testsAndMisc/C/fps/main.c

725 lines
18 KiB
C

// Simple FPS demo using FreeGLUT + legacy OpenGL (compat profile)
// - Move: WASD, Shift to sprint, Space to shoot, Esc to quit
// - Look: mouse
// - Targets: red cubes move toward you; shoot them before they reach you
// - Game over when a target reaches you; final score shown; press R to restart
#include <GL/freeglut_std.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_audio.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_stdinc.h>
#include <ctype.h>
#include <math.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
// -------- Math helpers --------
typedef struct
{
float x, y, z;
} vec3;
static inline vec3 v3(float x, float y, float z)
{
vec3 v = {x, y, z};
return v;
}
static inline vec3 v3_add(vec3 a, vec3 b) { return v3(a.x + b.x, a.y + b.y, a.z + b.z); }
static inline vec3 v3_sub(vec3 a, vec3 b) { return v3(a.x - b.x, a.y - b.y, a.z - b.z); }
static inline vec3 v3_scale(vec3 a, float s) { return v3(a.x * s, a.y * s, a.z * s); }
static inline float v3_dot(vec3 a, vec3 b) { return (a.x * b.x) + (a.y * b.y) + (a.z * b.z); }
static inline vec3 v3_cross(vec3 a, vec3 b)
{
return v3((a.y * b.z) - (a.z * b.y), (a.z * b.x) - (a.x * b.z), (a.x * b.y) - (a.y * b.x));
}
static inline float v3_len(vec3 a) { return sqrtf(v3_dot(a, a)); }
static inline vec3 v3_norm(vec3 a)
{
float l = v3_len(a);
return l > 1e-6F ? v3_scale(a, 1.0F / l) : v3(0, 0, 0);
}
// -------- Global state --------
static int g_win_w = 1280, g_win_h = 720;
static bool g_keys[256] = {0};
static bool g_captured_mouse = true;
static int g_last_mouse_x = -1, g_last_mouse_y = -1;
static bool g_ignore_next_passive = false; // avoid warp feedback loops
static vec3 g_cam_pos = {0.0F, 1.6F, 5.0F};
static float g_yaw_deg = -90.0F; // facing -Z initially
static float g_pitch_deg = 0.0F;
static float g_move_speed = 4.0F; // m/s
static float g_sprint_mul = 1.8F;
static float g_mouse_sens = 0.12F; // deg per pixel
typedef struct
{
vec3 pos;
float radius;
float speed;
} Target;
static const int MAX_TARGETS = 128;
static Target g_targets[128];
static int g_target_count = 0;
static float g_spawn_timer = 0.0F;
static float g_spawn_interval = 1.2F; // seconds
static int g_score = 0;
typedef enum
{
GAME_RUNNING = 0,
GAME_OVER = 1
} GameState;
static GameState g_state = GAME_RUNNING;
// Bullet visualization removed per request
// Timing
static int g_prev_ms = 0;
// -------- Utility --------
static float clampf(float v, float lo, float hi) { return v < lo ? lo : (v > hi ? hi : v); }
static float deg2rad(float d) { return d * (float)M_PI / 180.0F; }
static vec3 cam_front(void)
{
float yaw = deg2rad(g_yaw_deg);
float pitch = deg2rad(g_pitch_deg);
vec3 f = {cosf(pitch) * cosf(yaw), sinf(pitch), cosf(pitch) * sinf(yaw)};
return v3_norm(f);
}
static vec3 cam_right(void) { return v3_norm(v3_cross(cam_front(), v3(0, 1, 0))); }
// -------- Audio (SDL2) --------
static SDL_AudioDeviceID g_audio_dev = 0;
