glfw/examples/pong3d.c

855 строки
22 KiB
C

//========================================================================
// This is a small test application for GLFW.
// This is an OpenGL port of the famous "PONG" game (the first computer
// game ever?). It is very simple, and could be improved alot. It was
// created in order to show off the gaming capabilities of GLFW.
//========================================================================
#include <GL/glfw.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
//========================================================================
// Constants
//========================================================================
// Screen resolution
#define WIDTH 640
#define HEIGHT 480
// Player size (units)
#define PLAYER_XSIZE 0.05f
#define PLAYER_YSIZE 0.15f
// Ball size (units)
#define BALL_SIZE 0.02f
// Maximum player movement speed (units / second)
#define MAX_SPEED 1.5f
// Player movement acceleration (units / seconds^2)
#define ACCELERATION 4.0f
// Player movement deceleration (units / seconds^2)
#define DECELERATION 2.0f
// Ball movement speed (units / second)
#define BALL_SPEED 0.4f
// Menu options
#define MENU_NONE 0
#define MENU_PLAY 1
#define MENU_QUIT 2
// Game events
#define NOBODY_WINS 0
#define PLAYER1_WINS 1
#define PLAYER2_WINS 2
// Winner ID
#define NOBODY 0
#define PLAYER1 1
#define PLAYER2 2
// Camera positions
#define CAMERA_CLASSIC 0
#define CAMERA_ABOVE 1
#define CAMERA_SPECTATOR 2
#define CAMERA_DEFAULT CAMERA_CLASSIC
//========================================================================
// Textures
//========================================================================
#define TEX_TITLE 0
#define TEX_MENU 1
#define TEX_INSTR 2
#define TEX_WINNER1 3
#define TEX_WINNER2 4
#define TEX_FIELD 5
#define NUM_TEXTURES 6
// Texture names
char * tex_name[ NUM_TEXTURES ] = {
"pong3d_title.tga",
"pong3d_menu.tga",
"pong3d_instr.tga",
"pong3d_winner1.tga",
"pong3d_winner2.tga",
"pong3d_field.tga"
};
// OpenGL texture object IDs
GLuint tex_id[ NUM_TEXTURES ];
//========================================================================
// Global variables
//========================================================================
// Display information
int width, height;
// Frame information
double thistime, oldtime, dt, starttime;
// Camera information
int camerapos;
// Player information
struct {
double ypos; // -1.0 to +1.0
double yspeed; // -MAX_SPEED to +MAX_SPEED
} player1, player2;
// Ball information
struct {
double xpos, ypos;
double xspeed, yspeed;
} ball;
// And the winner is...
int winner;
// Lighting configuration
const GLfloat env_ambient[4] = {1.0f,1.0f,1.0f,1.0f};
const GLfloat light1_position[4] = {-3.0f,3.0f,2.0f,1.0f};
const GLfloat light1_diffuse[4] = {1.0f,1.0f,1.0f,0.0f};
const GLfloat light1_ambient[4] = {0.0f,0.0f,0.0f,0.0f};
// Object material properties
const GLfloat player1_diffuse[4] = {1.0f,0.3f,0.3f,1.0f};
const GLfloat player1_ambient[4] = {0.3f,0.1f,0.0f,1.0f};
const GLfloat player2_diffuse[4] = {0.3f,1.0f,0.3f,1.0f};
const GLfloat player2_ambient[4] = {0.1f,0.3f,0.1f,1.0f};
const GLfloat ball_diffuse[4] = {1.0f,1.0f,0.5f,1.0f};
const GLfloat ball_ambient[4] = {0.3f,0.3f,0.1f,1.0f};
const GLfloat border_diffuse[4] = {0.3f,0.3f,1.0f,1.0f};
const GLfloat border_ambient[4] = {0.1f,0.1f,0.3f,1.0f};
const GLfloat floor_diffuse[4] = {1.0f,1.0f,1.0f,1.0f};
const GLfloat floor_ambient[4] = {0.3f,0.3f,0.3f,1.0f};
//========================================================================
// LoadTextures() - Load textures from disk and upload to OpenGL card
//========================================================================
GLboolean LoadTextures( void )
{
int i;
// Generate texture objects
glGenTextures( NUM_TEXTURES, tex_id );
