draw overlay hover bar

draw border around overlay map

Changed from refptr<map<U8, Player> > to map<U8, refptr<player> >

minor bugfix - using more memory on sky than needed

Fixed some bugs with multiplayer

CCFS: print error when unable to find file by default

simplify GLProgram creation with stdarg
This commit is contained in:
Josh Holtrop 2012-09-23 15:17:45 -04:00 committed by xethm55
parent abd731f3ca
commit eacfd38e15
19 changed files with 486 additions and 421 deletions

View File

@ -0,0 +1,18 @@
varying vec3 pos_i;
const vec4 red = vec4(1, 0, 0, 1);
const vec4 yellow = vec4(1, 1, 0, 1);
const vec4 green = vec4(0, 1, 0, 1);
void main(void)
{
if (pos_i.x < 0)
{
gl_FragColor = mix(red, yellow, pos_i.x + 1);
}
else
{
gl_FragColor = mix(yellow, green, pos_i.x);
}
}

View File

@ -47,6 +47,8 @@ def main(argv):
c_file = open(out_fname, 'w')
h_file = open(header_fname, 'w')
c_file.write('#include <string.h>\n')
c_file.write('#include <iostream>\n')
c_file.write('using namespace std;\n')
c_file.write('#include "%s"\n' % os.path.basename(header_fname))
for p in paths:
c_name = cname(p)
@ -77,7 +79,8 @@ def main(argv):
c_file.write('};\n')
c_file.write('''
const unsigned char *CCFSClass::get_file(const char *fname, unsigned int *length)
const unsigned char *CCFSClass::get_file(const char *fname,
unsigned int *length, bool err_on_not_found)
{
int i;
for (i = 0; store[i].fname != NULL; i++)
@ -89,6 +92,8 @@ const unsigned char *CCFSClass::get_file(const char *fname, unsigned int *length
return store[i].data;
}
}
if (err_on_not_found)
cerr << "Error loading file \\"" << fname << '"' << endl;
return NULL;
}
@ -100,7 +105,8 @@ CCFSClass %s;
class CCFSClass
{
public:
const unsigned char *get_file(const char *fname, unsigned int *length);
const unsigned char *get_file(const char *fname,
unsigned int *length = NULL, bool err_on_not_found = true);
};
extern CCFSClass %s;

