunks(chunks, &chunk_count,
        floorf(roundf(x) / CHUNK_SIZE),
        floorf(roundf(z) / CHUNK_SIZE), 1);
    if (!loaded) {
        y = highest_block(chunks, chunk_count, x, z) + 2;
    }

    glfwGetCursorPos(window, &px, &py);
    double previous = glfwGetTime();
    while (!glfwWindowShouldClose(window)) {
        update_fps(&fps, SHOW_FPS);
        double now = glfwGetTime();
        double dt = MIN(now - previous, 0.2);
        previous = now;

        if (exclusive && (px || py)) {
            double mx, my;
            glfwGetCursorPos(window, &mx, &my);
            float m = 0.0025;
            rx += (mx - px) * m;
            ry -= (my - py) * m;
            if (rx < 0) {
                rx += RADIANS(360);
            }
            if (rx >= RADIANS(360)){
                rx -= RADIANS(360);
            }
            ry = MAX(ry, -RADIANS(90));
            ry = MIN(ry, RADIANS(90));
            px = mx;
            py = my;
        }
        else {
            glfwGetCursorPos(window, &px, &py);
        }

        if (left_click) {
            left_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 0, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (hy > 0 && is_destructable(hw)) {
                set_block(chunks, chunk_count, hx, hy, hz, 0);
            }
        }

        if (right_click) {
            right_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 1, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (is_obstacle(hw)) {
                if (!player_intersects_block(2, x, y, z, hx, hy, hz)) {
                    set_block(chunks, chunk_count, hx, hy, hz, block_type);
                }
            }
        }

        int sz = 0;
        int sx = 0;
        ortho = glfwGetKey(window, 'F');
        fov = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) ? 15.0 : 65.0;
        if (glfwGetKey(window, 'Q')) break;
        if (glfwGetKey(window, 'W')) sz--;
        if (glfwGetKey(window, 'S')) sz++;
        if (glfwGetKey(window, 'A')) sx--;
        if (glfwGetKey(window, 'D')) sx++;
        if (dy == 0 && glfwGetKey(window, GLFW_KEY_SPACE)) {
            dy = 8;
        }
        float vx, vy, vz;
        get_motion_vector(flying, sz, sx, rx, ry, &vx, &vy, &vz);
        if (glfwGetKey(window, 'Z')) {
            vx = -1; vy = 0; vz = 0;
        }
        if (glfwGetKey(window, 'X')) {
            vx = 1; vy = 0; vz = 0;
        }
        if (glfwGetKey(window, 'C')) {
            vx = 0; vy = -1; vz = 0;
        }
        if (glfwGetKey(window, 'V')) {
            vx = 0; vy = 1; vz = 0;
        }
        if (glfwGetKey(window, 'B')) {
            vx = 0; vy = 0; vz = -1;
        }
        if (glfwGetKey(window, 'N')) {
            vx = 0; vy = 0; vz = 1;
        }
        float speed = flying ? 20 : 5;
        int step = 8;
        float ut = dt / step;
        vx = vx * ut * speed;
        vy = vy * ut * speed;
        vz = vz * ut * speed;
        for (int i = 0; i < step; i++) {
            if (flying) {
                dy = 0;
            }
            else {
                dy -= ut * 25;
                dy = MAX(dy, -250);
            }
            x += vx;
            y += vy + dy * ut;
            z += vz;
            if (collide(chunks, chunk_count, 2, &x, &y, &z)) {
                dy = 0;
            }
        }

        int p = floorf(roundf(x) / CHUNK_SIZE);
        int q = floorf(roundf(z) / CHUNK_SIZE);
        ensure_chunks(chunks, &chunk_count, p, q, 0);

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        update_matrix_3d(matrix, x, y, z, rx, ry);

        // render chunks
        glUseProgram(block_program);
        glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix);
        glUniform3f(camera_loc, x, y, z);
        glUniform1i(sampler_loc, 0);
        glUniform1f(timer_loc, glfwGetTime());
        for (int i = 0; i < chunk_count; i++) {
            Chunk *chunk = chunks + i;
            if (chunk_distance(chunk, p, q) > RENDER_CHUNK_RADIUS) {
                continue;
            }
            if (!chunk_visible(chunk, matrix)) {
                continue;
            }
            draw_chunk(chunk, position_loc, normal_loc, uv_loc);
        }

        // render focused block wireframe
        int hx, hy, hz;
        int hw = hit_test(chunks, chunk_count, 0, x, y, z, rx, ry, &hx, &hy, &hz);
        if (is_obstacle(hw)) {
            glUseProgram(line_program);
            glLineWidth(1);
            glEnable(GL_COLOR_LOGIC_OP);
            glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix);
            GLuint buffer = make_cube_buffer(hx, hy, hz, 0.51);
            draw_lines(buffer, line_position_loc, 3, 48);
            glDeleteBuffers(1, &buffer);
            glDisable(GL_COLOR_LOGIC_OP);
        }

        update_matrix_2d(matrix);

