154 lines
3.7 KiB
C++
154 lines
3.7 KiB
C++
/*
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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 "gl.h"
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#include "BSPTree.h"
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#include "Level.h"
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#include "Shader.h"
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#include "ShadowVolume.h"
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#include "Triangle.h"
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#include <algorithm>
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namespace Zoom {
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Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY), playerRotX(0),
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input(0), lightPos(0) {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_BLEND);
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glEnable(GL_MULTISAMPLE_ARB);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, vmml::vec4f(0.05, 0.05, 0.05, 1).array);
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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_QUADRATIC_ATTENUATION, 0.2);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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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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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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glEnable(GL_STENCIL_TEST);
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loadLevel("level.xml");
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triangles.insert(triangles.end(), level->getRooms().front().walls.begin(), level->getRooms().front().walls.end());
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std::sort(triangles.begin(), triangles.end(), Renderer::TextureSorter());
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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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}
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void Game::resize(int width, int height) {
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if(height == 0) {
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height = 1;
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}
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(MathUtil::perspective(50.0f, (float)width/(float)height, 0.1).array);
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glMatrixMode(GL_MODELVIEW);
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glViewport(0, 0, width, height);
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}
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void Game::turn(float x, float y) {
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playerRotY.rotate_y(-x*M_PI/180/10);
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playerRotX -= y*M_PI/180/10;
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if(playerRotX > M_PI_2)
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playerRotX = M_PI_2;
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else if(playerRotX < -M_PI_2)
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playerRotX = -M_PI_2;
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}
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void Game::run(int delta) {
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lightPos += delta*0.5;
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lightPos = std::fmod(lightPos, 24000);
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vmml::vec3f playerMove(vmml::vec3f::ZERO);
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if(input & FORWARD) {
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playerMove -= playerRotY*vmml::vec3f::UNIT_Z;
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}
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if(input & BACKWARD) {
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playerMove += playerRotY*vmml::vec3f::UNIT_Z;
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}
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if(input & LEFT) {
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playerMove -= playerRotY*vmml::vec3f::UNIT_X;
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}
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if(input & RIGHT) {
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playerMove += playerRotY*vmml::vec3f::UNIT_X;
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}
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playerMove.normalize();
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playerPos += playerMove*0.01*delta;
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}
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void Game::render() {
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int i;
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vmml::vec3f light(vmml::vec3f::ZERO);
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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.x() = 0.0;
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light.z() = -i * 0.001;
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}
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else if(i < 8000) {
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light.x() = (i-4000) * 0.001;
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light.z() = -4.0;
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}
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else if(i < 12000) {
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light.x() = 4.0;
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light.z() = -4.0 - (i-8000) * 0.001;
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}
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else {
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light.x() = 4.0;
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light.z() = -8.0;
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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vmml::mat4f transform(playerRotY), inverse;
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transform.rotate_x(playerRotX);
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transform.set_translation(playerPos);
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transform.inverse(inverse);
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glLoadMatrixf(inverse.array);
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renderer.render(triangles, light);
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}
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}
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