View File

@ -1,4 +1,3 @@
#include <math.h>
#include <iostream>
#include GL_INCLUDE_FILE
@ -42,6 +41,12 @@ static const struct
{{-0.5, -0.5, 0.0}, {0.0, 0.0}},
{{0.5, -0.5, 0.0}, {1.0, 0.0}}
};
static const float quad_attributes[][3] = {
{0.5, 0.5, 0.0},
{-0.5, 0.5, 0.0},
{-0.5, -0.5, 0.0},
{0.5, -0.5, 0.0}
};
static bool load_file(const char *fname, WFObj::Buffer & buff)
{
@ -87,91 +92,37 @@ bool Client::initgl()
return false;
}
glEnable(GL_DEPTH_TEST);
GLProgram::AttributeBinding obj_attrib_bindings[] = {
{0, "pos"},
{1, "normal"}
};
GLProgram::AttributeBinding sky_attrib_bindings[] = {
{0, "pos"},
{1, "color"}
};
GLProgram::AttributeBinding lava_attrib_bindings[] = {
{0, "pos"},
{1, "tex_coord"}
};
const char *obj_uniforms[] = {
"ambient",
"diffuse",
"specular",
"shininess",
"projection",
"modelview"
};
const char *overlay_uniforms[] = {
"projection",
"modelview",
"color"
};
const char *sky_uniforms[] = {
"projection",
"modelview"
};
const char *lava_uniforms[] = {
"projection",
"modelview",
"tex",
"shift"
};
const char *obj_v_source =
(const char *) CFS.get_file("shaders/obj.v.glsl", NULL);
const char *obj_f_source =
(const char *) CFS.get_file("shaders/obj.f.glsl", NULL);
const char *overlay_f_source =
(const char *) CFS.get_file("shaders/overlay.f.glsl", NULL);
const char *sky_v_source =
(const char *) CFS.get_file("shaders/sky.v.glsl", NULL);
const char *sky_f_source =
(const char *) CFS.get_file("shaders/sky.f.glsl", NULL);
const char *lava_v_source =
(const char *) CFS.get_file("shaders/lava.v.glsl", NULL);
const char *lava_f_source =
(const char *) CFS.get_file("shaders/lava.f.glsl", NULL);
if (obj_v_source == NULL || obj_f_source == NULL ||
overlay_f_source == NULL ||
sky_v_source == NULL || sky_f_source == NULL ||
lava_v_source == NULL || lava_f_source == NULL)
{
cerr << "Error loading shader sources" << endl;
if (!m_obj_program.create(
CFS.get_file("shaders/obj.v.glsl"),
CFS.get_file("shaders/obj.f.glsl"),
"pos", 0, "normal", 1, NULL,
"ambient", "diffuse", "specular", "shininess",
"projection", "modelview", NULL))
return false;
}
if (!m_obj_program.create(obj_v_source, obj_f_source,
obj_attrib_bindings, LEN(obj_attrib_bindings),
obj_uniforms, LEN(obj_uniforms)))
{
cerr << "Error creating obj program" << endl;
if (!m_overlay_program.create(
CFS.get_file("shaders/obj.v.glsl"),
CFS.get_file("shaders/overlay.f.glsl"),
"pos", 0, "normal", 1, NULL,
"projection", "modelview", "color", NULL))
return false;
}
if (!m_overlay_program.create(obj_v_source, overlay_f_source,
obj_attrib_bindings, LEN(obj_attrib_bindings),
overlay_uniforms, LEN(overlay_uniforms)))
{
cerr << "Error creating overlay program" << endl;
if (!m_overlay_hover_program.create(
CFS.get_file("shaders/obj.v.glsl"),
CFS.get_file("shaders/overlay_hover.f.glsl"),
"pos", 0, "normal", 1, NULL,
"projection", "modelview", NULL))
return false;
}
if (!m_sky_program.create(sky_v_source, sky_f_source,
sky_attrib_bindings, LEN(sky_attrib_bindings),
sky_uniforms, LEN(sky_uniforms)))
{
cerr << "Error creating sky program" << endl;
if (!m_sky_program.create(
CFS.get_file("shaders/sky.v.glsl"),
CFS.get_file("shaders/sky.f.glsl"),
"pos", 0, "color", 1, NULL,
"projection", "modelview", NULL))
return false;
}
if (!m_lava_program.create(lava_v_source, lava_f_source,
lava_attrib_bindings, LEN(lava_attrib_bindings),
lava_uniforms, LEN(lava_uniforms)))
{
cerr << "Error creating lava program" << endl;
if (!m_lava_program.create(
CFS.get_file("shaders/lava.v.glsl"),
CFS.get_file("shaders/lava.f.glsl"),
"pos", 0, "tex_coord", 1, NULL,
"projection", "modelview", "tex", "shift", NULL))
return false;
}
if (!m_tank_obj.load("models/tank.obj", load_file))
{
cerr << "Error loading tank model" << endl;
@ -197,10 +148,16 @@ bool Client::initgl()
if (!m_tex_quad_attributes.create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
tex_quad_attributes, sizeof(tex_quad_attributes)))
{
cerr << "Error creating tex quad attribute buffer" << endl;
cerr << "Error creating tex quad attributes buffer" << endl;
return false;
}
vector<GLfloat> sky_attributes((NUM_SKY_STEPS + 1) * 2 * (3 * 3));
if (!m_quad_attributes.create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
quad_attributes, sizeof(quad_attributes)))
{
cerr << "Error creating quad attributes buffer" << endl;
return false;
}
vector<GLfloat> sky_attributes((NUM_SKY_STEPS + 1) * 2 * (3 + 3));
for (int i = 0, idx = 0; i <= NUM_SKY_STEPS; i++)
{
GLfloat x = SKY_DIST * sin(M_PI_4 + i * M_PI_2 / NUM_SKY_STEPS);
@ -258,22 +215,22 @@ void Client::redraw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
double dir_x = cos((*m_players)[current_player].direction);