        // render crosshairs
        glUseProgram(line_program);
        glLineWidth(4);
        glEnable(GL_COLOR_LOGIC_OP);
        glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix);
        GLuint buffer = make_line_buffer();
        draw_lines(buffer, line_position_loc, 2, 4);
        glDeleteBuffers(1, &buffer);
        glDisable(GL_COLOR_LOGIC_OP);

        // render selected item
        update_matrix_item(matrix);
        if (block_type != previous_block_type) {
            previous_block_type = block_type;
            make_single_cube(
                &item_position_buffer, &item_normal_buffer, &item_uv_buffer,
                block_type);
        }
        glUseProgram(block_program);
        glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix);
        glUniform3f(camera_loc, 0, 0, 5);
        glUniform1i(sampler_loc, 0);
        glUniform1f(timer_loc, glfwGetTime());
        glDisable(GL_DEPTH_TEST);
        draw_single_cube(
            item_position_buffer, item_normal_buffer, item_uv_buffer,
            position_loc, normal_loc, uv_loc);
        glEnable(GL_DEPTH_TEST);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    db_save_state(x, y, z, rx, ry);
    db_close();
    glfwTerminate();
    return 0;
}
Пример #11
0
Файл: rect.cpp Проект: zxiy/gml
	bool rect::hit_test(const coord& point) const
	{
		return hit_test(point.x, point.y);
	}
Пример #12
0
/* Task objects cleanup */
void hit_task_cleanup_objects(){
	if(hit_task_mutex_created){
		hit_task_mutex_created = 0;
		rt_mutex_delete(&hit_task_mutex);
	}
}

void hit_task_init(){
	int i;
	for(i = 0; i < NB_WEAPONS; i++){
		if(weapons[i].weapon_type == GUN)
			weapons[i].timing_charge.now = weapons[i].timing_charge.max;
		else
			weapons[i].timing_charge.now = 0;

		weapons[i].timing_charge.last = 0;
		weapons[i].timing_charge.time_current = 0;

		weapons[i].timing_led.now = 0;
	}

	for(i = 0; i < NB_MAX_BULLETS; i++){
		bullets[i].weapon = NULL;
	}
	for(i = 0; i < NB_MAX_BOMBS; i++){
		bombs[i].weapon = NULL;
	}
}

//!*****************HIT TASK***********************/
void hit_task(void *cookie){

	invader_t *invader;
	bullet_t *bullet;
	int i, j;
	int16_t y;
	uint8_t removed; //TODO remove this and try
	uint8_t impact = 0; //!flag de collision pour la tache hit

	(void)cookie;
	//! On définit la période de la tache
	rt_task_set_periodic(NULL, TM_NOW, 50*MS);

	//! init
	hit_task_init();


	for (;;) {
		rt_task_wait_period(NULL);

		if(!game_break){
			//! On verrouille les bullets
			hit_lock();
			//! On verrouille le vaisseau
			ship_lock();
			//! On verrouille les invaders
			invaders_lock();

			//pour chaque bullet on va tester les collisions
			for (i=0;i<NB_MAX_BULLETS;i++){
				removed = 0;
				if(bullets[i].weapon != NULL){
					impact = 0;

					//!current object
					bullet = &bullets[i];

					// On déplace la bullet
					bullet->hitbox.y -= bullet->weapon->speed;
					y = bullet->hitbox.y;

					//suppression des bullets en haut de l'écran
					if(y <= 0){
						if(bullet->weapon->weapon_type != RAIL){
							// Gestion des points lors de la sortie d'un bullet
							if(bullet->weapon->weapon_type != WAVE && game_points >= 1){
								//game_points -= 1;
							}
							if(!removed){
								remove_bullet(*bullet, i);
								removed = 1;
							}
							// On met a jour les spef concernant la precision de tir
							game_bullet_used++;
							continue;
						}
					}

					//bullet : hit test avec les invaders
					for (j=0;j<wave.invaders_count;j++){
						if(wave.invaders[j].hp > 0){

							//!current object
							invader = &wave.invaders[j];

							//hit test
							if(hit_test(invader->hitbox, bullet->hitbox) == 0){
								impact = 1;