static SDL_AudioSpec g_audio_have;
static bool g_audio_ok = false;
static void audio_cleanup(void)
{
if (g_audio_dev)
{
SDL_ClearQueuedAudio(g_audio_dev);
SDL_CloseAudioDevice(g_audio_dev);
g_audio_dev = 0;
}
if (g_audio_ok)
{
SDL_QuitSubSystem(SDL_INIT_AUDIO);
g_audio_ok = false;
}
}
static void audio_init(void)
{
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0)
{
fprintf(stderr, "SDL audio init failed: %s\n", SDL_GetError());
return;
}
SDL_AudioSpec want;
SDL_zero(want);
want.freq = 48000;
want.format = AUDIO_F32SYS;
want.channels = 1;
want.samples = 1024;
g_audio_dev = SDL_OpenAudioDevice(NULL, 0, &want, &g_audio_have, 0);
if (!g_audio_dev)
{
fprintf(stderr, "SDL_OpenAudioDevice failed: %s\n", SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_AUDIO);
return;
}
SDL_PauseAudioDevice(g_audio_dev, 0);
g_audio_ok = true;
atexit(audio_cleanup);
}
static void audio_queue_samples(const float *data, int frames)
{
if (!g_audio_ok)
{
return;
}
int bytes = frames * (int)sizeof(float);
SDL_QueueAudio(g_audio_dev, data, bytes);
}
static void audio_play_tone(float freq, float duration, float vol)
{
if (!g_audio_ok)
{
return;
}
int sr = g_audio_have.freq ? g_audio_have.freq : 48000;
int frames = (int)(duration * sr);
if (frames <= 0)
{
return;
}
float *buf = (float *)malloc((size_t)frames * sizeof(float));
if (!buf)
{
return;
}
float phase = 0.0F;
float dp = 2.0F * (float)M_PI * freq / (float)sr;
for (int i = 0; i < frames; ++i)
{
float t = (float)i / (float)frames;
// simple attack/decay envelope
float env = t < 0.1F ? (t / 0.1F) : (1.0F - t);
if (env < 0.0F)
{
env = 0.0F;
}
buf[i] = sinf(phase) * vol * env;
phase += dp;
}
audio_queue_samples(buf, frames);
free(buf);
}
static void audio_play_sweep(float f0, float f1, float duration, float vol)
{
if (!g_audio_ok)
{
return;
}
int sr = g_audio_have.freq ? g_audio_have.freq : 48000;
int frames = (int)(duration * sr);
if (frames <= 0)
{
return;
}
float *buf = (float *)malloc((size_t)frames * sizeof(float));
if (!buf)
{
return;
}
float phase = 0.0F;
for (int i = 0; i < frames; ++i)
{
float t = (float)i / (float)frames; // 0..1
float f = f0 + ((f1 - f0) * t);
float dp = 2.0F * (float)M_PI * f / (float)sr;
float env = 1.0F - t; // fade out
buf[i] = sinf(phase) * vol * env;
phase += dp;
}
audio_queue_samples(buf, frames);
free(buf);
}
static float frand(float a, float b) { return a + ((b - a) * (rand() / (float)RAND_MAX)); }
static void clear_targets(void) { g_target_count = 0; }
static void spawn_target(void)
{
if (g_target_count >= MAX_TARGETS)
{
return;
}
float radius_spawn = frand(22.0F, 34.0F);
float ang = frand(0.0F, 2.0F * (float)M_PI);
vec3 p = v3(cosf(ang) * radius_spawn, 0.5F, sinf(ang) * radius_spawn);
Target t;
t.pos = p;
t.radius = 0.6F;
t.speed = frand(1.4F, 3.2F);
g_targets[g_target_count++] = t;
}
static void reset_game(void)
{
g_score = 0;
g_spawn_timer = 0.0F;
g_spawn_interval = 1.2F;
clear_targets();
// spawn a few to start
