Compare commits

..

No commits in common. "648548693dc06793cbd7bf8f74886dde2de07806" and "1591f70a8d98a8da3ad722f69e3e76e996fc59ae" have entirely different histories.

14 changed files with 60 additions and 31498 deletions

View file

@ -21,10 +21,7 @@ find_package(GLUT REQUIRED)
add_executable(game
src/main.cpp
src/MovementManager.h
src/MovementManager.cpp
src/TileTypes.h
src/Maze.cpp
src/Maze.h)
src/MovementManager.cpp src/TileTypes.h)
target_include_directories(game PRIVATE
${OPENGL_INCLUDE_DIR}

View file

@ -2,14 +2,9 @@
This very small project is the final part of my OpenGL course. It uses my custom engine.
Code quality is quite poor on this project as it has been rushed.
## Building
### Dependencies
- OpenGL
- Glut
- My custom engine (Submodule of the project)
## Sources
- `ground.tga` from [Sergiu Matei](https://www.artstation.com/artwork/LWYvk).

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3 KiB

After

Width:  |  Height:  |  Size: 3 KiB

Before After
Before After

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 469 KiB

File diff suppressed because it is too large Load diff

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 264 KiB

View file

@ -1,201 +0,0 @@
//
// Created by trotfunky on 04/11/2019.
//
#include "Maze.h"
Maze::Maze(const std::string& maze_map, unsigned int scaling_factor, const Texture& floor_texture,
const Texture& wall_texture, const Texture& outside_texture, Model3D& objective) :
scaling_factor(scaling_factor),
floor(floor_texture),
wall(wall_texture),
out(outside_texture),
objective(objective)
{
map.load_rgb_tga(maze_map);
corner_pos = map.width * this->scaling_factor;
for (unsigned int x = 0; x < map.width; x++)
for (unsigned int y = 0; y < map.height; y++)
{
unsigned int data_index = (x*map.height + y)*(map.color_bits/8);
Vec3i colour_data{
map.image_data[data_index],
map.image_data[data_index+1],
map.image_data[data_index+2]};
if (colour_data == Tiles::objective)
{
objective_positions.emplace_back(x,objective_altitude,y);
}
else if (colour_data == Tiles::wall)
{
wall_positions.emplace_back(x,wall_height,y);
}
else if (colour_data == Tiles::end)
{
outside_position = Vec3d{static_cast<double>(x),
wall_height,
static_cast<double>(y)};
}
}
}
void Maze::draw()
{
// Draw ground
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glBindTexture(GL_TEXTURE_2D,floor.opengl_id[0]);
// Deactivate interpolation
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glColor4f(1.0f, 1.0f, 1.0f,1.00);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex3i(0,0,0);
glTexCoord2d(50,0);
glVertex3i(0,0,corner_pos);
glTexCoord2d(50,50);
glVertex3i(corner_pos,0,corner_pos);
glTexCoord2d(0,50);
glVertex3i(corner_pos,0,0);
glEnd();
// Draw walls
glBindTexture(GL_TEXTURE_2D,wall.opengl_id[0]);
// Deactivate interpolation
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glColor4f(1.0f, 1.0f, 1.0f,1.00);
glBegin(GL_QUADS);
for (const Vec3d& wall_tile: wall_positions)
{
// TODO : Factor with another for
glTexCoord2d(0,1);
glVertex3f(wall_tile.x*scaling_factor,0,wall_tile.z*scaling_factor);
glTexCoord2d(0,0);
glVertex3f(wall_tile.x*scaling_factor,wall_height,wall_tile.z*scaling_factor);
glTexCoord2d(1,0);
glVertex3f((wall_tile.x+1)*scaling_factor,wall_height,wall_tile.z*scaling_factor);
glTexCoord2d(1,1);
glVertex3f((wall_tile.x+1)*scaling_factor,0,wall_tile.z*scaling_factor);
glTexCoord2d(0,1);
glVertex3f(wall_tile.x*scaling_factor,0,wall_tile.z*scaling_factor);
glTexCoord2d(0,0);
glVertex3f(wall_tile.x*scaling_factor,wall_height,wall_tile.z*scaling_factor);
glTexCoord2d(1,0);