								//applique les dégats à l'invader
								if(invader->hp >= bullet->weapon->damage){
									// On met a jour les points de vie de l'invader
									invader->hp-= bullet->weapon->damage;
									// On met a jour les points
									game_points += 1;
								}
								else{
									// On met a jour les points de vie de l'invader
									invader->hp = 0;
									// On met a jour les points
									game_points += 10;
								}
								// On met a jour les spef concernant la precision de tir
								game_bullet_used++;
								game_bullet_kill++;	// La bullet à touché sa cible
							}//if hit test
						}
					}//pour chaque invader

					//bullet : hit test avec les bombes
					for(j=0;j<NB_MAX_BOMBS;j++){
						if(bombs[j].weapon != NULL){
							//hit test
							if(hit_test(bombs[j].hitbox, bullet->hitbox) == 0){
								impact = 1;
								//détruit la bombe
								remove_bullet(bombs[j], j);
							}
						}
					}

					//bullet : hit test avec les autres bullets
					for(j=0;j<NB_MAX_BULLETS;j++){
						if( 	(bullets[j].weapon != NULL) &&
								(&bullets[j] != bullet) && //Si différent de la bullet actuelle
								(bullets[j].weapon->weapon_type != RAIL) && //Si ce n'est pas le laser
								(bullets[j].weapon->weapon_type != WAVE) //Si ce n'est pas l'onde de choc
								){
							//hit test
							if(hit_test(bullets[j].hitbox, bullet->hitbox) == 0){
								impact = 1;
								//détruit la bullet
								if(!removed){
									remove_bullet(bullets[j], j);
									removed = 1;
								}
							}
						}
					}

					//si un impact a été detecté pour la bullet principale, on la supprime
					if(		impact &&
							!(bullet->weapon->weapon_type == WAVE) &&
							!(bullet->weapon->weapon_type == RAIL) ){
						if(!removed){
							remove_bullet(*bullet, i);
							removed = 1;
						}
					}

				}//if non null
			}//pour chaque bullet pirncipale

			//pour chaque bombe on va tester les collisions
			for(i=0;i<NB_MAX_BOMBS;i++){
				if(bombs[i].weapon != NULL){

					// On déplace les bombes
					bombs[i].hitbox.y += bombs[i].weapon->speed;

					//hit test avec le vaisseau
					if(hit_test(ship.hitbox, bombs[i].hitbox) == 0){
						//applique les dommages au vaisseau et supprime la bombe
						if(ship.hp > 0){
							ship.hp--;
							if(ship.hp==0){
								game_over = 1;
							}
						}
						remove_bullet(bombs[i], i);
					}
				}
			}

			//invaders : hit test avec le vaisseau
			for (i=0;i<wave.invaders_count;i++){
				if(wave.invaders[i].hp > 0 &&
				   hit_test(ship.hitbox, wave.invaders[i].hitbox) == 0){
					ship.hp = 0;
					game_over = 1;
				}
			}

			//traitement spécial pour le rail (animation)
			if(rail_id != -1 && rail_timeout <= 0){
				remove_bullet(bullets[rail_id],rail_id);
				rail_id = -1;
			}else
				rail_timeout--;

			// On deverrouille les invaders
			invaders_unlock();
			// On deverrouille le vaisseau
			ship_unlock();
			// On deverrouille les bullets
			hit_unlock();
		}else{

		}
	}

}//hit_task
Пример #13
0
    void label_interior_position(double *x, double *y) const
    {
        // start with the default label position
        label_position(x,y);
        unsigned size = cont_.size();
        // if we are not a polygon, or the default is within the polygon we are done
        if (size < 3 || hit_test(*x,*y,0))
            return;

        // otherwise we find a horizontal line across the polygon and then return the
        // center of the widest intersection between the polygon and the line.

        std::vector<double> intersections; // only need to store the X as we know the y

        double x0=0;
        double y0=0;
        rewind(0);
        unsigned command = vertex(&x0, &y0);
        double x1,y1;
        while (SEG_END != (command=vertex(&x1, &y1)))
        {
            if (command != SEG_MOVETO)
            {
                // if the segments overlap
                if (y0==y1)
                {
                    if (y0==*y)
                    {
                        double xi = (x0+x1)/2.0;
                        intersections.push_back(xi);
                    }
                }
                // if the path segment crosses the bisector
                else if ((y0 <= *y && y1 >= *y) ||
                        (y0 >= *y && y1 <= *y))
                {
                    // then calculate the intersection
                    double xi = x0;
                    if (x0 != x1)
                    {
                        double m = (y1-y0)/(x1-x0);
                        double c = y0 - m*x0;
                        xi = (*y-c)/m;
                    }