double dir_y = sin((*m_players)[current_player].direction);
double dir_x = cos(m_players[current_player]->direction);
double dir_y = sin(m_players[current_player]->direction);
m_modelview.load_identity();
m_modelview.look_at(
(*m_players)[current_player].x - dir_x * 25, (*m_players)[current_player].y - dir_y * 25, 30,
(*m_players)[current_player].x, (*m_players)[current_player].y, 20,
m_players[current_player]->x - dir_x * 25, m_players[current_player]->y - dir_y * 25, 30,
m_players[current_player]->x, m_players[current_player]->y, 20,
0, 0, 1);
// TODO: call draw_player() for each networked player
for(std::map<sf::Uint8, Player>::iterator piter = m_players->begin(); piter != m_players->end(); piter++)
{
draw_player(piter->second);
}
draw_map();
for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
{
draw_player(piter->second);
}
draw_map();
draw_sky();
draw_lava();
@ -282,12 +239,12 @@ void Client::redraw()
m_window->display();
}
void Client::draw_player(Player player)
void Client::draw_player(refptr<Player> player)
{
m_obj_program.use();
m_modelview.push();
m_modelview.translate(player.x, player.y, 4);
m_modelview.rotate(player.direction * 180.0 / M_PI, 0, 0, 1);
m_modelview.translate(player->x, player->y, 4);
m_modelview.rotate(player->direction * 180.0 / M_PI, 0, 0, 1);
m_modelview.scale(2, 2, 2);
m_tank_obj.bindBuffers();
glEnableVertexAttribArray(0);
@ -391,6 +348,7 @@ void Client::draw_map()
void Client::draw_overlay()
{
/* draw overlay map */
int overlay_size = (int)(m_width * 0.15);
glViewport(m_width - overlay_size - 50, m_height - overlay_size - 50,
overlay_size, overlay_size);
@ -403,8 +361,8 @@ void Client::draw_overlay()
proj.ortho(-span, span, -span, span, -1, 1);
proj.to_uniform(m_overlay_program.uniform("projection"));
GLMatrix modelview;
modelview.rotate(90 - (*m_players)[current_player].direction * 180 / M_PI, 0, 0, 1);
modelview.translate(-(*m_players)[current_player].x, -(*m_players)[current_player].y, 0);
modelview.rotate(90 - m_players[current_player]->direction * 180 / M_PI, 0, 0, 1);
modelview.translate(-m_players[current_player]->x, -m_players[current_player]->y, 0);
m_overlay_hex_attributes.bind();
m_overlay_hex_indices.bind();
glEnableVertexAttribArray(0);
@ -446,9 +404,48 @@ void Client::draw_overlay()
glPointSize(3);
glDrawArrays(GL_POINTS, 0, 1);
/* draw hover bar */
glViewport(m_width - 200, 100, 150, 25);
m_overlay_hover_program.use();
m_quad_attributes.bind();
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), NULL);
GLMatrix::Identity.to_uniform(
m_overlay_hover_program.uniform("projection"));
modelview.load_identity();
modelview.translate(m_players[current_player]->hover - 1, 0, 0);
modelview.scale(m_players[current_player]->hover * 2, 2.0, 1.0);
modelview.to_uniform(m_overlay_hover_program.uniform("modelview"));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
/* draw map border */
glViewport(0, 0, m_width, m_height);
m_overlay_program.use();
m_quad_attributes.bind();
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), NULL);
GLMatrix::Identity.to_uniform(m_overlay_program.uniform("projection"));
modelview.load_identity();
modelview.ortho(0, m_width, 0, m_height, -1, 1);
modelview.translate(m_width - overlay_size / 2 - 50,
m_height - overlay_size / 2 - 50, 0);
modelview.scale(overlay_size + 0.1, overlay_size + 0.1, 1);
modelview.to_uniform(m_overlay_program.uniform("modelview"));
glUniform4f(m_overlay_program.uniform("color"), 1, 1, 1, 1);
glDrawArrays(GL_LINE_LOOP, 0, 4);
/* draw hover bar border */
modelview.load_identity();
modelview.ortho(0, m_width, 0, m_height, -1, 1);
modelview.translate(m_width - 200 + 150 / 2, 100 + 25 / 2, 0);
modelview.scale(150.1, 25.1, 1);
modelview.to_uniform(m_overlay_program.uniform("modelview"));
glDrawArrays(GL_LINE_LOOP, 0, 4);
/* reset GL to normal state */
glDisableVertexAttribArray(0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glViewport(0, 0, m_width, m_height);
}
void Client::draw_sky()
@ -457,8 +454,8 @@ void Client::draw_sky()
m_sky_attributes.bind();
m_projection.to_uniform(m_sky_program.uniform("projection"));
m_modelview.push();
m_modelview.translate((*m_players)[current_player].x, (*m_players)[current_player].y, 0);
m_modelview.rotate((*m_players)[current_player].direction * 180.0 / M_PI, 0, 0, 1);
m_modelview.translate(m_players[current_player]->x, m_players[current_player]->y, 0);
m_modelview.rotate(m_players[current_player]->direction * 180.0 / M_PI, 0, 0, 1);
m_modelview.to_uniform(m_sky_program.uniform("modelview"));
m_modelview.pop();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,