for (int i = 0; i < 4; ++i)
{
spawn_target();
}
g_state = GAME_RUNNING;
if (g_captured_mouse)
{
g_ignore_next_passive = true;
glutWarpPointer(g_win_w / 2, g_win_h / 2);
}
}
// Ray-sphere intersection: returns t >= 0 for first hit, or -1 if miss
static float ray_sphere(vec3 ro, vec3 rd, vec3 c, float r)
{
vec3 oc = v3_sub(ro, c);
float b = v3_dot(oc, rd);
float cterm = v3_dot(oc, oc) - (r * r);
float disc = (b * b) - cterm;
if (disc < 0.0F)
{
return -1.0F;
}
float t = -b - sqrtf(disc);
return t >= 0.0F ? t : -1.0F;
}
static void shoot(void)
{
if (g_state != GAME_RUNNING)
{
return;
}
vec3 dir = cam_front();
float best_t = 1e9F;
int best_i = -1;
for (int i = 0; i < g_target_count; ++i)
{
float t = ray_sphere(g_cam_pos, dir, g_targets[i].pos, g_targets[i].radius);
if (t >= 0.0F && t < best_t)
{
best_t = t;
best_i = i;
}
}
audio_play_tone(1600.0F, 0.05F, 0.25F); // shoot
if (best_i >= 0)
{
// remove hit target (swap remove)
g_targets[best_i] = g_targets[g_target_count - 1];
g_target_count--;
g_score++;
audio_play_tone(600.0F, 0.08F, 0.35F); // hit
}
}
// -------- Rendering --------
static void draw_grid(float half, float step)
{
glColor3f(0.2F, 0.25F, 0.3F);
glBegin(GL_LINES);
for (float x = -half; x <= half + 1e-4F; x += step)
{
glVertex3f(x, 0.0F, -half);
glVertex3f(x, 0.0F, half);
}
for (float z = -half; z <= half + 1e-4F; z += step)
{
glVertex3f(-half, 0.0F, z);
glVertex3f(half, 0.0F, z);
}
glEnd();
}
static void draw_cube(void)
{
// Simple colored cube (size 1)
const float s = 0.5F;
glBegin(GL_QUADS);
// +X
glColor3f(1, 0, 0);
glVertex3f(s, -s, -s);
glVertex3f(s, -s, s);
glVertex3f(s, s, s);
glVertex3f(s, s, -s);
// -X
glColor3f(0.8F, 0, 0);
glVertex3f(-s, -s, -s);
glVertex3f(-s, s, -s);
glVertex3f(-s, s, s);
glVertex3f(-s, -s, s);
// +Y
glColor3f(0.9F, 0.1F, 0.1F);
glVertex3f(-s, s, -s);
glVertex3f(s, s, -s);
glVertex3f(s, s, s);
glVertex3f(-s, s, s);
// -Y
glColor3f(0.6F, 0.05F, 0.05F);
glVertex3f(-s, -s, -s);
glVertex3f(-s, -s, s);
glVertex3f(s, -s, s);
glVertex3f(s, -s, -s);
// +Z
glColor3f(1, 0.2F, 0.2F);
glVertex3f(-s, -s, s);
glVertex3f(-s, s, s);
glVertex3f(s, s, s);
glVertex3f(s, -s, s);
// -Z
glColor3f(0.7F, 0.1F, 0.1F);
glVertex3f(-s, -s, -s);
glVertex3f(s, -s, -s);
glVertex3f(s, s, -s);
glVertex3f(-s, s, -s);
glEnd();
}
static void draw_crosshair(void)
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, g_win_w, g_win_h, 0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glColor3f(0.95F, 0.95F, 0.95F);
int cx = g_win_w / 2;
int cy = g_win_h / 2;
int s = 8;
glBegin(GL_LINES);
glVertex2i(cx - s, cy);
glVertex2i(cx + s, cy);
glVertex2i(cx, cy - s);
glVertex2i(cx, cy + s);
glEnd();
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
static void display(void)
{
glClearColor(0.05F, 0.06F, 0.08F, 1.0F);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
vec3 front = cam_front();
vec3 at = v3_add(g_cam_pos, front);
gluLookAt(g_cam_pos.x, g_cam_pos.y, g_cam_pos.z, at.x, at.y, at.z, 0, 1, 0);