                    intersections.push_back(xi);
                }
            }
            x0 = x1;
            y0 = y1;
        }
        // no intersections we just return the default
        if (intersections.empty())
            return;
        x0=intersections[0];
        double max_width = 0;
        for (unsigned ii = 1; ii < intersections.size(); ++ii)
        {
            double x1=intersections[ii];
            double xc=(x0+x1)/2.0;
            double width = fabs(x1-x0);
            if (width > max_width && hit_test(xc,*y,0))
            {
                *x=xc;
                max_width = width;
            }
        }
    }
Пример #14
0
int main(int argc, char **argv) {
    srand(time(NULL));
    rand();
    if (argc == 2 || argc == 3) {
        char *hostname = argv[1];
        int port = DEFAULT_PORT;
        if (argc == 3) {
            port = atoi(argv[2]);
        }
        db_disable();
        client_enable();
        client_connect(hostname, port);
        client_start();
    }
    if (!glfwInit()) {
        return -1;
    }
    create_window();
    if (!window) {
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSwapInterval(VSYNC);
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
    glfwSetKeyCallback(window, on_key);
    glfwSetCharCallback(window, on_char);
    glfwSetMouseButtonCallback(window, on_mouse_button);
    glfwSetScrollCallback(window, on_scroll);

    #ifndef __APPLE__
        if (glewInit() != GLEW_OK) {
            return -1;
        }
    #endif

    if (db_init()) {
        return -1;
    }

    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LINE_SMOOTH);
    glLogicOp(GL_INVERT);
    glClearColor(0.53, 0.81, 0.92, 1.00);

    GLuint texture;
    glGenTextures(1, &texture);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    load_png_texture("texture.png");

    GLuint font;
    glGenTextures(1, &font);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, font);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    load_png_texture("font.png");

    GLuint block_program = load_program(
        "shaders/block_vertex.glsl", "shaders/block_fragment.glsl");
    GLuint matrix_loc = glGetUniformLocation(block_program, "matrix");
    GLuint camera_loc = glGetUniformLocation(block_program, "camera");
    GLuint sampler_loc = glGetUniformLocation(block_program, "sampler");
    GLuint timer_loc = glGetUniformLocation(block_program, "timer");
    GLuint position_loc = glGetAttribLocation(block_program, "position");
    GLuint normal_loc = glGetAttribLocation(block_program, "normal");
    GLuint uv_loc = glGetAttribLocation(block_program, "uv");

    GLuint line_program = load_program(
        "shaders/line_vertex.glsl", "shaders/line_fragment.glsl");
    GLuint line_matrix_loc = glGetUniformLocation(line_program, "matrix");
    GLuint line_position_loc = glGetAttribLocation(line_program, "position");

    GLuint text_program = load_program(
        "shaders/text_vertex.glsl", "shaders/text_fragment.glsl");
    GLuint text_matrix_loc = glGetUniformLocation(text_program, "matrix");
    GLuint text_sampler_loc = glGetUniformLocation(text_program, "sampler");
    GLuint text_position_loc = glGetAttribLocation(text_program, "position");
    GLuint text_uv_loc = glGetAttribLocation(text_program, "uv");

    GLuint item_position_buffer = 0;
    GLuint item_normal_buffer = 0;
    GLuint item_uv_buffer = 0;
    int previous_block_type = 0;
    char messages[MAX_MESSAGES][TEXT_BUFFER_SIZE] = {0};
    int message_index = 0;

    Chunk chunks[MAX_CHUNKS];
    int chunk_count = 0;

    Player players[MAX_PLAYERS];
    int player_count = 0;

    FPS fps = {0, 0};
    float matrix[16];
    float x = (rand_double() - 0.5) * 10000;
    float z = (rand_double() - 0.5) * 10000;
    float y = 0;
    float dy = 0;
    float rx = 0;
    float ry = 0;
    double px = 0;
    double py = 0;

    int loaded = db_load_state(&x, &y, &z, &rx, &ry);
    ensure_chunks(chunks, &chunk_count, x, y, z, 1);
    if (!loaded) {
        y = highest_block(chunks, chunk_count, x, z) + 2;
    }

    glfwGetCursorPos(window, &px, &py);
    double previous = glfwGetTime();
    while (!glfwWindowShouldClose(window)) {
        int width, height;
        glfwGetFramebufferSize(window, &width, &height);
        glViewport(0, 0, width, height);

        update_fps(&fps, SHOW_FPS);
        double now = glfwGetTime();
        double dt = MIN(now - previous, 0.2);
        previous = now;

        if (exclusive && (px || py)) {
            double mx, my;
            glfwGetCursorPos(window, &mx, &my);
            float m = 0.0025;
            rx += (mx - px) * m;
            ry -= (my - py) * m;
            if (rx < 0) {
                rx += RADIANS(360);
            }
            if (rx >= RADIANS(360)){
                rx -= RADIANS(360);
            }
            ry = MAX(ry, -RADIANS(90));
            ry = MIN(ry, RADIANS(90));
            px = mx;
            py = my;
        }
        else {
            glfwGetCursorPos(window, &px, &py);
        }