// Load textures
for( i = 0; i < NUM_TEXTURES; i ++ )
{
// Select texture object
glBindTexture( GL_TEXTURE_2D, tex_id[ i ] );
// Set texture parameters
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
// Upload texture from file to texture memory
if( !glfwLoadTexture2D( tex_name[ i ], 0 ) )
{
fprintf( stderr, "Failed to load texture %s\n", tex_name[ i ] );
return GL_FALSE;
}
}
return GL_TRUE;
}
//========================================================================
// DrawImage() - Draw a 2D image as a texture
//========================================================================
void DrawImage( int texnum, float x1, float x2, float y1, float y2 )
{
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, tex_id[ texnum ] );
glBegin( GL_QUADS );
glTexCoord2f( 0.0f, 1.0f );
glVertex2f( x1, y1 );
glTexCoord2f( 1.0f, 1.0f );
glVertex2f( x2, y1 );
glTexCoord2f( 1.0f, 0.0f );
glVertex2f( x2, y2 );
glTexCoord2f( 0.0f, 0.0f );
glVertex2f( x1, y2 );
glEnd();
glDisable( GL_TEXTURE_2D );
}
//========================================================================
// GameMenu() - Game menu (returns menu option)
//========================================================================
int GameMenu( void )
{
int option;
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Wait for a game menu key to be pressed
do
{
// Get window size
glfwGetWindowSize( &width, &height );
// Set viewport
glViewport( 0, 0, width, height );
// Clear display
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT );
// Setup projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f );
// Setup modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// Display title
glColor3f( 1.0f, 1.0f, 1.0f );
DrawImage( TEX_TITLE, 0.1f, 0.9f, 0.0f, 0.3f );
// Display menu
glColor3f( 1.0f, 1.0f, 0.0f );
DrawImage( TEX_MENU, 0.38f, 0.62f, 0.35f, 0.5f );
// Display instructions
glColor3f( 0.0f, 1.0f, 1.0f );
DrawImage( TEX_INSTR, 0.32f, 0.68f, 0.65f, 0.85f );
// Swap buffers
glfwSwapBuffers();
// Check for keys
if( glfwGetKey( 'Q' ) || !glfwGetWindowParam( GLFW_OPENED ) )
{
option = MENU_QUIT;
}
else if( glfwGetKey( GLFW_KEY_F1 ) )
{
option = MENU_PLAY;
}
else
{
option = MENU_NONE;
}
// To avoid horrible busy waiting, sleep for at least 20 ms
glfwSleep( 0.02 );
}
while( option == MENU_NONE );
// Disable sticky keys
glfwDisable( GLFW_STICKY_KEYS );
return option;
}
//========================================================================
// NewGame() - Initialize a new game
//========================================================================
void NewGame( void )
{
// Frame information
starttime = thistime = glfwGetTime();
// Camera information
camerapos = CAMERA_DEFAULT;
// Player 1 information
player1.ypos = 0.0;
player1.yspeed = 0.0;
// Player 2 information
player2.ypos = 0.0;
player2.yspeed = 0.0;
// Ball information
ball.xpos = -1.0 + PLAYER_XSIZE;
ball.ypos = player1.ypos;
ball.xspeed = 1.0;
ball.yspeed = 1.0;
}
//========================================================================
// PlayerControl() - Player control
//========================================================================
void PlayerControl( void )
{
float joy1pos[ 2 ], joy2pos[ 2 ];
// Get joystick X & Y axis positions
glfwGetJoystickPos( GLFW_JOYSTICK_1, joy1pos, 2 );
glfwGetJoystickPos( GLFW_JOYSTICK_2, joy2pos, 2 );
// Player 1 control
if( glfwGetKey( 'A' ) || joy1pos[ 1 ] > 0.2f )
{
player1.yspeed += dt * ACCELERATION;
if( player1.yspeed > MAX_SPEED )
{
player1.yspeed = MAX_SPEED;
}
}
else if( glfwGetKey( 'Z' ) || joy1pos[ 1 ] < -0.2f )
{
player1.yspeed -= dt * ACCELERATION;
if( player1.yspeed < -MAX_SPEED )
{
player1.yspeed = -MAX_SPEED;
}
}
else
{
player1.yspeed /= exp( DECELERATION * dt );
}
// Player 2 control
if( glfwGetKey( 'K' ) || joy2pos[ 1 ] > 0.2f )