glVertex3f(wall_tile.x*scaling_factor,wall_height,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(1,1);
glVertex3f(wall_tile.x*scaling_factor,0,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(0,1);
glVertex3f((wall_tile.x+1)*scaling_factor,0,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(0,0);
glVertex3f((wall_tile.x+1)*scaling_factor,wall_height,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(1,0);
glVertex3f(wall_tile.x*scaling_factor,wall_height,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(1,1);
glVertex3f(wall_tile.x*scaling_factor,0,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(0,1);
glVertex3f((wall_tile.x+1)*scaling_factor,0,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(0,0);
glVertex3f((wall_tile.x+1)*scaling_factor,wall_height,(wall_tile.z+1)*scaling_factor);
glTexCoord2d(1,0);
glVertex3f((wall_tile.x+1)*scaling_factor,wall_height,wall_tile.z*scaling_factor);
glTexCoord2d(1,1);
glVertex3f((wall_tile.x+1)*scaling_factor,0,wall_tile.z*scaling_factor);
}
glEnd();
for (const Vec3d& objective_pos: objective_positions)
{
glPushMatrix();
glTranslatef((objective_pos.x+0.5)*scaling_factor,objective_pos.y,(objective_pos.z+0.5)*scaling_factor);
objective.draw_model();
glPopMatrix();
}
// Draw outside
glBindTexture(GL_TEXTURE_2D,out.opengl_id[0]);
// Deactivate interpolation
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glColor4f(1.0f, 1.0f, 1.0f,1.00);
glBegin(GL_QUADS);
glTexCoord2d(0,1);
glVertex3f(outside_position.x*scaling_factor,0,outside_position.z*scaling_factor);
glTexCoord2d(0,0);
glVertex3f(outside_position.x*scaling_factor,wall_height,outside_position.z*scaling_factor);
glTexCoord2d(1,0);
glVertex3f((outside_position.x+1)*scaling_factor,wall_height,outside_position.z*scaling_factor);
glTexCoord2d(1,1);
glVertex3f((outside_position.x+1)*scaling_factor,0,outside_position.z*scaling_factor);
glTexCoord2d(0,1);
glVertex3f(outside_position.x*scaling_factor,0,outside_position.z*scaling_factor);
glTexCoord2d(0,0);
glVertex3f(outside_position.x*scaling_factor,wall_height,outside_position.z*scaling_factor);
glTexCoord2d(1,0);
glVertex3f(outside_position.x*scaling_factor,wall_height,(outside_position.z+1)*scaling_factor);
glTexCoord2d(1,1);
glVertex3f(outside_position.x*scaling_factor,0,(outside_position.z+1)*scaling_factor);
glTexCoord2d(0,1);
glVertex3f((outside_position.x+1)*scaling_factor,0,(outside_position.z+1)*scaling_factor);
glTexCoord2d(0,0);
glVertex3f((outside_position.x+1)*scaling_factor,wall_height,(outside_position.z+1)*scaling_factor);
glTexCoord2d(1,0);
glVertex3f(outside_position.x*scaling_factor,wall_height,(outside_position.z+1)*scaling_factor);
glTexCoord2d(1,1);
glVertex3f(outside_position.x*scaling_factor,0,(outside_position.z+1)*scaling_factor);
glTexCoord2d(0,1);
glVertex3f((outside_position.x+1)*scaling_factor,0,(outside_position.z+1)*scaling_factor);
glTexCoord2d(0,0);
glVertex3f((outside_position.x+1)*scaling_factor,wall_height,(outside_position.z+1)*scaling_factor);
glTexCoord2d(1,0);
glVertex3f((outside_position.x+1)*scaling_factor,wall_height,outside_position.z*scaling_factor);
glTexCoord2d(1,1);
glVertex3f((outside_position.x+1)*scaling_factor,0,outside_position.z*scaling_factor);
glEnd();
}
bool Maze::remove_objective(const Vec2i& position)
{
Vec3d objective{static_cast<double>(position.x),
objective_altitude,
static_cast<double>(position.y)};
for (auto it = objective_positions.begin();it!=objective_positions.end();++it)
{
if (objective == *it)
{
objective_positions.erase(it);
return true;
}
}
return false;
}