        int sz = 0;
        int sx = 0;
        if (!typing) {
            float m = dt * 1.0;
            ortho = glfwGetKey(window, CRAFT_KEY_ORTHO);
            fov = glfwGetKey(window, CRAFT_KEY_ZOOM) ? 15.0 : 65.0;
            if (glfwGetKey(window, CRAFT_KEY_QUIT)) break;
            if (glfwGetKey(window, CRAFT_KEY_FORWARD)) sz--;
            if (glfwGetKey(window, CRAFT_KEY_BACKWARD)) sz++;
            if (glfwGetKey(window, CRAFT_KEY_LEFT)) sx--;
            if (glfwGetKey(window, CRAFT_KEY_RIGHT)) sx++;
            if (glfwGetKey(window, GLFW_KEY_LEFT)) rx -= m;
            if (glfwGetKey(window, GLFW_KEY_RIGHT)) rx += m;
            if (glfwGetKey(window, GLFW_KEY_UP)) ry += m;
            if (glfwGetKey(window, GLFW_KEY_DOWN)) ry -= m;
        }
        float vx, vy, vz;
        get_motion_vector(flying, sz, sx, rx, ry, &vx, &vy, &vz);
        if (!typing) {
            if (glfwGetKey(window, CRAFT_KEY_JUMP)) {
                if (flying) {
                    vy = 1;
                }
                else if (dy == 0) {
                    dy = 8;
                }
            }
            if (glfwGetKey(window, CRAFT_KEY_XM)) {
                vx = -1; vy = 0; vz = 0;
            }
            if (glfwGetKey(window, CRAFT_KEY_XP)) {
                vx = 1; vy = 0; vz = 0;
            }
            if (glfwGetKey(window, CRAFT_KEY_YM)) {
                vx = 0; vy = -1; vz = 0;
            }
            if (glfwGetKey(window, CRAFT_KEY_YP)) {
                vx = 0; vy = 1; vz = 0;
            }
            if (glfwGetKey(window, CRAFT_KEY_ZM)) {
                vx = 0; vy = 0; vz = -1;
            }
            if (glfwGetKey(window, CRAFT_KEY_ZP)) {
                vx = 0; vy = 0; vz = 1;
            }
        }
        float speed = flying ? 20 : 5;
        int step = 8;
        float ut = dt / step;
        vx = vx * ut * speed;
        vy = vy * ut * speed;
        vz = vz * ut * speed;
        for (int i = 0; i < step; i++) {
            if (flying) {
                dy = 0;
            }
            else {
                dy -= ut * 25;
                dy = MAX(dy, -250);
            }
            x += vx;
            y += vy + dy * ut;
            z += vz;
            if (collide(chunks, chunk_count, 2, &x, &y, &z)) {
                dy = 0;
            }
        }
        if (y < 0) {
            y = highest_block(chunks, chunk_count, x, z) + 2;
        }

        if (left_click) {
            left_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 0, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (hy > 0 && is_destructable(hw)) {
                set_block(chunks, chunk_count, hx, hy, hz, 0);
                int above = get_block(chunks, chunk_count, hx, hy + 1, hz);
                if (is_plant(above)) {
                    set_block(chunks, chunk_count, hx, hy + 1, hz, 0);
                }
            }
        }

        if (right_click) {
            right_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 1, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (is_obstacle(hw)) {
                if (!player_intersects_block(2, x, y, z, hx, hy, hz)) {
                    set_block(chunks, chunk_count, hx, hy, hz, block_type);
                }
            }
        }

        if (middle_click) {
            middle_click = 0;
            int hx, hy, hz;
            int hw = hit_test(chunks, chunk_count, 0, x, y, z, rx, ry,
                &hx, &hy, &hz);
            if (is_selectable(hw)) {
                block_type = hw;
            }
        }

        if (teleport) {
            teleport = 0;
            if (player_count) {
                int index = rand_int(player_count);
                Player *player = players + index;
                x = player->x; y = player->y; z = player->z;
                rx = player->rx; ry = player->ry;
                ensure_chunks(chunks, &chunk_count, x, y, z, 1);
            }
        }