// Ground grid
draw_grid(40.0F, 1.0F);
// Target cubes
for (int i = 0; i < g_target_count; ++i)
{
glPushMatrix();
glTranslatef(g_targets[i].pos.x, g_targets[i].pos.y, g_targets[i].pos.z);
draw_cube();
glPopMatrix();
}
// Bullet line removed
// Crosshair overlay (only during gameplay)
if (g_state == GAME_RUNNING)
{
draw_crosshair();
}
// Game over overlay text
if (g_state == GAME_OVER)
{
// Switch to 2D for text
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, g_win_w, g_win_h, 0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
const char *line1 = "GAME OVER";
char line2[64];
snprintf(line2, sizeof(line2), "Score: %d", g_score);
const char *line3 = "Press R to restart or Esc to quit";
void *font = GLUT_BITMAP_HELVETICA_18;
int cx = g_win_w / 2;
int cy = g_win_h / 2;
glColor3f(1, 1, 1);
// naive center: estimate width by char count * 9 px
int w1 = (int)(9 * strlen(line1));
int w2 = (int)(9 * strlen(line2));
int w3 = (int)(9 * strlen(line3));
glRasterPos2i(cx - (w1 / 2), cy - 30);
for (const char *p = line1; *p; ++p)
{
glutBitmapCharacter(font, *p);
}
glRasterPos2i(cx - (w2 / 2), cy - 8);
for (const char *p = line2; *p; ++p)
{
glutBitmapCharacter(font, *p);
}
glRasterPos2i(cx - (w3 / 2), cy + 18);
for (const char *p = line3; *p; ++p)
{
glutBitmapCharacter(font, *p);
}
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
glutSwapBuffers();
}
// -------- Update/Input --------
static void update(float dt)
{
if (g_state == GAME_RUNNING)
{
float speed =
g_move_speed * ((g_keys['\t'] || g_keys['q']) ? g_sprint_mul : 1.0F); // Tab/q to sprint
vec3 f = cam_front();
f.y = 0.0F;
f = v3_norm(f);
vec3 r = cam_right();
r.y = 0.0F;
r = v3_norm(r);
// Accumulate movement and apply once to avoid drift artifacts
vec3 mv = v3(0, 0, 0);
if (g_keys['w'])
{
mv = v3_add(mv, f);
}
if (g_keys['s'])
{
mv = v3_sub(mv, f);
}
if (g_keys['a'])
{
mv = v3_sub(mv, r);
}
if (g_keys['d'])
{
mv = v3_add(mv, r);
}
if (v3_len(mv) > 0.0F)
{
mv = v3_norm(mv);
g_cam_pos = v3_add(g_cam_pos, v3_scale(mv, speed * dt));
}
// Keep feet on ground
g_cam_pos.y = 1.6F;
// Move targets toward player and check collision
for (int i = 0; i < g_target_count; ++i)
{
vec3 to_player = v3_sub(g_cam_pos, g_targets[i].pos);
to_player.y = 0.0F;
vec3 dir = v3_norm(to_player);
g_targets[i].pos = v3_add(g_targets[i].pos, v3_scale(dir, g_targets[i].speed * dt));
g_targets[i].pos.y = 0.5F;
float dist2 = (to_player.x * to_player.x) + (to_player.z * to_player.z);
float reach = (0.6F + g_targets[i].radius);
if (dist2 <= reach * reach)
{
g_state = GAME_OVER;
glutSetCursor(GLUT_CURSOR_LEFT_ARROW);
audio_play_sweep(400.0F, 120.0F, 0.5F, 0.5F); // game over
break;
}
}
// Spawn new targets over time (slightly accelerate spawn rate)
g_spawn_timer += dt;
if (g_spawn_timer >= g_spawn_interval)
{
g_spawn_timer = 0.0F;
spawn_target();
g_spawn_interval = fmaxf(0.4F, g_spawn_interval * 0.98F);
}
}
// No bullet tracer timer
}
static void idle(void)