View file

@ -1,47 +0,0 @@
//
// Created by trotfunky on 04/11/2019.
//
#ifndef LABYRINTHE_MAZE_H
#define LABYRINTHE_MAZE_H
#include <string>
#include <vector>
#include <DataHandling/Texture.h>
#include <DataHandling/Model3D.h>
#include "TileTypes.h"
class Maze {
public:
Maze(const std::string& maze_map, unsigned int scaling_factor, const Texture& floor_texture,
const Texture& wall_texture, const Texture& outside_texture, Model3D& objective);
void draw();
bool remove_objective(const Vec2i& position);
unsigned int scaling_factor;
Texture map;
private:
const Texture& floor;
const Texture& wall;
const Texture& out;
Model3D& objective;
const double objective_altitude = 0;
const double wall_height = 2;
unsigned corner_pos;
Vec3d outside_position;
std::vector<Vec3d> objective_positions;
// FIXME : Draw only border walls...
std::vector<Vec3d> wall_positions;
void preapre_display_list();
};
#endif //LABYRINTHE_MAZE_H

View file

@ -4,7 +4,7 @@
#include "MovementManager.h"
Vec3i current_map_colour(const Vec3d& world_pos, const Texture& texture, const unsigned int& pixel_scale)
Vec3i current_map_colour(const Vec3d& world_pos, const Texture& texture, const int& pixel_scale)
{
Vec2i map_pos{static_cast<int>(world_pos.x/pixel_scale),
static_cast<int>(world_pos.z/pixel_scale)};
@ -15,32 +15,3 @@ Vec3i current_map_colour(const Vec3d& world_pos, const Texture& texture, const u
texture.image_data[data_index+1],
texture.image_data[data_index+2]};
}
void constrained_translation(const Vec3d& translation, Camera& camera, const Texture& map, const unsigned int& pixel_scale)
{
Vec3d original_position = camera.get_eyepos();
Vec3d forward_direction = camera.get_gaze();
forward_direction.y = 0;
forward_direction.normalize();
// Forward and up movements are global, disconnects with viewing pitch.
if (translation.x != 0 || translation.y != 0)
{
forward_direction = forward_direction * translation.x;
forward_direction.y = translation.y;
camera.translate(forward_direction);
}
// Strafing movement is relative local.
if (translation.z != 0)
{
camera.local_translate({0,0,translation.z});
}
if (current_map_colour(camera.get_eyepos(), map, pixel_scale) == Tiles::wall)
{
// If we are going into a wall, revert
camera.set_position(original_position);
}
}

View file

@ -7,15 +7,9 @@
#include <Math/Vectors.h>
#include <DataHandling/Texture.h>
#include <Camera.h>
#include "TileTypes.h"
/// Returns the colour of the pixel corresponding to the current world position, assuming the map starts at (0,0).
Vec3i current_map_colour(const Vec3d& world_pos, const Texture& texture, const unsigned int& pixel_scale);
Vec3i current_map_colour(const Vec3d& world_pos, const Texture& texture, const int& pixel_scale);
/// Translates the camera inside the maze and check for collisions
/// \param translation Translation that will be executed in the horizontal plane, x forward, z strafe.
void constrained_translation(const Vec3d& translation, Camera& camera, const Texture& map, const unsigned int& pixel_scale);
#endif //LABYRINTHE_MOVEMENTMANAGER_H

View file

@ -7,12 +7,9 @@
#include "Math/Vectors.h"
namespace Tiles
{
static const Vec3i path{255,255,255};
static const Vec3i wall{0,0,0};
static const Vec3i end{0,255,0};
static const Vec3i objective{0,0,255};
}
static const Vec3i path{255,255,255};
static const Vec3i wall{0,0,0};
static const Vec3i end{0,255,0};
static const Vec3i objective{0,0,255};
#endif //LABYRINTHE_TILETYPES_H

