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Pacman.c
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Pacman.c
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/************ HEADERS ***************/
/* Ordinary C stuff */
#include <ctype.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <algorithm>
/* GLUT headers */
#include </usr/include/GL/glut.h>
/* Maths library - remember to use -lm if building with GCC */
#include <math.h>
/* Time library - for random */
#include <time.h>
/* Our very own timer routines, used to measure frame rate, etc */
#include "Timer.h"
/************ GLOBALS AND DEFINES ***************/
/* the name of application */
static const char gApplicationName[] = "pacman";
static GLuint game_window;
/* the width and height of our window */
static float gWindowWidth = 800.0f;
static float gWindowHeight = 400.0f;
/* pi is a useful constant */
static const float Pi = 3.1415926535897932384626433832795f;
static const float PiTimesTwo = 6.283185307179586476925286766559f;
static const float PiOverTwo = 1.5707963267948966192313216916398f;
/* the id number of our openGL display list */
static GLuint gTerrainList = (GLuint)(-1);
static GLuint gPacman = (GLuint)(-1);
static GLuint gLQGhost = (GLuint)(-1);
static GLuint gMQGhost = (GLuint)(-1);
static GLuint gHQGhost = (GLuint)(-1);
static GLuint gHQDot = (GLuint)(-1);
static GLuint gHQFruit = (GLuint)(-1);
/* spline objects */
static GLUnurbsObj *theGhostNurb;
static GLUnurbsObj *theFruitNurb;
static const int hqGhostThreshold = 5;
static const int mqGhostThreshold = 15;
/* size of the one edge of the grid - in pixels */
static const int gridSize = 256;
static const int xCenter = gridSize / 2;
static const int yCenter = gridSize / 4;
/* projection constants */
static const int feet = 10;
static const int camDist = 10;
static int camHeight = camDist;
static int projection = 1;
static const int totalProjections = 3;
static int projectionAngle = 0;
/* game constants */
static int gameStart = 0;
static int gameWin = 0;
static int pacmanNewX = 0;
static int pacmanNewY = 0;
static char scoreBuf[10];
static char titleBuf[40] = "Pacman";
static char enterBuf[40] = "Press 's' to start";
static char cameraBuf[40] = "Press 'c' to change camera";
static char quitBuf[40] = "Press 'q' to exit";
static char loseBuf[40] = "GAME OVER";
static char winBuf[40] = "YOU WON!!";
/* our projection settings - we use these in our projection transformation */
static const float NearZPlane = 0.01;
static const float FarZPlane = float (gridSize*2);
static const float FieldOfViewInDegrees = 90.;
/* our animation and timing system */
static float gPacmanTimer = 0.;
static float gGhostTimer = 0.;
static const float slowGhostRate = 1.;
static const float initialGhostRate = 2.;
static float ghostRate = initialGhostRate;
static const int ghostRandomTime = 5;
/* heightMap */
static float heightMap[gridSize][gridSize];
static float colorVector[3];
/* height thresholds for snow and water */
static float snowThreshold;
static float waterThreshold;
/* scoring */
static int score = 0;
static const int dotScore = 10;
static const int ppillScore = 100;
/************ ADJACENCY LIST REP ***************/
typedef struct neighborList {
struct node *left; //in -x direction
struct node *up; //in z direction
struct node *right; //in x direction
struct node *down; //in -z direction
} Neighbors;
/* Represents a node. */
typedef struct node {
int traversed;
int x;
int z;
int ingame; // as a boolean 0-none 1-exists
int dot; // as a boolean 0-none 1-exists
int ppill; // as a boolean 0-noce 1-exists
Neighbors nbor;
int numadj;
struct node *adj[4];
} Node;
/* distance between two parallel paths */
static const int DistPaths = 10;
static const int NodesPerLine = gridSize / DistPaths;
/* memory allocation for nodes */