        client_position(x, y, z, rx, ry);
        char buffer[RECV_BUFFER_SIZE];
        while (client_recv(buffer, RECV_BUFFER_SIZE)) {
            float ux, uy, uz, urx, ury;
            if (sscanf(buffer, "U,%*d,%f,%f,%f,%f,%f",
                &ux, &uy, &uz, &urx, &ury) == 5)
            {
                x = ux; y = uy; z = uz; rx = urx; ry = ury;
                ensure_chunks(chunks, &chunk_count, x, y, z, 1);
                y = highest_block(chunks, chunk_count, x, z) + 2;
            }
            int bp, bq, bx, by, bz, bw;
            if (sscanf(buffer, "B,%d,%d,%d,%d,%d,%d",
                &bp, &bq, &bx, &by, &bz, &bw) == 6)
            {
                _set_block(chunks, chunk_count, bp, bq, bx, by, bz, bw);
                if (player_intersects_block(2, x, y, z, bx, by, bz)) {
                    y = highest_block(chunks, chunk_count, x, z) + 2;
                }
            }
            int pid;
            float px, py, pz, prx, pry;
            if (sscanf(buffer, "P,%d,%f,%f,%f,%f,%f",
                &pid, &px, &py, &pz, &prx, &pry) == 6)
            {
                Player *player = find_player(players, player_count, pid);
                if (!player && player_count < MAX_PLAYERS) {
                    player = players + player_count;
                    player_count++;
                    player->id = pid;
                    player->position_buffer = 0;
                    player->normal_buffer = 0;
                    player->uv_buffer = 0;
                }
                if (player) {
                    update_player(player, px, py, pz, prx, pry);
                }
            }
            if (sscanf(buffer, "D,%d", &pid) == 1) {
                delete_player(players, &player_count, pid);
            }
            if (buffer[0] == 'T' && buffer[1] == ',') {
                char *text = buffer + 2;
                printf("%s\n", text);
                snprintf(
                    messages[message_index], TEXT_BUFFER_SIZE, "%s", text);
                message_index = (message_index + 1) % MAX_MESSAGES;
            }
        }

        int p = chunked(x);
        int q = chunked(z);
        ensure_chunks(chunks, &chunk_count, x, y, z, 0);

        // RENDER 3-D SCENE //

        glClear(GL_COLOR_BUFFER_BIT);
        glClear(GL_DEPTH_BUFFER_BIT);
        set_matrix_3d(matrix, width, height, x, y, z, rx, ry, fov, ortho);

        // render chunks
        glUseProgram(block_program);
        glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix);
        glUniform3f(camera_loc, x, y, z);
        glUniform1i(sampler_loc, 0);
        glUniform1f(timer_loc, glfwGetTime());
        for (int i = 0; i < chunk_count; i++) {
            Chunk *chunk = chunks + i;
            if (chunk_distance(chunk, p, q) > RENDER_CHUNK_RADIUS) {
                continue;
            }
            if (y < 100 && !chunk_visible(chunk, matrix)) {
                continue;
            }
            draw_chunk(chunk, position_loc, normal_loc, uv_loc);
        }

        // render players
        for (int i = 0; i < player_count; i++) {
            Player *player = players + i;
            draw_player(player, position_loc, normal_loc, uv_loc);
        }

        // render focused block wireframe
        int hx, hy, hz;
        int hw = hit_test(
            chunks, chunk_count, 0, x, y, z, rx, ry, &hx, &hy, &hz);
        if (is_obstacle(hw)) {
            glUseProgram(line_program);
            glLineWidth(1);
            glEnable(GL_COLOR_LOGIC_OP);
            glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix);
            GLuint wireframe_buffer = gen_wireframe_buffer(hx, hy, hz, 0.51);
            draw_lines(wireframe_buffer, line_position_loc, 3, 48);
            glDeleteBuffers(1, &wireframe_buffer);
            glDisable(GL_COLOR_LOGIC_OP);
        }

        // RENDER 2-D HUD PARTS //

        glClear(GL_DEPTH_BUFFER_BIT);
        set_matrix_2d(matrix, width, height);

        // render crosshairs
        glUseProgram(line_program);
        glLineWidth(4);
        glEnable(GL_COLOR_LOGIC_OP);
        glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix);
        GLuint crosshair_buffer = gen_crosshair_buffer(width, height);
        draw_lines(crosshair_buffer, line_position_loc, 2, 4);
        glDeleteBuffers(1, &crosshair_buffer);
        glDisable(GL_COLOR_LOGIC_OP);

        // render text
        glUseProgram(text_program);
        glUniformMatrix4fv(text_matrix_loc, 1, GL_FALSE, matrix);
        glUniform1i(text_sampler_loc, 1);
        char text_buffer[1024];
        float ts = 12;
        float tx = ts / 2;
        float ty = height - ts;
        snprintf(
            text_buffer, 1024, "%d, %d, %.2f, %.2f, %.2f [%d, %d]",
            p, q, x, y, z, player_count, chunk_count);
        print(
            text_position_loc, text_uv_loc,
            tx, ty, ts, text_buffer);
        for (int i = 0; i < MAX_MESSAGES; i++) {
            int index = (message_index + i) % MAX_MESSAGES;
            if (strlen(messages[index])) {
                ty -= ts * 2;
                print(
                    text_position_loc, text_uv_loc,
                    tx, ty, ts, messages[index]);
            }
        }
        if (typing) {
            ty -= ts * 2;
            snprintf(text_buffer, 1024, "> %s", typing_buffer);
            print(
                text_position_loc, text_uv_loc,
                tx, ty, ts, text_buffer);
        }