{
player2.yspeed += dt * ACCELERATION;
if( player2.yspeed > MAX_SPEED )
{
player2.yspeed = MAX_SPEED;
}
}
else if( glfwGetKey( 'M' ) || joy2pos[ 1 ] < -0.2f )
{
player2.yspeed -= dt * ACCELERATION;
if( player2.yspeed < -MAX_SPEED )
{
player2.yspeed = -MAX_SPEED;
}
}
else
{
player2.yspeed /= exp( DECELERATION * dt );
}
// Update player 1 position
player1.ypos += dt * player1.yspeed;
if( player1.ypos > 1.0 - PLAYER_YSIZE )
{
player1.ypos = 1.0 - PLAYER_YSIZE;
player1.yspeed = 0.0;
}
else if( player1.ypos < -1.0 + PLAYER_YSIZE )
{
player1.ypos = -1.0 + PLAYER_YSIZE;
player1.yspeed = 0.0;
}
// Update player 2 position
player2.ypos += dt * player2.yspeed;
if( player2.ypos > 1.0 - PLAYER_YSIZE )
{
player2.ypos = 1.0 - PLAYER_YSIZE;
player2.yspeed = 0.0;
}
else if( player2.ypos < -1.0 + PLAYER_YSIZE )
{
player2.ypos = -1.0 + PLAYER_YSIZE;
player2.yspeed = 0.0;
}
}
//========================================================================
// BallControl() - Ball control
//========================================================================
int BallControl( void )
{
int event;
double ballspeed;
// Calculate new ball speed
ballspeed = BALL_SPEED * (1.0 + 0.02*(thistime-starttime));
ball.xspeed = ball.xspeed > 0 ? ballspeed : -ballspeed;
ball.yspeed = ball.yspeed > 0 ? ballspeed : -ballspeed;
ball.yspeed *= 0.74321;
// Update ball position
ball.xpos += dt * ball.xspeed;
ball.ypos += dt * ball.yspeed;
// Did the ball hit a top/bottom wall?
if( ball.ypos >= 1.0 )
{
ball.ypos = 2.0 - ball.ypos;
ball.yspeed = -ball.yspeed;
}
else if( ball.ypos <= -1.0 )
{
ball.ypos = -2.0 - ball.ypos;
ball.yspeed = -ball.yspeed;
}
// Did the ball hit/miss a player?
event = NOBODY_WINS;
// Is the ball entering the player 1 goal?
if( ball.xpos < -1.0 + PLAYER_XSIZE )
{
// Did player 1 catch the ball?
if( ball.ypos > (player1.ypos-PLAYER_YSIZE) &&
ball.ypos < (player1.ypos+PLAYER_YSIZE) )
{
ball.xpos = -2.0 + 2.0*PLAYER_XSIZE - ball.xpos;
ball.xspeed = -ball.xspeed;
}
else
{
event = PLAYER2_WINS;
}
}
// Is the ball entering the player 2 goal?
if( ball.xpos > 1.0 - PLAYER_XSIZE )
{
// Did player 2 catch the ball?
if( ball.ypos > (player2.ypos-PLAYER_YSIZE) &&
ball.ypos < (player2.ypos+PLAYER_YSIZE) )
{
ball.xpos = 2.0 - 2.0*PLAYER_XSIZE - ball.xpos;
ball.xspeed = -ball.xspeed;
}
else
{
event = PLAYER1_WINS;
}
}
return event;
}
//========================================================================
// DrawBox() - Draw a 3D box
//========================================================================
#define TEX_SCALE 4.0f
void DrawBox( float x1, float y1, float z1, float x2, float y2, float z2 )
{
// Draw six sides of a cube
glBegin( GL_QUADS );
// Side 1 (down)
glNormal3f( 0.0f, 0.0f, -1.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x1,y2,z1 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x2,y2,z1 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x2,y1,z1 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x1,y1,z1 );
// Side 2 (up)
glNormal3f( 0.0f, 0.0f, 1.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x1,y1,z2 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x2,y1,z2 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x2,y2,z2 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x1,y2,z2 );
// Side 3 (backward)
glNormal3f( 0.0f, -1.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x1,y1,z1 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x2,y1,z1 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x2,y1,z2 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x1,y1,z2 );
// Side 4 (forward)
glNormal3f( 0.0f, 1.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x1,y2,z2 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x2,y2,z2 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x2,y2,z1 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x1,y2,z1 );