View File

@ -1,15 +1,15 @@
#include <math.h>
#include "Client.h"
#include "Types.h"
#include "Timer.h"
Client::Client()
{
m_net_client = new Network();
m_net_client->Create(59243, "127.0.0.1"); // Just connect to local host for now - testing
client_has_focus = true;
m_players = new std::map<sf::Uint8, Player>;
m_players->clear();
current_player = 0;
client_has_focus = true;
m_players.clear();
current_player = 0;
}
Client::~Client()
@ -20,13 +20,14 @@ Client::~Client()
void Client::run(bool fullscreen, int width, int height, std::string pname)
{
current_player_name = pname;
Timer client_timer;
client_timer.Init();
current_player_name = pname;
if (!create_window(fullscreen, width, height))
return;
m_clock.restart();
sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
double last_time = 0.0;
while (m_window->isOpen())
{
@ -65,12 +66,17 @@ void Client::run(bool fullscreen, int width, int height, std::string pname)
}
}
// Time must be updated before any messages are sent
// Especially guaranteed messages, since the time needs to be
// non zero.
client_timer.Update();
update(elapsed_time);
if(m_players->size() > 0)
{
redraw();
}
last_time = current_time;
if(m_players.size() > 0)
{
redraw();
}
last_time = current_time;
// temporary for now. otherwise this thread consumed way too processing
sf::sleep(sf::seconds(0.005)); // 5 milli-seconds
@ -79,7 +85,7 @@ void Client::run(bool fullscreen, int width, int height, std::string pname)
void Client::update(double elapsed_time)
{
static bool registered_player = false;
static bool registered_player = false;
sf::Packet client_packet;
@ -88,127 +94,141 @@ void Client::update(double elapsed_time)
// Handle all received data (only really want the latest)
while(m_net_client->getData(client_packet))
{
sf::Uint8 packet_type;
client_packet >> packet_type;
switch(packet_type)
{
case PLAYER_CONNECT:
{
Player p;
sf::Uint8 pindex;
std::string name = "";
client_packet >> pindex;
client_packet >> name;
if(name == current_player_name)
{
current_player = pindex;
}
p.name = name;
(*m_players)[pindex] = p;
break;
}
case PLAYER_UPDATE:
{
sf::Uint8 player_index;
// Update player position as calculated from the server.
client_packet >> player_index;
if(m_players->end() != m_players->find(player_index))
{
client_packet >> (*m_players)[player_index].direction;
client_packet >> (*m_players)[player_index].x;
client_packet >> (*m_players)[player_index].y;
}
break;
}
case PLAYER_DISCONNECT:
{
// This will remove the player once the disconnect algorithm is implemented
break;
}
case PLAYER_DEATH:
{
// This will set a death flag in the player struct.
break;
}
default :
{
// Eat the packet
break;
}
}
sf::Uint8 packet_type;
client_packet >> packet_type;
switch(packet_type)
{
case PLAYER_CONNECT:
{
sf::Uint8 pindex;
std::string name = "";
client_packet >> pindex;
client_packet >> name;
// Should be a much better way of doing this.
// Perhaps generate a random number
if(name == current_player_name)
{
current_player = pindex;
}
// Create a new player if one does not exist.
if(m_players.end() == m_players.find(pindex))
{
refptr<Player> p = new Player();
p->name = name;
client_packet >> p->direction;
client_packet >> p->x;
client_packet >> p->y;
m_players[pindex] = p;
}
break;
}
case PLAYER_UPDATE:
{
sf::Uint8 player_index;
// Update player position as calculated from the server.
client_packet >> player_index;
if(m_players.end() != m_players.find(player_index))
{
client_packet >> m_players[player_index]->direction;
client_packet >> m_players[player_index]->x;
client_packet >> m_players[player_index]->y;
}
break;
}
case PLAYER_DISCONNECT:
{
// This will remove the player once the disconnect algorithm is implemented
break;
}
case PLAYER_DEATH:
{
// This will set a death flag in the player struct.
break;
}
default :
{
// Eat the packet
break;
}
}
}
// For now, we are going to do a very crude shove data into
// packet from keyboard and mouse events.
// TODO: Clean this up and make it more robust
if(m_players->size() > 0)
{
sf::Uint8 w_pressed = KEY_NOT_PRESSED;
sf::Uint8 a_pressed = KEY_NOT_PRESSED;
sf::Uint8 s_pressed = KEY_NOT_PRESSED;
sf::Uint8 d_pressed = KEY_NOT_PRESSED;
sf::Int32 rel_mouse_movement = 0;
if(m_players.size() > 0)
{
sf::Uint8 w_pressed = KEY_NOT_PRESSED;
sf::Uint8 a_pressed = KEY_NOT_PRESSED;
sf::Uint8 s_pressed = KEY_NOT_PRESSED;
sf::Uint8 d_pressed = KEY_NOT_PRESSED;
sf::Int32 rel_mouse_movement = 0;
// This is a fix so that the mouse will not move outside the window and
// cause the user to click on another program.
// Note: Does not work well with fast movement.
if(client_has_focus)
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
a_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
d_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
w_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
s_pressed = KEY_PRESSED;
}
rel_mouse_movement = sf::Mouse::getPosition(*m_window).x - m_width / 2;
sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
}
// This is a fix so that the mouse will not move outside the window and
// cause the user to click on another program.
// Note: Does not work well with fast movement.
if(client_has_focus)
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
a_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
d_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
w_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
s_pressed = KEY_PRESSED;
}
rel_mouse_movement = sf::Mouse::getPosition(*m_window).x - m_width / 2;
sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
}
// Send an update to the server if something has changed
if(((*m_players)[current_player].w_pressed != w_pressed) ||
((*m_players)[current_player].a_pressed != a_pressed) ||
((*m_players)[current_player].s_pressed != s_pressed) ||
((*m_players)[current_player].d_pressed != d_pressed) ||
((*m_players)[current_player].rel_mouse_movement != rel_mouse_movement))
{
sf::Uint8 packet_type = PLAYER_UPDATE;
client_packet.clear();
client_packet << packet_type;
client_packet << current_player;
client_packet << w_pressed;
client_packet << a_pressed;
client_packet << s_pressed;
client_packet << d_pressed;
client_packet << rel_mouse_movement;
// Send an update to the server if something has changed
if((m_players[current_player]->w_pressed != w_pressed) ||
(m_players[current_player]->a_pressed != a_pressed) ||
(m_players[current_player]->s_pressed != s_pressed) ||
(m_players[current_player]->d_pressed != d_pressed) ||
(m_players[current_player]->rel_mouse_movement != rel_mouse_movement))
{
sf::Uint8 packet_type = PLAYER_UPDATE;
client_packet.clear();
client_packet << packet_type;
client_packet << current_player;
client_packet << w_pressed;
client_packet << a_pressed;
client_packet << s_pressed;
client_packet << d_pressed;
client_packet << rel_mouse_movement;
m_net_client->sendData(client_packet);
m_net_client->sendData(client_packet);
(*m_players)[current_player].w_pressed = w_pressed;
(*m_players)[current_player].a_pressed = a_pressed;
(*m_players)[current_player].s_pressed = s_pressed;
(*m_players)[current_player].d_pressed = d_pressed;
(*m_players)[current_player].rel_mouse_movement = rel_mouse_movement;
}
}
else if(!registered_player)
{
sf::Uint8 packet_type = PLAYER_CONNECT;
client_packet.clear();
client_packet << packet_type;
client_packet << current_player;
client_packet << current_player_name;
m_net_client->sendData(client_packet);
registered_player = true;
}
m_players[current_player]->w_pressed = w_pressed;
m_players[current_player]->a_pressed = a_pressed;
m_players[current_player]->s_pressed = s_pressed;
m_players[current_player]->d_pressed = d_pressed;
m_players[current_player]->rel_mouse_movement = rel_mouse_movement;
}
}
else if(!registered_player)
{
sf::Uint8 packet_type = PLAYER_CONNECT;
client_packet.clear();
client_packet << packet_type;
client_packet << current_player;
client_packet << current_player_name;
m_net_client->sendData(client_packet, true);
registered_player = true;
}
else
{
// Do nothing.
}
m_net_client->Transmit();
}