static Node Nodes[NodesPerLine][NodesPerLine];
static int startX;
static int startZ;
/************ GAME OBJECTS *********************/
/* Represents a ghost. */
typedef struct ghost {
int alive;
float r;
float g;
float b;
int xMov;
int yMov;
int ghostTimer;
Node* cur;
} Ghost;
/* Represents pacman. */
typedef struct pacman {
int alive;
int xMov;
int yMov;
Node* cur;
} Pacman;
/* memory allocation for objects. */
static Ghost Ghosts[4];
static Pacman Man;
/* variables needed for ghost creation. */
static int numDots = 0;
static int xPos;
static float yPos;
static int zPos;
/************ FUNCTION PROTOTYPES ***************/
/* GLUT callbacks.*/
void GameResize(int newWidth, int newHeight);
void GameKeyboardAction(unsigned char key, int mousex, int mousey);
void GameSpecialKeyAction(int key, int x, int y);
void GameDrawScene(void);
/* Our initialistation routines */
void InitialiseGLUT(int argc, char **argv);
void InitialiseOpenGL(void);
void InitialiseScene(void);
/* Our per-frame updating and rendering */
void UpdateFrame(void);
/* projection manipulations */
void projectionMenu(int value);
void setFirstPersonProjection(void);
void returnToMenu(int win);
/* Fractal geometry */
void SetHeightMap(void);
void DivideGrid(int x, int y, float size, float c1, float c2, float c3, float c4);
GLfloat* SetColor (float color_val, int x, int z);
void SetThresholds(void);
/* Drawing creation */
void renderBitmapString(float x, float y, void *font, char *string);
void DrawTerrain(void);
void DrawPacman(void);
void DrawFruit(void);
void DrawGhost(void);
void DrawDot(int quality);
/* adjacency list creation */
void createAdjacencyList(void);
Node* findPacmanStartNode (int starterX, int starterZ);
void traverseNeighbors(Node *node, int x, int y);
void placePowerpill(int x, int y);
/* ghost manipulations */
void createGhosts(void);
void randomize(Ghost* ghost);
Node* findStartNode (int starterX, int starterZ);
void checkStartDirection(Ghost* ghost);
void updateGhosts(void);
void checkGhostTimer(Ghost* ghost);
/* pacman manipulations */
void createPacman(void);
void refreshPacman(void);
void updatePacmanPosition(void);
void updatePacmanMovement(void);
void checkPacmanMovement(void);
void stopPacman(void);
/* scoring routines */
void addScores(void);
void checkCollision(void);
/************ INITIALISATION ROUTINES ***************/
/* Start GLUT, open a window to draw into, etc */
void InitialiseGLUT(int argc, char **argv)
{
/* initialize glut */
glutInit(&argc, argv);
/* specify the display for our OpenGL application */
glutInitDisplayMode(GLUT_RGBA /* Use the RGBA colour model */
| GLUT_DOUBLE /* Use double buffering */
| GLUT_DEPTH); /* Use a depth buffer */
/* define the size of the window */
glutInitWindowSize(gWindowWidth, gWindowHeight);
/* the position where the window will appear */
glutInitWindowPosition(100,100);
/* possible subwindow code
main_window = glutCreateWindow(gApplicationName);
glutDisplayFunc(MainDrawScene);
glutReshapeFunc(MainResize);
game_window = glutCreateSubWindow(main_window, 0, 0, gWindowWidth, gWindowHeight);
*/
game_window = glutCreateWindow(gApplicationName);
glutDisplayFunc(GameDrawScene);
glutReshapeFunc(GameResize);
glutKeyboardFunc(GameKeyboardAction);
glutSpecialFunc(GameSpecialKeyAction);
glutCreateMenu(projectionMenu);
glutAddMenuEntry("Top of Pacman", 0);
glutAddMenuEntry("2d View - From Top", 1);
glutAddMenuEntry("2d View - From Side", 2);
glutAttachMenu(GLUT_RIGHT_BUTTON);
}
/* Do any one-time OpenGL initialisation we might require */
void InitialiseOpenGL()
{
/* define the background, or "clear" colour, for our window */
glutSetWindow (game_window);
glClearColor(0.7f, 0.7f, 0.7f, 0.0f);
/*
here we could do other "one time" initialisation routines
for instance, we could enable lighting, enable COLOR_MATERIAL,
enable light0, etc.
