/* Simplified OpenGL 4.5 demo * Seth Long, Fall 2020 * This is a *very* short demo which displays a triangle * Many of these functions can fail, and return error values * I doubt it can be done much shorter without leaving vertices in only main memory or some such */ #include "game.h" #include "activation_area.h" #include "projectiles.h" #include "tile_floor.h" #include "moving_platform.h" #include "turret.h" std::mutex grand_mutex; float height = 1550; float width = 2600; // Will be used for a lot of stuff throughout the demo // NOTE: general_buffer is NOT thread safe. Don't try to load shaders in parallel! // NOTE on the NOTE: You probably shouldn't do that anyway! #define GBLEN (1024*32) /* Global section */ int time_resolution = 10; int framecount = 0; /* Player globals */ glm::vec3 player_position; float player_heading; float player_height = 2; float player_elevation; float player_fall_speed = 0; gameobject *player_platform = 0; size_t player_platform_index = 0; std::vector objects; projectile ice_balls; fragment brick_fragments; class target : public loaded_object, public block_object { public: target() : loaded_object("monkey.obj", "brick.jpg", glm::vec3(15.0f, 10.0f, 15.0f)) { collision_check = true; } void hit_index(ssize_t index){ // Make fragments brick_fragments.create_burst(100, locations[index], 0.01f); locations.erase(locations.begin() + index); } }; struct key_status { int forward, backward, left, right; }; struct key_status player_key_status; void fire(bool burst = false){ if(burst) ice_balls.add_projectile(player_position, player_heading, player_elevation, 0.4f, 10000.0f, 1.0f, true); else ice_balls.add_projectile(player_position, player_heading, player_elevation, 1.0f, 100000.0f, 1.0f, false); } void mouse_click_callback(GLFWwindow* window, int button, int action, int mods){ if(button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) fire(); if(button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) fire(true); } void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods){ if(GLFW_KEY_W == key && 1 == action){ player_key_status.forward = 1; } else if(GLFW_KEY_W == key && 0 == action){ player_key_status.forward = 0; } if(GLFW_KEY_S == key && 1 == action){ player_key_status.backward = 1; } else if(GLFW_KEY_S == key && 0 == action){ player_key_status.backward = 0; } if(GLFW_KEY_A == key) player_key_status.left = action; if(GLFW_KEY_D == key) player_key_status.right = action; if(GLFW_KEY_SPACE == key && 1 == action){ if(player_platform){ player_fall_speed = 0.04f; player_position.y += 1.0f; player_platform = 0; } } } ssize_t is_empty(glm::vec3 position, float distance){ for(gameobject* o : objects) { ssize_t collide_index = o->collision_index(position, 0.2f); if(collide_index != -1) return false; } return true; } int shutdown_engine = 0; /* Must be called at a consistent rate */ void player_movement(){ while(!shutdown_engine){ // grand_mutex.lock(); auto start = std::chrono::system_clock::now(); glm::vec3 step_to_point = player_position; if(player_key_status.forward){ step_to_point += 0.1f * glm::vec3(sinf(player_heading), 0, cosf(player_heading)); } if(player_key_status.backward){ step_to_point += 0.1f * glm::vec3(-sinf(player_heading), 0, -cosf(player_heading)); } if(player_key_status.left){ step_to_point += 0.05f * glm::vec3(sinf(player_heading + M_PI/2), 0, cosf(player_heading + M_PI/2)); } if(player_key_status.right){ step_to_point += 0.05f * glm::vec3(-sinf(player_heading + M_PI/2), 0, -cosf(player_heading + M_PI/2)); } for(gameobject* o : objects) { ssize_t collide_index = o->collision_index(step_to_point, 0.2f); if(collide_index != -1) { if(is_empty(glm::vec3(player_position.x, step_to_point.y, step_to_point.z), 0.2f)) { step_to_point.x = player_position.x; break; } else