View File

@ -1,4 +1,3 @@
#ifndef CLIENT_H
#define CLIENT_H
@ -25,7 +24,7 @@ class Client
void resize_window(int width, int height);
void update(double elapsed_time);
void redraw();
void draw_player(Player player);
void draw_player(refptr<Player> player);
void draw_map();
void draw_overlay();
void draw_sky();
@ -34,13 +33,14 @@ class Client
refptr<sf::Window> m_window;
sf::Clock m_clock;
Map m_map;
sf::Uint8 current_player;
std::string current_player_name;
refptr< std::map<sf::Uint8, Player> > m_players;
sf::Uint8 current_player;
std::string current_player_name;
std::map<sf::Uint8, refptr<Player> > m_players;
int m_width;
int m_height;
GLProgram m_obj_program;
GLProgram m_overlay_program;
GLProgram m_overlay_hover_program;
GLProgram m_sky_program;
GLProgram m_lava_program;
WFObj m_tank_obj;
@ -51,6 +51,7 @@ class Client
GLBuffer m_overlay_hex_indices;
GLBuffer m_sky_attributes;
GLBuffer m_tex_quad_attributes;
GLBuffer m_quad_attributes;
refptr<Network> m_net_client;
bool client_has_focus;
sf::Texture m_lava_texture;