*/
// smmoth shading and lighting enabled
glShadeModel (GL_SMOOTH);
glEnable(GL_LIGHTING);
// changes on the original light
// 0.1 of ambient light to give light to everything
// specular lighting
// in the +x, +y, -z direction
GLfloat light_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 1.0, 1.0, -1.0, 0.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHT0);
// second light source as sun
// fixed poisiton and ambient lighting stronger than the original source
GLfloat light1_position[] = { 300.0, 300.0, 150.0, 0.0 };
GLfloat light1_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient);
glEnable(GL_LIGHT1);
// depth test enabled to check the polygons behind
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// used in order to normalize the normals so the projection and translation doesn't affect
glEnable(GL_NORMALIZE);
// enable the original colors to reflect and diffuse light
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
}
/* Create all the objects, textures, geometry, etc, that we will use */
void InitialiseScene(void)
{
/* Create new lists, and store its ID number */
gTerrainList = glGenLists(1);
gPacman = glGenLists(2);
gLQGhost = glGenLists(3);
gMQGhost = glGenLists(4);
gHQGhost = glGenLists(5);
gHQDot = glGenLists(6);
gHQFruit = glGenLists(7);
// create terrain
glNewList(gTerrainList, GL_COMPILE);
DrawTerrain();
glEndList();
// create pacman
glNewList(gPacman, GL_COMPILE);
DrawPacman();
glEndList();
// create ghosts from splines
theGhostNurb = gluNewNurbsRenderer();
gluNurbsProperty(theGhostNurb, GLU_SAMPLING_METHOD, GLU_DOMAIN_DISTANCE);
gluNurbsProperty(theGhostNurb, GLU_DISPLAY_MODE, GLU_FILL);
gluNurbsProperty(theGhostNurb, GLU_CULLING, GL_TRUE);
// high quality ghost
gluNurbsProperty(theGhostNurb, GLU_U_STEP, 50.);
gluNurbsProperty(theGhostNurb, GLU_V_STEP, 50.);
glNewList(gHQGhost, GL_COMPILE);
DrawGhost();
glEndList();
// medium quality ghost
gluNurbsProperty(theGhostNurb, GLU_U_STEP, 20.);
gluNurbsProperty(theGhostNurb, GLU_V_STEP, 20.);
glNewList(gMQGhost, GL_COMPILE);
DrawGhost();
glEndList();
// low quality ghost
gluNurbsProperty(theGhostNurb, GLU_U_STEP, 5.);
gluNurbsProperty(theGhostNurb, GLU_V_STEP, 5.);
glNewList(gLQGhost, GL_COMPILE);
DrawGhost();
glEndList();
gluDeleteNurbsRenderer(theGhostNurb);
/* create the banana from nurb spline*/
theFruitNurb = gluNewNurbsRenderer();
gluNurbsProperty(theFruitNurb, GLU_SAMPLING_METHOD, GLU_DOMAIN_DISTANCE);
gluNurbsProperty(theFruitNurb, GLU_DISPLAY_MODE, GLU_FILL);
gluNurbsProperty(theFruitNurb, GLU_CULLING, GL_TRUE);
gluNurbsProperty(theFruitNurb, GLU_U_STEP, 20.);
gluNurbsProperty(theFruitNurb, GLU_V_STEP, 20.);
glNewList(gHQFruit, GL_COMPILE);
DrawFruit();
glEndList();
gluDeleteNurbsRenderer(theFruitNurb);
/* create a dot */
glNewList(gHQDot, GL_COMPILE);
DrawDot(10);
glEndList();
}
/************ GLUT CALLBACKS ***************/
/* Called whenever the size of the window changes */
void GameResize(int newWidth, int newHeight)
{
glutSetWindow(game_window);
/* instruct openGL to use the entirety of our window */
glViewport(0, 0, newWidth, newHeight);
/* set up the OpenGL projection matrix, including updated aspect ratio */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(FieldOfViewInDegrees, (float)newWidth / (float) newHeight, NearZPlane, FarZPlane);
}
/* Called whenever a keyboard button is pressed */
void GameKeyboardAction(unsigned char key, int mousex, int mousey)
{
unsigned char keytest = tolower(key);
/* allow the user to quit with the keyboard */
if (keytest == 'q') {
glutDestroyWindow(game_window);
exit(0);
/* allow the user to change the camera direction */
} else if (keytest == 'c') {
projectionMenu((projection + 1) % totalProjections);
} else if (keytest == 's') {
score = 0;
projection = 0;
gameStart = 1;
gameWin = 0;
}
}
/* Called whenever a special keyboard button is pressed */
void GameSpecialKeyAction(int key, int x, int y) {
if (key == GLUT_KEY_UP) {
projectionAngle = projectionAngle % 360;
}
else if(key == GLUT_KEY_DOWN) {
projectionAngle = (projectionAngle + 180) % 360 ;
}
else if(key == GLUT_KEY_RIGHT) {
projectionAngle = (projectionAngle - 90) % 360 ;
}
else if(key == GLUT_KEY_LEFT) {
projectionAngle = (projectionAngle + 90) % 360 ;
}
// using cos and sin to find out the x and y coordinates of current direction
pacmanNewX = sin(projectionAngle*M_PI/180);
pacmanNewY = cos(projectionAngle*M_PI/180);
glutPostRedisplay();
}
/*
Called whenever the window needs to be redrawn.