// Side 5 (left)
glNormal3f( -1.0f, 0.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x1,y1,z2 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x1,y2,z2 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x1,y2,z1 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x1,y1,z1 );
// Side 6 (right)
glNormal3f( 1.0f, 0.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( x2,y1,z1 );
glTexCoord2f( TEX_SCALE, 0.0f );
glVertex3f( x2,y2,z1 );
glTexCoord2f( TEX_SCALE, TEX_SCALE );
glVertex3f( x2,y2,z2 );
glTexCoord2f( 0.0f, TEX_SCALE );
glVertex3f( x2,y1,z2 );
glEnd();
}
//========================================================================
// UpdateDisplay() - Draw graphics (all game related OpenGL stuff goes
// here)
//========================================================================
void UpdateDisplay( void )
{
// Get window size
glfwGetWindowSize( &width, &height );
// Set viewport
glViewport( 0, 0, width, height );
// Clear display
glClearColor( 0.02f, 0.02f, 0.02f, 0.0f );
glClearDepth( 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Setup projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(
55.0f, // Angle of view
(GLfloat)width/(GLfloat)height, // Aspect
1.0f, // Near Z
100.0f // Far Z
);
// Setup modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
switch( camerapos )
{
default:
case CAMERA_CLASSIC:
gluLookAt(
0.0f, 0.0f, 2.5f,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f
);
break;
case CAMERA_ABOVE:
gluLookAt(
0.0f, 0.0f, 2.5f,
(float)ball.xpos, (float)ball.ypos, 0.0f,
0.0f, 1.0f, 0.0f
);
break;
case CAMERA_SPECTATOR:
gluLookAt(
0.0f, -2.0, 1.2f,
(float)ball.xpos, (float)ball.ypos, 0.0f,
0.0f, 0.0f, 1.0f
);
break;
}
// Enable depth testing
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
// Enable lighting
glEnable( GL_LIGHTING );
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, env_ambient );
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE );
glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
glLightfv( GL_LIGHT1, GL_POSITION, light1_position );
glLightfv( GL_LIGHT1, GL_DIFFUSE, light1_diffuse );
glLightfv( GL_LIGHT1, GL_AMBIENT, light1_ambient );
glEnable( GL_LIGHT1 );
// Front face is counter-clock-wise
glFrontFace( GL_CCW );
// Enable face culling (not necessary, but speeds up rendering)
glCullFace( GL_BACK );
glEnable( GL_CULL_FACE );
// Draw Player 1
glMaterialfv( GL_FRONT, GL_DIFFUSE, player1_diffuse );
glMaterialfv( GL_FRONT, GL_AMBIENT, player1_ambient );
DrawBox( -1.f, (GLfloat)player1.ypos-PLAYER_YSIZE, 0.f,
-1.f+PLAYER_XSIZE, (GLfloat)player1.ypos+PLAYER_YSIZE, 0.1f );
// Draw Player 2
glMaterialfv( GL_FRONT, GL_DIFFUSE, player2_diffuse );
glMaterialfv( GL_FRONT, GL_AMBIENT, player2_ambient );
DrawBox( 1.f-PLAYER_XSIZE, (GLfloat)player2.ypos-PLAYER_YSIZE, 0.f,
1.f, (GLfloat)player2.ypos+PLAYER_YSIZE, 0.1f );
// Draw Ball
glMaterialfv( GL_FRONT, GL_DIFFUSE, ball_diffuse );
glMaterialfv( GL_FRONT, GL_AMBIENT, ball_ambient );
DrawBox( (GLfloat)ball.xpos-BALL_SIZE, (GLfloat)ball.ypos-BALL_SIZE, 0.f,
(GLfloat)ball.xpos+BALL_SIZE, (GLfloat)ball.ypos+BALL_SIZE, BALL_SIZE*2 );
// Top game field border
glMaterialfv( GL_FRONT, GL_DIFFUSE, border_diffuse );
glMaterialfv( GL_FRONT, GL_AMBIENT, border_ambient );
DrawBox( -1.1f, 1.0f, 0.0f, 1.1f, 1.1f, 0.1f );
// Bottom game field border
glColor3f( 0.0f, 0.0f, 0.7f );
DrawBox( -1.1f, -1.1f, 0.0f, 1.1f, -1.0f, 0.1f );
// Left game field border
DrawBox( -1.1f, -1.0f, 0.0f, -1.0f, 1.0f, 0.1f );
// Left game field border
DrawBox( 1.0f, -1.0f, 0.0f, 1.1f, 1.0f, 0.1f );
// Enable texturing
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, tex_id[ TEX_FIELD ] );
// Game field floor
glMaterialfv( GL_FRONT, GL_DIFFUSE, floor_diffuse );