View File

@ -1,5 +1,6 @@
#include "GLProgram.h"
#include <stdint.h>
#include <iostream>
using namespace std;
@ -7,7 +8,6 @@ using namespace std;
GLProgram::GLProgram()
{
m_id = 0;
m_uniform_locations = NULL;
}
GLProgram::~GLProgram()
@ -16,29 +16,50 @@ GLProgram::~GLProgram()
{
glDeleteProgram(m_id);
}
if (m_uniform_locations != NULL)
{
delete[] m_uniform_locations;
}
}
bool GLProgram::create(const char *v_source, const char *f_source,
GLProgram::AttributeBinding *bindings, int n_bindings,
const char **uniforms, int n_uniforms)
bool GLProgram::create(const char *v_source, const char *f_source, ...)
{
va_list va;
va_start(va, f_source);
bool rv = createv(v_source, f_source, va);
va_end(va);
return rv;
}
bool GLProgram::create(const uint8_t *v_source, const uint8_t *f_source, ...)
{
va_list va;
va_start(va, f_source);
bool rv = createv((const char *) v_source, (const char *) f_source, va);
va_end(va);
return rv;
}
bool GLProgram::createv(const char *v_source, const char *f_source, va_list va)
{
if (v_source == NULL || f_source == NULL)
return false;
if (!m_v_shader.create(GL_VERTEX_SHADER, v_source))
return false;
if (!m_f_shader.create(GL_FRAGMENT_SHADER, f_source))
return false;
m_id = glCreateProgram();
if (m_id <= 0)
{
cerr << "Error allocating GL program object" << endl;
return false;
}
glAttachShader(m_id, m_v_shader.get_id());
glAttachShader(m_id, m_f_shader.get_id());
for (int i = 0; i < n_bindings; i++)
for (;;)
{
glBindAttribLocation(m_id, bindings[i].index, bindings[i].name);
const char *attribute_name = va_arg(va, const char *);
if (attribute_name == NULL)
break;
GLuint attribute_index = va_arg(va, uint32_t);
glBindAttribLocation(m_id, attribute_index, attribute_name);
}
glLinkProgram(m_id);
@ -59,14 +80,14 @@ bool GLProgram::create(const char *v_source, const char *f_source,
return false;
}
if (n_uniforms > 0)
for (;;)
{
m_uniform_locations = new GLint[n_uniforms];
for (int i = 0; i < n_uniforms; i++)
{
m_uniform_locations[i] = glGetUniformLocation(m_id, uniforms[i]);
m_uniform_location_names[uniforms[i]] = m_uniform_locations[i];
}
const char *uniform_name = va_arg(va, const char *);
if (uniform_name == NULL)
break;
GLint loc = glGetUniformLocation(m_id, uniform_name);
m_uniform_locations.push_back(loc);
m_uniform_location_names[uniform_name] = loc;
}
return true;

View File

@ -2,23 +2,20 @@
#ifndef GLPROGRAM_H
#define GLPROGRAM_H
#include <stdarg.h>
#include "GLShader.h"
#include <map>
#include <string>
#include <vector>
class GLProgram
{
public:
typedef struct
{
GLuint index;
const char *name;
} AttributeBinding;
GLProgram();
~GLProgram();
bool create(const char *v_source, const char *f_source,
AttributeBinding *bindings = NULL, int n_bindings = 0,
const char **uniforms = NULL, int n_uniforms = 0);
bool create(const char *v_source, const char *f_source, ...);
bool create(const uint8_t *v_source, const uint8_t *f_source, ...);
bool createv(const char *v_source, const char *f_source, va_list va);
GLuint get_id() { return m_id; }
GLint get_uniform_location(const char *name);
void get_uniform_locations(const char **names, int num, GLint *locs);
@ -29,7 +26,7 @@ class GLProgram
GLuint m_id;
GLShader m_v_shader;
GLShader m_f_shader;
GLint * m_uniform_locations;
std::vector<GLint> m_uniform_locations;
std::map<std::string, GLint> m_uniform_location_names;
};

View File

@ -1,4 +1,3 @@
#include <stdlib.h>
#include <getopt.h>
#include "Client.h"
@ -8,14 +7,14 @@ int main(int argc, char *argv[])
bool fullscreen = false;
int width = 1200;
int height = 900;
std::string player_name = "Player";
std::string player_name = "Player";
struct option longopts[] = {
{"fullscreen", no_argument, NULL, 'f'},
{"height", required_argument, NULL, 'h'},
{"width", required_argument, NULL, 'w'},
{"name", required_argument, NULL, 'n'},
{NULL, 0, NULL, 0}
{NULL, 0, NULL, 0}
};
for (;;)
{
@ -33,9 +32,9 @@ int main(int argc, char *argv[])
case 'w':
width = atoi(optarg);
break;
case 'n':
player_name = std::string(optarg);
break;
case 'n':
player_name = std::string(optarg);
break;
}
}

View File

@ -1,4 +1,3 @@
#include <math.h>
#include "HexTile.h"

View File

@ -1,4 +1,3 @@
#ifndef HEXTILE_H
#define HEXTILE_H

View File

@ -1,4 +1,3 @@
#include "Map.h"
#include "HexTile.h"

View File

@ -1,4 +1,3 @@
#ifndef MAP_H
#define MAP_H

View File

@ -1,4 +1,3 @@
#include "Player.h"
#include <math.h>
@ -8,11 +7,11 @@ Player::Player()
y = 0.0;
direction = M_PI_2;
hover = 1.0;
name = "";
w_pressed = KEY_NOT_PRESSED;
a_pressed = KEY_NOT_PRESSED;
s_pressed = KEY_NOT_PRESSED;
d_pressed = KEY_NOT_PRESSED;
rel_mouse_movement = 0;
updated = false;
name = "";
w_pressed = KEY_NOT_PRESSED;
a_pressed = KEY_NOT_PRESSED;
s_pressed = KEY_NOT_PRESSED;
d_pressed = KEY_NOT_PRESSED;
rel_mouse_movement = 0;
updated = false;
}

