2009-12-13 18:49:36 +01:00
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/*
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* Game.cpp
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*
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* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Game.h"
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#include "BSPTree.h"
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2009-12-14 13:54:34 +01:00
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#include "Level.h"
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2009-12-15 02:25:40 +01:00
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#include "Shader.h"
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2009-12-13 18:49:36 +01:00
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#include "Triangle.h"
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#include "gl.h"
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namespace Zoom {
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2009-12-15 02:25:40 +01:00
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Game::Game(bool multisample) : angle(0), lightPos(0) {
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2009-12-13 18:49:36 +01:00
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glClearColor(0.0, 0.0, 0.0, 1.0);
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2009-12-14 13:54:34 +01:00
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glClearDepth(1.0);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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2009-12-13 18:49:36 +01:00
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//glEnable(GL_BLEND);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#ifndef _WIN32
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if(multisample)
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glEnable(GL_MULTISAMPLE_ARB);
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#endif
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2009-12-14 13:54:34 +01:00
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glShadeModel(GL_SMOOTH);
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glEnable(GL_LIGHTING);
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2009-12-15 02:25:40 +01:00
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glLightfv(GL_LIGHT0, GL_AMBIENT, vmml::vec4f::ZERO.array);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, vmml::vec4f::ONE.array);
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glLightfv(GL_LIGHT0, GL_SPECULAR, vmml::vec4f::ONE.array);
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glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0);
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glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.3);
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2009-12-14 13:54:34 +01:00
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glEnable(GL_LIGHT0);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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2009-12-13 18:49:36 +01:00
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2009-12-15 02:25:40 +01:00
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vmml::vec4f::ONE.array);
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glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 128);
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2009-12-14 13:54:34 +01:00
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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2009-12-13 18:49:36 +01:00
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2009-12-15 02:25:40 +01:00
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Shader::loadProgram("default.vert", "default.frag");
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2009-12-14 13:54:34 +01:00
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loadLevel("level.xml");
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}
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bool Game::loadLevel(const std::string &name) {
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level = Level::loadLevel(name);
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return level;
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2009-12-13 18:49:36 +01:00
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}
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void Game::run(int delta) {
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2009-12-14 13:54:34 +01:00
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angle += delta*0.01;
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2009-12-13 18:49:36 +01:00
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if(angle >= 360)
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angle -= 360;
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2009-12-15 02:25:40 +01:00
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lightPos += delta;
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lightPos %= 24000;
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2009-12-13 18:49:36 +01:00
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}
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void Game::render() {
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int i;
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float light[] = {0, 0, 0, 1};
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if(lightPos < 12000) i = lightPos;
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else i = 24000 - lightPos;
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if(i < 4000) {
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light[0] = 0.0;
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light[2] = -i * 0.001;
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}
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else if(i < 8000) {
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light[0] = (i-4000) * 0.001;
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light[2] = -4.0;
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}
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else if(i < 12000) {
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light[0] = 4.0;
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light[2] = -4.0 - (i-8000) * 0.001;
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}
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else {
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light[0] = 4.0;
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light[2] = -8.0;
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}
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2009-12-13 18:49:36 +01:00
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2009-12-15 02:25:40 +01:00
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glLightfv(GL_LIGHT0, GL_POSITION, light);
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2009-12-13 18:49:36 +01:00
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2009-12-14 13:54:34 +01:00
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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2009-12-13 18:49:36 +01:00
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glPushMatrix();
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2009-12-15 02:25:40 +01:00
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//glRotatef(10, 1, 2, 1);
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/*glRotatef(5*angle, 0, -1, 2);
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glRotatef(7*angle, 2, -1, 0);
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glRotatef(11*angle, 2, -1, 2);*/
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2009-12-13 18:49:36 +01:00
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2009-12-15 02:25:40 +01:00
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renderer.render(level->getRooms().front().walls);
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2009-12-13 18:49:36 +01:00
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glPopMatrix();
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}
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}
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