*/
void GameDrawScene(void)
{
// clear the background
glutSetWindow(game_window);
glClearColor(0.8, 0.8, 0.8, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
// set up projections
glLoadIdentity();
// get pacmans coordinates
xPos = Man.cur->x + Man.xMov * gPacmanTimer;
zPos = Man.cur->z + Man.yMov * gPacmanTimer;
yPos = (float) heightMap[xPos][zPos] + feet;
if (projection == 0)
// set a projection from pacmans perspective
setFirstPersonProjection();
else if (projection == 1)
// set up a projection from above
gluLookAt (xCenter, yCenter*(3), xCenter,
xCenter, 0., xCenter,
0.0, 0.0, 1.0);
else
// set up a projection from side
gluLookAt (xCenter, yCenter, gridSize + yCenter,
xCenter, yCenter, -1.0,
0.0, 1.0, 0.0);
// draw the terrain
glPushMatrix();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glCallList(gTerrainList);
glPopMatrix();
// pacman
glPushMatrix();
glTranslatef(xPos, yPos, zPos);
glCallList(gPacman);
glPopMatrix();
// dots
glColor3f (1., 1., 1.);
for (int i = 0; i < NodesPerLine; i++) {
for (int j = 0; j < NodesPerLine; j++) {
if (Nodes[i][j].dot > 0) {
glPushMatrix();
glTranslatef(Nodes[i][j].x,
(float) heightMap[Nodes[i][j].x][Nodes[i][j].z]
+ (feet/4),
Nodes[i][j].z);
glCallList(gHQDot);
glPopMatrix();
}
}
}
// fruits
glColor3f (0.5, 1., 0.);
for (int i = 0; i < NodesPerLine; i += NodesPerLine - 1) {
for (int j = 0; j < NodesPerLine; j += NodesPerLine - 1) {
if (Nodes[i][j].ppill > 0) {
glPushMatrix();
glTranslatef(Nodes[i][j].x,
(float) heightMap[Nodes[i][j].x][Nodes[i][j].z]
+ feet,
Nodes[i][j].z);
glCallList(gHQFruit);
glPopMatrix();
}
}
}
// ghost
for(int i = 0; i < 4; i++) {
glPushMatrix();
glColor3f (Ghosts[i].r, Ghosts[i].g, Ghosts[i].b);
// get ghosts corrdinates
xPos = Ghosts[i].cur->x + Ghosts[i].xMov * gGhostTimer;
zPos = Ghosts[i].cur->z + Ghosts[i].yMov * gGhostTimer;
glTranslatef(xPos, (float) heightMap[xPos][zPos] + feet, zPos);
// calculate its distance from pacman
static int xDist, zDist;
xDist = abs(Man.cur->x - xPos);
zDist = abs(Man.cur->z - zPos);
if ((xDist < hqGhostThreshold) || (zDist < hqGhostThreshold))
// if it is close enough, high quality drawing
glCallList(gHQGhost);
else if ((xDist < mqGhostThreshold) || (zDist < mqGhostThreshold))
// if it is close, medium quality drawing
glCallList(gMQGhost);
else
// otherwise low quality drawing
glCallList(gLQGhost);
glPopMatrix();
}
//set orthographic projection for score and main menu
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, gWindowWidth, gWindowHeight, 0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// print score
sprintf(scoreBuf, "Score: %d", score);
glColor3f(1.0f, 1.0f, 1.0f);
renderBitmapString(10, 40, GLUT_BITMAP_HELVETICA_18,scoreBuf);
// main menu if game hasnt started
if (gameStart < 1) {
// stop movement
gPacmanTimer = 0.;
gGhostTimer = 0.;
glColor3f(1., 0., 0.);
if (gameWin > 0) {