        // RENDER 3-D HUD PARTS //

        set_matrix_item(matrix, width, height);

        // render selected item
        if (block_type != previous_block_type) {
            previous_block_type = block_type;
            if (is_plant(block_type)) {
                gen_plant_buffers(
                    &item_position_buffer, &item_normal_buffer, &item_uv_buffer,
                    0, 0, 0, 0.5, block_type);
            }
            else {
                gen_cube_buffers(
                    &item_position_buffer, &item_normal_buffer, &item_uv_buffer,
                    0, 0, 0, 0.5, block_type);
            }
        }
        glUseProgram(block_program);
        glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix);
        glUniform3f(camera_loc, 0, 0, 5);
        glUniform1i(sampler_loc, 0);
        glUniform1f(timer_loc, glfwGetTime());
        if (is_plant(block_type)) {
            draw_plant(
                item_position_buffer, item_normal_buffer, item_uv_buffer,
                position_loc, normal_loc, uv_loc);
        }
        else {
            draw_cube(
                item_position_buffer, item_normal_buffer, item_uv_buffer,
                position_loc, normal_loc, uv_loc);
        }

        // swap buffers
        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    client_stop();
    db_save_state(x, y, z, rx, ry);
    db_close();
    glfwTerminate();
    return 0;
}
Пример #15
0
int main(int argc, char **argv) {
    srand(time(NULL));
    rand();
    if (!glfwInit()) {
        return -1;
    }
    #ifdef __APPLE__
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
        glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
        glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
        glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    #endif
    if (!glfwOpenWindow(800, 600, 8, 8, 8, 0, 24, 0, GLFW_WINDOW)) {
        return -1;
    }
    glfwSwapInterval(VSYNC);
    glfwDisable(GLFW_MOUSE_CURSOR);
    glfwSetWindowTitle("Modern GL");
    glfwSetKeyCallback(on_key);
    glfwSetMouseButtonCallback(on_mouse_button);

    #ifndef __APPLE__
        if (glewInit() != GLEW_OK) {
            return -1;
        }
    #endif

    if (db_init()) {
        return -1;
    }

    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LINE_SMOOTH);
    glLogicOp(GL_INVERT);
    glClearColor(0.53, 0.81, 0.92, 1.00);

    GLuint vertex_array;
    glGenVertexArrays(1, &vertex_array);
    glBindVertexArray(vertex_array);

    GLuint texture;
    glGenTextures(1, &texture);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glfwLoadTexture2D("texture.tga", 0);

    GLuint block_program = load_program(
        "shaders/block_vertex.glsl", "shaders/block_fragment.glsl");
    GLuint matrix_loc = glGetUniformLocation(block_program, "matrix");
    GLuint camera_loc = glGetUniformLocation(block_program, "camera");
    GLuint sampler_loc = glGetUniformLocation(block_program, "sampler");
    GLuint timer_loc = glGetUniformLocation(block_program, "timer");
    GLuint position_loc = glGetAttribLocation(block_program, "position");
    GLuint normal_loc = glGetAttribLocation(block_program, "normal");
    GLuint uv_loc = glGetAttribLocation(block_program, "uv");

    GLuint line_program = load_program(
        "shaders/line_vertex.glsl", "shaders/line_fragment.glsl");
    GLuint line_matrix_loc = glGetUniformLocation(line_program, "matrix");
    GLuint line_position_loc = glGetAttribLocation(line_program, "position");

    Chunk chunks[MAX_CHUNKS];
    int chunk_count = 0;

    FPS fps = {0, 0};
    float matrix[16];
    float x = (rand_double() - 0.5) * 10000;
    float z = (rand_double() - 0.5) * 10000;
    float y = 0;
    float dy = 0;
    float rx = 0;
    float ry = 0;
    int px = 0;
    int py = 0;

    int loaded = db_load_state(&x, &y, &z, &rx, &ry);
    ensure_chunks(chunks, &chunk_count,
        floorf(roundf(x) / CHUNK_SIZE),
        floorf(roundf(z) / CHUNK_SIZE), 1);
    if (!loaded) {
        y = highest_block(chunks, chunk_count, x, z) + 2;
    }

    glfwGetMousePos(&px, &py);
    double previous = glfwGetTime();
    while (glfwGetWindowParam(GLFW_OPENED)) {
        update_fps(&fps, SHOW_FPS);
        double now = glfwGetTime();
        double dt = MIN(now - previous, 0.2);
        previous = now;