View file

@ -2,22 +2,16 @@
// Created by trotFunky on 03/11/2019.
//
#include <Engine.h>
#include "Engine.h"
#include "DataHandling/Texture.h"
#include "MovementManager.h"
#include "TileTypes.h"
#include "Maze.h"
static Texture ground;
static Texture wall;
static Texture out;
static Texture raptor;
static Model3D raptor_model;
static Maze* maze;
static constexpr float horizontal_speed = 0.15;
static int score = 0;
static Texture map;
static constexpr float horizontal_speed = 0.025;
static constexpr int units_per_pixel = 2;
static constexpr int map_side = 32;
static constexpr int corner_pos = (map_side*units_per_pixel);
void manage_inputs()
{
@ -27,44 +21,43 @@ void manage_inputs()
exit(EXIT_SUCCESS);
}
Vec3d translation{0,0,0};
Vec3d horizontal_movement = OGLE::camera.get_gaze();
horizontal_movement.y = 0;
horizontal_movement.normalize();
Vec3d previous_camera_position = OGLE::camera.get_eyepos();
// TODO : camera_translate function in MovementManager that handles both the correct translation and rollback.
if (InputStatus::is_special_key_pressed(GLUT_KEY_RIGHT))
{
translation.z += horizontal_speed;
OGLE::camera.local_translate({0, 0, horizontal_speed});
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_LEFT))
{
translation.z -= horizontal_speed;
OGLE::camera.local_translate({0, 0, -horizontal_speed});
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_UP))
{
translation.x += horizontal_speed;
OGLE::camera.translate(horizontal_movement * horizontal_speed);
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_DOWN))
{
translation.x -= horizontal_speed;
OGLE::camera.translate(horizontal_movement * -horizontal_speed);
}
constrained_translation(translation,OGLE::camera,maze->map,maze->scaling_factor);
Vec3i map_colour = current_map_colour(OGLE::camera.get_eyepos(),maze->map, maze->scaling_factor);
if (map_colour == Tiles::end)
Vec3i map_colour = current_map_colour(OGLE::camera.get_eyepos(), map, units_per_pixel);
if (map_colour == wall)
{
// If we are going into a wall, revert
OGLE::camera.set_position(previous_camera_position);
}
else if (map_colour == end)
{
std::cout << "Success !" << std::endl;
std::cout << "You managed to collect " << score << " raptors!" << std::endl;
glutDestroyWindow(glutGetWindow());
exit(EXIT_SUCCESS);
}
else if(map_colour == Tiles::objective)
{
if (maze->remove_objective({static_cast<int>(OGLE::camera.get_eyepos().x/maze->scaling_factor),
static_cast<int>(OGLE::camera.get_eyepos().z/maze->scaling_factor)}))
{
score += 1;
}
}
Vec2i mouse_delta = InputStatus::get_mouse_delta(true);
if (mouse_delta.x != 0 || mouse_delta.y != 0)
@ -79,30 +72,42 @@ void display()
{
manage_inputs();
maze->draw();
glEnable(GL_ALPHA_TEST);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glBindTexture(GL_TEXTURE_2D,map.opengl_id[0]);
// Deactivate interpolation
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glColor4f(1.0f, 1.0f, 1.0f,1.00);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex3i(0,0,0);
glTexCoord2d(1,0);
glVertex3i(0,0,corner_pos);
glTexCoord2d(1,1);
glVertex3i(corner_pos,0,corner_pos);
glTexCoord2d(0,1);
glVertex3i(corner_pos,0,0);
glEnd();
glDisable(GL_ALPHA_TEST);
}
int main(int argc, char** argv)
{
OGLE::setup(argc,argv,display,"The Labyrinth !");
ground.load_rgb_tga("resources/ground.tga");
wall.load_rgb_tga("resources/wall.tga");
out.load_rgb_tga("resources/Outside.tga");
raptor.load_rgb_tga("resources/raptor.tga");
raptor_model.load_ascii_off_file("resources/raptor.off");
raptor_model.assign_texture(raptor);
raptor_model.set_scaling(0.0025,0.0025,0.0025);
raptor_model.set_rotation(-90,1,0,0);
map.load_rgb_tga("resources/map.tga");
maze = new Maze("resources/Map.tga", 2, ground, wall, out, raptor_model);
OGLE::camera.set_position({static_cast<double>(maze->map.width*maze->scaling_factor/2.0),
1,
static_cast<double>(maze->map.width*maze->scaling_factor/2.0)});
// Fill colour is sky blue.
glClearColor(0.53,0.81,0.75,1);
OGLE::camera.set_position({corner_pos/2,1,corner_pos/2});
glutMainLoop();
return 0;