// if game is won, print YOU WON
renderBitmapString(10, 20, GLUT_BITMAP_HELVETICA_18, winBuf);
glColor3f(1., 0., 0.);
renderBitmapString(10, 60, GLUT_BITMAP_HELVETICA_12, quitBuf);
}
else if (gameWin < 0) {
// if game is lost, print GAME OVER
renderBitmapString(10, 20, GLUT_BITMAP_HELVETICA_18, loseBuf);
glColor3f(1., 0., 0.);
renderBitmapString(10, 60, GLUT_BITMAP_HELVETICA_12, quitBuf);
}
else {
// if game hasnt started, welcome
renderBitmapString(10, 20, GLUT_BITMAP_HELVETICA_18,titleBuf);
glColor3f(1., 0., 0.);
renderBitmapString(10, 60, GLUT_BITMAP_HELVETICA_12, enterBuf);
}
} else {
// write PACMAN 3D if you are already in game
glColor3f(0.0f, 0.0f, 0.7f);
renderBitmapString(10,20,GLUT_BITMAP_HELVETICA_18,titleBuf);
glColor3f(1., 0., 0.);
renderBitmapString(10, 60, GLUT_BITMAP_HELVETICA_12, cameraBuf);
}
glPopMatrix();
//return to modelview
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
/* "double buffering" */
glutSwapBuffers();
}
/************ FRAME UPDATES ***************/
/* Our main update function - called every time we go through our main loop */
void UpdateFrame(void)
{
/* our timing information */
unsigned int fps;
float dt;
/* force another redraw, so we are always drawing as much as possible */
glutPostRedisplay();
/* adjust our timer, which we might use for transforming our objects */
dt = GetPreviousFrameDeltaInSeconds();
dt = dt * (float) DistPaths;
gPacmanTimer += dt;
gGhostTimer += ghostRate * dt;
// update ghosts current node when timer goes DistPaths pixels
if (gGhostTimer > (float) DistPaths) {
gGhostTimer = 0.;
updateGhosts();
}
// update pacmans current node when timer goes DistPaths pixels
if (gPacmanTimer > (float) DistPaths) {
gPacmanTimer = 0.;
refreshPacman();
}
// printf("gan: %d\n", (int) gPacmanTimer);
/* timing information */
if (ProcessTimer(&fps))
{
/* update our frame rate display */
printf("FPS: %d\n", fps);
}
}
/************ PROJECTION MANIPULATIONS ***************/
/* right click function to process the menu input to projection constant */
void projectionMenu (int value) {
projection = value;
glutPostRedisplay();
}
/* sets camera above pacman towards pacmans direction */
void setFirstPersonProjection (void) {
/*
xPos = Man.cur->x + Man.xMov * gPacmanTimer;
zPos = Man.cur->z + Man.yMov * gPacmanTimer;
yPos = (float) heightMap[xPos][zPos] + feet;
*/
if (Man.xMov > 0) {
// look from -x to +x
// check uphill or downhill
/*if (heightMap[Man.cur->x][Man.cur->z] < heightMap[Man.cur->nbor.right->x][Man.cur->nbor.right->z])
gluLookAt (xPos - camDist, yPos + (camHeight/2), zPos,
xPos, yPos, zPos,
0.0, 1.0, 0.0);
else */
gluLookAt (xPos - camDist, yPos + camHeight, zPos,
xPos, yPos, zPos,
0.0, 1.0, 0.0);
}
else if (Man.xMov < 0) {
// look from +x to -x
gluLookAt (xPos + camDist, yPos + camHeight, zPos,
xPos, yPos, zPos,
0.0, 1.0, 0.0);
}
else if (Man.yMov < 0) {