if(is_empty(glm::vec3(step_to_point.x, step_to_point.y, player_position.z), 0.2f)) { step_to_point.z = player_position.z; break; } else { step_to_point = player_position; break; } } } player_position = step_to_point; if(player_platform){ if(!player_platform->is_on_idx(player_position, player_platform_index, player_height)) player_platform = 0; } else { float floor_height = 0; for(gameobject* o : objects) { ssize_t ppi = o->is_on(player_position, player_height); if(ppi != -1) { player_platform_index = ppi; player_platform = o; floor_height = player_platform->locations[player_platform_index].y + (player_platform->size.y / 2); player_fall_speed = 0; player_position.y = floor_height + player_height; } } if(player_position.y - player_height > floor_height) { player_position.y += player_fall_speed; player_fall_speed -= GRAVITY; } else { player_fall_speed = 0; player_position.y = floor_height + player_height; } } // grand_mutex.unlock(); auto end = std::chrono::system_clock::now(); // double difference = std::chrono::duration_cast(start - end).count(); // printf("Time difference: %lf\n", difference); std::this_thread::sleep_for(std::chrono::microseconds(1000) - (start - end)); } } void object_movement(){ while(!shutdown_engine){ auto start = std::chrono::system_clock::now(); // grand_mutex.lock(); if(player_platform){ glm::vec3 pltloc = player_platform->locations[player_platform_index]; float floor_height = pltloc.y + (player_platform->size.y / 2); player_position.y = floor_height + player_height; } // grand_mutex.unlock(); for(gameobject* o : objects) o->move(); auto end = std::chrono::system_clock::now(); // double difference = std::chrono::duration_cast(start - end).count(); // printf("Time difference: %lf\n", difference); std::this_thread::sleep_for(std::chrono::microseconds(1000) - (start - end)); } } void animation(){ while(!shutdown_engine){ auto start = std::chrono::system_clock::now(); for(gameobject* o : objects) o->animate(); auto end = std::chrono::system_clock::now(); // double difference = std::chrono::duration_cast(start - end).count(); // printf("Time difference: %lf\n", difference); std::this_thread::sleep_for(std::chrono::microseconds(10000) - (start - end)); } } void collision_detection(){ while(!shutdown_engine){ auto start = std::chrono::system_clock::now(); ice_balls.data_mutex.lock(); size_t nproj = ice_balls.locations.size(); for(size_t proj_index = 0; proj_index < nproj; proj_index++){ glm::vec3 l = ice_balls.locations[proj_index]; for(auto o : objects){ if(o->collision_check){ ssize_t index = o->collision_index(l); if(index != -1) { o->hit_index(index); ice_balls.hit_index(proj_index); break; } } } } ice_balls.data_mutex.unlock(); auto end = std::chrono::system_clock::now(); // double difference = std::chrono::duration_cast(start - end).count(); // printf("Time difference: %lf\n", difference); std::this_thread::sleep_for(std::chrono::microseconds(1000) - (start - end)); } } void pos_callback(GLFWwindow* window, double xpos, double ypos){ double center_x = width/2; double diff_x = xpos - center_x; double center_y = height/2; double diff_y = ypos - center_y; glfwSetCursorPos(window, center_x, center_y); player_heading -= diff_x / 1000.0; // Is this too fast or slow? player_elevation -= diff_y / 1000.0; } void resize(GLFWwindow*, int new_width, int new_height){ width = new_width; height = new_height; printf("Window resized, now %f by %f\n", width, height); glViewport(0, 0, width, height); } target targets; void bob(){ static bool bob_happened = false; if(!bob_happened){ bob_happened = true; targets.locations.push_back(glm::vec3(-10, 5, 10)); } }; void debug_callback(GLenum, GLenum, GLuint, GLenum severity, GLsizei, const GLchar* message, const void*) { if(severity == GL_DEBUG_SEVERITY_HIGH) puts(RED(message).c_str()); else