View File

@ -1,4 +1,3 @@
#ifndef PLAYER_H
#define PLAYER_H
@ -14,12 +13,12 @@ class Player
double y;
double direction; /* 0 = East, M_PI_2 = North, M_PI = West, ... */
double hover;
sf::Uint8 w_pressed;
sf::Uint8 a_pressed;
sf::Uint8 s_pressed;
sf::Uint8 d_pressed;
sf::Int32 rel_mouse_movement;
bool updated;
sf::Uint8 w_pressed;
sf::Uint8 a_pressed;
sf::Uint8 s_pressed;
sf::Uint8 d_pressed;
sf::Int32 rel_mouse_movement;
bool updated;
Player();
};

View File

@ -23,7 +23,6 @@ void Timer::Update(void)
{
// Record the time step
stepTime = ((myClock.getElapsedTime().asSeconds() / 1000.0f) * gameSpeed);
//stepTime = ((((sf::Window*)screen)->GetFrameTime() / 1000.0f) * gameSpeed);
myClock.restart();
// Add the time to the total time

View File

@ -4,9 +4,9 @@
#define KEY_PRESSED 0xA5u
#define KEY_NOT_PRESSED 0x5Au
#define PLAYER_CONNECT 0x1Au
#define PLAYER_DISCONNECT 0x2Bu
#define PLAYER_DEATH 0x3Cu
#define PLAYER_UPDATE 0x4Du
#define PLAYER_CONNECT 0x1Au
#define PLAYER_DISCONNECT 0x2Bu
#define PLAYER_DEATH 0x3Cu
#define PLAYER_UPDATE 0x4Du
#endif