// look from -z to +z
gluLookAt (xPos, yPos + camHeight, zPos + camDist,
xPos, yPos, zPos,
0.0, 1.0, 0.0);
}
else if (Man.yMov > 0) {
// look from +z to -z
gluLookAt (xPos, yPos + camHeight, zPos - camDist,
xPos, yPos, zPos,
0.0, 1.0, 0.0);
}
else {
// in the beginning look 2D
gluLookAt (xPos, yPos + (2 * camDist), zPos,
xPos, yPos, zPos,
0.0, 0.0, 1.0);
projectionAngle = 0;
}
}
/* return to main menu when game is won or over */
void returnToMenu(int win) {
gameStart= 0;
projection = 1;
gameWin = win;
}
/************ FRACTAL GEOMETRY ***************/
/* A function to fill the heightMap values using fractal geometry */
void SetHeightMap(void)
{
float c1, c2, c3, c4;
srand ( time(NULL) );
/* Assign the height of four corners of the initial grid */
c1 = (float) rand()/RAND_MAX;
c2 = (float) rand()/RAND_MAX;
c3 = (float) rand()/RAND_MAX;
c4 = (float) rand()/RAND_MAX;
DivideGrid(0, 0, gridSize, c1, c2, c3, c4);
SetThresholds();
}
/* A function to recursively randomize */
void DivideGrid(int x, int y, float size, float c1, float c2, float c3, float c4)
{
float e1, e2, e3, e4, mid, avg, max;
float newSize = size / 2;
// when each grid piece is bigger than a pixel
if (size > 1)
{
//Randomly displace the midpoint!
avg = (c1 + c2 + c3 + c4) / 4;
max = newSize / (float)(gridSize) * 3;
// special case for the first average to have occluded regions
if (size == gridSize)
mid = 1.0f;
else
mid = avg + ((float) rand()/RAND_MAX - 0.5f) * max;
//Make sure that the midpoint doesn't accidentally "randomly displaced" past the boundaries!
if (mid < 0){
mid = 0;
}
else if (mid > 1.0f){
mid = 1.0f;
}
//Calculate the edges by averaging the two corners of each edge.
e1 = (c1 + c2) / 2;
e2 = (c2 + c3) / 2;
e3 = (c3 + c4) / 2;
e4 = (c4 + c1) / 2;
//Do the operation over again for each of the four new grids.
DivideGrid(x, y, newSize, c1, e1, mid, e4);
DivideGrid(x + newSize, y, newSize, e1, c2, e2, mid);
DivideGrid(x + newSize, y + newSize, newSize, mid, e2, c3, e3);
DivideGrid(x, y + newSize, newSize, e4, mid, e3, c4);
}
else
{
//The four corners of the grid piece will be averaged
float c = (c1 + c2 + c3 + c4) / 4;
heightMap[x][y] = c*((gridSize/2) -1);
}
}
/* set the colors of terrain */
GLfloat* SetColor (float color_val, int x, int z)
{
static float r1;
// snow
if(color_val > snowThreshold ) {
colorVector[0] = 0.9f;
colorVector[1] = 0.9f;
colorVector[2] = 0.9f;
}
// mountain
else if(color_val > ((float) (gridSize/2) * 0.70f) && color_val > waterThreshold) {
r1 = (float) rand()/RAND_MAX;
r1 = 0.2f + (r1 * 0.2f);
colorVector[0] = r1;
colorVector[1] = r1 / 2.0f;
colorVector[2] = 0.0f;
}
// grass
else if(color_val > ((float) (gridSize/2) * 0.30f) && color_val > waterThreshold) {
r1 = (float) rand()/RAND_MAX;
r1 = 0.5f + (r1 * 0.2f);
colorVector[0] = 0.0f;
colorVector[1] = r1;
colorVector[2] = 0.0f;
}
// soil