        if (exclusive) {
            int mx, my;
            glfwGetMousePos(&mx, &my);
            float m = 0.0025;
            rx += (mx - px) * m;
            ry -= (my - py) * m;
            if (rx < 0) {
                rx += RADIANS(360);
            }
            if (rx >= RADIANS(360)){
                rx -= RADIANS(360);
            }
            ry = MAX(ry, -RADIANS(90));
            ry = MIN(ry, RADIANS(90));
            px = mx;
            py = my;
        }
        else {
            glfwGetMousePos(&px, &py);
        }

        if (left_click) {
            left_click = 0;
            int hx, hy, hz;
            if (hit_test(chunks, chunk_count, 0, x, y, z, rx, ry,
                &hx, &hy, &hz))
            {
                if (hy > 0) {
                    set_block(chunks, chunk_count, hx, hy, hz, 0);
                }
            }
        }

        if (right_click) {
            right_click = 0;
            int hx, hy, hz;
            if (hit_test(chunks, chunk_count, 1, x, y, z, rx, ry,
                &hx, &hy, &hz))
            {
                if (!player_intersects_block(2, x, y, z, hx, hy, hz)) {
                    set_block(chunks, chunk_count, hx, hy, hz, block_type);
                }
            }
        }

        int sz = 0;
        int sx = 0;
        ortho = glfwGetKey(GLFW_KEY_LSHIFT);
        if (glfwGetKey('Q')) break;
        if (glfwGetKey('W')) sz--;
        if (glfwGetKey('S')) sz++;
        if (glfwGetKey('A')) sx--;
        if (glfwGetKey('D')) sx++;
        if (dy == 0 && glfwGetKey(GLFW_KEY_SPACE)) {
            dy = 8;
        }
        float vx, vy, vz;
        get_motion_vector(flying, sz, sx, rx, ry, &vx, &vy, &vz);
        float speed = flying ? 20 : 5;
        int step = 8;
        float ut = dt / step;
        vx = vx * ut * speed;
        vy = vy * ut * speed;
        vz = vz * ut * speed;
        for (int i = 0; i < step; i++) {
            if (flying) {
                dy = 0;
            }
            else {
                dy -= ut * 25;
                dy = MAX(dy, -250);
            }
            x += vx;
            y += vy + dy * ut;
            z += vz;
            if (collide(chunks, chunk_count, 2, &x, &y, &z)) {
                dy = 0;
            }
        }

        int p = floorf(roundf(x) / CHUNK_SIZE);
        int q = floorf(roundf(z) / CHUNK_SIZE);
        ensure_chunks(chunks, &chunk_count, p, q, 0);

        update_matrix_3d(matrix, x, y, z, rx, ry);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // render chunks
        glUseProgram(block_program);
        glUniformMatrix4fv(matrix_loc, 1, GL_FALSE, matrix);
        glUniform3f(camera_loc, x, y, z);
        glUniform1i(sampler_loc, 0);
        glUniform1f(timer_loc, glfwGetTime());
        for (int i = 0; i < chunk_count; i++) {
            Chunk *chunk = chunks + i;
            if (chunk_distance(chunk, p, q) > RENDER_CHUNK_RADIUS) {
                continue;
            }
            if (!chunk_visible(chunk, matrix)) {
                continue;
            }
            draw_chunk(chunk, position_loc, normal_loc, uv_loc);
        }

        // render focused block wireframe
        int hx, hy, hz;
        if (hit_test(chunks, chunk_count, 0, x, y, z, rx, ry, &hx, &hy, &hz)) {
            glUseProgram(line_program);
            glLineWidth(1);
            glEnable(GL_COLOR_LOGIC_OP);
            glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix);
            GLuint buffer = make_cube_buffer(hx, hy, hz, 0.51);
            draw_lines(buffer, line_position_loc, 3, 48);
            glDeleteBuffers(1, &buffer);
            glDisable(GL_COLOR_LOGIC_OP);
        }

        update_matrix_2d(matrix);

        // render crosshairs
        glUseProgram(line_program);
        glLineWidth(4);
        glEnable(GL_COLOR_LOGIC_OP);
        glUniformMatrix4fv(line_matrix_loc, 1, GL_FALSE, matrix);
        GLuint buffer = make_line_buffer();
        draw_lines(buffer, line_position_loc, 2, 4);
        glDeleteBuffers(1, &buffer);
        glDisable(GL_COLOR_LOGIC_OP);

        glfwSwapBuffers();
    }
    db_save_state(x, y, z, rx, ry);
    db_close();
    glfwTerminate();
    return 0;
}