82 lines
2.2 KiB
C++
82 lines
2.2 KiB
C++
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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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#include "Triangle.h"
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#include "gl.h"
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namespace Zoom {
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Game::Game(bool multisample) : angle(0) {
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glClearColor(0.0, 0.0, 0.0, 1.0);
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//glEnable(GL_DEPTH_TEST);
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//glDepthFunc(GL_LEQUAL);
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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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/*glEnable(GL_LIGHTING);
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static const float light[] = {1, 1, 1, 0};
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static const float lightColor[] = {1, 1, 1, 1};
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glLightfv(GL_LIGHT0, GL_POSITION, light);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
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glEnable(GL_LIGHT0);*/
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//glEnable(GL_CULL_FACE);
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//glFrontFace(GL_CCW);
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glLoadIdentity();
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glTranslatef(0, 0, -5);
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}
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void Game::run(int delta) {
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angle += delta*0.2;
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if(angle >= 360)
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angle -= 360;
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}
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void Game::render() {
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std::list<Triangle> triangles;
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triangles.push_back(Triangle(vmml::vec3f(-1, -1, 0), vmml::vec3f(1, -1, 0), vmml::vec3f(1, 1, 0), vmml::vec3f(0, 1, 0)));
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triangles.push_back(Triangle(vmml::vec3f(-1, -1, 0), vmml::vec3f(-1, 1, 0), vmml::vec3f(1, 1, 0), vmml::vec3f(0, 1, 0)));
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triangles.push_back(Triangle(vmml::vec3f(-1, -1, -1), vmml::vec3f(1, -1, -1), vmml::vec3f(1, 1, -1), vmml::vec3f(0, 0, 1)));
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triangles.push_back(Triangle(vmml::vec3f(-1, -1, -1), vmml::vec3f(-1, 1, -1), vmml::vec3f(1, 1, -1), vmml::vec3f(0, 0, 1)));
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BSPTree tree(triangles);
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glClear(GL_COLOR_BUFFER_BIT);
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glPushMatrix();
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glRotatef(angle, 1, 2, 1);
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renderer.render(tree);
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glPopMatrix();
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}
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}
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