else if(color_val > waterThreshold ){
r1 = (float) rand()/RAND_MAX;
r1 = 0.5f + (r1 * 0.2f);
colorVector[0] = r1;
colorVector[1] = r1;
colorVector[2] = r1 / 5.0f;
}
// water surface levels the heightMap low values
else {
heightMap[x][z] = waterThreshold;
colorVector[0] = 0.0f;
colorVector[1] = 0.0f;
colorVector[2] = 0.7f;
}
return colorVector;
}
/* Sets the height thresholds for snow and water areas */
void SetThresholds (void) {
float values[(int)pow(ceil(gridSize / 10.0), 2)];
int counter = 0;
int i, j;
for(i = 0; i < gridSize; i = i + 10)
{
for(j = 0; j < gridSize; j = j + 10)
{
values[counter] = heightMap[i][j];
counter++;
}
}
std::nth_element(values, values + (int)floor(sizeof(values) * 0.10/4), values + (int)sizeof(values)/4);
waterThreshold = values[(int)floor(sizeof(values) * 0.10/4)];
std::nth_element(values, values + (int)floor(sizeof(values) * 0.90/4), values + (int)sizeof(values)/4);
snowThreshold = values[(int)floor(sizeof(values) * 0.90/4)];
}
/************ DRAWING CREATIONS ***************/
/* A function to render strings to fonts*/
void renderBitmapString(float x, float y, void *font, char *string) {
char* c;
glRasterPos2f(x, y);
for (c=string; *c != '\0'; c++) {
glutBitmapCharacter(font, *c);
}
}
/* A function to draw the terrain using the heightMap values*/
void DrawTerrain(void)
{
static int limit = gridSize -1;
/* I can fill the terrain with triangles. */
/* Triangles (x,z) (x+1,z) (x, z+1) Left */
glBegin(GL_TRIANGLES);
for(int x=0; x<limit; x++)
for(int z=0; z<limit; z++)
{
glColor3fv(SetColor(heightMap[x][z], x, z));
/* Calculating the normal vector
The 4 vectors surrounding the vertex is
v1 (1, heightMap[x+1][z] - heightMap[x][z], 0)
v2 (0, heightMap[x][z+1] - heightMap[x][z], 1)
v3 (-1, heightMap[x-1][z] - heightMap[x][z], 0)
v4 (0, heightMap[x][z-1] - heightMap[x][z], -1)
v12 (heightMap[x+1][z] - heightMap[x][z], -1,
heightMap[x][z+1] - heightMap[x][z])
v23 (- heightMap[x-1][z] - heightMap[x][z],
-1, heightMap[x][z+1] - heightMap[x][z])
v34 (- heightMap[x-1][z] - heightMap[x][z], -1,
- heightMap[x][z-1] - heightMap[x][z])
v41 (- heightMap[x+1][z] - heightMap[x][z], -1,
- heightMap[x][z-1] - heightMap[x][z])
sum (-2 * heightMap[x-1][z] - heightMap[x][z],
-4, 2 * heightMap[x][z+1] - heightMap[x][z-1])
*/
glNormal3f(-2 * (heightMap[x-1][z] - heightMap[x][z]), -4,
2 * (heightMap[x][z+1] - heightMap[x][z-1]));
glVertex3f(x, heightMap[x][z], z);
glNormal3f(-2 * (heightMap[x][z] - heightMap[x+1][z]), -4,
2 * (heightMap[x+1][z+1] - heightMap[x+1][z-1]));
glVertex3f(x+1, heightMap[x+1][z], z);
glNormal3f(-2 * (heightMap[x-1][z+1] - heightMap[x][z+1]), -4,
2 * (heightMap[x][z+2] - heightMap[x][z]));
glVertex3f(x, heightMap[x][z+1], z+1);
}
glEnd();
/* Triangles (x,z) (x-1,z) (x, z-1) Right */
glBegin(GL_TRIANGLES);
for(int x=limit; x>0; x--)
for(int z=limit; z>0; z--)
{