glMaterialfv( GL_FRONT, GL_AMBIENT, floor_ambient );
DrawBox( -1.01f, -1.01f, -0.01f, 1.01f, 1.01f, 0.0f );
// Disable texturing
glDisable( GL_TEXTURE_2D );
// Disable face culling
glDisable( GL_CULL_FACE );
// Disable lighting
glDisable( GL_LIGHTING );
// Disable depth testing
glDisable( GL_DEPTH_TEST );
}
//========================================================================
// GameOver()
//========================================================================
void GameOver( void )
{
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Until the user presses ESC or SPACE
while( !glfwGetKey( GLFW_KEY_ESC ) && !glfwGetKey( ' ' ) &&
glfwGetWindowParam( GLFW_OPENED ) )
{
// Draw display
UpdateDisplay();
// Setup projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f );
// Setup modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// Enable blending
glEnable( GL_BLEND );
// Dim background
glBlendFunc( GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA );
glColor4f( 0.3f, 0.3f, 0.3f, 0.3f );
glBegin( GL_QUADS );
glVertex2f( 0.0f, 0.0f );
glVertex2f( 1.0f, 0.0f );
glVertex2f( 1.0f, 1.0f );
glVertex2f( 0.0f, 1.0f );
glEnd();
// Display winner text
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_COLOR );
if( winner == PLAYER1 )
{
glColor4f( 1.0f, 0.5f, 0.5f, 1.0f );
DrawImage( TEX_WINNER1, 0.35f, 0.65f, 0.46f, 0.54f );
}
else if( winner == PLAYER2 )
{
glColor4f( 0.5f, 1.0f, 0.5f, 1.0f );
DrawImage( TEX_WINNER2, 0.35f, 0.65f, 0.46f, 0.54f );
}
// Disable blending
glDisable( GL_BLEND );
// Swap buffers
glfwSwapBuffers();
}
// Disable sticky keys
glfwDisable( GLFW_STICKY_KEYS );
}
//========================================================================
// GameLoop() - Game loop
//========================================================================
void GameLoop( void )
{
int playing, event;
// Initialize a new game
NewGame();
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Loop until the game ends
playing = GL_TRUE;
while( playing && glfwGetWindowParam( GLFW_OPENED ) )
{
// Frame timer
oldtime = thistime;
thistime = glfwGetTime();
dt = thistime - oldtime;
// Get user input and update player positions
PlayerControl();
// Move the ball, and check if a player hits/misses the ball
event = BallControl();
// Did we have a winner?
switch( event )
{
case PLAYER1_WINS:
winner = PLAYER1;
playing = GL_FALSE;
break;
case PLAYER2_WINS:
winner = PLAYER2;
playing = GL_FALSE;
break;
default:
break;
}
// Did the user press ESC?
if( glfwGetKey( GLFW_KEY_ESC ) )
{
playing = GL_FALSE;
}
// Did the user change camera view?
if( glfwGetKey( '1' ) )
{
camerapos = CAMERA_CLASSIC;
}
else if( glfwGetKey( '2' ) )
{
camerapos = CAMERA_ABOVE;
}
else if( glfwGetKey( '3' ) )
{
camerapos = CAMERA_SPECTATOR;
}
// Draw display
UpdateDisplay();
// Swap buffers
glfwSwapBuffers();
}
// Disable sticky keys
glfwDisable( GLFW_STICKY_KEYS );
// Show winner
GameOver();
}
//========================================================================
// main() - Program entry point
//========================================================================
int main( void )
{
int menuoption;
// Initialize GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
}
// Open OpenGL window
if( !glfwOpenWindow( WIDTH, HEIGHT, 0,0,0,0, 16,0, GLFW_FULLSCREEN ) )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwSwapInterval( 1 );
// Load all textures
if( !LoadTextures() )
{
glfwTerminate();
exit( EXIT_FAILURE );
}
// Main loop
do
{
// Get menu option
menuoption = GameMenu();
// If the user wants to play, let him...
if( menuoption == MENU_PLAY )
{
GameLoop();
}
}
while( menuoption != MENU_QUIT );
// Unload all textures
if( glfwGetWindowParam( GLFW_OPENED ) )
{
glDeleteTextures( NUM_TEXTURES, tex_id );
}
// Terminate GLFW
glfwTerminate();
exit( EXIT_SUCCESS );
}