{
int now = glutGet(GLUT_ELAPSED_TIME);
if (g_prev_ms == 0)
{
g_prev_ms = now;
}
float dt = (now - g_prev_ms) / 1000.0F;
g_prev_ms = now;
update(dt);
glutPostRedisplay();
}
static void reshape(int w, int h)
{
g_win_w = w > 1 ? w : 1;
g_win_h = h > 1 ? h : 1;
glViewport(0, 0, g_win_w, g_win_h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(75.0, (double)g_win_w / (double)g_win_h, 0.05, 500.0);
glMatrixMode(GL_MODELVIEW);
if (g_captured_mouse && g_state == GAME_RUNNING)
{
g_ignore_next_passive = true;
glutWarpPointer(g_win_w / 2, g_win_h / 2);
}
}
static void keyboard_down(unsigned char key, int x, int y)
{
(void)x;
(void)y;
unsigned char k = (unsigned char)tolower(key);
g_keys[k] = true;
if (key == 27)
{ // Esc
exit(0);
}
else if (key == ' ')
{
shoot();
}
else if (key == 'm' || key == 'M')
{
g_captured_mouse = !g_captured_mouse;
glutSetCursor(g_captured_mouse ? GLUT_CURSOR_NONE : GLUT_CURSOR_LEFT_ARROW);
if (g_captured_mouse && g_state == GAME_RUNNING)
{
g_ignore_next_passive = true;
glutWarpPointer(g_win_w / 2, g_win_h / 2);
}
}
else if (key == 'r' || key == 'R')
{
if (g_state == GAME_OVER)
{
glutSetCursor(g_captured_mouse ? GLUT_CURSOR_NONE : GLUT_CURSOR_LEFT_ARROW);
reset_game();
}
}
}
static void keyboard_up(unsigned char key, int x, int y)
{
(void)x;
(void)y;
unsigned char k = (unsigned char)tolower(key);
g_keys[k] = false;
}
static void mouse_button(int button, int state, int x, int y)
{
(void)x;
(void)y;
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
shoot();
}
}
static void passive_motion(int x, int y)
{
if (!g_captured_mouse || g_state != GAME_RUNNING)
{
return;
}
if (g_ignore_next_passive)
{ // ignore event caused by warp
g_ignore_next_passive = false;
return;
}
if (g_last_mouse_x < 0)
{
g_last_mouse_x = x;
g_last_mouse_y = y;
}
int dx = x - (g_win_w / 2);
int dy = y - (g_win_h / 2);
g_yaw_deg += dx * g_mouse_sens;
g_pitch_deg -= dy * g_mouse_sens;
g_pitch_deg = clampf(g_pitch_deg, -89.0F, 89.0F);
g_ignore_next_passive = true;
glutWarpPointer(g_win_w / 2, g_win_h / 2);
}
// -------- Init --------
static void init_gl(void)
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glLineWidth(1.0F);
}
static void on_entry(int state)
{
if (state != GLUT_ENTERED)
{
for (int i = 0; i < 256; ++i)
{
g_keys[i] = false;
}
}
}
int main(int argc, char **argv)
{
(void)argv;
srand((unsigned)time(NULL));
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(g_win_w, g_win_h);
glutCreateWindow("FPS Demo");
init_gl();
audio_init();
glutDisplayFunc(display);
glutIdleFunc(idle);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard_down);
glutKeyboardUpFunc(keyboard_up);
// Clear keys on focus leave to avoid stuck inputs
glutEntryFunc(on_entry);
glutPassiveMotionFunc(passive_motion);
glutMouseFunc(mouse_button);
// Start with mouse captured
glutSetCursor(GLUT_CURSOR_NONE);
g_ignore_next_passive = true;
glutWarpPointer(g_win_w / 2, g_win_h / 2);
reset_game();
glutMainLoop();
return 0;
}