glColor3fv(SetColor(heightMap[x][z], x, z));
/* Calculating the normal vector as above */
glNormal3f(-2 * (heightMap[x-1][z] - heightMap[x][z]), -4,
2 * (heightMap[x][z+1] - heightMap[x][z-1]));
glVertex3f(x, heightMap[x][z], z);
glNormal3f(-2 * (heightMap[x-2][z] - heightMap[x-1][z]), -4,
2 * (heightMap[x-1][z+1] - heightMap[x-1][z-1]));
glVertex3f(x-1, heightMap[x-1][z], z);
glNormal3f(-2 * (heightMap[x-1][z-1] - heightMap[x][z-1]), -4,
2 * (heightMap[x][z] - heightMap[x][z-2]));
glVertex3f(x, heightMap[x][z-1], z-1);
}
glEnd();
/* Then, I want to draw the sides. */
/* Color */
glColor3f (0.3, 0.3, 0.1);
/* Side 1 x, 0 */
glBegin(GL_POLYGON);
glVertex3f(limit, 0, 0);
for(int x=limit; x > -1; x--)
glVertex3f(x, heightMap[x][0], 0);
glVertex3f(0, 0, 0);
glEnd();
/* Side 2 0, z */
glBegin(GL_POLYGON);
glVertex3f(0, 0, 0);
for(int z=0; z<gridSize; z++)
glVertex3f(0, heightMap[0][z], z);
glVertex3f(0, 0, limit);
glEnd();
/* Side 3 x, limit */
glBegin(GL_POLYGON);
glVertex3f(0, 0, limit);
for(int x=0; x<gridSize; x++)
glVertex3f(x, heightMap[x][limit], limit);
glVertex3f(limit, 0, limit);
glEnd();
/* Side 4 limit, z */
glBegin(GL_POLYGON);
glVertex3f(limit, 0, 0);
for(int z=0; z<gridSize; z++)
glVertex3f(limit, heightMap[limit][z], z);
glVertex3f(limit, 0, limit);
glEnd();
}
/* drawing pacman with solid sphere */
void DrawPacman(void)
{
glColor3f(1.0f, 1.0f, 0.0f);
glutSolidSphere(5.0, 10, 10);
}
/* drawing fruit with NURBS spline */
void DrawFruit(void)
{
// control points for bezier curve
GLfloat fruit_ctlpoints[4][4][3] = {
{ {-3., -2., 0.}, {-5., -1., -3.}, {-5., 2., -3.}, {-3., 5., -3.} },
{ {-1., -4., 0.}, {-2., -2., 3.}, {-2., 1., 3.}, {-1., 2., -3.} },
{ {1., -4., 0.}, {2., -3., 3.}, {2., -2., 3.}, {1., -1., -3.} },
{ {3., -2., 0.}, {5., 0., -3.}, {5., -1., -3.}, {3., 1., -3.} }
};
GLfloat knots[8] = {0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0};
gluBeginSurface(theFruitNurb);
// map the vertices
gluNurbsSurface(theFruitNurb,
8, knots, 8, knots,
4 * 3, 3, &fruit_ctlpoints[0][0][0],
4, 4, GL_MAP2_VERTEX_3);
// map the normals
gluNurbsSurface(theFruitNurb,
8, knots, 8, knots,
4 * 3, 3, &fruit_ctlpoints[0][0][0],
4, 4, GL_MAP2_NORMAL);
gluEndSurface(theFruitNurb);
}
/* drawing ghost with NURBS spline */
void DrawGhost(void)
{
// control points for bezier curve
GLfloat ctlpoints[4][4][3] = {
{ {-3., -5., 0.}, {-5., -2., -5.}, {-5., 2., -5.}, {-3., 3., 0.} },
{ {-2., -3., 0.}, {-2., -2., 5.}, {-2., 2., 5.}, {-2., 5., 0.} },
{ {2., -3., 0.}, {2., -2., -5.}, {2., 2., -5.}, {2., 5., 0.} },
{ {3., -5., 0.}, {5., -2., 5.}, {5., 2., 5.}, {3., 3., 0.} }
};
GLfloat knots[8] = {0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0};
gluBeginSurface(theGhostNurb);
gluNurbsSurface(theGhostNurb,
8, knots, 8, knots,
4 * 3, 3, &ctlpoints[0][0][0],
4, 4, GL_MAP2_VERTEX_3);
// map the vertices
gluNurbsSurface(theGhostNurb,