View File

@ -1,4 +1,3 @@
#ifndef REFPTR_H
#define REFPTR_H REFPTR_H

View File

@ -1,13 +1,13 @@
#include "Server.h"
#include "Types.h"
#include <math.h>
#include "Timer.h"
Server::Server(sf::Uint16 port)
{
m_net_server = new Network();
m_net_server->Create(port, sf::IpAddress::None);
m_players = new std::map<sf::Uint8, Player>;
m_players->clear();
m_players.clear();
}
Server::~Server()
@ -20,10 +20,18 @@ void Server::run( void )
double current_time;
double elapsed_time;
double last_time = 0.0;
Timer server_timer;
server_timer.Init();
while(1)
{
current_time = m_clock.getElapsedTime().asSeconds();
elapsed_time = current_time - last_time;
// Time must be updated before any messages are sent
// Especially guaranteed messages, since the time needs to be
// non zero.
server_timer.Update();
update( elapsed_time );
last_time = current_time;
@ -43,132 +51,138 @@ void Server::update( double elapsed_time )
// Handle all received data (only really want the latest)
while(m_net_server->getData(server_packet))
{
sf::Uint8 ptype;
// Get packet type
server_packet >> ptype;
switch(ptype)
{
case PLAYER_CONNECT:
{
Player p;
std::string pname;
sf::Uint8 pindex;
server_packet >> pindex;
server_packet >> pname;
// When a player connects, we need to associate
// that player with a new ID. find first unused id
// player zero means a player does not exist.
if(pindex == 0)
{
for(pindex = 1u; pindex < 255u; pindex++ )
{
if(m_players->end() == m_players->find(pindex))
{
break;
}
}
p.name = pname;
(*m_players)[pindex] = p;
// Send a response to the newly added player
server_packet.clear();
server_packet << ptype;
server_packet << pindex;
server_packet << p.name;
m_net_server->sendData(server_packet, true);
}
break;
}
case PLAYER_UPDATE:
{
// Need to determine the correct player id
// then update the stored contents.
sf::Uint8 pindex;
server_packet >> pindex;
if(m_players->end() != m_players->find(pindex))
{
server_packet >> (*m_players)[pindex].w_pressed;
server_packet >> (*m_players)[pindex].a_pressed;
server_packet >> (*m_players)[pindex].s_pressed;
server_packet >> (*m_players)[pindex].d_pressed;
server_packet >> (*m_players)[pindex].rel_mouse_movement;
}
break;
}
case PLAYER_DISCONNECT:
{
// This completely removes the player from the game
// Deletes member from the player list
break;
}
case PLAYER_DEATH:
{
// This just forces the player to dissapper from the
// playing field.
break;
}
default:
{
// Just eat the packet
break;
}
}
}
for(std::map<sf::Uint8, Player>::iterator piter = m_players->begin(); piter != m_players->end(); piter++)
{
sf::Uint8 pindex = piter->first;
double direction = (*m_players)[pindex].direction;
direction -= M_PI * 0.5 * (*m_players)[pindex].rel_mouse_movement / 1000;
if(direction != (*m_players)[pindex].direction)
{
(*m_players)[pindex].direction = direction;
(*m_players)[pindex].updated = true;
}
if (KEY_PRESSED == (*m_players)[pindex].a_pressed)
{
direction = (*m_players)[pindex].direction + M_PI_2;
(*m_players)[pindex].x += cos(direction) * move_speed * elapsed_time;
(*m_players)[pindex].y += sin(direction) * move_speed * elapsed_time;
(*m_players)[pindex].updated = true;
}
if (KEY_PRESSED == (*m_players)[pindex].d_pressed)
{
direction = (*m_players)[pindex].direction - M_PI_2;
(*m_players)[pindex].x += cos(direction) * move_speed * elapsed_time;
(*m_players)[pindex].y += sin(direction) * move_speed * elapsed_time;
(*m_players)[pindex].updated = true;
}
if (KEY_PRESSED == (*m_players)[pindex].w_pressed)
{
direction = (*m_players)[pindex].direction;
(*m_players)[pindex].x += cos(direction) * move_speed * elapsed_time;
(*m_players)[pindex].y += sin(direction) * move_speed * elapsed_time;
(*m_players)[pindex].updated = true;
}
if (KEY_PRESSED == (*m_players)[pindex].s_pressed)
{
direction = (*m_players)[pindex].direction + M_PI;
(*m_players)[pindex].x += cos(direction) * move_speed * elapsed_time;
(*m_players)[pindex].y += sin(direction) * move_speed * elapsed_time;
(*m_players)[pindex].updated = true;
}
server_packet.clear();
sf::Uint8 ptype;
// Get packet type
server_packet >> ptype;
switch(ptype)
{
case PLAYER_CONNECT:
{
refptr<Player> p = new Player();
std::string pname;
sf::Uint8 pindex;
// Send the player update if there were changes
if((*m_players)[pindex].updated)
{
sf::Uint8 ptype = PLAYER_UPDATE;
server_packet << ptype;
server_packet << pindex;
server_packet << (*m_players)[pindex].direction;
server_packet << (*m_players)[pindex].x;
server_packet << (*m_players)[pindex].y;
m_net_server->sendData(server_packet);
(*m_players)[pindex].updated = false;
}
}
server_packet >> pindex;
server_packet >> pname;
// When a player connects, we need to associate
// that player with a new ID. find first unused id
// player zero means a player does not exist.
if(pindex == 0)
{
for(pindex = 1u; pindex < 255u; pindex++ )
{
if(m_players.end() == m_players.find(pindex))
{
break;
}
}
p->name = pname;
m_players[pindex] = p;
// Alert all connected clients of all the connected players.
for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
{
server_packet.clear();
server_packet << ptype;
server_packet << piter->first;
server_packet << piter->second->name;
// Send correct starting locations so that they match
// the other players screens.
server_packet << piter->second->direction;
server_packet << piter->second->x;
server_packet << piter->second->y;
m_net_server->sendData(server_packet, true);
}
}
break;
}
case PLAYER_UPDATE:
{
// Need to determine the correct player id
// then update the stored contents.
sf::Uint8 pindex;
server_packet >> pindex;
if(m_players.end() != m_players.find(pindex))
{
server_packet >> m_players[pindex]->w_pressed;
server_packet >> m_players[pindex]->a_pressed;
server_packet >> m_players[pindex]->s_pressed;
server_packet >> m_players[pindex]->d_pressed;
server_packet >> m_players[pindex]->rel_mouse_movement;
}
break;
}
case PLAYER_DISCONNECT:
{
// This completely removes the player from the game
// Deletes member from the player list
break;
}
case PLAYER_DEATH:
{
// This just forces the player to dissapper from the
// playing field.
break;
}
default:
{
// Just eat the packet
break;
}
}
}
for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
{
sf::Uint8 pindex = piter->first;
if (KEY_PRESSED == m_players[pindex]->a_pressed)
{
double direction = m_players[pindex]->direction + M_PI_2;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if (KEY_PRESSED == m_players[pindex]->d_pressed)
{
double direction = m_players[pindex]->direction - M_PI_2;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if (KEY_PRESSED == m_players[pindex]->w_pressed)
{
double direction = m_players[pindex]->direction;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if (KEY_PRESSED == m_players[pindex]->s_pressed)
{
double direction = m_players[pindex]->direction + M_PI;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if(0 != m_players[pindex]->rel_mouse_movement)
{
m_players[pindex]->direction -= M_PI * 0.5 * m_players[pindex]->rel_mouse_movement / 1000;
m_players[pindex]->updated = true;
}
server_packet.clear();
// Send the player update if there were changes
if(m_players[pindex]->updated)
{
sf::Uint8 ptype = PLAYER_UPDATE;
server_packet << ptype;
server_packet << pindex;
server_packet << m_players[pindex]->direction;
server_packet << m_players[pindex]->x;
server_packet << m_players[pindex]->y;
m_net_server->sendData(server_packet);
m_players[pindex]->updated = false;
}
}
m_net_server->Transmit();
}

View File

@ -12,6 +12,6 @@ class Server{
protected:
void update(double elapsed_time);
refptr<Network> m_net_server;
refptr< std::map<sf::Uint8, Player> > m_players;
std::map<sf::Uint8, refptr<Player> > m_players;
sf::Clock m_clock;
};