if(severity == GL_DEBUG_SEVERITY_MEDIUM) puts(YELLOW(message).c_str()); /* Only uncomment if you want a lot of messages */ /* else puts(message); */ } int main(int argc, char** argv) { init_helpers(); if(!glfwInit()) { puts(RED("GLFW init error, terminating\n").c_str()); return 1; } GLFWwindow* window = glfwCreateWindow(width, height, "Simple OpenGL 4.0+ Demo", 0, 0); if(!window){ puts(RED("Window creation failed, terminating\n").c_str()); return 1; } glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwMakeContextCurrent(window); glewInit(); unsigned supported_threads = std::thread::hardware_concurrency(); printf("Supported threads: %u\n", supported_threads); /* Set up callbacks */ glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(debug_callback, 0); glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, pos_callback); glfwSetFramebufferSizeCallback(window, resize); glfwSetMouseButtonCallback(window, mouse_click_callback); /* Set starting point */ player_position = glm::vec3(53, 10, 50); player_heading = M_PI; /* Level Loading (hardcoded at the moment) */ tile_floor fl; objects.push_back(&ice_balls); objects.push_back(&fl); targets.scale = 10.0f; for(int height = 30; height < 300; height+= 30){ targets.locations.push_back(glm::vec3(0, height, 0)); targets.locations.push_back(glm::vec3(30, height, 0)); targets.locations.push_back(glm::vec3(-30, height, 0)); } for(int z = -40; z > -300; z += -10) targets.locations.push_back(glm::vec3(10, 3, z)); objects.push_back(&targets); objects.push_back(&brick_fragments); wall_block wallblock("cube.obj", "brick.jpg", glm::vec3(2, 2, 2)); objects.push_back(&wallblock); for(int x = 0; x < 20; x += 2) for(int y = -10; y < 10; y += 2) for(int z = 0; z < 4; z += 2) wallblock.locations.push_back(glm::vec3(x, y, z)); activation_area target_spawning; target_spawning.size = glm::vec3(10, 10, 10); target_spawning.add_area(glm::vec3(10, 0, 10), bob); objects.push_back(&target_spawning); wall_block monster_box("cube.obj", "monster1.png", glm::vec3(10, 10, 10)); monster_box.scale = 5.0; monster_box.locations.push_back(glm::vec3(-40, 0, 20)); objects.push_back(&monster_box); // What if it wasn't a cube? wall_block bwb("cube.obj", "brick.jpg", glm::vec3(20, 20, 20)); bwb.scale = 10; bwb.texture_scale = glm::vec2(10, 10); bwb.locations.push_back(glm::vec3(-30, 0, 0)); objects.push_back(&bwb); turret t; t.locations.push_back(glm::vec3(0, 0, 60)); t.current_target = &targets; t.current_projectile = &ice_balls; objects.push_back(&t); /* Initialize game objects */ for(gameobject* o : objects){ if(o->init()){ puts(RED("Compile Failed, giving up!").c_str()); return 1; } } /* Start Other Threads */ std::thread player_movement_thread(player_movement); std::thread object_movement_thread(object_movement); std::thread animation_thread(animation); std::thread collision_detection_thread(collision_detection); glEnable(GL_DEPTH_TEST); while (!glfwWindowShouldClose(window)) { framecount++; glfwPollEvents(); glClearColor(0, 0, 0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT); // grand_mutex.lock(); /* Where are we? A: player_position * What are we looking at? */ glm::vec3 look_at_point = player_position; look_at_point.x += cosf(player_elevation) * sinf(player_heading); look_at_point.y += sinf(player_elevation); look_at_point.z += cosf(player_elevation) * cosf(player_heading); glm::mat4 view = glm::lookAt(player_position, look_at_point, glm::vec3(0, 1, 0)); glm::mat4 projection = glm::perspective(45.0f, width / height, 0.1f, 10000.0f); glm::mat4 vp = projection * view; for(gameobject* o : objects) o->draw(vp); // grand_mutex.unlock(); glfwSwapBuffers(window); } shutdown_engine = 1; player_movement_thread.join(); // TODO: join other threads glfwDestroyWindow(window); glfwTerminate(); free_helpers(); }